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0.

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by: Gabriel “Arddhu” Gastaldo

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Credits
Author e Chief-Editor: Arddhu Licensed by Riot Games
Co-author and Editor: Luke Nitole Runarcana is a product created following the policy of “Legal Jibber-
Jabber” by Riot Games with resources belonging to Riot Games. Riot
Cover artist: Ohne
Games does not endorse or sponsor this project.
Reviewer: Mateus “Kenpachi” Dias
Runarcana is in its entirety for free access and download at:
Staff: Amanda “Mandy” Rios, Bernardo “Dante” Bezerra, Vinícius
http://www.runarcana.org/en
“Aristóteles” Hermínio
Credits referring to Riot’s unofficial arts, but produced by fans, can be
Collaborators: Gabriel “Dutra” D. Cadei, João “Kamikaze” Fernandes,
found in Appendix C: References.
Jonatas “Ramim” Baptista, Leonardo “Kuroma” Antunes, Marco
Reis Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
Inc: System Reference Document 5.1 Copyright 2018, Wizards
Translation Team: Arddhu, Felipe S. Persch, João “Kamikaze”
of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
Fernandes, Luke Nitole, Marco “Warco” Reis, Raphael “BigBoss”
Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
Machado, Victor Giovanetti Cardoso
Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
Special Thanks: Náira “Aylinn” Francine, Nathália “Pixie” Moura, based on original material by E. Gary Gygax and Dave Arneson.
Priscila “Ysanne” Queiroz, Rafael “Bis” Mercadante

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Contents
Preface 9 Mounts and Lifestyle 254 Shurima 413

Preface about version 0.91 9 Darkin Weapons 256 Targon 415


Prosthetic Limbs 259 Void 418
Introduction 11
Techmaturge's Creations 262 Zaun 420
Characters 17
Magic Items 276 Realms of Existence 423
Chapter 1: Character Creation 19
Rules 293 Appendix A: Conditions 427
Chapter 2: Origins 27
Chapter 7: Using Ability Scores 295 Appendix B: Creatures 431
Human 30
Ability Scores 295
Anthroplantæ 32 Appendix C: References 467
Advantage and Disadvantage 295
Construct 36 Character Sheet 468
Proficiency Bonus 295
Half-Dragon 40
Ability Checks 295
Minotaur 44
Using Each Ability 297
Troll 46
Saving Throws 300
Vastaya  48
Chapter 8: Adventuring 303
Yordle  56
Time 303
Runeborn  58
Movement 303
Chapter 3: Classes 63
The Environment 305
Acolyte 64
Social Interaction 306
Arcane 80
Resting 307
Bodhisattva 92
Between Adventures 307
Brute 104
Chapter 9: Combat 311
Combatant 112
The Order of Combat 311
Hunter 124
Movement and Position 312
Marksman 134
Actions in Combat 313
Mercurial 142
Making an Attack 314
Ninja 150
Cover 316
Pilgrim 160
Damage and Healing  316
Techmaturge 168
Mounted Combat 319
Chapter 4: Detailing 177
Underwater Combat 319
Character Details 177
Chapter 10: Magic 321
Past 178
What is a Spell? 321
Chapter 5: Customization 187
Casting a Spell 321
Heritage 187
Spell List 326
Variant Heritages 198
Spells Descriptions 332
Enhancements 202
Runes 206 Runeterra 391
Runessence 215 Chapter 11: Runeterra 393
Sutras 221 Global Runes 393

Multiclassing 229 The Calendar 393

Chapter 6: Equipment 233 Bandle City 394

Starting Equipment 233 Bilgewater 395

Wealth  233 Demacia 398

Armors 234 Freljord 401

Weapons 236 Ionia 403

Equipment 240 Ixtal 405

Crafts 243 Noxus 407

Rare Materials 252 Piltover 409


Shadow Isles 411

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Preface

W
elcome to Runarcana, this book is a support manual for
RPG players who are interested in creating and playing Preface about version 0.91
RPG adventures in the world of League of Legends (LoL).
Created in a non-commercial and non-profit way for the benefit of As I write these words, the entire Runarcana team sleeps. How do I
the community, be it LoL player and interested in RPG, or RPG players know? Because everyone was exhausted for doing their best so that this
interested in using some accessory rules to D&D 5th Edition or even just book could get to you in the best possible way, with the least amount of
exploring a new world. . errors we could get. There were months of intense, dedicated work, and
full of problems.
The main reason for creating this book was the desire of many League of
Legends players to transfer part of the experience provided by this game We came from a dangerous time when we ran the risk of the project
to the reality of a tabletop RPG. having to be taken off the air. I confess that I almost abandoned
everything out of sadness at the time. But with this team, with the
Initially, this book was conceived and created by an extinct cultural
Discord staff from Runarcana, the strength to move forward emerged,
website called Icathia. In it, various forms of cultural creation were
all of that was left behind and we faced the challenge with an open chest.
created, exposed, and disseminated, involved with the reality of that
title. Since 2014 the book Runeterra has gone through several internal And finally, we started to reap good results.
phases and experiments with different rules and systems before finally The old name was left behind and with it, the old project dies to create
being released to the public and published for free. Runarcana, which now becomes a project licensed by Riot Games, as
Its launch came to complete the efforts made to make it possible to play can be seen on the Credits page.
an RPG in Runeterra with the same ambiance as the League of Legends Believe me, this achievement represents more than I could write here,
and bringing an experience, although different, close to that of the first it represents especially for everyone involved in creating this book,
times that you interact with this game and have contact with the Lore maintaining the system, finding its mistakes, and, especially, putting up
that each day grows richer and more elaborate. with an annoying old man (me).
The arts contained here are the intellectual property of Riot Games or But what about the version number, you might wonder. If it is not
artists responsible for fanarts, any use of which must be requested from obvious that this is a new project, a new beginning, then be understood
them. once and for all.
Okay, “but what exactly does this book cover?” you may wonder. In this Runarcana is here to stay and this time with the certainty that it will
book, you will find auxiliary rules to create characters, adventures, and be able to run smoothly without the shadow of the burden of legal
items that work in the Runeterra scenario, also, some brief descriptions complications.
of localities and a little about the culture of these places.
Now, perhaps the most important thing to mention here is the
Much of the base material for this book to be made comes directly from community that was formed around this project. Several projects were
the Riot websites related to this game, however much more so, comes born from it, several people started to create content, get their hands
from fan sites like wikis that maintain excellent places of concentration dirty, and prove that they have talent that can be improved.
of information.
If there is a feeling for what I feel for all of you that has been supporting
More information about this book and the adaptation, in general, can this project, it is gratitude.
be obtained through the official website http://www.runarcana.org/en,
where you can always find the most up-to-date version of the book as Added to the feeling of satisfaction and duty accomplished, managing to
well as accessories, magazines, and even forms of contact. with other correct errors, improve mechanics, add content, and much more.
players to chat, have ideas, and discuss this adaptation. But again, why 0.91 and not 1.0? The reason is simple, although it is
Remember that although we try our best to bring this system closer to something licensed, we still have a way (not that long) to achieve the
League of Legends, it is an adaptation to a completely different format, quality that you deserve and that we aim for.
so many things can be modified abruptly, causing astonishment, but 1.0 is the future, with the system fully consolidated, unified, and
believe me, we have analyzed all the options we have achieved think and independent, something we can look at and think “is ready to last a few
try to make the best decisions to achieve thematic cohesion, respecting years untouched”.
the fact that it is an adaptation.
Until then, keep an eye on the launches and projects, as just as Runarcana
It is worth remembering again that this project is completely free and is the revival of this project, its launch is only the beginning of what we
there is no charge for you to download this book. Runarcana is a project have planned for the future.
made by fans for fans, without any endorsement from Riot Games. For
this reason, read, study, discuss and bring your opinion to us, as the rules On behalf of the entire Runarcana team, thank you for your affection,
set out here were designed to assist in decision making and arbitration, strength, and confidence.
whether an action was effective or not using the premise of luck, Enjoy!
however, the game is yours, the fun is yours and your group’s.
Arddhu
.
November 2020

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Introduction
Hello Summoner, places presented by the Game Master.
Even if players can’t succeed in their goals, having fun together is much
Welcome to Runarcana, a book created by the community, for the more critical, which is a victory for everyone.
community, to provide countless adventures in their imaginations
wandering through the fantastic land of Runeterra, the world where the
League of Legends takes place. The Bases of this Book
RPGs are a space for creating and living legends and stories that take
place in fantastic worlds. RPGs are guided by imagination where The following is a great deal of information pertinent to the fundamental
creativity and resourcefulness are stimulated and used to solve problems structures that were used to create this book, such as League of Legends
if necessary These fantastic worlds can range from legends of our world, and Dungeons & Dragons, as well as a brief summary of the publisher’s
such as the legend of King Arthur and the Round Table, to explorations history and a disclaimer about the arts and images that are inserted in
of Egypt and even times like the 1920s, to authorial universes like Avatar: this book. You may have had access to this book without knowing some
The Last Airbender, Percy Jackson and the Olympians, the Lord of the of this information, so let’s talk about some essential things pertinent to
Rings and even classics like the Iliad and the Odyssey. this book.

But besides authorial universes, RPGs can also happen based on your
current reality or even your own creation, as a fantasy world created by League of Legends
you, with your characters, places, stories, and events. There are no limits
to the fields of imagination where the RPG can journey with a group The League of Legends, usually abbreviated as LoL, is one of the most
eager to make stories happen and change the course of events. played video games in the world, with millions of fans around the globe,
it continues with continuous growth each year, creating and reinventing
RPG means “Role-Playing Game”, it differentiates itself from games
an entire esports industry.
of pure imagination by bringing with it sets of rules for the resolution
of disputes so that there is no overlapping of argumentation, creating Created by Riot Games in 2009, it was idealized by founders Brandon
unnecessary conflicts. Also, they bring rules for the creation of “Ryze” Beck and Marc “Tryndamere” Merrill as a game that should
characters and determine when and if their actions are successful or not. stand out for fun and competition, leading players to test their limits at
each match.
Usually, an RPG is full of challenges, which are presented by another
player, known as Game Master, DM, or Narrator. Unlike the players, Perhaps the most crucial characteristic of this game, for the purposes of
the Game Master is the conductor of the story and mediator of other this book, is its multiplayer characters, in which people play in teams to
players’ actions. The Game Master creates adventures for the characters defeat the enemy team.
to navigate through dangers and decide the paths to explore. An example
of one of these problems would be the Game Master describing the
Runeterra
Frostguard Citadel entrance and the players deciding what they want
their characters to do when they hear it. Will they enter the dangerous
domain? Are you going to talk to any member of this tribe? Or will they Runeterra, on the other hand, is the world where the stories related to
cast a spell that can take them directly to the Howling Abyss? LoL happen, a fantasy world with aspects linked to fantastic medieval
scenarios, but with many elements linked to science fiction and
After the players’ decisions, the Game Master will narrate the result of technological paradigm changes.
their choices, either by describing the consequences of those choices
or by using the rules to determine the success or failure of the players’ This book is a work in constant evolution and adaptation, this is partly
attempt. The Game Master can improvise in relation to each player’s due to its nature in synchronizing with the changes presented by Riot
actions since the RPG is exceptionally flexible, making the described Games regarding the League of Legends universe, with this many
rules just a common basis and a guide for the Game Master’s decision
making.
There is no defined ending to an RPG game. When one goal is completed,
another can begin, creating an adventure saga known as a campaign.
Many players end up having their campaigns for months or even years,
making incredible stories at each game session, where they meet their
friends to continue the story in which their characters have immersed.
Usually, there are no winners or losers in an RPG, at least not in the
usual way, like other types of games. In an RPG, all players tend to work
together to advance the story, it’s not common for them to fight each
other to define who is weaker or stronger, but rather to help each other,
covering each other’s weakness. Each character has its own role within
a group, while some characters are more combat-oriented, others will
excel in social interactions, and some will even excel in exploring the

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things can change from one edition to the other, affecting mainly the
environment, but sometimes even the rules.
More information about Runeterra can be found in Chapter 11:
Runeterra, with some brief descriptions of the principal nations of this
world.

D&D

D&D or Dungeons & Dragons was the first RPG system created by
Gary Gygax and Dave Arneson, a system that deepened the narratives
in the individual, unlike armies like miniature games.
Since the 1970s, it was the main RPG system, giving rise to several others
in the course of the following decades but still being one of the leading
systems today, in 2020.
D&D has several editions, with the rules not being utterly compatible
between different editions, for any information regarding the rules, this
book’s reference is the 5th edition of D&D.

Editor

The editor of this book, known as Arddhu, has been an RPG player since
he was 8 years old, having started this activity with childhood friends in
the 90’s and attending a store near his home called Pendragon.
He found League of Legends in 2013, fell in love with the game and its
fantastic universe, and has since then remained involved in the “silly
game” either professionally or by hobby (as is the case with this book).
He maintains this project as a hobby and in a non-commercial or lucrative
way, accepting submissions of material produced by the community and
making a curatorship of this same material.

Art and Images

The arts contained herein are either owned by Riot Games and also
follow the “Legal Jibber Jabber” policy, or are authored by artists
responsible for fan arts, listed in Appendix C: References. Any use of
them should be requested from their creators.

The World of Runeterra

Runeterra appears to be a world very similar to our planet in several


aspects, however, it possesses some secrets and creatures that you may
one day have seen in your most playful dreams.
As much as it is only a planet, Runeterra is closely linked with magic,
possessing unknown relationships with other realms of existence that
remain untouched by human hands, yet full of dreadful creatures or
extremely social beings who would not think twice about giving shelter
to an unprotected traveler.
A few nations separate this world, they share certain characteristics,
but all are unique, differentiated in their histories, cultures, geographies,
governments, and their relationships with magic. Although they exist
worldwide, several intelligent creatures of the same species may be
completely different in their behavior depending on the region where
they grew up and may be the target of contempt, depending on where
they were born.
With all this, the Game Master can set up a campaign in any of these
nations or perhaps create his own with unique beings from this small
universe. Being a world still in development by Riot Games, the players’
creative freedom towards their worlds and characters is gigantic, so
check with the Game Master the rules related to the campaign he is
presenting to you, the Master is the final authority to define key pieces
and the workings of the world on your game

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Using This Book

This book is separated into 3 parts:


The Part 1 is about everything necessary for you to create a character in
the world of Runeterra. Containing information about Origins, Classes,
Backgrounds, Equipment, among other options for you to further detail
your character, to make it a unique personality in the world.
The Part 2 is about the general rules of how to play Runarcana, detailing
the attributes of the character, the rules that should be used for the
adventures out of combat and the rules of how the combat itself works.
Also for players, this part details the rules for conjuring spells and the list
of spells for each class that has the spellcasting capability.
The Part 3 portrays the game scenario, where you can find basic
information about the world of Runeterra, portraying its regions and
realms of existence.

How to Play

There is no “correct” way to play RPG, however, there are fundamental


points that must occur within a game for its proper functioning.
1. The Game Master will describe the scenario. Here the Game
Master speaks to the other players, where the characters are located,
how is the place around them, how are the people there, that is, if there
are people. It is up to the Game Master to give a general notion to the
players of what action options they can take, giving them an overview
of their situation. For example, the Game Master narrates:
“You wake up in a precariously illuminated room, you feel the frozen
stone floor under your bodies and in the distance the dim light of a torch
that is about to go out. When the light from the torches goes out, you
can see a phosphorescent blue viscous liquid that strongly illuminates
the room, so you see a wooden door at one end and a chest at the other.
What do you do?”
2. The players decide how they will react to what was described
to them. After listening to everything the Game Master has to say,
the players must act, being able to ask a variety of questions or going
straight to the point. Each player can take different actions, one may
want to know “Do I remember how we got here?”, or another may act
by wanting to analyze the liquid flowing from the walls, or someone
may want to open the chest.
Often, the solution to a problem can be simple, like who said that would
like to see the chest, the Game Master can simply tell them that the chest
is locked, and that they can’ t see the key anywhere near. Or in case of
the player who decided to approach the walls ends up having a surprise
when the liquid starts to detach from the wall and take the form of
something he has never seen before. It is not necessary for all players to
take concrete action, but it is up to the Game Master to listen to what
each one has to say.
3. The Game Master then narrates the outcome of the players’
actions. At the end of the players’ decision making, or interrupting it
to give a surprise element, the game returns to the first step, where a
new situation is being presented and the Game Master describes the new
elements that have emerged in the scenario.
Regardless of the situation, these 3 points always repeat themselves.
In case of a combat, this base is still followed, but the actions are more
structured, with more fixed rules and with the use of shifts to define the
actions of each character, be it the player or the Game Master.
The RPG, for the most part, is usually flexible and fluid, always adapting
the situation to the players’ actions. The ambiance is usually in the mind
of its players, with its surroundings described by the Master so that
everyone can imagine the scene. However, some Game Masters may
choose to have images to facilitate general understanding, and some
Game Masters like to bring music or sound effects to give the game a
better atmosphere. In some cases, it is common to have a map so that
players have a notion of where their characters are and the positioning
of their enemies, helping in their decision making.

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Game Dice Rolling Dices
Regardless of the type of dice used, a roll will always follow these
This game makes use of multifaceted dice with different numbers on
steps:
each side. You can find this dice in game stores or use a digital version
for them, there are some applications that simulate this dice or you can 1. Roll the Dice and add the modifier. In almost every data roll the
even use Google for this. modifier of one of the six attributes is used, and in some cases the
character or creature has certain training or ease in a certain skill or
The data are differentiated in this book using the prefix “d” followed by weapon, giving him the opportunity to add the proficiency bonus to
the number of sides the data has, such as d4, d6, d8, d10, d12 and d20. his roll. See Chapter 1 for a better understanding of attribute values and
The most common of them is d6, which is a six-sided dice, being used in their modifiers.
several board games. 2. Add a bonus or penalty. Sometimes it is possible that there is
something affecting the roll, ranging from a Class ability to a spell or
In addition to these data, there may be some expressions that use the Rune, be it positive or negative. After getting the result, you should add
same concept, such as d100 (or percentage dice), d3 and d2. There are or subtract the set value, depending on what is affecting the roll.
some different ways to use them, the d100 can be “created” using two 3. Compare the value with the target number. D20 rolls usually have
a target value, if the total value obtained in scrolling is equal or greater
d10, where one dice will represent the tens and the other the units, that
than the target number, the saving throw, skill check or attack roll is a
is, by rolling the 2 dice, you get the results 4 and 2, knowing that the success, otherwise it is a failure. Damage rolls, on the other hand, do
first dice was defined as the tens, you get the final result of 42. For the not have a target value, they are only performed when successful in an
d3, you can roll a d6 and divide the result by half, rounding up. While attack roll.
for a d2, you can get the result in several ways, such as rolling any dice
and setting odd numbers to 1 and even numbers to 2, or playing a coin, The Game Master is the one who defines the target value that
setting the results to heads and tails. must be reached in order for a roll to be successful or unsuccessful.
The target number for saving throws and skill checks is called the
The rules will tell you what dice you should use for each situation and Difficulty Challenge (DC), while the target number for an attack roll
whether you should add any bonuses to the rolled result. For example, is defined by the Armature Class (AC) of the target.
one of your attacks causes 3d6 + 5, this means you must roll three six-
sided dice and add 5 to the total value. With this simple rule it is possible to decide the majority of the
actions. For more detailed rules on the use of dice and attribute
The D20 values, see Chapter 7:

Does an adventurer’s furious attack hit his target or does it just graze
through the thick scales of his enemy? Will an army general believe The Specific Wins the General
the desperate story he was told? When being the target of a psychic
attack, will the adventurer be able to resist or succumb to mental As previously stated, Part 2 of this book brings the set of general rules
control? needed to play Runarcana. In some moments you may notice that there
are traces of Origin, Class skills, magic items, creature skills and other
In all these situations where results are uncertain, the player or the elements of the game that do not exactly follow the general rules present
Game Master must roll a d20 to determine success or failure. in Part 2, thus creating an exception to the rules. Keep in mind that if a
Every character and creature has six attributes that will define specific rule contradicts a general rule, the specific rule prevails.
their physical and mental abilities. They are Strength, Dexterity, Normally, exceptions to the rules are minimal. For example, a person
Constitution, Intelligence, Wisdom and Charisma, among the with a physical body cannot go through a wall, but some Class spells or
characters of players it is common that the values of these attributes abilities make an exception to this rule. Almost all spells and Runes count
are between 8 and 20, while for creatures it is possible that their as an exception to the rules.
values have a minimum of 1 or something as high as 30. Being the
value 10 considered the general average of humans, a person who
has a value above that is already considered an exceptional being, Rounded Down
but if he is below... let’s say that he is not a good representative of
the species There is a general rule that is not present in Part 2 and that you need to
These six attributes are the basis for almost every move that requires know. Whenever it is said that a result is divided, the value should be
a d20 roll, whether made by players or the Game Master. Saving rounded down if it ends in a fraction, even if the part of the fraction is
Throws, attribute testing or attack rolls are the main things that use greater than half.
a d20.
Adventures
Advantage and Disadvantage
In some cases, a saving throw, skill test or attack rolls ends up under The RPG consists of a set of characters that are performing the
use of a special rule called advantage or disadvantage. Some of the adventure that the Game Master showed them. Each character brings
character’s or creature’s abilities can describe when they will have special traits to the adventure in the form of attribute values and skills,
advantage or disadvantage, but it is the Game Master who will class characteristics, traits of Origins, equipment and magical items
define most of the time whether or not she will have advantage or Each character is different and each one has its own advantages and
disadvantage. disadvantages, so the best group is the one where each character is
different from the other. Adventurers must cooperate to succeed in the
The advantage is something positive for the creature who will
adventure.
perform a d20 roll, while the disadvantage demonstrates a negative
circumstance for it. When you are in any of these situations, you Adventuring is the core of the game, a story with beginning, middle
should roll two dice instead of one, if you are in advantage, you and end. Game Masters can create adventures or can use one that is
should use the higher value of the roll, while in disadvantage you ready, modified to meet the needs of the Game Masters. In any case, the
use the lower value. For example, if you have an advantage and roll adventure will present a atmosphere of fantasy, be it a ruin, a burning
14 and 7, you use the 14, but if you have a disadvantage and get castle, a desert or a busy city. There is a wide variety of character types:
the same values you use the 7. For more detailed rules on the use the player characters (PC) created and played by other players at the
of advantage and disadvantage, see Chapter 7: Using Ability Scores. table and the non-playable characters (NPC) controlled by the Game
Master. These characters can be clients, allies, enemies, contractors or
just redundant characters in the story of the adventure. Usually, an NPC
is the villain and his plan guides many adventure activities.

14
Throughout the adventure, the character will find several creatures, Chapters 7 and 8 deal with the general rules for exploration and social
objects and situations that must be dealt with in some way. Sometimes interactions, as well as various traits of Origin and Class characteristics.
adventurers and other creatures will do their best to kill or capture each
other in battle. Other times, the character will bring the target and talk
A World of Magic
to these creatures. Usually, players spend time trying to solve puzzles,
overcome obstacles, discover hidden things or solve current scenarios.
At the same time, players explore the world and make decisions about Runeterra is full of magic in all places, be it more visible and obvious as
where to go and what to do next. the conjuration of a fireball or in its most feared creatures, like dragons.
Regardless of the way it is, magic is present daily in the day-to-day life of
The scale and complexity of adventures vary. Short adventures, known all beings, and is the focus of Chapter 10.
as one-shots, are adventures that have their beginning, middle and end
in one single game session. A longer adventure, like a campaign, can Although it is in abundance in the world, direct practitioners of magic are
involve hundreds of battles, interactions and other challenges and can not so common, however, magic often appears in some of the skills of
last dozens of sessions, lasting weeks or months in real life. Usually, the certain people. It is practically impossible that a campaign ends without
end of an adventure is the return of the character to civilization to rest anything magical happening, even in anti-magical regions like Demacia,
and enjoy the fruits of his work. But this is not the end of the story. You it is present everywhere, trapped inside the petricite that its walls and
may think that the adventure is just one season of a TV show, consisting houses are made of.
of several exciting episodes. A campaign is an entire show, with a series Magic is the key to the survival of the players, because without the
of activities performed by some characters that follow the story from healing of the acolytes, the explosive power and versatility of the
beginning to end. Arcanes or the magical support of the Pilgrims, it is very likely that the
other characters would quickly succumb before their enemies.
The Three Pillars of Adventuring

Players can do, or at least try, anything they can imagine with their
characters that can be commonly described in 3 pillars: Combat,
Exploration and Social Interactions.
The Combat is mainly dealt with in Chapter 9, but the rules for using
spells during combat are dealt with in Chapter 10. Combat involves
all creatures united in an effort to defeat their enemy, either by killing
them, holding them hostage or forcing a retreat. Combat is the element
with more rigid and less malleable rules, being divided into turns so
that everyone can have the chance to act. Even though it is not very
malleable, it is still possible that players try the strangest maneuvers, or
the most impressive acrobatics.
The Exploration is, basically, the movement of characters through the
world presented by the Game Master, including their interaction with
objects and any environment in which they are, such as a forest, city or
village. This interaction takes place through the choices of the players
and the result of their actions presented by the Game Master. How to
spend a few hours moving from one city to another and setting a waking
shift, unraveling the riddles of an old shuriman tomb, or even cutting a
rope in the middle of a forest to see what happens.
The Social Interactions, as the name says, is the interaction of players
with the characters presented by the Game Master. It can happen when
trying to convince a guard to give you access to an exclusive party, get
information through a secret language or ask for mercy to a powerful
enemy.

15
16
CHARACTERS

17
18
Chapter 1: Character Creation option to define features. In such cases, the Game Master is the one who
defines which variation is used on your table and, with that, which one
you should follow when creating your characters.
There are two main components to play Runarcana, one being the
narrator/master and the other the player or several players. On the
master's side, an adventure is expected, a story told to the players with
1. Creating Concept
whom they interact. On the players' side, they are expected to create a The first and perhaps the most crucial step in creating a character is
character that they will interpret in this story. creating your initial concept. The concept turns out to be the skeleton
on which all other features rest. In its absence, the character is just a
In this chapter, you will learn step by step how to create a character, the
series of grouped features lacking cohesion. A character without a
rules necessary for it to be balanced (with power equal to that of other
concept ends up becoming a character that is poor in interpretation and
characters at the table) so that the master can develop its progression
extremely generic.
and evolution in your adventures.
Although you can reproduce most of these steps by yourself and create Creating Karon, Step 1
your characters, ideally, they should always be made under observation
Karon is the chosen name for this character. He is a fighter that uses the
by the master, especially regarding possibilities that may or may not be sword and magic, was born poor and managed to enlist in the Noxian
used depending on the campaign and personal rules of that master. army where he demonstrated his worth during some campaigns. During
As the RPG ends up being an interaction between the master and the these campaigns, he met a blacksmith-craftsman and started to want
to pursue this profession. After saving a good amount in the empire's
players, the ideal is that both talk. When you create a character, talk
service, he ended up asking for his honorable discharge from the army
to your master about your idea first, understand the limitations that he and became the blacksmith's apprentice.
applies to the game, and develop, together, the necessary parameters
to create that character. An essential step is to establish the background However, Karon is not just a former soldier and a blacksmith's apprentice.
We decided that he will have black skin and hair shaved by the military
of this character. It is also crucial to talk to the master so that this story
custom in addition to this information. He is very fond of pasta and
is integrated into his world and is not purely illustrative. All of this is Demacian wine (a secret of which he is ashamed) and dreams of meeting
necessary to avoid being totally ignored after dedicating several hours Ionia without the stigma of being a Noxian soldier one day. Although he
to this creation. believes in the empire, he also believes that the onslaught on Ionia was
not the right decision, which motivated him to request his discharge from
There are several steps to creating a character. In each of them, some
the army.
concepts are explained briefly, and the chapters in which you can
find more information about that characteristic are also indicated. Another important feature about Karon is related to his magic. He never
It is interesting that you always try to read well and understand each showed any talent for magic until, during a Noxian campaign, he was
surrounded by enemies. His death was certain until the enemy's weapons
element before determining it as definitive for your character since the
aimed at him seemed to crash into the wind. This magical awakening
vast majority of them cannot be changed after creation. saved Karon's life and started a magical training while still in the army,
During this chapter, we will create a character so that you can use this guaranteeing him a promotion.
example to create your own characters. During this creation, reflections With this concept, we can continue creating Karon. We have a skeleton of
and thoughts will be made about the decisions to be very instructive and the features that can be modified according to the next steps by validating
clarify as many doubts as possible about this process. or modifying the features that we defined in its initial concept.

If in doubt, consult the book again, talk to friends, but understand that
the final and definitive word is that of the master in any adventure. 2. Choose an Origin and a Region
That's why we emphasize how important it is to talk with the same In Runarcana, the origin refers to the genetic origin that your character
before, during, and after creating your character. has. Is it a human, a yordle, a construct? The origins are detailed at
An essential accessory for character creation is the "Character Sheet", Chapter 2: Origins and, when creating a character, you must choose
which can be found both at the end of the book and on the official between one of the available origins. The most vast and common are
Runarcana website. It consists of a record of your character's features the humans. They are in greater numbers throughout Runeterra and are
that you can make on a print, photocopy, digitally, or even on a blank predominant throughout the Realm Material.
sheet that you can write. This record is vital so that you have the When you choose an origin, you must choose too a Region. It
information registered and can consult it when necessary. normally refers to where you originally came from. In some cases,
Some steps may have process variations with more than one you may have been born in one location and have lived

19
most of your life in another. These details are important for the creation that, classes provide a range of proficiencies in weapons, armor, crafts,
of the character's background and end up having direct reflections in the among other things.
data inserted in the character sheet.
When you choose a class, you should write down on your sheet all the
With these two pieces of information, for example, you may have been features provided to you by your class at the 1st level.
born in Freljord, but moved to Demacia at a young age, being able to
choose either of these two locations as your Region. Subclasses
If the classes are central pillars for the construction of a character, the
Creating Karon, Step 2 subclasses are expressions of these pillars with some differences between
In Karon's creation it was defined that he is a Noxian Human. However, them, applying a directed specialization of the original class skills with
when looking at Chapter 11: Runeterra, taking into account the character's the certain thematic focus of that subclass. Some classes open the choice
desire to get to know Ionia, we chose to change his birthplace to Ionia, for subclasses on the 1st level, others on the 2nd, and even on the
giving him the option to choose between the Regional Traits of Ionia or
3rd. The choice of a subclass is not always free, as some of them have
Noxus. Since it is part of his concept the desire to visit Ionia, we modified
his story, saying that his family is originally from Ionia (or at least his thematic or background requirements that need to be fulfilled. In such
mother), making him go, as a baby, to Noxus, where he grew up and cases, the best solution is to talk to the master to decide this.
developed.
With this information, we can fill in the sheet the Origin with Human
Level
and the Region with Noxian or Ionian. Also, we look at all of the Human The general rule for creating characters is that they start at level 1 and
Origin Traits and the Ionian and Noxian Regional Traits (although he has, level up as they gain experience.
in a way, two Regions, he gets only the benefits of one of the two). The
Noxus region provides access to any skill of our choice. We chose Intuition A concept that must be understood is that a level 1 character is not a
because during his training as a soldier, he learned a little to understand weak character, he is already stronger than most of the population that
when someone is lying. As a Human, he has access to one more skill and is composed of ordinary people. A level 1 character is considered an
we chose Perception, also as a reflection of his military training and his adventurer, has greater abilities than most individuals who usually are
experience on the battlefield.
NPCs.

3. Choose a Class As a general rule, Non-Playing Characters (NPCs) can have variable
levels that start from level 0, such as a Poro. Unlike player characters,
A concept that must be understood by the players and the master is they evolve first to the ¹/₈ level, then ¹/₄, after that ¹/₂ and only then
about the class. A class does not exactly mean the profession that a level 1. However, every NPC can have a huge background behind them.
character exercises, but the type of training he received and what skills Appearances do not always live up to this.
were developed during that period. Although characters normally start
at the first level, they are usually already ahead of normal characters in Although player characters normally start at level 1, there are game
the world like tailors, fishermen and even law enforcement officers. tables and masters who choose to start at other levels. For such cases,
this guide is still completely useful, since it is about creating an initial
A character's initial class represents how he became an adventurer, character, which ends up being the basis for characters of higher levels.
how that training he underwent ended up being the result of a series of
actions and features that form the core of a class. Although the level is treated as one, there are two types of levels in
player characters: one is Character Level and the other is Class Level.
When you choose a starting class, you are also choosing the class The distinction exists for when characters become multiclassed (more
features relevant to that class. They can be the most varied, creating a information in Chapter 5: Customization - Multiclass). For example, a
set of skills that form a single body in which the class is centered. Besides character with 3 class levels in Combatant and 1 class level in Mercurial
is a character with Character Level 4. This distinction affects
some aspects like the Proficiency Bonus (which will be seen
before Hit Points and Hit Dies), or even Experience, which
is based on that level and not the Class level.

Proficiency Bonus
One of the scores assigned based on your character level
and not your class level is the Proficiency Bonus, a score that
reflects the most generic and simple training feature among all
classes. This score starts at +2 at the 1st character level and
has an evolution based on that level. This score is used for
some actions:
• Attack rolls with weapons you are proficient.
• Attack rolls with spells you cast.
• Attack rolls with Runes you channel.
• Saving throws you are proficient.
• Ability checks using skills you are proficient.
• Ability checks using crafts and tools you are
proficient.
• DC for the saving throws against
the spells you can cast (explained in each
spellcasting class).
Several factors define a character's
proficiencies. The character Class determines those
related to weapons, armor, and saving throws.
However, others, such as crafts and skills, are usually
defined by your character Class, your region, your
Past, among others.

20
Hit Points and Hit Die or Enhancements. Also, you cannot have any ability score less than 8.
In Runarcana, all characters have hit points, a number formed by Point Cost to Ability Score
several factors, such as class and origin, that demonstrate how resistant
Score Cost Score Cost
this character is in combat and facing other dangers.
8 0 12 4
A 1st level character has 1 Hit Die, and his class determines the type of
9 1 13 5
die. The initial hit points are calculated with this first die maximized. In
the case of a d6, he has 6 hit points and in the case of a d10, 10 points. To 10 2 14 7
this score, you add your Constitution modifier (which will be determined 11 3 15 9
in step 4). This sum is your maximum hit point score.

Creating Karon, Step 3 Method 2 - Roll


Karon's character level was set to 1, so, in his creation, we can choose a The second method is based on luck. In it, you must roll 4 six-sided dice
Class for him to get at that level. As we defined in his history that he was a (4d6) and add the three higher numbers. For example, if you roll 3, 6,
Noxian Soldier and learned to use magic, we chose the Combatant Class,
2 and 4 on four dice, you will eliminate 2 and add the rest, obtaining
the Armaster's Honor, and the Arcane Combatant's Combat Technique,
which is suited to every concept created for him. Therefore, we write down a score of 13. After doing this a total of 6 times (once for each ability
on the sheet the features related to this. score), you can apply each of these scores to an ability, marking them
on your sheet in the space for that and, next to it, the modifier for that
Since Karon is a 1st-level Combatant, he has 1 Hit Dice (which, maximized,
score.
results in 10) starting with hit points equal to 10 + his Constitution
modifier. Furthermore, because he has a character level of 1, he writes
down the proficiency bonus which is +2. Creating Karon, Step 4
Because the Class was defined as Combatant, we write down the As Karon is made for a table with a rolling method for determining ability
proficiencies in all armor, shields, simple and martial weapons, as well scores, the player does this rolling with the GM, getting the following
as proficiency in Constitution and Strength saving throws. With access numbers in the dice: 14, 15, 13, 12, 11, 14. As a Combatant of the
to various skills, we chose Athletics and Acroba, reflecting his military Armaster's Honor with the Arcane Combatant's Combat Technique, we
training. prioritize his Strength, placing 15 in this ability. Then, the most important
ability for this character can be seen both as Intelligence, to cast spells, and
Constitution, to gain a better bonus on his Hit Points. As we have two 14,
4. Determining Ability Scores we put one in each of these abilities. Karon is agile, the result of his military
In Runarcana, all characters have 6 basic ability scores: Strength, training. With that, the 13 is placed in Dexterity, leaving a 12 and an 11,
which we put in Wisdom and Charisma respectively.
Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each of
these ability scores reflects the character's score on that feature. As Karon is a human, he does not have an increase in a specific Ability
Score like the other Origins, however, he has 3 Heritage points that will
There are two standard methods for determining ability scores. Each serve to increase his Ability Scores..
GM usually chooses the one they think is most appropriate for their
narrative and it is important to always define these ability scores with Ability Score and Modifiers
the GM being aware. Score Modifier Score Modifier
1 -5 16 - 17 +3
Method 1 - Points
2-3 -4 18 - 19 +4
The first method is based on planning. In it, you have a base score of 8 on
4-5 -3 20 - 21 +5
all ability scores and have 27 points to increase them. The score for each
increment is shown in the ability scores table. For example, an ability 6-7 -2 22 - 23 +6
score 13 costs 5 points. Weighting is important in this step to define the 8-9 -1 24 - 25 +7
ability scores, since excessive spending on one of them can cause other
10 - 11 0 26 - 27 +8
ability scores to have a very low score.
12 - 13 +1 28 - 29 +9
When using the points method, you cannot raise an ability score above
14 - 15 +2 30 +10
15, and it can be increased only by ability scores from Origin, Heritages

21
5. Heritages and Enhancements or Dexterity, or Constitution and proficiency in saving throws with the
chosen ability. We chose to increase his Dexterity, making his score 14 and
Heritages and Enhancements represent talents, gifts and specialties making him proficient in Dexterity saving throws as well.
that your character has. Each one of them can be found in Chapter 5: Since the Colossus Heritage is a Variant Heritage, when he reaches the 4th
Customization. Each Heritage and Enhancement may have prerequisites level, Karon will gain +2 Constitution.
that you must meet to choose it. During your adventures, if any of these
prerequisites cease to exist, Heritage or Enhancement becomes inactive
until the prerequisite is met again.
6. Runes
In Runarcana, all existences, whether organic or not, whether conscious
All characters have 2 Heritage points, while Humans have 3. Heritages
or not, is charged with magic by the existence of the global runes. This
can only be chosen when creating a character, so think carefully before
ability, although it seems like magic, is not directly linked to the magical
defining which one will be yours. All Heritages will grant you an
capacity of that being or creature, it is just a way of expressing the
increase in an Ability Score of your choice from those pre-defined by
nature of this existence.
the Heritage. However, you cannot increase an ability score more than
twice using Heritages. At the 1st level, characters can choose a Runic Pulse, an innate power
that permeates this character and acts without his control. It is a passive
Also, only Humans have access to an Enhancement at the 1st level.
ability that adds effects to actions.
For the other characters, when they reach the 4th level in a Class, they
can choose an Enhancement. When this happens, you can choose to
increase an ability score of your choice by 2, or you can increase two
Runic Potencies
ability scores of your choice by 1, or you can select an Enhancement After the 1st level, your character will have access to new runic powers
from the Enhancements list, whose prerequisites must be met. By default, according to the table in Chapter 5: Customization - Runes. These
you cannot raise an ability score above 20 with an Enhancement, unless powers are a channeling of what is called Runic Nature. This Runic
he says otherwise. Nature in all beings (as previously described) and manifests itself at
different levels, called Potencies. They're divided into Spark, Flow,
Variants Vortex, and Explosion, with rules that can be seen in the same chapter.
Some Heritages are called Variants, which demonstrate some genetic
(or model) variations within an Origin. These variations have some
Runessence
additional features. Besides that, all variants have a secondary Besides the Runic Potencies which are natural manifestations and can be
component that comes into play at the 4th character level. channeled, the runic nature is sometimes manifested through resonant
patterns, in some structures that align with some particular runic
Creating Karon, Step 5 essences. These patterns are the Runessences.
In Karon's creation, we idealized the concept that he is a Combatant who Like Runes, Runessences are also measured in Potencies, with each
overcame the adversities of poverty, even though he came from Ionia. As Runessence normally being formed by a Spark, a Flow, a Vortex, and
he is a character of Human Origin, he has access to 3 Heritage points an Explosion. These powers are usually connected, and for that same
to choose from the Heritages available to him. As the first Heritage, he
reason have prerequisites. Most Runessences require some narrative
will choose Magic Spark, which is one of the necessary prerequisites for
using his Combat Technique. As there are still 2 Heritage points left, Karon situation so that they can be chosen. More details about it can be found
will choose the Colossus Heritage for himself twice, increasing his size in Chapter 5: Customization - Runes - Runessences.
category by one.
Because of these Heritages, Karon's Ability scores increase. Magic Spark
Creating Karon, Step 6
gives you the option to choose between Intelligence or Charisma. As a As we define Karon as a Combatant and his “runic awakening” happened
Combatant Class spellcaster, Intelligence is his spellcasting ability, so in battle with a barrier that protected him from enemy attacks, looking
Karon will choose to increase his Intelligence by +1, making it 15. While at the Runic Pulses list, we see that the “Mana Barrier” Pulse fits the
choosing the Colossus Variant twice, his Strength score increases by +2, concept and his background well. For this reason, we chose this Rune and
making it become 17. recorded it in the character sheet.
As a Human, Karon also has access to an Enhancement. As an
Enhancement for him, we choose Resistant, which gives him +1 Strength,

22
7. Character Description As we saw in the examples above, there is a standard way of interpreting
ability scores, but one important thing to keep in mind when creating
Following the process described here, at this point, you already have your character description is that this standard description is not always
a general description of your character, a name, and probably even the one you need to use. It is worth remembering that, for some features,
an introductory story, which in itself generates a good part of your it is interesting to interpret more than one ability score. For example,
character description. However, there are still many things that need to Strength and Constitution are very close in describing both a character's
be defined and resolved. height and physical build. However, a high Strength does not necessarily
How tall is your character, your weight, your skin color or your gender? mean a tall or well-defined character.
Information on how to set these details can be found in Chapter 4: A strong character with a considerable Constitution score can also
Detailing - Character Details. However, the character's description goes be seen as fat, with a thick layer of fat giving him "fuel" for muscles
beyond his appearance. that may not be visible, but without much agility. Therefore, a strong
character with high Dexterity may appear thin, but his speed and agility
Alignment make his Strength much greater than the apparent.
Part of your character's description is shaped by what your beliefs and As for Charisma and Intelligence, an Intelligent character can often
behavior are, how you view concepts like Law and Order, Evil and appear charismatic or even a charismatic one can end up impersonating
Goodness. The alignments are part of that detailing. You must choose an intelligent character. Obviously, if the distance between the two
one that represents your character's moral compass. These are his true attributes is too great, this becomes an impossibility.
beliefs and behavior and will be the foundation that you should take
into account when making actions and decisions. Details about it can be The invitation here is an incentive for you not to depend on a previous
found in Chapter 4: Detailing - Character Details. conception of these aspects. A person with a lot of Wisdom can usually
be just someone who does not speak much and pays close attention
Past to its surroundings and whose words are always well placed, while a
person with low Intelligence may not have a “sluggish” air but rather
In this chapter, following the steps so far, you have already built a speak a lot and be hampered in its decisions.
concept for your character, a background, an appearance, and even a
behavioral structure. With that, you must choose one of the Past that Creating Karon, Step 7
describes where it comes from, its place in the world of Runeterra. At
Chapter 4: Detailing - Past, you will find a list with some options. If you Karon's alignment is that of someone who saw the downside of humanity
in his poverty and migration to Noxus and yet preferred to become a
can't find one that fits, you can talk to your master so that you can build
person acting for a just cause. He maintained the Noxian empire and
one together. consolidated its strengths, lending its power to make it happen. However,
When you choose a Past, you gain some features like languages, his history at war makes it difficult for him to think good thoughts. It is
as if his innocence has already been broken and a touch of cynicism has
proficiencies that are part of that past, similar to what you get in other
already given him an armor before the world. For this reason, we chose
Class, Level, or Origin features. It is important to write down the the Lawful and Neutral alignment for him.
information on your sheet.
As for Past, we looked at Outsider and, because Karon was born in Ionia,
it looked interesting. However, reading the description better, we see that it
Abilities
does not quite fit him. We would have to change its background and even
When describing your character, you must consider your origin, class, part of its concept. With that, we arrived at Soldier, who fits very well with
and ability scores. Interpreting them is not complicated, but it may his military past in the Noxus Army.
require a little attention. In some aspects, it is worth counting more than This Past gives some features. We wrote down in Skills, Survival and
one ability score for this description. Intimidation, and in Craft and Tools, we chose a game set and the Craft of
vehicles, in this case, wagons.
• Strength: A character with high Strength tends to be someone with an
athletic or muscular appearance, while someone with a low score tends to Karon's ability scores ended up: Strength 17, Dexterity 15, Constitution
be more withered or without much muscular definition. 14, Intelligence 15, Wisdom 12, and Charisma 11. When you start the
• Dexterity: A high Dexterity usually reflects agility and a slender process of his description, the first number that stands out is Strength 17,
appearance. Still, it can also remember someone careful, cautious, or followed by Dexterity 15, two scores really high compared to the average.
even with thin fingers, which can be meticulous in their tasks. While a This could already give Karon an aspect of someone big and muscular.
character with low Dexterity could be translated as a clumsy person or However, in addition, Karon has the Colossus Variant Heritage, which in
even fumbling with his hands. his description says that his clothes, weapons and armor cost twice as
• Constitution: On the other hand, a character with a high Constitution much as normal, due to his large stature. With this information, we can
usually appears to be healthy, with a lively appearance and a lot of start from a height well above the average, around 6'11'' feet, and add
health, or perhaps a person without that aspect, but who usually has a another 1 or 2 feet in height, giving Karon about 9'10 '' feet height, making
quick recovery from injuries, or even is very tall. Characters with a low him someone who certainly stands out from the crowd. As his Charisma
Constitution may appear to be constantly tired or sick. is only 11, this may be a reflection of his military training, as someone
• Intelligence: Intelligence, when high, can be manifested in many different accustomed to taking orders and whose expression and individuality have
ways, from an interested person, even someone with a lot of knowledge been considerably suppressed in an intense environment of constant war.
or can remember expertise and use it in similar situations. Someone with
When we use these two features, we can say that Karon is a giant 10 feet
low Intelligence maybe is someone with poor memory or did not have a
tall, reserved but still nice looking, someone who can transmit security to
primary learning education.
allies and a fear of enemies.
• Wisdom: With a high Wisdom, usually a character proves to be quite
capable in his tasks, or can even extract a good experience from various
situations, or just someone who has a great capacity for observation. 8. Choosing Equipment
Someone with low Wisdom tends not to “read the situation well”, which
can leave embarrassing situations even more highlighted. It may even No adventurer is safe without his equipment. A character's starting
be someone disconnected from their surroundings, not noticing when equipment is defined by his Class and Past, including weapons, armor,
someone is lying to them or hiding from them. tools and other objects. You must write down all the initial equipment
• Charisma: Finally, a high Charisma can be seen as a person with excellent on your sheet. Most of these items are detailed in Chapter 6: Equipment.
leadership skills or as someone with an ability to do well in social situations,
having ease with interpersonal relationships, whether they are deceiving, An alternative rule is, instead of receiving the equipment provided by the
persuading someone, or even acting. A character with a high Charisma class and past, you buy your starting equipment with the initial amount
tends to be very popular and extroverted, while a character with a low of gold that each class receives. This can also be seen in Chapter 6:
Charisma would be a little more introverted or socially awkward. Equipment, where you can also find some lists with different equipment.

23
Armor Class
In Runarcana, the Armor Class (AC) represents your resistance to
being hurt. This score consists of several factors such as armor, shield,
Dexterity modifier, class-specific skills, among others. An important rule
is that scores from equal sources do not add up, only the highest prevails.
In addition, not all characters are able to wear armor and shields. For
example, if a character wears armor that gives him 12 AC (which is
equivalent to only +2 AC) and is the target of a spell that gives him 13
on base AC (which is the equivalent of +3 AC ), instead of adding the
scores, only the highest number prevails, receiving 13 base AC. If that
same character uses a shield that gives +1 AC, the shield's AC continues
to add up normally.
A character's AC without armor or shield is 10 + its Dexterity modifier
+ specific ability scores, such as class or enhancement features.
Wearing armor or shield requires proficiency with that type of armor
or shield to be used efficiently. If the character is not proficient with this
armor or shield, it does not receive AC benefits and still receives the
disadvantages related to that use.

Weapons
Each weapon your character has should be written down on your sheet
along with the attack modifier and damage modifier calculation.
Attacks made with a weapon are done using a d20 and adding your
proficiency bonus (if you are proficient with the weapon used) and the
appropriate ability modifier:
Melee weapon attacks are usually made using the Strength modifier for
both attack and damage. If your weapon has the Finesse property, like
a rapier, you can use your Dexterity modifier instead of Strength for
attacks made with that weapon.
Ranged weapon attacks are usually made using the Dexterity modifier
for both attack and damage. If your weapon has the Thrown property,
like a handaxe, you can use your Strength modifier instead of Dexterity
for attacks made with that weapon when thrown.

Creating Karon, Step 8


As Karon is a Combatant with the Soldier Past, we wrote down on his
sheet the equipment provided by that class and Past. His initial gear
includes a chain mail and a light shield, which give him an Armor Class of
17. Since it is heavy armor, his Dexterity bonus is not added up.
For weapons, we can choose for him a Battleaxe in addition to two
Handaxes, giving him some flexibility in combat. We also received a
Explorer’s Pack, getting to know its content in Chapter 6: Equipment.

24
Beyond 1st Level
As your character goes through adventures, gets training,
and overcomes its difficulties, it receives experience points.
This character can improve its skills or acquire new ones by
reaching a certain number of experience points. This
advancement in experience is called leveling up.
When you level up, your class gives you
additional skills or the improvement of a
previous one. Every class has a progress
table on which you can see what skills
you get when you level up. Every
class receives an Enhancement upon
reaching certain levels, giving you the
ability to choose an Enhancement (you
can see about Enhancements in Chapter
5: Customization). Alternatively, you can
increase the score of an ability by +2 or
two abilities by +1. As a rule, you cannot
raise an ability score above 20 (unless
an Enhancement says you can). Don't
forget that your Proficiency Bonus
increases as you level up.
You receive an additional Hit Die
every time you level up. You must
roll that Hit Dice or use its average
and add it with your Constitution
modifier, adding the result to your
Maximum Hit Points.
When your Constitution modifier
changes, your maximum Hit Points
must also be changed for each level you
have. For example, when Karon reaches level
4, he decides to increase his Constitution score
to 16, causing his modifier to increase by 1. Thus,
he receives +3 hit points in addition to his maximum
health.
The Character Advancement table shows the amount of XP you need
to level up, from 1st to 20th, and the proficiency bonus for characters at
those levels. Consult the information in your character's class description
to see what other improvements you get for each level.

Character Advancement
Experience Proficiency Experience Proficiency
Points Level Bonus Points Level Bonus
0 1 2 85,000 11 4
300 2 2 100,000 12 4
900 3 2 120,000 13 5
2,700 4 2 140,000 14 5
6,500 5 3 165,000 15 5
14,000 6 3 195,000 16 5
23,000 7 3 225,000 17 6
34,000 8 3 265,000 18 6
48,000 9 4 305,000 19 6
64,000 10 4 355,000 20 6

25
26
Chapter 2: Origins Characters like Anivia, Malphite, Brand, Mordekaiser, and others, are far
away from the power scale proposed to the players, mainly to the new
ones, being, inside the rules of this book, unviable initially.
The diversity of origins in Runeterra is huge, being the most numerous
the humans, being present almost in the entire world, but that doesn't In some cases that are a little more complex, like a half human, half
mean that they are unique. There are many others like the Yordles, little vastaya, are provided through a Variant Heritage, but a lot of origins
creatures wrapped in an aura of legends and fey glamour, the Vastaya, stories came up to life from the creative mind of the players. Because
humanoids with animal traces, being many times chimeric, and even of that it is necessary that at less some base Origins exist to guide any
the strange and rare Brackern, stone scorpions with hearts made of a adaptation.
extremely desired crystal. Is that all an absolute rule? No, the final decision is from the game master,
In gameplay terms, the origins define part of the initial panorama of he can choose utilizing a kindness undead who searchs the cure of his
your character, numbers and abilities for your sheet and normally are a curse (could be Yorick's case), or he can define that your character can
very important part of your background, as they can define where you be an Ascendant, but he needs to balance it in the game.
were born and the difficulties you will face in your adventures. Other classic origins from RPGs like elves, dwarfs and orcs can be used?
The concept of the origins in Runeterra is very similar to the races found Once more, the last word is from the game master. If he thinks it works in
in many RPG systems and universes, but we chose the term origin his game and do the necessary adaptations, the decision is on his hands.
because it brings beyond the biological part of the species, some part of Remember that this book is constantly getting updated, so new origins
the history in Runeterra. can be added and other origins with gameplay problems can be
Although there are many different creatures in Runeterra, they are not reworked.
always from another origin, sometimes they are part of a bigger origin,
but they passed by big individual modifications that can be appearance, Choosing an Origin
powers and even reconstruction
As said earlier, the humans are the most numerous origin in Runeterra
Warwick for example is a case of a chimeric creature, that even had as we know at the moment. Their origin are divided by their locality,
been originally a human, can't be classified as one anymore. What is making them share common features between them.
most like him, would be a modified human, but even that is a superficial
However, this is not enough to everyone be the same. In Runeterra
adaptation.
there are many ethnicities and in some cases, there are many different
Beyond these cases, there are even more complex cases, like the ethnicities habiting the same place, like Ionia, Shurima, Noxus and even
Ascendants and Aspects, both being in your origin humans that passed Freljord.
through magic process to the elevation of their power. Until this
Choose an Origin affects many aspects of your character. This lays
moment, we only knew humans that passes through this process.
down some fundamental characteristics in the composition that is the
The two "origins" above aren't part of the origins that are here (at the character.
moment) because they are extremely powerful entities, and the would
Beyond the abilities and the characteristics, the Origins also bring some
break the balance in a RPG session.
psychological traces, a history and also limitations. One of them, are for
Beyond these origins, there are too the Shadow Isles creatures, in general example, the Vastaya. They can exist through all Runeterra, but is very
being classified as undead, but they don't have something uniting them hard one of them being from Demacia.
to be from the same origin.
Yes, Karthus looks like a lich, for who is already familiar to RPG scenarios, Specie and Not Origin
but the same is not truth for Hecarim or Thresh. As said early, many times in Runeterra there are people or creatures
How these creatures are part of an "evil" side and kind of represent that are unique, either because they were "created" by magic or other
villains, in a first moment we don't have any rules to character building process, or because then were from an Origin and were transformed.
like they. The Runeterra world has a big variety of Origins touched by the
spiritual world. It's known that the magic
energy from the spiritual world
affects the genetic of the

27
creatures, sometimes creating new variations (like the Vastaya) that can is between 4’ and 9’, the only exceptions being the Yordle which is
be passed to the descendants. considered Small and the Troll which is considered Large. When the
individual has a value outside this standard, this reflects in mechanics,
Even so, individuals who possess enough particularities to not be
whether they are to treat a Small or Large creature. More details about
considered members of an Origin (or variant of it) can still be considered
it can be seen in Chapter 9.
members of that "Original Origin".
Speed
Origins Traits This value represents how fast and far you move, whether on the road
or in combat. More information about it can be found in Chapters 8 and
The characteristics of each origin are described in this chapter, describing 9.
what is common to members who share the same oOigin. The following
topics appear in Origin traits in most of the Origins. Languages
Heritage The immensity of Origins generates an even greater immensity of
languages, speechs and dialects. In a reality like Runeterra, with millennia
Heritage is the first trait of an Origin, it represents the traits of your of years of history, many of these languages have been lost in time while
ancestors that have become stronger in you. When choosing an Origin, others have been maintained almost uninterrupted. More details about
it grants you an amount of Heritage points that can be spent during the the languages in Runeterra can be seen in Chapter 4.
creation of the character in some characteristics linked to the region or
even to a specific Origin. Proficiencies
When choosing an Heritage, you are saying what were the most As members of a society at some point in their life, each character has
important aspects in the creation and growth of your character, which access to certain proficiencies based on their Origin, whether they are
genetic and environmental factors were predominant and ended up skills, proficiencies with specific weapons or even Crafts.
being outcroped, either by your training or by the conditions faced in
life. This characteristic reflects a common trait in that Origin, and that is
shared by the different members of the same Origin, either because it
More details about the Heritages can be seen in Chapter 5: Customization. is something actively taught or even a skill that is acquired indirectly
during the growth and development of the personality in contact with
Age the members of that Origin.
A common measure to people of many Origins is the years from the birth
or conception of that individual. This measure serves mainly to define Region
when that character reaches certain age groups. When creating your It is a fact that many Origins are endemic in some regions, however
character you can choose an age for it. This age may justify attributes, a good part of them is spread by Runeterra, be it in different cities,
but it also helps to define what you've been through. settlements or even tribes. By defining your region, you are defining
more than your birthplace, but rather, where you flourished as a person.
Alignment
If you have lived in several regions, this choice is linked to which region
Each individual has its own alignment, although it is common for has affected you the most, perhaps it was exactly your birthplace, or
individuals of the same Origin to share some traits, sometimes having perhaps you were better welcomed in another region.
exactly the same as the rest of the members of its Origin. This aligment
may reflect how its Origin faces aspects such as law, religion, magic, More information about regions can be found in the Chapter 11:
technology and many others that make up a society, and can be chosen Runeterra, detailing which proficiencies you have access to having that
in order to reflect what your character believes and how he behaves in region as your default region.
relation to it. Special Skills
Size Each Origin has its particularities, some of them have certain abilities
that flirt with magic, capacities that often derive from contact with the
As for size, Origins in general share the same Medium size class that purest arcane energy or even with different levels of depth in relation to

28
the spiritual realm.
Sometimes these skills are the result of some specific physical condition
of the creatures, such as an amphibious capacity or even a powerful pair
of horns that can be used in combat.
Each Special Skill has its details and rules in particular. Sometimes,
they can be amplified or modified (or even become present) through
Heritages.

Lineages
The variation between the Origins is always existing, two members may
even have many similar traits but they end up having their differential.
Some Origins have subtle derivations that are hardly perceived by
members of other origins, however some other derivations may be
noticeably different.
Lineages represent members that, although derived from an Origin,
have characteristics that separate them, which can be simply cultural
and sometimes even physiological characteristics.
The two Origins with the greatest number of variations in Runeterra
are the Humans (the most numerous) and the Vastaya. While among
humans these lineages are usually derived from regions, in the case
of the Vastaya it refers to their ancestors and parents, including thus
defining many of their traits and generally their tribe.

29
Human Human Names and Ethnicities

The members of the Human Origin are in the most numerous of all Human diversity has made many cultures flourish, a lot of them
Runeterra, the main city-states of the world are full of them and are connecting to the land they live and adapting surprisingly to them. In
usually led by members of this species. other cases, mishaps of life and confrontation made that adaptation
happen. Although if naked and put side to side, a lot of human origins
With the biggest distribution, they can be found in every place, from are indistinguishable, the colors they wear and their values make all the
Demacia and Noxus, passing by Freljord, Ionia, Bilgewater, and even difference.
Shurima, which is emerging from the sand.
Although they all have similar characteristics, there are some small
nuances in relation to the place of birth. Bilgewater
In the region of the Blue Flames Isles Archipelago, there is a port-city like
no other, Bilgewater. With the biggest variety between folk and origins,
Diversity the city is always ready to empty the pockets of the unwary.

Humans are known for their diversity along with its members, with Languages: Bilgewatrian and Buhru
heights between 4’11 to 5’1, although some members surpass these Bilgewatrian Names: Bragg, Byrne, Crow, Illaoi, Jakmunt, John, Lars,
averages. Malcolm, Nautilus, Petyr, Piet, Rafen, Sarah, Tahm, Tobias,
They are present in almost every corner of Runeterra because of their Travyn, Van Gallar, Zyglos
adaptability, having explored almost every territory, even though a lot of
that has been missing with time.
Demacia
Their nature isn’t magic, then again, diversity embraces the species and
it's possible that a human is born with the gift of magic, or even without Demacians are a people proud of its history and military Their culture
that gift in birth it’s possible to get it through hard work and dedication. values the ideals of justice, honor, and duty.

They’re social creatures, even though some examples of this origin Languages: Demacian
search for isolation or having their lives disconnected from others, they Demacian Names: Fiora, Galio, Garen, Jarvan, Lucian, Luxanna, Quinn,
usually organize in societies that can vary from a simple romantic couple Shauna, Sylas, Taric
(or business) to empires.

30
Freljord Zaun
The frozen and ruthless land produces people with natural strength Although it’s the twin city of Piltover, the time has separated the two
and individuals that are born fighting against the weather and having societies and inhabitants. Zaunites coexist with toxic smokes and
to resist it. pollution, the fruit of a disorderly and chaotic evolution.
Languages: Freljordian and one of the four regional dialects. Languages: Zaunite with Zaunite dialect
Freljordian Names: Ashe, Anivia, Braum, Gragas, Lissandra, Ivern, Zaunite Names: Edmundo, Ekko, Janna, Jinx, Singed, Viktor, Warwick
Nunu, Olaf, Ornn, Sejuani, Svarfell, Tryndamere, Udyr

Human Origins Traits


Ionia
Heritage. You have 3 heritage points, go to Chapter 5: Customizations to
Being Ionian means coexist with the magic that emanates from the land, see the list of possible Heritages.
daily. Ionians are a spiritualist people that looks for balance and with
ideals of neutrality and balancing. Age. Humans reach adulthood at the end of their teenage years and live
less than a century.
Languages: Ionian
Alignment. Humans are not inclined to any particular moral tendencies.
Ionian Names: Akali, Irelia, Kai, Karma, Khada, Shen, Shieda, Syndra, The best and the worst are found in the midst.
Valmar, Yasuo, Yi, Zed
Size. Humans vary a lot in height and weight, they can have 5' to 6'.
Regardless of your height, your size is Medium.
Ixtal Speed. Your base walking speed is 30 feet.
Ixtal is a region that was isolated and unknown until recently, when Languages. You can speak, read and write in a common language and
the daughter of the emperor, Qiyana, decided atack, alone, a Piltovian an additional common language, usually based on the region that you
exploration group. Qiyana only left one survivor so that he could tell the grew up in.
other the strength of the Ixtali people.
Skills. You gain proficiency in a skill of your choice.
Languages: Ixtali
Enhancements. You gain one Enhancement of your choice.
Ixtali Names: Amoxtli, Centehua, Eleuia, Etalpalli, Itotia, Ilhicamina,
Izel, Necalli, Papan, Tenoch, Qyiana Craft. You gain proficiency in a Craft of your choice.
Region. Each region of Runeterra possesses a different culture. You must
choose your faction to define where you grew up and how you perceive
Noxus the world. You can read more about it in Chapter 11: Runeterra.
The natives of Noxus are bred by the rules of strength. A warlike nation
that has an inclusive society where anyone who proves his strength is
worthy of being a Noxian.
Languages: Noxian
Noxian Names: Annie, Cassiopeia, Darius, Draven, Elise, Jericho,
Katarina, Riven, Sion, Talon, Urgot

Piltover
The land of tomorrow, Piltover is considered the capital of prosperity
and progress.
Languages: Zaunite with Piltover dialect
Piltovan Names: Caitlyn, Camille, Ezreal, Jago, Jayce, Orianna

Shurima
Once the greatest empire of Runeterra, Shurimans became nomad
people scattered across the desert sands in tribes. With the return of the
Emperor, everything could change.
Languages: Shuriman and Noxian
Shuriman Names: Azir, Aatrox, Kassadin, Malzahar, Nasus, Renekton,
Sivir, Taliyah, Varus

Targon
Targonians are a divided people between the Rakkor, the brave warriors
of the Solari, and the Lunari, old priests that hide in the shadows afraid
of being decimated by the Solari.
Languages: Targonian and Rakkor
Targonian Names: Atreus, Diana, Kayle, Leona, Morgana, Zoe

31
Anthroplantæ An Anthroplantæ moving: Danger

Anthroplantæ is an origin strongly linked to nature and plants, although The Anthroplantæ are extremely rare, and the mere sight of one is
they are also related to stones and soil. In Runeterra, life finds many ways sufficient to start rumors and suspicion around. Seeing one of them
to manifest itself blessed by magic, it is not strange that unique forms outside a forest means that something terrible must have happened: fire,
often appear without being part of a broader origin or a structured deforestation by other races, or even defeat by the hands of another
species, they are unique members and as different as the branches of a Antroplantæ that takes over his territory. An Antroplantæ without its
tree. forest tends to travel long distances until it finds another that pleases
it. If other creatures have destroyed its friendly plants, a vindictive
Antroplantæ can start an extreme journey to obtain their revenge.
Natural Constructs
Anthroplantæ Names
The Anthroplantæ are sentient plants that move around. The exact
reason they are animated can vary widely, some can be an answer from
nature to some threat, and there are even cases where this can happen Antroplantæ names are usually given by their creators. In the rare case
as the effect of a spell, whether desired or not. of one who is the son of other Antroplantæ, their parents give names
to them, but they are usually known for what people they meet calls
The Anthroplantæ generally resemble small trees or humanoids covered them. The most common is that they have only one name that generally
in flowers and thorns, most are tall and slender with disproportionate relates to their characteristics or something from nature.
arms and legs. Their faces have eyes, nose, and mouth; some may
have small branches and leaves instead of hair. Each Anthroplantæ Male Names: Flowerbarb, Maokai, Redbarb, Stick, Treebarb, Wiselog
is very similar to a specific type of tree or flower, such as lavender, Female Names: Amaryllis, Floripes, Dahlia, Daisy, Rooty, Rosey, Violet,
chrysanthemums, oak, pine, etc. They breathe, speak, and feed if they Tulip
want, although most absorb nutrients taking root at night. Depending
on the type of plant they are based on, the leaves supposed to be their
hair can change color or even fall off depending on the season. Anthroplantae Origins Traits
The Anthroplantæ are considered Medium creatures for all purposes but Age. Anthroplantæ’s life is something strange, while Arboreal reach
can grow to almost 30 feet tall. They usually don't wear clothes. Non- maturity between 8 and 15 years, Florals can reach maturity in 1 or 2
anthroplantæ fails to distinguish between males and females. years. However, their life expectancy is thousands of years.
Because of its connection with nature, finding an Antroplantæ that uses Alignment. Antroplantæ tends to have a neutral alignment. The neutral
metallic weapons, armor or tools is extremely rare. Most Anthroplantæ good will help adventurers while the neutral bad will trap and try to kill
have a wild fighting style or are spellcasters. anyone who invades their territory.
Size. The adult Floral Anthroplantæ tends to have a medium-size,
between 4’11 and 6’10 feet, while the Arboreal can vary between 6’10
and 9’6 feet. Regardless of your height, your size is Medium.

32
Languages. Anthroplantæ can speak Sylvan and another language of Strains
your choice, generally related to the nearest region to where you grew
up. They can talk to any tree of their kind as if they used the spell speak Arboreal
with plants.
Arboreal are more robust beings when compared to Florals, their thick
Region. Each Runeterra’s territory has a different culture, you must bark helps them to stay in combat for a long time, but they tend to help
choose your faction to define where you grew up and how you perceive those who are benevolent to their forest, like watering plants, fertilizing
the world. You can read more about it in Chapter 11: Runeterra. the soil, protecting local life, etc.
Photosynthesis. Antroplantæ don’t have to feed, but they have to stay in Heritage. Your Constitution score increases by 1, and you have 2
the sun for at least 4 hours and drink 5 liters of water a day, if not, they heritage points, go to Chapter 5: Customizations to see the list of
receive 1 exhaustion point. possible Heritages.
Vegetation. Antroplantæ receive disadvantage in all its saving throws Speed. Your base walking speed is 25 feet.
against fire-related effects. The Anthroplantæ are vulnerable to fire
Tree Skin. An Arboreal cannot use armor, however, its bark gives natural
damage.
defense. An Arboreal AC is equal to 10 + your Dexterity modifier +
Root. Although they do not need to sleep, Antroplantæ must take root Constitution modifier. While not wearing armor, your AC becomes 10 +
every night for at least 8 hours. While rooted, they become immobile, your Dexterity modifier + your Constitution modifier.
although they can take light actions if necessary. They are aware of
Rooted Battle. Using an action, Arboreal can take root in the heat of
their surroundings. Antroplantæ can only take root in sand, earth,
the battle, if the ground allows it. Rooting makes their speed drop to 0,
mud, or gravel; they cannot take root in solid rock or a worked stone
but they are immune to falling and forced movement. They can uproot
floor. An Antroplantæ that cannot take root for one night gains 1 level
themselves as a bonus action.
of exhaustion and does not benefit from a long rest. Arboreal has an
advantage in Deception tests to disguise themselves as trees, as well as Stiff as a Log. Arboreal are resistant to bludgeoning attacks.
Florals for vegetation. Regeneration. You can regenerate a lost limb once every two days during
Non-humanoid. Anthroplantæ cannot be targeted by spells that affect a long rest.
humanoids, as such Charm Person. However, they count as plants for Fibers. Some Arboreal can have unique properties due to the wood
spells that target plants, as Blight. they are composed or the leaves they produce. These variations are not
Lineages. You must choose one of the following strains: mandatory, but you can select only one of the following:
• Cedar. You can use the toss sappling spell as if it were a 1st level spell, but
the sapling will cause 2d4 damage instead of 4d4, and the explosion’s area
becomes 5 feet radius instead of 10. When you reach level 5, you can use
it as a 3rd level, and at level 7, you can cast it as a 4th level spell.

33
• Cherry Tree. You can duplicate the 1st level spell fog cloud effects by can create a number equal to your Constitution modifier for a long rest.
releasing all your flowers at once, forming a 20-foot radius sphere from When you reach level 7, you can have 2 whips active at a time, using an
you. Once the Arboreal uses this ability, it cannot do it again before action and a bonus action to attack with them.
completing a long rest.
• Elm. You know, and you can use the cantrips druidism and guidance. Accelerated Regeneration. You can regenerate one lost limb in a short rest.
• Ferrobrasa. You emanate heat, and your unarmed strikes take additional
fire damage equal to your Constitution modifier. Also, once a year, you Fragile Body. A Floral, due to its delicate nature, has other ways to
can generate a Ferrobrasa Seed. protect itself. Choose one at level 1 and another one at level 4.
• Fruitful. When taking root for 8 hours, you produce enough fruits for 4 • Detective Roots. You can take root in a place with dirt, sand, or mud
daily rations. by concentrating for 10 minutes. By doing this, you can detect creatures
• Oak. Even when not rooted, these Arboreal have an advantage in any within 1 mile of you, but you cannot tell the creatures’ species. You can
saving throw to resist forced movement. You weigh a category above also tell if there is any region that is being affected by magic within that
your current one. range. This ability only works if the creatures or spells are on land, mud,
• Petricite. Every spell cast within 5 feet of you heals you for a total of hit or sand, meaning you cannot detect creatures inside or above something
points equal to the spell level. made of stone or ice.
• Rubber Tree. When directly exposed to sunlight, you can use a Hit Dice • Emperor Flower. Deny the “Vegetation” effects, but prolonged fire
to heal yourself as an action, as long as you are not in a short rest. You can effects last twice as long.
also spend a Hit Dice to regenerate lost limbs. • Frost Flower. You have the Variant Heritage: Iceborn. Additionally,
• Sequoia. Deny the “Vegetation” effects, but prolonged fire effects last enemies that attack you unarmed must pass a Constitution saving throw,
twice as long. on a failure, the attacker loses 15 feet of speed. At the end of each turn, he
• Willow Tree. You can cast the spell animal friendship as 2nd level at level can repeat the saving throw. This effect is not self-cumulative.
3, 3rd level at level 5, and 4th level at level 7. • Hallucinatory Thorns. Enemies that attack you unarmed must pass
• Yew-Tree. You can cast the spell see invisibility as many times as half your a Constitution saving throw, in failure, the attacker loses the notion of
proficiency bonus (rounded down) for long rest. reality, and imaginary, hallucinogenic creatures advance towards him. At
the end of each turn, he can repeat the saving throw. Additionally, as an
Floral action, you can shoot a thorn up to 15 feet away. You must make a ranged
attack and you consider to have proficiency with your thorns.
Florals are beings who have an exceptional magical aptitude, however, • Luminescence. You know the cantrips light and dancing lights.
they end up being more vulnerable, Florals end up being more aggressive • Nictinasty. When you reach 0 hit points, you close yourself in your petals,
and violent towards those who destroy their home, being able to poison returning with 1 hit point but in a dormant state. You stay in that state of
or imprison a creature in their territory forever. numbness until someone destroys your petals or you recover your whole
life. You will not be able to move or perform any kind of action or reaction
Heritage. Your Wisdom score increases by +1, and you have 2 heritage while in this state. At the beginning of each turn, you recover 1d4 + your
points, go to Chapter 5: Customizations to see the list of possible Constitution modifier hit points until you are full or someone destroys
Heritages. your petals. These petals have 10 AC and life equal to your proficiency
bonus + your Constitution modifier. This ability activate itself only once
Speed. Your base walking speed is 30 feet.
for a long rest.
Thorn Whip. You can create a whip from your own body. This whip deals • Poisonous Spores. When attacked, you can use your reaction to release
1d4 + half your Constitution modifier (rounded down) with piercing a toxic gas at your enemy. Adjacent creatures must pass a Constitution
damage and is a weapon with the finesse property (you cannot add saving throw, on a failure, the creatures around them receive the poisoned
condition and 1d4 poison damage per turn, at the end of each creature's
Strength to that whip's damage). Your whips can be destroyed by fire
turn, they can repeat the saving throw to cancel the poison.
magic. You can use your whip as a bonus action, and you can create it • Pollinator Blow. Once for a long rest, you can blow your pollen stock
using an action. You can only have one whip active at a time, and you as a curative energy charge, in the shape of a 15-foot cone, ally creatures

34
in this area heal 1d4 times your proficiency bonus + your Constitution
modifier.
• Spore Blow. Once for a long rest, you can blow your pollen stock like
a 15-foot cone-shaped offensive weapon. Creatures in this area must
make a Constitution saving throw, in failure, they are blind for a number
of turns equal to your Constitution modifier. The creature can retake its
saving throw each new turn.
• Supernatural Charm. You can use your beauty to distract enemies or
to charm vendors to get discounts. Creatures you charm have to do a
Charisma saving throw or, for an hour, they will be Charmed.
Natural Defense. The Floral AC is equal to 10 + its Dexterity modifier +
its Wisdom modifier. The Floral DC is equal to 8 + its proficiency bonus
+ its Wisdom modifier.
Single Mind. Florals have advantage in saving throws against a spells that
would give them the condition Charmed.

35
Appearance

There is not a uniform appearance for constructs. Still, it seems like a


Construct great irony that the majority of those who regain their consciousness
usually have anthropomorphic traits: two arms, two legs, head, and
The constructs are extremely rare in Runeterra. In a continent full of torso.
magic and with the existence of Hextec crystals made in Piltover
Their colors can vary radically. The same goes for the material from
(sometimes with Quimtec energy, a zaunite technology manufactured of
which they are made, but, usually, inside all of them, there is a Hextec
residues from Hextec production), the creation of life is not an exclusive
crystal that is, at the same time, their hearts, making them move, and
power of deities but something that can be done by an unscrupulous or
their brains, slowly creating their thoughts and maybe even their dreams.
even desperate person.

Culture
Individuality
Constructs are not people and, therefore, do not have a common
In the same way as living beings, constructs are usually unique creatures,
culture. Although they are from Zaun or Piltover, there are no society
with a unique appearance and hardly resemble other creations even if
and values being transmitted and cultivated.
they are from the same creator.
The summary of the Constructs culture is form and function. Although
Their creators are many, being able to make their appearance and mode
some bring scholarship and a large amount of information, their
of operation unique, so their interior can be an extremely complex
consciences are still forming and searching for what humans consider
creation. Therefore, each one is as individual as a person, including their
as “identity”.
stories, their levels of intelligence, and even their function.
Perhaps what comes closest to a culture is a rumor that roams Zaun and
While each of them lives its own life, performing its function and
Piltover about humanity’s next steps, the “Glorious Evolution”. Although
following the script they were linked to, others end up awakening their
there are few cultists here and there, these ideas have grown, especially
conscience and finding their individuality.
when there are men who seek more and more to resemble machines,
Perhaps it is a side effect of Hextech crystals used for its construction, while there are machines that seek more and more to resemble men.
crystals extracted from creatures that fallen asleep for centuries (maybe
even millennia), which over time manage to find a way to re-establish as
living and sentient beings. Peculiarities
Perhaps it is a natural consequence of trying to deal with unknown For some specific aspect of his creation or relation to his source,
forces, such as the creation of life and consciousness. constructs usually have one or two peculiarities in their creation. You
Anyway, constructs are a fact. How long can they last? This is an can choose between make a roll or choose from one of the peculiarities
unanswered question and another of many Runeterra’s mysteries. below:

36
Peculiarities and speak typically their creator’s language and others with whom they
1d10 Traits had contact.
1 You analyze (out loud) the threat potential of each creature you meet. Region. Each region of Runeterra possesses a different culture. You must
2 You don't understand emotions and often misinterpret emotional situations.
choose your faction to define where you grew up and how you perceive
3 You are highly protective of everyone you consider friends.
4 You often say things that you are thinking out loud without even realizing it. the world. You can read more about it in Chapter 11: Runeterra.
5 You try to apply tactics of war and discipline to all situations. Living Construct. Constructs were built to last, therefore they receive the
6 You don't know how to filter your feelings and are always about to explode your
emotions dramatically.
following benefits:
7 You don't understand clothes beyond their usefulness and assume that what a • Advantage in resistance tests against poison and resistance to poison
creature wears indicates its job and status. damage
8 You are obsessed with your appearance and continuously polish your armor. • Immunity to diseases
9 You are deeply worried about following the proper procedures and protocols.
• You don't have to feed, drink or breathe.
10 War is the only thing that makes sense to you. And you are always looking for
• You don't have to sleep, you don't suffer any exhaustion effects for lack of
a fight
rest and don't suffer any effect from the spell Sleep.
• Heals only half using magical and healing effects. The spell repair damage
heals normally.
Constructs Names • Disadvantage in saving throws for hostile weathers, such as cold or
desertic.

Constructs have names that vary from names given by their creators, Watcher Rest. When you take a long rest, you do not regain life points
even names given by people with whom they had contact so that these like other origins usually do, instead of that, you need to fix yourself or
names can be codes involving letters and numbers, even function names get someone to do it. This requires 6 hours of careful work.
like "Crush-Can.”
Adjustable Protection. Your body has layers of defense that define your
Male Names: Blitzcrank, Sentinel, Agressor, Harry, Aegis, Otis, Blade, Armor Class. You have no benefit from wearing armor, but you can add
Maçarico, Cutthroat, Revenger, Titan, Graven, Morg, Rune AC by using a shield as usual. Each model has its limitations. You can,
during a long rest, adjust your body to different modes of armor. If you
Female Names: Orianna, Dama, Cherry, Alsatia, Ava, Gale, Eve,
have the feature Unarmored Defense, it always is the Null model.
Galatea, Niya, Dorothy, Alice, Cassandra, Helen, Wendy, Zelda
Natural Armor.
Models Requirement Effect Model
Constructs Origins Traits Null None +1 AC All
Light None AC = 13 + Dex Mod. All
Age. The life expectancy of Constructs is indeterminate, as long as it has Medium Proficiency with medium armor AC = 16 + Dex Mod. All
an energy source and remains functional, they can last forever. (Max 2)
Heavy Proficiency with heavy armor AC = 19 Brutal and Envoy
Size. Most constructs have them male or female features tend to be
slightly bigger than average humans, being between 5 to 6,5 feet
Lineages. You must choose one of the following models:
tall, except for the Brutal model, which can reach up to 9,5 feet tall.
Regardless of your height, your size is Medium.
Alignment. Almost all Constructs are loyal, perhaps for developing Models
consciousness while controlled machines or perhaps are remnants of
When we talk about constructs, what is considered a rule does not
memory in their Hextec crystal.
cover a huge number of specimens, perhaps the less numerous origin
Languages. You can speak, read and write the Zaunite language of Runeterra, the constructs end up following patterns based on each
choosing the Zaunite or the Piltovan dialect and another additional creator, however it is a habit to follow logic as to function and utility
common language of your choice. Constructs have not their language which means that there are three standard models.

37
Nimble source of the vibrations within 50 feet, as long as it and the source of
the vibrations are in contact with the same floor or the same substance.
Nimble model constructs are based on the human structure but are
This sense does not work with incorporeal or flying creatures. Also,
usually thinner and more delicate, built with the intention of lightness
this system gives you an advantage in testing for illusions, resistance to
and delicacy, usually for functions that require greater manual precision
psychic damage, and your vision range is doubled. In combat, the range
or even as duelists.
of the seismic sense is reduced to 15 feet, but you can choose to abdicate
Heritage. Your Dexterity score increases by +1, and you have 2 heritage your movement to extend the sense to maximum reach. You have an
points, go to Chapter 5: Customizations to see the list of possible advantage in saving throws for hostile climates, such as desert heat or
Heritages. Freljord cold weather. Additionally, you ignore difficult terrain made of
Speed. Your base walking speed is 40 feet. mud, ice, or sand.

Kinect Energy. You can use your action to perform a Dash action. Increase Voltage. You can add 1d4 lightning damage to one of your
Moving this way will not cause opportunity Attacks. Additionally, you unarmed or melee attacks per turn, as long as they are made of metal.
can energize an unarmed or melee weapon (the weapon must be metal) This bonus increases to 1d8 at level 6, 1d10 at level 12, and 2d6 at level
while moving. Using a bonus action, you can perform this energized 18.
attack, it will deal additional damage of 1 for every 5 feet you moved Functional. You are proficient in one of the following skills: Acrobatics,
while using Dash. You can use this skill a number of times equal to half Arcana, Athletics, History, Insight, Medicine, Nature, Perception, Sleight
your proficiency bonus (rounded down) for long rest. of Hand, Religion, Survival, or Technology.
Duelist. When you are wielding a finesse weapon that you are proficient
Brutal
with, and another creature hits you with a melee attack, you can use
your reaction to attack with advantage on the attacker. As the name implies, brutal constructs are made following more robust
models and with functions that request greater strength. They are
Skillful. You gain proficiency in a Craft of your choice.
usually breakers, farm lions, civil builders, among other functions.
Envoy Heritage. Your Strength score increases by +1, and you have 2 heritage
Envoys are also very similar to humans, either in shape or size. They points, go to Chapter 5: Customizations to see the list of possible
are usually responsible for delivering messages over long distances, Heritages.
and, because of this functionality, they have protection against most Speed. Your base walking speed is 30 feet. Overcoming the limits. You
environments, making sure that the message will be delivered. can use your internal energy to increase the speed of your movement
Heritage. Your Constitution score increases by 1, and you have 2 pistons temporarily, increasing your speed but overheating your circuit.
heritage points, go to Chapter 5: Customizations to see the list of With one action, you increase your speed for the next 3 turns, and your
possible Heritages. base speed becomes 40 feet, but at the end of the 3rd turn, you get
overheated, reducing your base travel to 15 for 2 turns. You can do this
Speed. Your base walking speed is 30 feet. once for a short or long rest.
Geolocation. Your model is equipped with a secondary perception Pneumatic Force. You can redirect your energy internally to intensify
system, the Seismic Sense. With it, you can detect and locate the the power of your attacks. You can do this a total of times equal to

38
half your proficiency bonus. During this turn, you cannot move, and
your Strength modifier for the first attack made that turn is doubled,
except for dash attacks. At level 7 your movement is only reduced by
half. At level 10, your Strength modifier is doubled for all your attacks
this turn. At level 14 this damage bonus is tripled, and you can add your
proficiency bonus.
Resistant. You have resistance to one of the following types of damage,
choose it during creation: acid, electric, fire, force, cold, necrotic,
psychic, or radiant.

39
Half-Dragon Draconic Essence

It is said that in the past of the Runeterra tales, they were common and Only for being a Half-Dragon, your very existence is already very
plenty in multiple regions. Maybe it was in the Rune Wars or some other magical. That makes a lot of things different from those who carry dragon
conflict that they declined in number. essence in their blood. The elemental affinity is very straightforward
from the very first moments after hatching their eggs and naturally
Half-Dragons are beings of an unknown nature in depth. Some scholars tends to evolve through the time Half-Dragon can live.
theorize that they are Dragons that choose to stay in human form
through immense magic, others guarantee that they are hybrids, but It is known only four types of elemental dragons and when building a
there is no common sense. Half-Dragon is necessary to choose between one of these five. That will
define which are your elemental affinities, strengths, and weaknesses,
Some think that maybe they are born from magic, others, that perhaps and essential defining traits of your appearance.
magic is born from them. Whatever the truth is, the fact is the simple
sight of a dragon is extremely rare, a Half-Dragon is even rarer, WARNING!
something that only the most dedicated scholars of the arcane may Half-Dragon is perhaps the rarest Origin of Runeterra, so although
think that it exists. they are presented here for character creation, we suggest players
However, there is only one specimen known of this race, the only in the and masters not to overdo the creation of Half-Dragons:
whole history of Runeterra ever revealed, her name is Shyvanna and, DON’T CREATE 5 HALF-DRAGONS TO MAKE THE POWER
although that is true, almost no one knows what she really is. Her eyes RANGERS, OK?
have a magical shine withing, vivid, and intense that reflects the nature
of beasts. For the ones that do not know, that can feel much more like
unbreakable resolution than, in fact, a supernatural trait.
Half-Dragon Origins Traits
Strangers in the Nest
Heritage. Your Constitution score increases by 1, and you have 2
heritage points, go to Chapter 5: Customizations to see the list of
A Half-Dragon is an extremely rare being, not only for its Dragon
possible Heritages.
parents but for the fact they are not accepted, which usually makes them
get killed right after hatching their eggs. Amongst humans, they would Age. Half-Dragons have great longevity due to their direct connection
definitely be feared or stigmatized for their appearance is naturally with elemental dragons, allowing them to live over 1000 years old. Half-
different from humans, even though in almost every other trait, they Dragons reach mature age earlier than humans, considered adults at 9
resemble humans. years old.
A Half-Dragon has an exotic air, starting with its skin, which is Alignment. Similarly to humans, Half-Dragons does not have a predefined
supernaturally different in color from the human, and may be bluish- alignment.
white for the Glacial essence, violet for the Infernal essence, copper
Size. The size of a Half-Dragon may change due to their forms. In their
color for the Mountain essence, light gray for the essence of the Clouds
humanoid form, they can reach between 4’11 to 6’11 feet, and, for all
or even an intense blue for the essence of the Ocean.
purposes, their size in this form is Medium. Their hybrid form can reach
between 6’3 to 9’2 feet, and, for all purposes, their size in this form still
Medium. Their fulsome form can reach between 9’6 to 14’1 feet, and,

40
for all purposes, their size in this form is Large. In their superior form, the Draconic Form. Besides hybrid form, the Half-Dragon learns more about
Half-Dragon can reach between 14’5 to 19 feet, and, for all purposes, its own nature, learning to master a fulsome dragon form (in addition to
their size in this form is Huge. the hybrid form), thus being able to transform itself a number of times
equal to half its proficiency bonus at the level 10 for a short or long
Speed. Half-Dragons can assume up to three forms in their whole life.
rest. Its fulsome form lasts 3 hours until it ends. As you transform, your
While in their humanoid and hybrid form, they have a base speed of 30
physical abilities score becomes that of your original elemental dragon,
feet. While in their Draconic Form, they have a base speed of 40 feet.
and your mental abilities score remains, except for the elemental essence
Fly Speed. When they reach level 10, the Half-Dragon can transform of Mountain and Ocean, which receive the same benefits as your
into a fulsome dragon, gaining a flying speed of 60 feet. On level 19, Draconic Essence form. If you have a physical ability score that is higher
in their superior form, they receive 90 feet of flying speed. The only than your Draconic Form, you retain the highest value.
exception is the Cloud Elemental because it has 70 feet in its fulsome
Level 10: Fulsome dragon form.
form and 100 feet in its superior form.
Level 19: Superior dragon form.
Damage Resistance. Based on your dragon’s breath weapon. At 15th lvel,
when you breath weapon becames magic, you also receive resistance to Lineages. You must choose one of the following draconic essences:
this new damage type.
Languages. Half-Dragons can speak Draconic and another commom
language of your choice, generally related to the nearest region to
Draconic Essences
where you grew up.
Cloud Elemental
Region. Each Runeterra’s territory has a different culture, you must
Damage Weakness: Cloud Elemental Half-Dragons are vulnerable to
choose your faction to define where you grew up and how you perceive
cold and fire damage.
the world. You can read more about it in Chapter 11: Runeterra.
Fulsome Physical Abilities: When entering its fulsome form, the Half-
Draconic Essence. A Half-Dragon is a fantastic supernatural creature and
Dragon’s appearance and physical abilities change, making that its
causes strangeness at first sight, visible in its appearance. Also, it can
Strength becomes 19, its Dexterity 21, and its Constitution 15. Also,
choose to bring out its draconic essence momentarily through a form
it can communicate verbally and receives.
that exudes magic, called the hybrid form. During their development,
they are inevitably taken over by this aspect, and can no longer revert Superior Physical Abilities: When entering its fulsome form, the Half-
to an appearance closer to human, reaching the superior hybrid form. Dragon’s appearance and physical abilities change, making that its
Strength becomes 23, its Dexterity 25, and its Constitution 19. Also,
Level 2: After reaching level 2, as an action, you can use your
it can communicate verbally.
elemental’s breath weapon. Also, as an action, you can assume
the hybrid form for a number of times equal to your Constitution Lightning Breath Weapon: After it reaches level 2, the Cloud Elemental
modifier, and this form lasts up to 1 hour. While in this form, the Half-Dragon has a lightning breath weapon. Using an action, you
Half-Dragon receives +1 at its predetermined Ability, based on can use this weapon in a 30-foot line; creatures in this area have to
their draconic essence: Constitution +1 if Glacial, Strength +1 do a Dexterity saving throw whose DC is determined by 8 + your
if Infernal, Wisdom +1 if Mountain, Dexterity +1 if Cloud or Constitution modifier + your proficiency bonus. If they fail, they
Intelligence +1 if Ocean. receive 3d6 of lightning damage or half of it in success. You can use
this weapon a total of times equal to half your Constitution modifier
Level 18: After reaching level 18, the Half-Dragon is entirely possessed
rounded down (minimum 1) for a long rest. At level 10, the weapon’s
by the draconic nature and starts to always be in hybrid form.
damage becomes 4d6, at level 15, the damage becomes 5d6, the
After this level, you don’t have a humanoid form anymore,
number of times it can use becomes equal to your Constitution
your natural form is the superior hybrid, while in this form, the
modifier, and the weapon’s damage becomes magical. At level 19, the
Half-Dragon receives +2 at its predetermined Ability, based on
damage becomes 7d6, and the number of times it can use becomes its
their draconic essence: Constitution +2 if Glacial, Strength +2
Constitution modifier doubled.
if Infernal, Wisdom +2 if Mountain, Dexterity +2 if Cloud or
Intelligence +2 if Ocean. Fulsome Form Actions: When in your fulsome form, you are not able
to hold weapons, instead, you have some natural weapons. You can

41
attack using your bite, which deal 2d10 + your Strength modifier attack using your bite, which deal 2d10 + your Strength modifier
of piercing damage, reaching up to 10 feet. You can also use your of piercing damage, reaching up to 10 feet. You can also use your
claws, which deal 2d6 + your Strength modifier of slashing damage, claws, which deal 2d6 + your Strength modifier of slashing damage,
reaching up to 5 feet. reaching up to 5 feet.
Superior Form Actions: When you reach your superior form, your Superior Form Actions: When you reach your superior form, your
natural weapons are much stronger. You can attack using your bite, natural weapons are much stronger. You can attack using your bite,
which causes 2d10 + your Strength modifier of piercing damage + which causes 2d10 + your Strength modifier of piercing damage
1d10 of lightning damage, reaching up to 10 feet. Your claws cause + 1d10 of cold damage, reaching up to 10 feet. Your claws cause
2d6 + your Strength modifier of slashing damage, reaching up to 5 2d6 + your Strength modifier of slashing damage, reaching up to 5
feet. You can also use your tail, which causes 2d8 + your Strength feet. You can also use your tail, which causes 2d8 + your Strength
modifier of bludgeoning damage, reaching up to 15 feet. modifier of bludgeoning damage, reaching up to 15 feet.

Glacial Elemental Infernal Elemental


Glacial Constitution: At your first level, you can use a heritage point to Damage Weakness: Infernal Elemental Half-Dragons are vulnerable
choose the Variant Heritage Iceborn. to cold damage and radiant damage.
Damage Weakness: Glacial Elemental Half-Dragons are vulnerable to Fulsome Physical Abilities: When entering its fulsome form, the Half-
fire damage. Dragon’s appearance and physical abilities change, making that its
Strength becomes 21, its Dexterity 19, and its Constitution 15. Also,
Fulsome Physical Abilities: When entering its fulsome form, the Half-
it can communicate verbally.
Dragon’s appearance and physical abilities change, making that its
Strength becomes 15, its Dexterity 19, and its Constitution 21. Also, Superior Physical Abilities: When entering its superior form, the Half-
it can communicate verbally. Dragon’s appearance and physical abilities change, making that its
Strength becomes 25, its Dexterity 23, and its Constitution 19. Also,
Superior Physical Abilities: When entering its superior form, the Half-
it can communicate verbally and telepathically.
Dragon’s appearance and physical abilities change, making that its
Strength becomes 19, its Dexterity 23, and its Constitution 25. Also, Fire Breath Weapon: After it reaches level 2, the Glacial Elemental
it can communicate verbally and telepathically. Half-Dragon has a fire breath weapon. Using an action, you can
use this weapon in a 15-foot cone; creatures in this area have to
Cold Breath Weapon: After it reaches level 2, the Glacial Elemental
do a Dexterity saving throw whose DC is determined by 8 + your
Half-Dragon has a cold breath weapon. Using an action, you can
Constitution modifier + your proficiency bonus. If they fail, they
use this weapon in a 15-foot cone; creatures in this area have to do
receive 3d6 of fire damage or half of it in success. You can use this
a Constitution saving throw whose DC is determined by 8 + your
weapon a total of times equal to half your Constitution modifier
Constitution modifier + your proficiency bonus. If they fail, they
rounded down (minimum 1) for a long rest. At level 10, the weapon’s
receive 3d6 of cold damage or half of it in success. You can use this
damage becomes 4d6, at level 15, the damage becomes 5d6, the
weapon a total of times equal to half your Constitution modifier
number of times it can use becomes equal to your Constitution
rounded down (minimum 1) for a long rest. At level 10, the weapon’s
modifier, and the weapon’s damage becomes magical. At level 19, the
damage becomes 4d6, at level 15, the damage becomes 5d6, the
damage becomes 7d6, and the number of times it can use becomes its
number of times it can use becomes equal to your Constitution
Constitution modifier doubled.
modifier, and the weapon’s damage becomes magical. At level 19, the
damage becomes 7d6, and the number of times it can use becomes its Fulsome Form Actions: When in your fulsome form, you are not able
Constitution modifier doubled. to hold weapons, instead, you have some natural weapons. You can
attack using your bite, which deal 2d10 + your Strength modifier
Fulsome Form Actions: When in your fulsome form, you are not able
of piercing damage, reaching up to 10 feet. You can also use your
to hold weapons, instead, you have some natural weapons. You can

42
claws, which deal 2d6 + your Strength modifier of slashing damage, Half-Dragon has a acid breath weapon. Using an action, you can
reaching up to 5 feet. use this weapon in a 15-foot cone; creatures in this area have to
do a Dexterity saving throw whose DC is determined by 8 + your
Superior Form Actions: When you reach your superior form, your
Constitution modifier + your proficiency bonus. If they fail, they
natural weapons are much stronger. You can attack using your bite,
receive 3d6 of acid damage or half of it in success. You can use this
which causes 2d10 + your Strength modifier of piercing damage +
weapon a total of times equal to half your Constitution modifier
1d10 of fire damage, reaching up to 10 feet. Your claws cause 2d6 +
rounded down (minimum 1) for a long rest. At level 10, the weapon’s
your Strength modifier of slashing damage, reaching up to 5 feet. You
damage becomes 4d6, at level 15, the damage becomes 5d6, the
can also use your tail, which causes 2d8 + your Strength modifier of
number of times it can use becomes equal to your Constitution
bludgeoning damage, reaching up to 15 feet.
modifier, and the weapon’s damage becomes magical. At level 19, the
Mountain Elemental damage becomes 7d6, and the number of times it can use becomes its
Constitution modifier doubled.
Damage Weakness: Infernal Elemental Half-Dragons are vulnerable
to acid damage. Fulsome Form Actions: When in your fulsome form, you are not able
to hold weapons, instead, you have some natural weapons. You can
Fulsome Physical Abilities: When entering its fulsome form, the Half- attack using your bite, which deal 2d10 + your Strength modifier
Dragon’s appearance and physical abilities change, making that its of piercing damage, reaching up to 10 feet. You can also use your
Strength becomes 19, its Dexterity 15, and its Constitution 21. Also, claws, which deal 2d6 + your Strength modifier of slashing damage,
it can communicate verbally. reaching up to 5 feet.
Superior Physical Abilities: When entering its superior form, the Half- Superior Form Actions: When you reach your superior form, your
Dragon’s appearance and physical abilities change, making that its natural weapons are much stronger. You can attack using your bite,
Strength becomes 23, its Dexterity 19, and its Constitution 25. Also, which causes 2d10 + your Strength modifier of piercing damage
it can communicate verbally and telepathically. + 1d10 of acid damage, reaching up to 10 feet. Your claws cause
Thunder Breath Weapon: After it reaches level 2, the Glacial Elemental 2d6 + your Strength modifier of slashing damage, reaching up to 5
Half-Dragon has a thunder breath weapon. Using an action, you can feet. You can also use your tail, which causes 2d8 + your Strength
use this weapon in a 15-foot cone; creatures in this area have to modifier of bludgeoning damage, reaching up to 15 feet.
do a Dexterity saving throw whose DC is determined by 8 + your
Constitution modifier + your proficiency bonus. If they fail, they
receive 3d6 of thunder damage or half of it in success. You can use
this weapon a total of times equal to half your Constitution modifier
rounded down (minimum 1) for a long rest. At level 10, the weapon’s
damage becomes 4d6, at level 15, the damage becomes 5d6, the
number of times it can use becomes equal to your Constitution
modifier, and the weapon’s damage becomes magical. At level 19, the
damage becomes 7d6, and the number of times it can use becomes its
Constitution modifier doubled.
Fulsome Form Actions: When in your fulsome form, you are not able
to hold weapons, instead, you have some natural weapons. You can
attack using your bite, which deal 2d10 + your Strength modifier
of piercing damage, reaching up to 10 feet. You can also use your
claws, which deal 2d6 + your Strength modifier of slashing damage,
reaching up to 5 feet.
Superior Form Actions: When you reach your superior form, your
natural weapons are much stronger. You can attack using your bite,
which causes 2d10 + your Strength modifier of piercing damage +
1d10 of thunder damage, reaching up to 10 feet. Your claws cause
2d6 + your Strength modifier of slashing damage, reaching up to 5
feet. You can also use your tail, which causes 2d8 + your Strength
modifier of bludgeoning damage, reaching up to 15 feet.

Ocean Elemental
Amphibian Constitution: At your first level, you can use a heritage
point to choose the Variant Heritage Amphibian.
Damage Weakness: Ocean Elemental Half-Dragons are vulnerable to
lightning and fire damage.
Draconic Recovery. You can use an action to recover hit points equal to
1d10 + your character level. When use this action, you won’t be able to
use it again until finish a long rest.
Fulsome Physical Abilities: When entering its fulsome form, the Half-
Dragon’s appearance and physical abilities change, making that its
Strength becomes 15, its Dexterity 21, and its Constitution 19. Also,
it can communicate verbally.
Superior Physical Abilities: When entering its superior form, the Half-
Dragon’s appearance and physical abilities change, making that its
Strength becomes 19, its Dexterity 25, and its Constitution 23. Also,
it can communicate verbally and telepathically.
Acid Breath Weapon: After it reaches level 2, the Glacial Elemental

43
Minotaur their culture that remained.
Some lesser tribes ended up migrating to Demacia, where they were
Minotaurs in Runeterra are scattered, especially across the continent accepted by their society and ended up surrendering some of their
of Valoran, with a bigger concentration in the mountains of The Great costumes in favor of a life in society under Demacias banner.
Barrier. Divided into tribes, most of them are under the Noxian Empire,
but there are tribes in a neutral territory or under other banners. Still,
they prefer to stay away from the capitals amongst their tribes. There
Minotaur Names
are few that adventure to “the big cities”.
Minotaur names are always followed by their clan name.
Male Minotaur Names: Alistar, Beliminorgath, Cinmac, Dastrun,
Fleshing Edder, Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas
One of the biggest Minotaur tribes was betrayed while the others swore Female Minotaur Names: Ayasha, Calina, Fliara, Helati, Keeli, Kyri,
loyalty to Noxus. The representative of that tribe, Alistar, was thrown Mogara, Sekra, Tariki, Telia
along with his companions to the Reckoning arenas of the capital where Minotaur Clan Names: Athak, Bregan, Entragath, Kaziganthi,
they had to fight for their lives to quench the chants of the bloodthirsty Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan
spectators.
Although this happened before the coup that shook the empire’s
Minotaur Origins Traits
structure and changed their command completely, the Fleshing has
become a motive of shame to the Noxian people that fight to clean that
stain from their past. Heritage. Your Strength score increases by +1, and you have 2 heritage
points, go to Chapter 5: Customizations to see the list of possible
Heritages.
Appearance Age. Minotaurs reach their adult age at 17 and can usually live to 150
years.
Minotaurs are humanoids with bullhead and a pair of horns, higher than
6’4 feet, and with an extremely strong muscle mass. Their bodies are Alignment. Minotaurs have a strict code of conduct, and they judge
covered in short fur with extremely varied coloring but following the themselves a lot. For that, they are usually of lawful alignment.
patterns of their lineage. Size. Minotaurs range from 7ft to over 9ft while their weight is usually
around 150kg to 250kg.
Culture Speed. Your base walking speed is 30 feet.
Languages. You can speak, read and write your tribe's Minotauric dialect
Although Minotaurs have their own culture, by becoming part of the and an additional common language of your choice, usually related to
Noxian Empire, some of their habits were left behind in favor of this the region closest to where you grew up. Minotaurs are living in Noxian
new “cultural evolution” promoted by the empire. Most of the tribes territory for a long time, so they can usually speak Ur’Nox.
became part of the empire, and the strength proofing was one part of

44
Region. Each region of Runeterra possesses a different culture. You must
choose your faction to define where you grew up and how you perceive
the world. You can read more about it in Chapter 11: Runeterra.
Natural Armor. Minotaurs have naturally +1 AC if you aren’t wearing
any armor due to their thick natural leather.
Powerful Constitution Minotaurs had their proficiency bonus to their
permanent hit points each level, at level 1, you have +2 hit points, at level 5,
you have +11, and so on.
Triumphant Howl. Minotaurs have the ability to unleash a savage howl,
capable of cheering up their allies and simultaneously chase away their
enemies. As a bonus action, you can make your allies 15 feet from you
gain temporary hit points equal to your Constitution modifier + your
proficiency bonus. Besides, every enemy that is 10 feet near you must
make a Wisdom saving throw which DC is 10+ your Constitution
modifier + your Proficiency bonus. On a failed save, these creatures are
frightened for 1 minute, and on a successful save, they are immune to
this effect for 24 hours. You can use this trait as many times as your
Constitution modifier per long rest.
Horns. The terrifying Minotaur horns are their primary tool, and all
Minotaurs are proficient with them. Damage dealt by these horns are
1d8+ Strength modifier of piercing damage, and their critical range is
19.
Charge. When using a Dash action, you can move four times your base
speed instead of two times, and additionally, you can attack with your
horns as a bonus action. If you move at least 30 feet in a straight line and
hit your target, you deal twice your horns' damage die.
Headbutt. After making a hand-to-hand attack, you can, as a bonus
action, attack with your horns. A creature must be 5 feet near you and
make a Strength saving throw, which DC is 8+ your proficiency bonus
+ your Strength modifier. In a failed save, you can throw them 5 feet
away from you. If a creature is a size bigger than you, it has advantage
in the saving throw.
Threatening. You have proficiency in the Intimidation skill.

45
stamped in the face of his boss before dominating him. Seeking the
leadership, Trundle announced that wouldn’t be any more leaders -only
one Troll King before everyone would kneel.
The trolls reunited after their confidence, their new leader, and they
prepared themselves for the coming war. With Trundle in the front of
Troll the onslaught, the time of the trolls finally came.

Trolls are a grotesque humanoid species that habit the lands of Freljord Physiology
and Shurima. Ice Trolls usually have blue skin while the Sand Trolls
have yellow skin, close to the sand color, but both share tribal culture. Trolls are large and muscular and use their size to intimidate and
Recently, The Ice Trolls started to prepare themselves to war, united dominate smaller creatures and races. They have unusual skin tones,
under the flag of Trundle, The Troll King. There are also Sand Trolls with protrusions like warts all over its body.
living in Shurima and Ixtal. It is unknown how many of these Trolls exist,
with their existence being considered a myth in the actual times. While most of their bodies have no hair, most trolls have long hair and
a beard, which can be in various shades of red, blue, orange, brown, or
gray.
The Troll King His eyes shine blue or amber, obscuring his pupils and irises. They have
large noses, with a different shade compared to their skin color; they
Trundle is a hulking and devious troll with a particularly vicious streak, also have large prey-shaped front teeth that give them a powerful bite.
and there is nothing he cannot bludgeon into submission—not even the
Freljord itself. Fiercely territorial, he chases down anyone foolish enough Its jaws are capable of opening at an unusually large angle to grind meat
to enter his domain. Then, his massive club of True Ice at the ready, he and intimidate smaller individuals. Unlike humans, they have three-
chills his enemies to the bone and impales them with jagged, frozen fingered hands and stubby feet. Ice Trolls are among the few races
pillars, laughing as they bleed out onto the tundra. capable of wielding True Ice and the weapons made with it.

The Trundle warrior tribe was once led by a weak and fool leader.
Under the orders of a weak leader, Trundle feared that he and his species Trolls Names
wouldn’t pass from prey to the others troll hordes in the tundra. The
clashes, however, ended in humiliation. Trolls do not have a surname, they only have designations linked to the
Trundle did something that wasn’t common to his species: instead of region of their tribe as North or South.
resorting to his fist, he resorted to his intelligence. Thinking with his furry Male Names: Alzim, Grubgrack, Kurzol, Sligu, Tarkaz, Trundle, Uzgar,
feet, he created a story about the troll leaders from the past, saying that Yettu
they held powerful armament as symbols of their right to rule. Going to
Female Names: Augur, Eleja, Khijazi, Lujin, Renjai, Segawa, Yaci, Zalma,
the lands of the Ice Witch to search for a worthy weapon.
Zot
When Trundle returned to his tribe with an enormous and magic club
of True Ice, his trolls companions bowed to his conquest. Naming his
weapon as'' Boneshiver'', he waited a moment to enjoy the shock

46
Trolls Origins Traits Eyes of the Night. Due to their nocturnal habits, the Ice Trolls developed
a darkvision of 60 feet.
Heritage. Your Constitution score increases by 1, and you have 2
heritage points, go to Chapter 5: Customizations to see the list of Sand Troll
possible Heritages. Sand Trolls are more intelligent and sneaky than their Ice cousins, but
Age. Trolls reach maturity at around 15 years of age but can live for their tribes are less numerous and they remain inmates most of the time.
more than 300 years. Born of the Desert. Sand trolls are immune to any effects of extreme heat
Alignment.​Trolls are not inclined to any particular moral tendencies. from locations and ignore difficult terrain caused by sand.
However, it is quite common for a Troll to have chaotic alignment. Elusive Masters. Despite their size, Sand Trolls are extremely agile and
Size. ​Trolls vary widely in height and weight, can be almost 11 feet or hide easily due to their sandy skin tone. You have proficiency in Stealth
more than 15 feet, and reach up to 700 lbs. Regardless of your height, and get an advantage in these tests if you are in a sandy area.
your size is Large. Due to their size, weapons, armor, and clothes for you Elusive Attack. Sand trolls are naturally stealthy and have learned to
must be ordered and have twice the normal value. take advantage of that, when they hit a surprise creature they can deal
Speed. ​Your base walking speed is 30 feet. additional damage of 1d6 times half their Strength or Dexterity modifier
(minimum 1).
Languages. You can speak Troll and 1 additional language according to
your region, but you cannot read or write, this does not prevent you
from learning these skills.
Region. Each region of Runeterra possesses a different culture, while Ice
Trolls can be found in Freljord, Sand Trolls can only be found in Shurima.
You can read more about it in Chapter 11: Runeterra.
Natural Armor. Regardless of your ancestry, a Troll's skin is incredibly
resistant. While not wearing armor, your AC becomes 11 + your
Dexterity modifier + your Constitution modifier. This trait does not
stack with Unarmored Defense.
Battle Fury. With their natural ability to stay active in combat, Trolls seek
out their next prey as quickly as possible. If an enemy that you dealt
damage dies in the same round, you can use your bonus action to move
20 feet towards the next enemy. If there are no more enemies, you
cannot use this trait.
Bite. Trolls have a natural weapon in their jaws, which they are proficient
in, and you can use an attack action or a bonus action to bite a target
5 feet from you, dealing 1d6 + your Strength modifier of piercing
damage. Reaching the 6th level, your bite is so powerful that it becomes
considered magic for the purpose of overcoming resistance, besides, the
dice becomes 1d8 instead of 1d6.
Tribal Armament. Trolls are used with scarcity and have learned to build
weapons with the most basic materials, being able to build a Great Club,
Spear, Mace, or Club during a long rest using things like sticks, bones,
lines, and stones. These weapons have no selling price and are only
suitable for Trolls to use.
Born Hunters. Trolls have proficiency in Survival and can find food in
almost impossible places.
Lineages. You must choose one of the following clans:

Clans
Although in the distant past the Trolls had several Kings and valiant
champions, at present days they have been mostly reduced to savagery
and have spread especially across Freljord, with some tribes reaching
colossal sizes but generally at the cost of intellect.

Ice Troll
The bigger, the dumber. This definition is perfect for Ice Trolls, they are
the largest among Trolls with those in the South being smaller than those
in the North, but generally smarter (although not that much).
Born of the Tundra. Ice trolls are immune to any effects caused by extreme
cold from locations and ignore difficult terrain caused by ice, in addition
to being able to choose the Iceborn Variant.
In Hunt. Using a bonus action, an Ice Troll can mark a chase target through
a bonus action. While with a marked enemy, the Troll receives 15 feet of
additional movement when moving towards its marked target. You can
only have one enemy marked at a time, and each mark is 1 minute long.
You can use this trait as many times as your Constitution modifier.

47
Vastaya Appearance

“WERE I TO HYPOTHESIZE ABOUT THE ORIGINS of these beings – Vastaya are dysmorphic humanoids because they can have many shapes
and being a learned gentleman of the physical sciences, I consider myself and sizes. Their animal characteristics vary according to where they
more than qualified to do so – I would theorize that the vastaya are not an adapted and their tribe. However, even with the distinctions between
individual species, but a taxonomic classification more on par with a larger the tribes of land, air, and sea, there are three types of vastaya:
order, or a phylum.” Animalistic: Vastaya that resemble other animals but are bipedal or
- Eduard Santangelo, have any human trait.

Field Journal Anthropomorphic: Vastaya that look very much like humans,
especially on their face, but carry animalistic features, for example: fox
or feline ears, tails, or even feathers.
The vastaya are chimerical creatures from Runeterra whose lineage is Shapeshifters: Retains the appearance of humans or animals, but can
composed of human blood and the spiritual magic of a pre-human race. change shapes.
From Rengar's fierce and brutal power to Ahri's fox charm, the vastaya
may be considerably distinct from each other, but they all share animal Each vastaya differs from the others in appearances and abilities, but all
and human characteristics. are in tune with Runeterra’s natural magic.

Origin Sho’Ma

The vastaya's origin began a long time ago, in an isolated corner of Sho'ma is the spiritual part that inhabits all beings and elements, even
Ionia, where a group of humans fled to escape the horrors of the Great material beings, whether they are humans, beasts, plants, or even
Void War. There, these refugees began to live with a tribe of intelligent stones and rocks. The Vastaya are creatures with a powerful spiritual
metamorphic creatures that were very tuned with the world’s natural connection, which gives them access to Sho'Ma, although most tribes
magic. These spiritual creatures, known as Vastayashai’rei, welcomed had lost the knowledge about it, with the only one we know who
the human refugees and, over the generations, gave birth to what the maintained this tradition being the Oovi- Kat.
inhabitants of Runeterra know as the Vastaya - a generic classification This characteristic allows them to change their shape’s visual aspects;
for any chimerical creature’s species. Over time, the different branches however, all vastaya have a common pattern related to their tribe and
began to settle in countless regions and, naturally, adopted unique personality. This pattern is an internalized form that remains in the
shapes - simian, aviary, and even fish - according to the creature that unconscious.
reflected its most distinguishing characteristics.
Changing this shape is possible in regions with magical spiritual flow,
In addition to the mixture between human and animal forms, it’s notable however the farther from the standard form they become, the more
the vastaya live for a long time. Some are known to have lived for difficult it is to maintain the different shape.
thousands of years, while others claim to be immortal.
In regions with a lot of magic, they can change their appearance quickly.
With time, the vastaya lineage spread across Runeterra, and an interesting Smaller and simpler features are more stable, so more complicated parts
genetic aberration occurred: some humans with little vastayan heritage are challenging to maintain.
acquired the ability to change shape. From the freezing Freljord to
The vastaya's proximity to its ancestor Vastayashai'rei makes this
the Runeterra’s dark forests, these shapeshifters can not maintain
change of form easier, or more difficult, combined with the flow of
their animal forms for long but are still able to take advantage of their
spiritual magic from the place.
ancestral magic and change form.

48
Some tribes naturally have claws and fangs, but they can use Sho'Ma to Magic Regions. By that nature, each tribe has a specific
get closer to a human form. Others are closer to a human appearance Transformation Difficulty, which will define the time they take to
and can use Sho'Ma to add some kind of natural weapon. The closer to change to other forms. All Runeterra is covered by magic, this
a beast, the more difficult it is to interact with humans and is stronger is a certainty, however, the spiritual magic zones may be weaker
the possibility of causing discomfort to others depending on your tribe. or stronger in certain regions, places in the High Magic Zones
are places without civilization or that have high communion
However, for some tribes, becoming closer to humans will bring
with nature, Medium Magic Zones are the areas that have little
discomfort, but, on the other hand, will facilitate interactions with them.
civilization or that moderately cares for their natural areas, and
The more significant the change they make, the more difficult it will be
the Low Magic Zones are those places where there has been a
to create and maintain it.
high human modification, completely altering the local nature or
even ultimately destroying it.
Vastaya Origins Traits Form Transformation. Every Vastaya manages to get closer to
his human form to facilitate social situations with other non-
Heritage. Vastaya’s heritage reflects their animal features. See Tribes. vastaya. Still, they must maintain a meditative state to focus on
Sho’Ma Sho’Ma is a Vastaya feature related to their shapeshifting, but only a their transformation. The more difficult it is to transform, the
few tribes know this name and its foundation. Each tribe has some general more time the Trance will last, and they will have less time in this
characteristics that connect them with their feral form. form. The Kiilash have an Inborn Feral Form and don’t need to
transform into it, while the Oovi-Kat have high control of their
Feral Form: Feature. This feature refers to the change that can be made Sho'ma, making any transformation natural.
for battle.
Maintaining a Form during combat is more complicated, but can
Human Form: It refers to how is the process the Vastaya assume a human have several benefits. During combat, if you want to transform,
appearance. you will take a specific number of turns in a trance to change, and
Animal Form: It refers to how is the process the Vastaya assume an animal if you receive damage, you will need to perform a Constitution
form. saving throw CD in order to maintain it. Once transformed, you
will not be able to have your body modified by spells. Also, you
Age. The Vastaya live much longer than humans, with some claiming will only be able to go back to your previous form using an action.
to be over five hundred years old and other reaching over a thousand. The duration of the form during a fight is defined by a X number
Rumors even say that they are immortal. of turns multiplied by your proficiency bonus.
Alignment. As creatures directly connected with natural magic, the While out of combat, your Forms are less simplistic and have
Vastaya tend to be chaotic, although they are usually good. more detailed characteristics, requiring a longer Trance time for
Languages. You can speak, read and write your tribe's Vastaya dialect you to transform. However, the time you can be transformed is
and an additional common language of your choice, usually related to much longer, being an X number of minutes multiplied for your
the region closest to where you grew up. proficiency bonus. Besides, if you take damage, the rule for
keeping the trance in combat also applies here.
Region. Each Runeterra’s territory has a different culture, you must
choose your faction to define where you grew up and how you perceive Lineages. You must choose one of the following tribes:
the world. You can read more about it in Chapter 11: Runeterra.
Shapeshifters. Although Vastaya, in general, are shapeshifters, their
standard forms and their proximity to Vastayashai’rei point out how
Tribes
easy it is for them to change shapes. By default, every Vastaya has four Although they are plural in their characteristics, the Vastaya end up
forms, one human, one feral, one animal, and one standard with their organizing themselves in tribes that, given their location, end up sharing
tribe. The human form hides most of Vastaya traits, however, each tribe similar characteristics.
has more or less difficulty in changing to it.
Oovi-Kat
The feral form is hybrid, closer to animals, usually with natural
weapons or the skills of a beast. The animal form, on the other hand, is The Oovi-Kat are a tribe unknown to humans but common knowledge
indistinguishable to ordinary eyes from other animals of the same species to other Vastaya tribes. They have a reputation for being the closest
(some tribes have more than one animal form). The tribal form is the one tribe to the Vastaya ancestor, the Vastayashai’rei.
they are more accustomed to and usually use, being its natural shape.
The only known member of the Oovi-Kat tribe is the champion Neeko,
Transformation Difficulty the Curious Chameleon.

Tribe Human Feral Animal Male Oovi-Kat Names: ?


Oovi-Kat - - - Female Oovi-Kat Names: Neeko
Marai Medium Easy Medium
Heritage. Your Charisma score increases by +1, and you have 2 heritage
Shimon Easy Easy Medium points, go to Chapter 5: Customizations to see the list of possible
Kiilash Hard - Medium Heritages.
Fauhwoon Hard Easy Medium
Speed. Your base walking speed is 35 feet. Size. Oovi-Kat usually are
Ottrani Hard Easy Medium between 3’11 and 5’2 feet tall. Regardless of your height, your size is
Lhotlan Easy Medium Hard Medium.
Sho’ma Master. Oovi-Kat can communicate uniquely. They feel the

Form Duration
Low Magic Zone Medium Magic Zone High Magic Zone
Duration Trance out of Trance in Duration Trance out of Trance in Duration Trance out of Trance in
Difficulty Combat Combat Combat Combat Combat Combat
Easy 10 * prof 1 hour 5 turns 20 * prof 30 minutes 3 turns 40 * prof 15 minutes 1 turn
Medium 5 * prof 2 hours 7 turns 10 * prof 1 hour 5 turns 20 * prof 30 minutes 3 turns
Hard 1 * prof 4 hours 11 turns 5 * prof 2 hours 7 turns 10 * prof 1 hour 5 turns

49
spiritual essence of a being, the Sho'ma. They can transform
themselves into a different being, know their name, feel
their emotions, and learn some of their recent memories.
In order to become another creature, it takes 1 minute of
observation. You will also know its name, feel its emotions,
and part of its recent memories. Its recent memories are
something like what happened in the last 2 hours before
the Oovi-Kat tried to understand the memories. Also, the
Oovi-Kat can spend more time observing and interpreting
the creature's Sho’ma, to increase how far in the memory
it can have access to. For example, 1 minute of observation
results in the last 2 hours lived of the observed creature, 10
minutes would result in 5 hours, 1 hour in 10 hours, 8 hours
in the previous day.
When you reach level 4, you have the feature Wild Form
of the Feral Essence Acolyte, replacing your acolyte level
by half your character level. If you have Feral Essence
Acolyte levels, when you acquire this ability at the 2nd
level, you stop receiving this trait through the Sho'ma
Master and, instead, the maximum CR of the creatures you
can transform as a Feral Essence Acolyte will increase by 1. Marai
Upon reaching level 6 of the class, the CR will increase by 2 and, at level
The Marai sirens are a Vastaya tribe that lives under the ocean that lies
14, by 4.
west of Mount Targon. Accustomed to underwater life, they can breathe
Sho’ma Clone. An Oovi-Kat can use his Sho'ma to, with a bonus action, both underwater and on the surface. Its appearance usually approaches
create a duplicate of themselves or a creature that they are disguised. sirenids, having scales all over its body and with its lower part being a
This clone lasts until the end of your next turn and moves as long as it tail similar to that of an aquatic mammal. In contrast, its upper part is
can in a direction you choose. An enemy must make a Perception or more humanoid and may have fins or gills. The Marai colors may vary
Arcane check DC 8 + your proficiency bonus + your Charisma modifier between them.
to find out who is the real one. If attacked, the clone disappears. You can
The best-known member of the Marai tribe is the champion Nami, the
do it a number of times equal to your Charisma modifier.
Tidecaller.
Languages. You can speak the ancient language Vastayashai’rei. In
Male Marai Names: Agrata, Aquis, Avris, Bornet, Ceimu, Drake,
addition to being able to use your Sho'ma to learn other languages more
Korma, Latus, Leomaris, Midus, Morgan, Namor, Nido, Orman,
efficiently, you have +2 additional common languages ​​or +1 exotic
Pvorsa, Salas, Sedor, Talrand, Typhon, Wiggus.
language.
Female Marai Names: Anosa, Ariel, Atlise, Cordula, Corselle, Halimeda,
False?. You have proficiency in the Deception skill.
Iren, Katara, Kella, Kilmie, Korra, Marilla, Morea, Nami.
Chromatic epidermis. You have advantage in Stealth checks that you
Heritage. Your Intelligence score increases by +1, and you have 2
do to hide. Additionally, while without armor, you can try to hide even
heritage points, go to Chapter 5: Customizations to see the list of
without having light or heavy cover, as long as you remain still. Besides,
possible Heritages.
you can hide your presence as if you were under the invisibility spell
for a number of turns equal to half your proficiency bonus. When you Speed. The Marai naturally have tails to increase and facilitate their
reach level 14, you will be able to use the higher invisibility spell instead movement in the water, having a base walking speed of 50 feet in the
of invisibility. You can do this a total of times equal to your proficiency water. While on land, they adapt their lower body to their legs to move
bonus for long rest. more easily, although they lose some of their speed. On the ground, your
base walking speed becomes 25 feet.
Size. The Marai naturally have a tail that makes their length to
be between 6’3 to 8’10 feet. When assuming legs, their height
can vary between 4’7 to 6’7 feet. Regardless of your height,
your size is Medium.
Sonar. The Marai communicate through sonar under high
depths. This same sonar, on the surface, can be used as a
weapon. You can create a 15-foot cone that causes 1d4
+ your proficiency bonus + your Constitution modifier in
thunder damage a total of times equal to your Constitution
modifier (minimum 1). All creatures in the range must make
a Constitution saving throw (DC 8 + your proficiency bonus
+ your Constitution modifier) ​​or receive this damage. Deaf
creatures have advantage in this saving throw.
Darkvision. Due to their habit of living in the ocean’s depths,
the Marai adapt to extremely dark environments. You see in
dim light up to 60 feet as if it were full light and in the dark as
if it were dim light. You cannot discern colors in the dark, just
shades of gray.
Amphibian. You can breathe both on land and in water.
Also, fighting underwater does not cause penalties or
movement disadvantages for you. While underwater,
your Darkvision is doubled.

50
Sea Style. You are proficient in using the net, spear, and trident. Besides, learn useful skills. You gain proficiency in a skill and a craft of your choice.
you have advantage in Dexterity saving throws against being grabbed
Simian Fury. You can double your attack's damage modifier a total of
or restrained.
times equal to 2 times your proficiency bonus for long rest.
Sho’Ma. You can use your Sho’ma to transform into one of these
Sho’ma. You can use your Sho’ma to transform into one of these
following forms:
following forms:
Feral Form: Selachian. When you assume the Feral Form:
Feral Form: Simian. You can assume a war transformation that
Selachian, you gain fangs similar to a shark. Using an action, you
gives you +1 Strength for the duration and allows you to use your
can bite an opponent at a 5-foot distance, dealing 1d8 piercing
tail to carry objects that weigh no more than 20 kg and you can
damage.
use a bonus action to make your tail try to take down a creature.
Feral Form: Siren. When you assume the Feral Form: Siren, you It must make a Dexterity saving throw (DC 8 + your proficiency
get fangs similar to that of a moray eel. Using an action, you bonus + your Strength modifier). On a failure, the target will get
can bite an opponent at a 5-foot distance, dealing 1d4 piercing prone.
damage. Besides, your sonar starts dealing 1d6 thunder damage.
Human Form. You can stay in concentration for a while to
Human Form: You can stay in concentration for a while to transform transform into the human form for the time described in the Form
into the human form for the time described in the Form Duration Duration table. While transformed, you lose the characteristics
table. When you do this, you lose your Amphibian trait. Also, you Simian Fury and Proficient Climber.
lose your scales, gills, and fins. You can do this once for a long rest.
Animal Form. At your 2nd level, you can stay in concentration for
Animal Form: At your 2nd level, you can stay in concentration for a while to transform into the animal form for the time described
a while to transform into the animal form for the time described in in the Form Duration table. When you assume an animal form,
the Form Duration table. When you assume an animal form, you you receive a bonus in your Strength, Dexterity, and Constitution
receive a bonus in your Strength, Dexterity, and Constitution ability scores (for example, if you have Strength 10, it will become
ability scores (for example, if you have Strength 10, it will become 14 while you are transformed) and assume characteristics
14 while you are transformed) and assume characteristics according to the Animal Form table. You can do this once for a
according to the Animal Form table. In the Selachian form, you long rest.
cannot cast spells, while in the Siren form, you can cast spells
normally. You can do this once for a long rest. Kong
Features STR DEX CON
Selachian Your size increases by 1 foot; You now have a Bite attack, +4 +1 +3
which deals 1d6 + your Strength modifier in piercing damage.
Features STR DEX CON
Your size is equal to your natural form in water; Your Bite +4 +1 +3
starts dealing 1d8 + your proficiency bonus + your Strength
modifier. Fauhwoon
The Fauhwoon are slightly common beings in Ionia. Like the other
Siren Vastaya, the Fauhwoon have a strong connection with natural magic.
Features STR DEX CON They are also art lovers, loving music and dance.
Your size is equal to your natural form. Your speed in water +2 +4 +1
becomes 60 feet. Your Sonar can be used as an attack, starting The lower part of his body is the legs of a doe, and the human upper part
to deal 1d6 thunder damage in a 20-foot cone.
has horns that come out of his head.
Male Fauhwoon Names: Straiv, Traam, Qiem, Cris, Sep, Qoc, Xor, Dhif,
Shimon Xaic
The Shimon are a vastayan tribe from Ionia, with the animalistic Female Fauhwoon Names: Givia, Sneza, Ciemea, Faasy, Clema, Dhaxe,
appearance of monkeys. Smart, agile, and cunning, they can sneak Teonime, Kosae, Geesea
pranks on anyone unsuspecting.
The best-known member of the Shimon is Wukong,
the Monkey King.
Male Shimon Names: An, Ang, Chen, Chi, Fai, Jiang,
Jun, Lian, Long, Meng, On, Shan, Shui, Son,
Wen
Female Shimon Names: Bai, Chao, Chichi, Jia, Lei,
Mei, Qiao, Shui
Heritage. Your Wisdom score increases by +1,
and you have 2 heritage points, go to Chapter 5:
Customizations to see the list of possible Heritages.
Speed. Your base walking speed is 30 feet.
Size. The Shimon usually are between 4’7 and 5’11 feet
tall. Regardless of your height, your size is Medium.
Proficient Climber. You are proficient in the Athletics
skill. Instead of climbing at half speed, you do it at full
speed. When you take an Athletics roll to climb, you
add double your proficiency bonus.
Without Limits. Shimon are always going the extra mile.
You can re-roll a failure in any Strenght, Dexterity, or
Constitution roll. You can do this once for a long rest.
Versatile Skill. Shimon's curiosity makes them quickly

51
Heritage. Your Wisdom score increases by +1, and you have 2 heritage Fauhwoon Spell save DC = 8 + your proficiency bonus + your
points, go to Chapter 5: Customizations to see the list of possible Wisdom modifier.
Heritages.
Fauhwoon Spell attack modifier = your proficiency bonus + your
Speed. Your base walking speed is 35 feet. Wisdom modifie
Size. The Fauhwoon usually are between 4’7 and 5’6 feet tall. Regardless Fauhwoon Innate Magic
of your height, your size is Medium. - Spells Known and Spell Slots -
Darkvision. Because they live in closed forests, the Fauhwoon have eyes Level Cantrips. 1 2 3
1º 1 - - -
accustomed to dark terrain. You see in dim light up to 30 feet as if it were
5º 1 1 - -
full light and in the dark as if it were dim light. You cannot discern colors 11º 1 1 1 -
in the dark, just shades of gray. 17º 1 1 1 1

Elusive. When using a Dash action, you receive +1 in your AC until the
end of your next turn. Sho’ma. You can use your Sho’ma to transform into one of these
following forms:
Oneiric Alignment. The Fauhwoon have a close relation to the dreams’
magic, becoming immune to magic effects that cause sleep. Besides that, Feral Form. Ibex. When assuming this form, your horns become
when they are Unconscious for being asleep, if an attack targets them, it even more curved, the fur spreads in every part of your body, and
will continue being made with advantage, but the damage will be caused your legs muscles are strengthened. Your horns start dealing 1d8
normally, instead of being considered a critical hit. instead of 1d6. Also, your walking speed increases to 40 feet, and
your jump has twice the range.
Horns. The Fauhwoon have large and resistant horns capable of breaking
wood easily (sometimes even their enemies’ bones). The damage dealt Human Form. You can stay in concentration for a while, to
by the horns is 1d6 + your Strength modifier in bludgeoning damage. transform into the human form for the time described in the Form
Duration table. While in this form, you lose your horn and your
Natural Protectors. Fauhwoon are closely linked to the protection of
legs lose the quadruped features, losing your hooves, changing
something or someone and end up holding back when in combat to
them to humanoid feet, and making your speed become 30 feet.
prioritize safety. Therefore, whenever you heal or protect an ally in
any way using a bonus action or action, your next attack may cause an Animal Form. At your 2nd level, you can stay in concentration for
additional damage die + your proficiency bonus, as you know that the a while to transform into the animal form for the time described
ally will be safe for a while. in the Form Duration table. When you assume an animal form,
you receive a bonus in your Strength, Dexterity, and Constitution
Dear ones of Nature. Fauhwoon are naturally attracted to protect the
ability scores (for example, if you have Strength 10, it will become
local fauna and flora. You can summon the power of nature to deal
12 while you are transformed) and assume characteristics
additional damage to your attacks, causing 1d6 + your proficiency
according to the Animal Form table. You can do this once for a
bonus in force damage. You can do this a number of times equal to your
long rest.
Wisdom modifier for long rest. Additionally, you have proficiency in the
Nature skill. Ibex
Innate Magic. Every Fauhwoon are natural casters with access to spells Features STR DEX CON
You become a four-legged creature similar to a Íbex, +2 +4 +3
according to their spiritual evolution. However, every Fauhwoon spell increasing your size one category. Your walking speed
can not be used in itself. The Fauhwoon naturally knows some spells becomes 50 feet. Your Horn attack now causes 1d10 + your
from the Fauhwoon Spells list, found in Chapter 10. They do not require Strength modifier instead of 1d6.
any material component to these cantrips or spells.
These spell slots can only be used to cast Fauhwoon spells, and you Ottrani
restore your spells slots at the end on a long rest.
This Vastaya tribe is from Targon, where is used to live at the top of the
Your spellcasting ability is Wisdom. mountains, accustomed to the cold weather and the thin air. The Ottrani
ended up mirroring the image of one of the celestial beings who decided
to live among mortals and share with them the gifts of healing and the
power of bestowal through the rescue of souls.
With several variations in appearance, the Ottrani share some
common features, such as having one or two curved horns on
top of their heads and legs of goats ending in hooves. However,
unlike goats, Ottrani have long, hairy tails.
Male Ottrani Names: Atix, Kref, Nor, Ramul, Sies, Strec,
Tarciso, Tyl
Female Ottrani Names: Dicy, Gizu, Illi, Kolu, Privea, Pullu,
Soraya, Veso
Heritage. Your Wisdom score increases by +1, and you have 2
heritage points, go to Chapter 5: Customizations to see the list
of possible Heritages.
Speed. Your base walking speed is 30 feet, and you have a
climbing speed of 20 feet.
Size. The Ottrani usually are between 3’11 and 5’7 feet tall.
Regardless of your height, your size is Medium.
Self Sacrifice. The Ottrani feel the need to help other creatures,
even if it costs part of their physical integrity. Using an action,
you can heal a creature up to 30 feet away from you by spending
a life die. In doing so, you receive half the amount healed as

52
damage to yourself (this damage cannot be reduced or mitigated). You The Goat
can spend a number of dies equal to half your character level for long Features STR DEX CON
rest. That is, if you are at level 9, you can use 4 life dice for this ability You become a four-legged creature similar to a Goat, +3 +2 +4
for long rest. increasing your size in one category. Your climbing speed
becomes 50 feet. Your Horn attack now deals 1d8 + your
Horns. You have proficiency in attacks using your horns, being Strength modifier instead of 1d4.
considered natural weapons. The damage dealt by your horns is 1d4 +
your Strength modifier in bludgeoning damage.
Kiilash
True Healing. The Ottrani, as a tribe, are direct disciples of Soraka and, as
a result, have a direct inclination to heal and rescue Runeterra's creatures Feline in appearance, the Kiilash are the Vastaya who live east of
and lives. When they use their healing skills, they are not only healing Shurima. Strong and agile creatures, they have claws and fangs as
the body but also the spirit of their targets. When using abilities, spells, natural weapons, as well as scary camouflage skills.
or Runes that heal a creature, you can add half your Wisdom modifier + The best-known member of the Kiilash tribe is the champion Rengar, the
your proficiency bonus to the healing. Also, whenever an Ottrani rolls Pridestalker.
a die to heal a creature, if it falls 1 or 2 on the roll, the die can be rolled
again while maintaining the new result, even if it falls 1 or 2 again. Also, Male Kiilash Names: Kova, Trok, Ovarr, Mur, Densharr, Mersharr,
you have proficiency in Medicine, and cures done on living constructs Nermissar, Therrass, Aeroun, Behaou, Heeze, Mioi, Raaol, Yourau
are not cut in half. Female Kiilash Names: Suu, Korra, Mrran, Rorran, Dessirris, Mianissa,
Rescue. Because of their strong connection with the spirits of living Morasha, Nera, Thessana, Caarreia, Naeaftas
beings, the Ottrani have natural healing abilities. Using an action, you Heritage. Your Strength score increases by +1, and you have 2 heritage
can touch a creature within 5 feet of you to heal it in an amount equal to points, go to Chapter 5: Customizations to see the list of possible
your proficiency bonus + half your Wisdom modifier. You can use this Heritages.
skill as many times as half your Wisdom modifier per long rest.
Speed. Your base walking speed is 35 feet.
Innate Magic. Every Ottrani are natural casters with access to spells
according to their spiritual evolution. However, every Ottrani spell can Size. The Kiilash usually are between 5’3 and 7’2 feet tall. Regardless of
not be used in itself. The Ottrani naturally knows some spells from the your height, your size is Medium.
Ottrani Spells list, found in Chapter 10. They do not require any material Born Hunter. You have proficiency in one of the following skills: Athletics,
component to these cantrips or spells. When they reach the 7th level, Nature, Perception, or Survival. Your sense of smell and hearing is
the Ottrani can cast their innate magic using a bonus action. exceptionally good at any time of the day. You are considered semi-
These spell slots can only be used to cast Ottrani spells, and you restore conscious while sleeping, meaning you cannot be surprised while you
your spells slots at the end on a long rest. are sleeping. Additionally, you have advantage on Survival checks to
find living creatures.
Your spellcasting ability is Wisdom.
Camouflage. You can try to hide even you’re lightly covered by foliage,
Ottrani Spell save DC = 8 + your proficiency bonus + your Wisdom heavy rain, snow, fog, and other natural phenomena. Also, you have
modifier the spell See Invisibility always active with a range of 5 + 10 times your
Ottrani Spell attack modifier = your proficiency bonus + your proficiency bonus in feet. While you are hidden, you can use a bonus
Wisdom modifie action to jump at an enemy within 20 feet of you.

Ottrani Innate Magic


- Spells Known and Spell Slots -
Level Cantrips 1 2 3
1st 1 - - -
5th 1 1 - -
11th 1 1 1 -
17th 1 1 1 1

Sho’ma. You can use your Sho’ma to transform into one of these
following forms:
Feral Form. Goat You can assume a war transformation that gives
you an appearance with more fur and a snout, also having legs
and horns even more powerful. Your horns start dealing 1d6
instead of 1d4. Also, your climbing speed increases to 40 feet, and
your high jump and long jump range are doubled.
Human Form. You can stay in concentration for a while to
transform into the human form for the time described in the Form
Duration table. While in this form, you lose your horns and your
climbing speed.
Animal Form. At your 2nd level, you can stay in concentration for
a while to transform into the animal form for the time described
in the Form Duration table. When you assume an animal form,
you receive a bonus in your Strength, Dexterity, and Constitution
ability scores (for example, if you have Strength 10, it will become
13 while you are transformed) and assume characteristics
according to The Goat table. You can do this once for a long rest.

53
Claws. You have proficiency in unarmed attacks
using your claws. They’re considered light and
cause 1d6 + your proficiency bonus + your
Strength or Dexterity modifier in slashing damage.
Bite. You can bite an opponent within a distance
of 5 feet. It causes 2d4 + your proficiency bonus +
your Strength modifier in piercing damage.
Ferocity. You are a born predator, when in
combat, your instinct has spikes that strengthen
your attacks. During combat, each attack you
hit generates a ferocity stack. Upon reaching
maximum ferocity, you can choose to heal half the
damage taken (rounded up) in the last round or to deal
additional damage equal to twice your Strength modifier in
your next attack. Your maximum ferocity is equal to 10 - your
proficiency bonus.
Sho’ma. You can use your Sho’ma to transform into one of these
following forms:
Human Form. You can stay in concentration for a while to
transform into the human form for the time described in the Form throw
Duration table. ( D C
8 + your
Animal Form. At your 2nd level, you can stay in concentration for proficiency bonus + your
a while to transform into the animal form for the time described Dexterity modifier) ​​to avoid damage,
in the Form Duration table. When you assume an animal form, and surprised creatures have disadvantage in this saving throw. Doing
you receive a bonus in your Strength, Dexterity, and Constitution so makes Feather Daggers unusable. You can do this a number of times
ability scores (for example, if you have Strength 10, it will become equal to your Dexterity modifier for long rest.
14 while you are transformed) and assume characteristics
according to the Animal Form table. You can do this once for a Vastaya Jump. When you make a long jump, the range will become 3
long rest. times your Strength points, and you don't have to move previously.
Also, when performing high jumps, you can jump up to 3 + 2 times your
Saber Toothed Strength modifier (minimum of 1) feet high.
Features STR DEX CON Sharp senses. You have proficiency in the Perception skill.
Your size increases by 1 foot. Your base speed becomes 50 +4 +4 +1
feet; Your Bite attack will cause 6d4 instead of 2d4, and your Sho’ma. You can use your Sho’ma to transform into one of
Claw attack will cause 4d6 instead of 1d6. these following forms:
Feral Form: Rapine. When you assume
Lhotlan the Feral Form: Rapine, your feet have
powerful claws that can be used to
With characteristics that mix foxes and birds, the Lhotlan are a Vastaya
increase the damage of your kick. You
tribe among the most agile and festive. Their combat skills surprise with
have proficiency in unarmed attacks
the strong feathers they can throw, taken from their own wings. These
using your claws. They are considered
feathers are sharp as blades but dissipate after a few hours away from
light weapons and deal 1d6 of
the Lhotlan's body.
sharp damage in addition to the
The best-known members of the Lhotlan tribe are the champions damage of the kick. Also, you
Xayah, the Rebel, and Rakan, the Charmer. have a pointed beak that causes
Male Lhotlan Names: Rakan, Arken, Garak, Hakir, Ingar, Kagan, Kerek, 1d4 + your Strength modifier
Rekar, Xarin in piercing damage, and
you gain a feathered
Female Lhotlan Names: Xayah, Ayar, Hara, Hayren, Isah, Kirah, Lhari, patagium in the space
Yerah, Xari between your arms
Heritage. Your Dexterity score increases by +1, and you have 2 heritage and your waist
points, go to Chapter 5: Customizations to see the list of possible that gives you
Heritages. glide speed
for 15 feet.
Speed. Your base walking speed is 30 feet.
Feral Form: Vulpid.
Size. The Lhotlan usually are between 4’7 and 5’11 feet tall. Regardless When you assume
of your height, your size is Medium. the Feral Form:
Feather Daggers. You can use a bonus action to create 2 sharp feathers Vulpid, your hands
and use them like daggers. You can do this up to three times your become clawed,
Constitution modifier (minimum 1) at each short or long rest, you can and your hearing
keep a number of Plumadagas equal to half your Constitution score becomes greater
rounded down. than normal.
You have advantage
Return of the Blades. At the 3rd level, you are more in tune with the vastayan in Perception checks
heritage. After throwing one of your feathers, you can use a bonus action related to hearing and
to pull them towards you, causing 1d4 + your Dexterity modifier on cannot be surprised
targets between you and the feathers, multiplied by the number of feathers in combat (unless
that hit the creature. Affected creatures must make a Dexterity saving someone has used the

54
silence spell). Your claws deal 2d6 + your Dexterity modifier in
slashing damage.
Human Form. You can stay in concentration for a while to
transform into the human form for the time described in the Form
Duration table. While in this form, you lose the features Vastaya
Jump, Feather Daggers, and Return of the Blades, and your speed
becomes 25 feet.
Animal Form. At your 2nd level, you can stay in concentration for
a while to transform into the animal form for the time described
in the Form Duration table. When you assume an animal form,
you receive a bonus in your Strength, Dexterity, and Constitution
ability scores (for example, if you have Strength 10, it will become
12 while you are transformed) and assume characteristics
according to the Animal Form table. You can do this once for a
long rest.

Rapine
Features STR DEX CON
You have a flying speed of 40 feet. You start having a Beak +2 +4 +2
attack that deals 2d4 + your Strength modifier in piercing
damage and a Claw attack that deals 2d6 + your Dexterity
modifier in slashing damage

Vulpine
Features STR DEX CON
Your base speed becomes 60 feet. You start having a Claw +1 +4 +3
attack that deals 3d6 + your Dexterity modifier in slashing
damage and a Bite attack that deals 3d4 + your Strength
modifier in piercing damage.

55
Yordle from other Yordles, start having psychological problems. When with
nefarious inclinations, this can make them really evil.
Members of the Yordle origin are amongst the most magical and
mysterious creatures in Runeterra, spiritual creatures that assume a Yordle Names
biped form with a maximum height of 2’6 feet, usually mammals, they
can also adapt to the sea life, taking on amphibian traces. Their origin Yordles don’t have a surname, but when they do, it is usually a nickname
is unknown, but their presence is present all across Runeterra since that describes some habits or characteristics.
pre-historic times, appearing every once in a while away from their
hometown, Bandle City. Male Names: Teemo, Rumble, Veigar, Ziggs, Aellhand, Brundon, Carrus,
Ferrin, Greemus, Halbert, Jacoby, Lelando, Marko, Pellas, Raurus,
Xavier, Zeke
Glamour Female Names: Tristana, Lulu, Poppy, Brandy, Catharine, Eala, Galli,
Helena, Kellie, Kittie, Margo, Quiver, Sabrina, Terri
As spiritual creatures, although Yordles assume a physical form,
perception of this form can vary from person to person as they look
behind the magical veil that protects them. Yordle Origins Traits
Glamour is a natural form of expression to Yordles that flirts with magic,
changing their appearance to others and a lot of times giving them an Heritage. Your Charisma score increases by +1, and you have 2 Heritage
appearance of small humans. points, go to Chapter 5: Customizations to see the list of possible
Heritages.
Age. Yordle life is extremely long in comparison to humans, partly by
Appearance their magical nature. However, they almost always keep a youthful
aspect and humor close to that of children. Therefore, it is practically
Yordles are usually small, rarely higher than 3 feet, they are around 2’6 impossible to specify anyone’s age.
feet tall. Their skin varies between being completely smooth and even
covered in fur, which usually differentiates males from females. Their Alignment. Yordles have a clear incline to good alignments, but there are
hands have 4 fingers, but their feet varies between 2 to 4 fingers. cases of evil Yordles. They are rarely neutral.
The color of their skin and fur varies a lot, but a common trend is that Size. Most Yorldes are less than 3 feet tall and weigh around 30 kilos.
males are usually furry, while females don’t have as much fur. They have Regardless of your height, your size is Small.
big eyes with circular irises and oval pupils and normally see frequencies Speed. Your base walking speed is 30 feet.
below red, unlike humans.
Languages. You can speak, read and write Yordle and an additional
language of your choice. Yordles are very efficient in communication
Culture and learn other languages easily, spending half the normal time learning
a new language.
Yordles have innate magic that helps them achieve extraordinary things Region. Each Runeterra’s territory has a different culture, you must
that are normally impossible for someone of their stature. Moreover, choose your faction to define where you grew up and how you perceive
they have a greater need for social coexistence with others of their the world. You can read more about it in Chapter 11: Runeterra.
kind, much more than humans, for example. They are usually a friendly
and peaceful species, often associated with joviality and games, usually Need for Cover. For some reason, every Yordle has the need to have
benevolent. something on its head like glasses, a hat, earrings, etc.
Yordles that are isolated for a long time, especially if they are isolated Keen senses. For the fact that they have sharp senses, both sight and

56
hearing, they have proficiency in the Perception skill. Masters of Glamour
Darkvision. Because they have special eyes, Yordles have superior vision Level Points Dice
in the dark and in the twilight. You see in dim light up to 60 feet as if it 1st 1 d20
5th 3 d12
were full light and in the dark as if it were dim light. You cannot discern
9th 5 d10
colors in the dark, just shades of gray. 11th 7 d8
Nature’s Mask. Yordles can try to hide even when it is only slightly 15th 9 d6
19th 11 d4
hidden by foliage, heavy rain, falling snow, or other natural phenomena.
Moreover, they can try to hide even behind a creature, as long as it is at
least a larger size category than yours. Innate Magic. Yordles naturally know some spells from the Yordle spell
list. They do not require any material component to these cantrips or
Glamour. The appearance of the Yordles is wrapped in innate magic spells. Every time that a Yordle spell is cast, it can cause a random effect
that acts even when unconscious, it masks their true appearance. It’s when cast. The moment you cast a cantrip or spell, you must roll 1d20,
a natural defense that triggers when they enter the material realm. if it is 5 or less, you must roll on the Uncontrollable Yordle Magic[1] that
Every creature that sees you must perform a Perception check, DC 15 + can be found in Chapter 10: Magic.
your proficiency bonus + your Charisma modifier, on a failed safe, the
creature sees you in a shape that’s not your real one. Each creature that These spell slots can only be used to cast Yordle spells, and you get your
fails this check sees you differently. A Yordle can, voluntarily, choose a spell slots back at the end of a long rest.
creature to see it normally. Your spellcasting ability is Charisma.
Masters of Glamour. Glamour makes Yordles go unnoticed or have their Yordle Spell save DC = 8 + your proficiency bonus + your Charisma
presence minimized in people's perception by confusing them with modifier.
others or simply focusing attention on others. Every time a Yordle goes
into combat, he has a total of Glamour points based on his level equal Spell attack modifier = proficiency bonus + Charisma modifier.
to the Masters of Glamour table. Every turn in combat, the action is
Yordle Inate Magic
taken, and every attack he underwent, he loses one point. While he
Known Spells and Spell Slots
has Glamour points, every time he is the target of an attack, if there Level Cantrips 1 2 3 4 5
is another possible target for that attack, the DM must throw a dice 1st 1 - - - - -
according to the Masters of Glamour table. If the result is 1, the attack 5th 1 1 - - - -
is no longer made on Yordle and is made on another target. When you 9th 1 1 1 - - -
reach 0 glamour points, you will not be able to use this feature until you 11th 2 1 1 1 - -
15th 2 1 1 1 1 -
complete a short or long rest, also, Yordles can voluntarily undo this
19th 2 1 1 1 1 1
glamour.
[1]
Narrative Efect
Innate Yordle Magic reflects their relationship to their own spiritual and magical essence,
functioning in narrative terms differently from the magic of Arcane, Acolyte, or other
spellcasters. Whenever a Yordle casts a Yordle Innate Spell, it necessarily has a narrative
component that can even sound absurd, for example, when using 3rd level magic daylight,
the Yordle can say that his character is blowing the darkness away. As the Yordle levels
up, it has access to new spells. They must have a narrative explanation to be "learned"
for example a Yordle who has never seen ice could never learn the 4th level glacial storm
magic.

57
not all Runeborn appear the same way. Usually, the mind of a Runeborn
that was created is a blank slate, a blank sheet, learning everything from
Runeborn his first experiences. Not surprisingly, many Runeborn end up becoming
monsters or reclusive creatures because they fail to become part of
To say that Runeterra is a world shaped by magic is a euphemism. Besides society.
shaping the world, magic also permeates all of Runeterra's existences,
from those that move and breathe to those apparently without any Essence
trace of consciousness or life. The tools for this to happen, although
manipulated by unknown hands, were the Global Runes. However,
Although it is more common for Runeborn to be completely new
even with the certainty that the Global Runes are related to magic, it
creatures, this is not exclusive. It can often happen that a creature
is unknown whether they originated magic or if it was the other way
belonging to a regular species undergoes a major change, something
around.
that even modifies its essence, making it something apart from its
Anyway, thanks to the magic or the Global Runes, unexpected things previous group.
happen, perhaps as if nature itself is trying to say something by creating
When it happens, it is usually a process traumatic enough to remove all
new forms of life. Among all the Origins present in Runeterra, the
the creature’s memories. The possibility to recover them can exist and
Runeborn are forms of life that come into being in many different ways,
has to be decided together with the GM.
sometimes as a result of a great reverberation of the energy of the Global
Runes, sometimes by some powerful conjurer sufficient to create life, or
even through experiments with the Runeterra's various magic sources. It Reproduction
is even possible to say that Runeborn are creatures created by the whims
of the Runes. However, the reality is a little different. The great majority of the Runeborn are sterile, unable to pass their
What makes a Runeborn so unique is precisely the fact that the process features ahead to their descendants. This can happen both due to the
that created it is not something traditional, being it purely for its creation absence of mechanisms that allow this, as well as the presence of it, but
or even for the total transformation of some other being, from a rock the absence of something or someone compatible with that essence.
resting in a lake to even a spirit that finds a shortcut to the physical Like the other details, this must also be decided together with the GM.
world, taking on a physical form completely different from any other
previously seen.
Runeborn Origin Traits

Unique History Heritage. You can choose 2 ability scores to increase by +1. Additionally,
you have 1 Heritage point that can be used to choose a Heritage that has
Each Runeborn creature can have a totally unique story, not only limited a connection with your history or is justified by it. Check out Chapter 5:
to its creation but also going through unknown mutation processes, Customizations to see the list of possible Heritages.
celestial interference, or even as a result of some great magical act. In this Age. The default age of the Runeborn is based on the age of the Humans.
way, the Runeborn are not only unique in their history, but they are also However, this expectancy can greatly change based on the chosen traits.
the only members of their species, generally not having a culture and
customs of their own, making them develop this in complete interaction Alignment. Runeborn are not inclined to any particular moral tendencies.
with the world around them. Languages. Because of their affected memory, Runeborn do not
When he becomes aware, a Runeborn who has been created perceives know how to speak, read, or write any language. You can choose
the world around him but may not even know how to communicate. He the Communication, Ancestral Communication, or Telepathic
may not even have the means to do so, like a vocal apparatus, after all, Communication traits to change this.

58
Size. Your size is Medium, ranging from 3'11 to 9'6 feet. This value can Unknown Past, unless you choose the major trait Antecedent.
be modified depending on the chosen traits.
Major Traits. You can choose 3 between the traits in the Major Traits
Speed. Your base walking speed is 30 feet, increasing or decreasing table. Each trait can only be chosen once unless the trait says the
depending on the chosen traits. opposite.
Region. Each region of Runeterra possesses a different culture. You can Minor Traits. You can choose 3 between the traits in the Minor Traits
choose any region as your home region. However, you do not gain the table.
same proficiencies according to it unless you choose the minor trait
Native. You can read more about it in Chapter 11: Runeterra.
Past. Usually, Runeborn don't have a defined Past, working similar to the
Major Traits.
Trait Benefit
Additional Limbs You have 2 additional upper limbs. You can choose this trait more than once. Consult Chapter 9 for the combat rules with additional limbs.
Amphibian. You are able to breathe both out and underwater.
Ancestral You learn to speak, read, and write an exotic or dead language of your choice. You can learn to speak, read, and write an additional exotic or dead language of
Communication your choice each time you choose this trait.
Antecedent You can choose a Past of your choice.
Brutal All your attacks with melee weapons, unarmed and natural weapons gain your proficiency bonus as additional damage.
Burrowing You have members adapted for burrowing, receiving 30 feet of burrowing speed. You can not burrow on solid rocks.
Child of the Night. You gain 30 feet of darkvision and resistance to necrotic damage from dark sources. You can choose this trait up to 2 times. When you do that, your darkvision
increases by 30 feet, and you gain immunity do necrotic damage.
Claws. You have claws as natural weapons. You are proficient with this weapon, and it deals 1d6 + your Strength or Dexterity modifier in bludgeoning, slashing, or
piercing damage (of your choice, once chosen, it cannot be changed).
Constructed You become a living construct. See the rules for this at the end of the description of this Origin.
Derivation You gain 1 additional Heritage point. You can only choose 1 Heritage for an ability score that has not received any increase or has already been the target of
another Heritage, excluding the Variant Heritage Colossus.
Enhancement You can choose 1 Enhancement to which you fulfill the prerequisites. You can ignore any Origin prerequisites.
Fangs You have fangs as natural weapons. You are proficient with this weapon, and it deals 1d6 + your Strength modifier in piercing damage.
Gelatinous Consistency You have a body more liquid than solid. See the rules for this at the end of the description of this Origin.
Harsh Skin You gain resistance to a kind of simple physical damage.
Horns. You have horns as a natural weapon. You are proficient with this weapon, and it deals 1d6 + your Strength modifier in bludgeoning or piercing damage (of your
choice, once chosen, it cannot be changed).
Magic Essence You are able to cast spells following the Runeborn Magic table. See the rules for this at the end of the description of this Origin.
Minutiae You can choose 2 additional minor traits. You can choose this trait up to 2 times.
Natural Armor. Choose one of your six ability scores, excluding Dexterity. As long as you are not wearing armor, you can calculate your AC in the following manner: 10 + your
Dexterity modifier + the modifier of the chosen ability score. Once chosen, the ability score can not be changed.
Poisonous Sting You have a sting as a natural weapon. You are proficient with this weapon, and it deals 1d4 of piercing damage. Also, creatures hit by this sting must perform a
Constitution saving throw DC 8 + your proficiency bonus + your Constitution modifier. In a failure, it receives the Intoxicated condition until the end of your
next turn.
Protector Plates You have extremely resistant plates on your body. Using a bonus action, you can shrink (or leave this form) by covering yourself up with your plates. In doing so,
you cannot take any action, and your speed drops by half, but you gain resistance to all physical simple damage.
Sho’ma You have the Sho'ma feature of any Vastaya tribe of your choice, excluding the Oovi-kat tribe.
Special Senses. You have 15 feet of a special sense of your choice between Blindsight and Seismic Sense.
Tail You have a tail as a natural weapon. You are proficient with this weapon, and it deals 1d6 + your Strength modifier in bludgeoning damage.
Tauric Composition The underside of its trunk is that of a quadrupedal creature, having hooves or paws instead of feet. See the rules for this at the end of the description of this
Origin.
Winged You have 30 feet of fly speed.

Minor Traits
Trait Benefit
Aquatic You gain 30 feet of swim speed. If you choose this trait more than once, the swim speed increases by 10 feet.
Artisan You gain proficiency in a Craft of your choice. You gain proficiency in an additional Craft of your choice every time you choose this trait.
Climber You gain 30 feet of climbing speed. If you choose this trait more than once, the climbing speed increases by 10 feet.
Communication You learn to speak, read, and write a common language of your choice. You can learn to speak, read, and write an additional common language of your choice
each time you choose this trait.
Dash When you take a Dash action, you can make an additional melee attack. You can choose this trait only once.
Fast Walker You gain 10 feet of additional walking speed, and your height increases by 1 foot for each time you choose this trait.
Float If you have the major trait Winged, as long as your speed is not 0, you are always floating up to 5 feet off the ground. You can choose this trait only once.
Jump The distance you can reach in your high jumps and long jumps is doubled. You can choose this trait only once.
Little Keychain You become a Small creature and gain +1 AC. You can choose this trait a second time to become a Tiny creature and gain +2 AC.
Long Limbs You have upper limbs longer than usual. Your melee attacks have 5 feet of additional range.
Military You gain proficiency in a weapon of your choice. You gain proficiency in an additional weapon of your choice every time you choose this trait.
Native You receive the proficiencies according to the chosen Region. You can choose this trait only once.
Sharp senses You have to choose between hearing, smell, or sight. By doing that, you gain advantage in Perception checks related to this sense. Once the sense is chosen, it
can not be altered. You can choose an additional sense for each time you choose this trait.
Skill You gain proficiency in a skill of your choice. You gain proficiency in an additional skill of your choice every time you choose this trait.
Skillful Choose a skill you already have proficiency in. By doing that, you have advantage in rolls using this skill. You can choose this trait only twice.
Sneaky You can try to hide even you’re lightly covered by foliage, heavy rain, snow, fog, and other natural phenomena. Besides that, you can also try to hide even from
a creature, as long as it is at least one size category larger than yours. You can choose this trait only once.
Specialist You gain specialty on a skill you already have proficiency in.
Spider Climbing If you have the minor trait Climber, you can climb difficult surfaces, including upside down on the ceiling, without the need to do an ability score test. You can
choose this trait only once.
Telepathic You gain 60 feet of Telepathy. If you choose this trait more than once, the range increases by 10 feet. See the rules for this at the end of the description of this
Communication Origin.
Telepathic Reunion If you have the minor trait Telepathic Communication, you can talk to as many creatures as your Intelligence modifier minimum 1). You can choose this trait
only once.

59
Traits creature able to pass through the smallest cracks, being able to enter and
occupy the space of another creature. You have resistance to physical
Below are the descriptions of the Major and Minor Traits, in alphabetical simple damage, and you can pass through small holes, narrow openings,
order, which need further clarification or information about them. and even mere cracks, although you treat liquids as if they were solid
surfaces to accomplish this. In doing so, for each 1 foot covered by the
gap, it costs additional 4 feet.
Tauric Composition
When you enter the space of a creature that is at least one size category
When you choose the major trait Tauric Composition, you count as a smaller than yours, the creature must perform a Dexterity saving throw
creature of a size category larger than yours to determine the weight CD 8 + your Constitution modifier. If successful in the saving throw,
you can carry, push, or pull. the creature can choose to be pushed 5 feet backward or to the side.
A creature that chooses not to be pushed suffers the consequences of a
Also, any climb that requires hand and feet is especially difficult for you failure in the saving throw.
because of your body. When doing such a climb, each 1 foot costs you
4 more instead of 1 as it normally would. On a failed saving throw, you enter the creature's space, and it takes 1d6
in acid damage and is engulfed. The engulfed creature cannot breathe,
Besides that, a Medium creature can mount on you if you let it. In this is Restrained, and takes 1d6 acid damage at the start of each turn inside
situation, you keep your turn order and act independently. The creature you. When you move, the engulfed creature will move with you. An
that is on top of you loses its movement until it dismounts you. engulfed creature may attempt to escape using an action to perform
a Strength saving throw using the same DC. In success, the creature
escapes and enters in a free space of its choice, up to 5 feet from you.
Telepathic Communication
You can only contain up to two creatures smaller than you each time.
Although they have disadvantage to attack you, to creatures engulfed
When you choose the minor trait Telepathic Communication, you
your AC is 10 + your Constitution modifier.
become able to utilize this magical ability that allows a creature to
communicate mentally with another creature within the specified range.
The contacted creature does not need to share a language with the
creature to communicate with it, but it must be able to understand at
Constructed
least one language.
A creature without telepathy can receive and respond to telepathic You may have been constructed intentionally, but also can have been
messages but cannot initiate or end a telepathic conversation. A animated through some object. You become a living construct and gains
telepathic creature does not need to see a contacted creature and can the following features:
end telepathic contact at any time. Contact is interrupted as soon as
• Advantage in resistance tests against poison and resistance to poison
the two creatures are no longer in range or if the telepathic creature damage
contacts another creature in range. A telepathic creature can initiate • Immunity to diseases
or end a telepathic conversation without using an action, but while the • You don't have to feed, drink, or breathe.
creature is Incapacitated, it cannot initiate telepathic contact, and any • You don't have to sleep, you don't suffer any exhaustion effects for lack of
contact currently maintained is closed. rest, and don't suffer any effect from the spell sleep.
• Heals only half using magical and healing effects. The spell repair damage
A creature within the area of an
​​ antimagic field or in any other place heals normally.
where the magic does not work cannot send or receive telepathic • Disadvantage in saving throws for hostile weather, such as cold or
messages. desertic.

Gelatinous Consistency Magic Essence

When you choose the major trait Gelatinous Consistency, you become a When you choose the major trait Magic Essence, you gain access to spells

60
according to your character evolution. You have to talk to your GM to
define the spells you can choose between the spells found in Chapter 10.
They do not require any material component to these cantrips or spells.
These spell slots can only be used to cast Runeborn spells, and you
restore your spells slots at the end on a long rest. Your spellcasting ability
must be discussed with your GM.

Runeborn Spell save DC = 8 + your proficiency bonus + your


spellcasting ability modifier (defined by you and your GM)
Runeborn Spell attack modifier = your proficiency bonus + your
spellcasting ability modifier (defined by you and your GM

Runeborn Magic
- Spells Known and Spell Slots -
Level Cantrips 1 2 3
1st 1 - - -
5th 1 1 - -
11th 1 1 1 -
17h 1 1 1 1

61
62
Chapter 3: Classes There are a total of eleven basic classes in Runeterra, each one of them
having some archetypes tuned to the reality of the world in general.
Although you can create a Nature Acolyte in Noxus, you would hardly
Character classes are rules which detail what a character can do, what survive being a non-noble Arcane in Demacia.
his abilities are, and what kind of resources he has access to due to his
origin or training. In Runeterra classes represent, in a way, your place in In the process of creating characters, think about what his role is, how
the world as well as your role, you can be a combatant, an inventor, a he got to where he is, and what is the origin of his dreams.
wizard exploring the powers of magic, among an immense number of A character's class expresses a part of the way he interacts with the
options. world, how he solves his problems and from where he draws strength
Just like the Origins in the World of Runeterra, Classes presented here to move forward.
are different from other books, they have similarities with the 5th edition
of the D&D Player's Handbook, but are very different in general.

Classes
Classic Hit Primary Saving
Class Equivalent Description Dice Ability Throws Proficiency in Weapons and Armor
Acolyte Cleric and A champion with a connection to the spiritual world at the service d8 Wisdom & Wisdom & Light and medium armor, shields, and simple weapons
Druid of some entity or cause. Charisma Charisma

Arcane Wizard and A magic-user be it channeled through erudition or intuition, capable d6 Intelligence Charisma & Daggers, darts, slings, staffs, and light crossbows
Sorcerer of manipulating the structures of reality or Charisma Intelligence

Bodhisattva Monk A master of martial arts, using body strength to achieve physical and d10 Strength & Strength & Simple weapons, short swords and ninja weapons.
spiritual perfection. Wisdom Wisdom

Brute Barbarian A fierce warrior of primitive origin who can enter rage during a d12 Strength Strength & Light and medium armor, shields, and simple and martial
battle. Constitution weapons

Combatant Fighter A master of combat, an expert in a wide range of weapons and d10 Strength or Strength or Every armor, shields, and simple and martial weapons
armor. Dexterity Dexterity &
Constitution

Hunter Ranger An expert in tracking and killing or capturing his prey. d10 Dexterity & Dexterity & Light and medium armor, shields and simple and martial
Wisdom Wisdom weapons

Marksman - An expert in the use of firearms and ranged weapons d8 Dexterity Dexterity & Light armor, simple weapons and firearms
Wisdom

Mercurial Rogue A trickster who uses stealth and cunning to overcome obstacles and d8 Dexterity Dexterity & Light armor, simple weapons, light crossbows, long
enemies. Intelligence swords, rapiers, and short swords

Ninja - An expert in lurking and using the weakness of their enemies against d8 Dexterity Dexterity & Light armor, simple weapons, ranged martial weapons,
them. Wisdom and ninja weapons

Pilgrim Bard An inspiring mystic who possesses powers that echo the music of d8 Charisma Dexterity & Light armor, simple weapons, hand crossbows, long
creation Charisma swords, rapiers and short swords

Techmaturge Artificer Experts in using the hidden magic potential of seemingly mundane d6 Intelligence Constitution & Light armor, simple weapons, every crossbow and
objects Intelligence repeating crossbows and choose one from light
firearms, medium firearms, long firearms, cannons and
flamethrowers.

63
Acolyte
Finally, the expected day had arrived. The acolyte had been waiting for
him since his ordination, knowing that, on that date, once again, the Black
Mist would spread beyond the Shadow Isles. It would reach the beaches
of Bilgewater, just as it had fifteen years ago when that evil smoke entirely
consumed his family.
However, unlike fifteen years ago, the acolyte carried the understanding of
the space between life and death, the knowledge of the flow of everything
that exists and, more importantly, he knew how to restore that flow and
this time he would not have to be saved by his mentor (and sometimes
hangwoman) like a helpless puppy.
When the first signs of the mist appeared on the horizon, he looked again
at the bronze-adorned stone idol he carried with him and closed his eyes in
prayer to Nagacaburos, but not to ask for help or strength, but to understand
his role at that moment and be able to fulfill its function in continuing what
had had its flow blocked, destroying the fog that imprisoned the souls of the
dead and giving them movement again.

Acolytes are beings connected to the spiritual world and connected to


some kind of magic, whether it originated from celestial, telluric forms,
or from deities that walk through Runeterra or even from transcendent
mysteries. Some of these deities are entities that become divine through
the collective faith around them, or even an object of worship or
devotion. They are like heroes who rise with the faith of those who
believe.
Channeling the powers through their faith in conjunction with the
magical weave, the Acolytes produce healing miracles of the most
diverse orders. These miracles range from healing simple wounds, to
even the regeneration of lost limbs. Some say that a few are able to
restore those who recently lost their lives.

The Legend of Healing

The legends about this path say that it started when a celestial being
decided to live on the earth plane, walking through Runeterra
and preaching actions and a healing word to the ills caused by
the differences and ignorance of living beings. This celestial
being went to all kingdoms, and, in every one of them,
the tradition was maintained, even though each land
connected differently to it, based on its particular
characteristics.
The knowledge passed on by this
celestial being was not limited to
the healing of mortals but was

64
The Acolyte
Level Features Cantrips - Spell Slots per Spell Level -
1 2 3 4 5 6 7 8 9
1st Spellcasting, Rite 3 2 - - - - - - - -
2nd Effluvium (1/ rest), Rite Feature 3 3 - - - - - - - -
3rd - 3 4 2 - - - - - - -
4th Enhancement 4 4 3 - - - - - - -
5th Rite Feature 4 4 3 2 - - - - - -
6th Effluvium (2/ rest), Rite Feature 4 4 3 3 - - - - - -
7th - 4 4 3 3 1 - - - - -
8th Enhancement, Rite Feature 4 4 3 3 2 - - - - -
9th - 4 4 3 3 3 1 - - - -
10th Divine Intervention 5 4 3 3 3 2 - - - -
11th Rite Feature 5 4 3 3 3 2 1 - - -
12th Enhancement 5 4 3 3 3 2 1 - - -
13th - 5 4 3 3 3 2 1 1 - -
14th Rite Feature 5 4 3 3 3 2 1 1 - -
15th - 5 4 3 3 3 2 1 1 1 -
16th Enhancement 5 4 3 3 3 2 1 1 1 -
17th Rite Feature 5 4 3 3 3 2 1 1 1 1
18th Effluvium (3/ rest) 5 4 3 3 3 3 1 1 1 1
19th Enhancement 5 4 3 3 3 3 2 1 1 1
20th Rite Feature 5 4 3 3 3 3 2 2 1 1

expanded by its practitioners who also learned to heal animals, plants, Quick Build
and the earth itself, channeling these external forces more and more
You can make an Acolyte quickly by following these suggestions. First,
skilfully and differentiated from each other.
your highest ability score must be Wisdom, followed by Constitution.
In each of these Rites, healing traditions are maintained. However, each Second, choose the Wanderer or Religious Past.
of them has a different focus on how to provide this cure to everyone,
either by restoring the natural cycle of life or even through faith in a Class Features
saving figure.
As an Acolyte, you gain the following class features:

Religion and Cult Hit Points


Hit Dice: 1d8 per Acolyte level
Although the Acolytes are connected to the deities, entities, and
other powers worshiped in Runeterra, this does not always mean that Hit Points at 1st Level: 8 + your Constitution modifier
an organized cult or a de facto religion is established. In cases like the
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
Nagakaborous Rite, there is a social structure that connects to the Rite,
per Acolyte level beyond 1st
which is an expression of the Buhru's spirituality. However, the Forge
Rite is an example of a Rite that is not structured as a cult in the way they
Proficiencies
are traditionally seen.
Armors: Light and medium armors, shields
In practice, in Runeterra, this means that although there may be religious
from different perspectives, they are not always Acolytes. This can vary Weapons: All simple weapons
immensely from region to region, with a Nature Acolyte from Ionia Crafts: None
being appreciably different from one originating in a remote region like
Demacia, for example. Saving Throws: Wisdom, Charisma
Skills: Choose two between History, Insight, Medicine, Persuasion e
Creating an Acolyte Religion

When creating an Acolyte, think about how your character acts in


Equipment
relation to nature and celestial entities. Does your character have any You start with the following equipment, in addition to the equipment
religion or participate in any cult? Does it protect nature above all? granted by your Past:
Depending on the region your character grew up in, some of these • (a) a mace, (b) light hammer or (c) a longsword (if you are proficient)
questions can be easily answered. For example, an Acolyte from • (a) scale mail, (b) leather armor or (c) chain mail (if you are proficient)
Bilgewater would normally follow the Nagakaborous Rite, while an • (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) an explorer’s pack or (b) dungeoneer’s pack
Acolyte from Zaun would follow the Storm Rite.
• A shield and a sacred symbol

65
Spellcasting can prepare each day. If you have a rite spell that doesn't appear on the
Acolyte spell list, it is still an Acolyte spell for you.
As a channeler of divine power, you can cast Acolyte spells. See chapter
10 for general casting rules and Acolyte's spell list.
Effluvium
Cantrips
At the 2nd level, you are able to channel effluvia directly from your
You learn three cantrips of your choice from the Acolyte spell list. You mystical source, using it as fuel for magical effects. You start with two
learn additional Acolyte cantrips of your choice at higher levels, as effects: Preserve Life and an effect determined by your rite. Some rites
shown in the Cantrips column of The Acolyte table. provide additional effects as you level up, as written in the description of
each rite. When you use your Effluvium, you choose which effect you
Preparing and Casting Spells want to create. Once you use this feature, you must finish a short or
The Acolyte table shows how many spell slots you have to cast your 1st long rest before you can use it again. Some effects require saving throws.
level spells and higher. To cast one of these spells, you must spend a spell When you use any of these effects, the DC is equal to your Acolyte spells
slot of the spell level or higher. You regain any expended uses when you DC. After the 6th level, you can use the Effluvium twice between rests,
finish a long rest. and, after the 18th level, three times. You regain any expended uses of
this feature when you finish a short or a long rest.
You prepare the list of available spells by selecting them from the Acolyte
spell list. You prepare a number of spells equal to your Wisdom modifier Effluvium: Preserve Life
+ your Acolyte level (minimum of one spell). These spells must be of
levels that you have spell slots. After the 2nd level, you can use your Effluvium to cure the wounded.
As an action, you use your symbol to summon energy that can regain a
For example, if you are a 3rd-level Acolyte, you have four 1st-level spell total of 5 times your Acolyte level in hit points. You choose any creatures
slots and two 2nd-level slots. With Wisdom 16, your list of prepared within 30 feet of you and divide those points between them. This feature
spells can include 6 spells, combining the 1st level and 2nd level in any can only heal creatures up to half their maximum hit points. You cannot
order. If you prepare the 1st level spell cure wounds and you have a 1st use this feature on an undead or construct.
level and 2nd level spell slot available, you can cast cure wounds using
either space. When you cast a spell, you don't remove it from your
prepared spells list, being able to cast them again if you have remaining Enhancement
spell slots. You can change your prepared spells list when you finish a
long rest. Prepare a new spells list require to spend time in prayers and When you reach the 4th level and again at the 8th, 12th, 16th, and 19th
meditation: at least 1 minute per spell level for each spell prepared. level, you can increase one ability score, of your choice, by 2 or you can
increase two ability scores, of your choice, by 1. By default, you cannot
Spellcasting Ability raise an ability score above 20 with this trait. Alternatively, you can
choose one of the General Enhancements in Chapter 5: Customization
Wisdom is your ability to cast your Acolyte spells. Your spells power
- Enhancements.
come from the devotion you have to your god. You use your Wisdom
whenever a spell refers to your ability to cast spells. In addition, you
use your Wisdom modifier to set the DC for the saving throw to the Quintessential Intervention
Acolyte's spells that you cast when you roll an attack with a spell.
After the 10th level, you can ask an entity that you worship to
assist you in an arduous task. Begging for help requires an
Spell save DC = 8 + proficiency bonus + your Wisdom modifier action. You need to describe what you're looking for and
Spell attack modifier = your proficiency bonus + your Wisdom make a percentage die roll. If the result is less than or equal
modifier to your Acolyte level, it will intervene. The GM chooses the
nature of the intervention. The effect of any Acolyte spell or
Ritual Casting
You can cast any Acolyte spell you know as a ritual if that spell has the
ritual tag.

Spellcasting Focus
You can use a symbol (found at the Chaper 6) as a Spellcasting focus
for your Acolyte spells.

Rite

Choose a Rite related to your character: the Feral Essence Rite,


the Forge Rite, the Moon Rite, the Nagakaborous Rite, the
Nature Rite, the Sepulture Rite, the Stars Rite, the Storm Rite, or
the Sun Rite. Each Rite is detailed at the end of the class description.
This choice, made at the 1st level, grants Rite spells and other
characteristics. It also gives you other ways to use your Effluvium
when you earn it on the 2nd level, as well as other benefits on the 5th,
6th, 8th, 11th, 14th, 17th, and 20th levels.

Rite Spells
Each rite has a list of spells - the rite spells - that you acquire at the levels
specified by your rite. When you gain a rite spell, you always have it
prepared, and that spell does not count in the number of spells you

66
domain spell is appropriate as a result. If your entity intervenes, you are You can stay in the beast form for a number of hours equal to half
prevented from using this feature again for 7 days. Otherwise, you can your Acolyte level (rounded down). Then, you return to your original
use it again after finishing a long rest. At the 20th level, your intervention form, unless you spend another use of this feature. You can revet to
requests work automatically, without the need for a dice roll. your normal form prematurely using a bonus action on your turn. You
automatically reverts if you fall Unsoncious, fall to 0 hit points or die.
Rites While transformed, the following rules apply:
The Rites are concentrations of similar models of relationship with the • Your game statistics are replaced by the beast's statistics, but you
spiritual, such as the Forge Rite, common in Freljord. They are skilled maintain your alignment, personality, and scores of Intelligence, Wisdom
warlike blacksmiths that exchange knowledge among themselves and and Charisma. You also maintain your proficiencies in all your skills and
saving throws, in addition to receiving the creature's proficiencies. If the
their experiences in channeling the effluvia related to that rite. It would
creature has the same proficiency as you and the bonus in its stat block
be correct to say that the Rites are religious structures, however, most is greater than yours, you will use the creature's bonus instead of yours.
of them do not have a defined hierarchy or even a great priest, but even If the creature has any legendary or lair actions, you cannot use them.
this is not a strict rule. • When you transform, you assume the hit points and Hit Dice of the
creature. When you revert to your normal form, you return to the
number of hit points you had before you transformed. However, if you
Feral Essence Rite revert as a result of dropping to 0 hit points, any excess damage carries
over to your normal form. For example, if your mecha takes 10 damage
The Feral Essence Rite was formed by those who realized that not only points and has only 1 hit point left, you are forced out and take 9 damage
points. As long as the excess damage doesn’t reduce you to 0 hit points,
rational living beings needed healing, but all fauna. This Rite specializes
you will not be Unconscious.
in channeling the feral effluvia, the primitive impulses of animals and • You cannot cast spells and your ability to speak or perform any action
their organic memory, raising the Acolyte's capabilities and bringing him that requires hands is limited by the capabilities of the beast's form you
closer to the beasts, whether to approach them to heal them or to reach have assumed. Transforming does not interrupt your concentration on
their strengths to protect them. a spell you have already cast, nor does it prevent you from performing
actions that are part of the cast, such as call lightning spell that you have
Rite Spells already cast.
Acolyte Level Spells • You keep the benefits of all characteristics of class, Origin, or other
sources, and can use them if the new form is physically capable of doing
1st Animal friendship, speak with animals
so. You can’t use any special senses you have (for example, darkvision)
3rd Enhance ability, beast sense unless your new form also has that sense.
5th Plant growth, wind wall • When you transform, you choose whether your equipment falls to the
7th Dominate beast, faithful hound ground, merges into the new form, or is worn by it. Equipment you are
9th Insect plague, tree stride wearing or carrying works normally, but the GM decides what equipment
is possible for the new shape to wear or use, based on the shape and size of
the creature. Your equipment doesn’t change shape or size to match the
Feral Acolyte new form, and any equipment that the new form can’t wear must either
fall to the ground or merge into your new form. Assimilated equipment
At the 1st level, you learn an Acolyte cantrip of your choice. You also will not take effect until you leave the shape.
gain proficiency in one of the following skills of your choice: Animal
Handling or Survival Also, you will not be able to use armors made of Natural Recovery
metal.
After the 5th level, you can recover part of your magical energy by
stopping to meditate and commune with nature. During a short rest,
Additional Proficiency
After the 1st level, you acquire proficiency with heavy armors.

Effluvium: Bewitch Animals


After the 2nd level, you can use your Effluvium to bewitch animals. As
an action, you rise your symbol and summon the name of your god.
Each beast that you can see in a 30-foot radius must make a Wisdom
saving throw. If the creature fails, it will be charmed by you for 1 minute
or until it takes damage. When it is charmed by you, it will be friendly to
you and the creatures you say so.

Wild Form
After the 2nd level too, you can use your bonus action to magically
assume the form of a beast you have seen before. You can use this
feature twice. You regain any expended uses when you finish a short
or a long rest.
Your Acolyte level determines wich beasts you can turn
into, as shown on the Beast Forms table. At the 2nd
level, for example, you can transform into any beast
that has challange rate 1 or inferior, that doesn't have
fly or swim speed.

Beast Forms
Level CR Max. Limitations Example
2nd 1 Without Fly or Swim Wolf
speed
6th 3 Without Fly speed Crocodile
10th 5 - Giant Eagle

67
you choose spent magic spaces to recover. The spell slot can have a Beast’s Lord
combined level equal to or less than half your acolyte level (rounded
After the 17th level, you gain the ability to command animals. While the
down), and none of the spaces can be a 6th level spell or higher. You
creature is bewitched by your Bewitching Animals feature, you can use
cannot use this feature again until you finish a long rest.
a bonus action on your turn to verbally say what each of these creatures
For example, when you are a 6th-level acolyte, you can recover up to should do on their next turn.
three levels in spell slots. You can recover a 3rd level spell, or three 1st
level spells. Wild
At the 20th level, you can use your Wild Form an unlimited number of
Cushion Elements
times.
At the 6th level, when you or a creature within 30 feet of you take acid,
cold, fire, lightning, or thunder damage, you can use your reaction to
grant the creature resistance against that type of damage during that Forge Rite
turn.
The Forge Rite was the slowest to form among all others, while those
Forest Path responsible for this rite reached the understanding that the wounds
of living beings were often like the wounds of what they forged. The
After the 6th level, moving through difficult non-magical terrain will not forge strives the personality and directs the acolyte's intent to make his
cost you any extra speed. You can also pass through non-magical plants existence something neat, like a temper hammered daily in the search
without being delayed by them and without taking damage from them for an ideal.
if they have thorns, spines or similar dangers.
Also, you have advantage in saving throws against plants created Rite Spells
magically or manipulated to prevent movement, such as those created Acolyte Level Spells
by the spell entangle. 1st Identify, searing smite
3rd Heat metal, magic weapon
Elemental Wild Form 5th Elemental weapon, protection from energy
7th Fabricate, wall of fire
At the 11th level, you can spend two uses of your Wild Form at the
9th Animate objects, creation
same time to transform yourself into a water elemental, air elemental,
fire elemental, or earth elemental.
Additional Proficiency
A Thousand Forms
When you choose this rite at the 1st level, you gain proficiency with
At the 14th level, you learn to use magic to change your physical form in heavy armor and smith's craft
more subtle ways. You can cast the spell alter self at will.
Forge's Bless
At the 1st level, you gain the ability to imbue magic in a weapon or
armor. At the end of a long rest, you can touch a non-magical object that
is an armor or a simple or martial weapon. Until the end of your next
long rest or until you die, the object becomes a magic item, granting you
a + 1 bonus to your AC if it is an armor or a + 1 bonus to that weapon's
attack and damage rolls. Once you have used this feature, you cannot
use it again until you have finished a long rest.

Effluvium: Artisan’s Bless


After the 2nd level, you can use your Effluvium to create simple items.
You conduct an hour-long ritual that creates a non-magical item that
needs to include some metal: A simple or martial weapon, an armor, 10
pieces of ammunition, a set of tools or other metallic object (see Chapter
6: Equipment, for examples of these items). The creation is completed at
the end of the hour, assembling in an unoccupied space of your choice
on a surface within 5 feet of you.
What you create cannot be worth more than 100 gp. As part of this
ritual, you need to have metal, which can include coins, with the same
value as the creation. The metal irreversibly unites and becomes your
creation at the end of the ritual, magically forming even non-metal parts
of the creation. The ritual can create a duplicate of a non-magic item that
contains metal, such as a key, if you have the original during the ritual.

Living Forge
At the 5th level, you can use your Forge's Bless to enchant a weapon,
armor or ammo so that they temporarily become a magic Item +2. You
can use this ability 4 times per long rest.

Forge's Soul
Starting at 6th level, your forge mastery guarantees special skills:
• You gain resistance against fire damage.
• While wearing heavy armor, you gain +1 of AC bonus.

68
Fire Impact the New Moon is in the sky, you gain proficiency in Stealth. If you
already have proficiency in this skill, you gain advantage in your
At the 8th level, you gain the ability to imbue your weapon attacks
Stealth rolls.
with the incandescent power of the forge. Once per turn, when you
hit a creature with a weapon attack, you can make the attack deal an Crescent Moon. The Crescent phase of the Silver Moon represents
extra 1d8 fire damage. When you reach the 14th level, the extra damage the hunting season. While under this moonlight, your weapon
increases to 2d8. attacks cause your proficiency bonus in additional damage.
Full Moon. The Full Moon represents the time of love and madness.
Bellows Breath While under this moonlight, you gain resistance against effects that
At the 11th level, you can use an action to exhale destructive energy. cause the Charmed condition and resistance to radiant damage.
You expel a 15-foot cone of fire. When you use Bellows Breath, each Waning Moon. The waning phase of the Moon represents natural
creature in the exhaled area must make a Constitution saving throw. If magic. While under this moonlight, your spells receive +2 to their
successful, they take only half the damage. The saving throw DC is the hits, DC and damage.
same as your spells. A creature takes 4d6 fire damage at the 11th level
and 5d6 at the 16th level. After using Bellows Breath, you will not be Effluvium: Turn Voidborn
able to use it again until you complete a short or long rest.
At the 2nd level, while under the moonlight, you can use your action
Blessing of the Forge God to fill yourself with lunar power. When you do this your entire body
radiates lunar energy. Each voidborn within 30 feet of you must make a
At the 14th level, you can increase the magic potential of an item by Wisdom saving throw. If it fails, the creature is expelled and will not be
temporarily imbuing it with a Runic Flow through a forge rune. This able to approach that area for 1 minute. An expelled creature must use
Ritual takes one hour for each item and consumes 100 gold pieces in the its turn to flee in the best possible way and in no way can it approach
process. These runes give the item a Runic Flow chosen during the ritual more than 30 feet from you willingly. It also cannot use reactions. As an
that is consistent with the object on which it is made. The runes last until action, the creature can only make a Dash or try to escape an effect that
the next sunrise. You can maintain a number of items up to half of your prevents it from moving. If there is nowhere to go, the creature can use
Wisdom modifier simultaneously. The Runic Flow can be activated by the Dodge action.
the weapon user and he receives two improvements and mastery from
it, which are defined during the ritual. While the item is under the effect Destroy Voidborn
of the blessing, it takes on a different look from the original, something
more refined or even apparently more powerful. After the 5th level, when a voidborn fails the saving throw against your
Turn Voidborn feature, it is instantly consumed and destroyed by the
Fire Disciple
At the 17th level, you are blessed with an affinity for fire and metal and
become more powerful:
• You gain immunity against fire damage.
• While wearing heavy armor, you have resistance to slashing, bludgeoning,
and piercing damage from non-magical attacks.

Call of the Forge God


At the 20th level, you can cast the spell summon elemental to summon
a Fire Elemental without spending 5th level spell spaces. You can use this
ability a number of times equal to your wisdom modifier. If you cast this
spell at a level higher than 5th, it spends the spell slot as it usually would.

Moon Rite

The Moon Rite is typically followed by the few Lunaris left on Mount
Targon, a cult to the Silver Moon that had to learn to hide from the hunt
for the Solari, the Sun cult with whom they once lived in harmony.

Rite Spells
Acolyte Level Spells
1st divine favor, thunderwave
3rd misty step, moonbeam
5th clairvoyance, protection from energy
7th guardian of faith, resilient sphere
9th contact other plane, scrying

Additional Proficiency
When you choose this rite, you gain proficiency with the Khopesh or
the Chakram.

Lunar Bless
Also at the 1st level, while you are under the moonlight, you will fell
the power and bless of the Silver Moon. Depending on the phase of the
moon, your blessing becomes different.
New Moon. The New Moon represents life and rebirth. When

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light you radiate if its Challange Rate is less than or equal to the Destroy receive half of the damage. Invisible creatures affected by this area
Voidborn table value, according to your acolyte level. have the effects of invisibility ended.

Destroy Voidborn If 3 or more creatures have failed saving throws, at the beginning of
Acolyte Level Destroy CR Voidborn your next turn, the Moonlight falls on your enemies within the area,
5th 1 or less dealing an additional 4d8 of lunar damage.
8th 2 or less
11th 3 or less Silver Vision
14th 4 or less
17th 5 or less At the 6th level, you can use an action to focus and receive a vision of
the Spiritual Realm for 10 minutes. This ability has its duration increased
to 1 hour at the 15th level. You can only use this action a number of
Lunar Maneuvers times equal to your Charisma modifier (minimum 1) before completing
When you reach the 5th level, you learn new ways to move in combat. a long rest.
Every maneuver uses an action to be activated (unless it says otherwise)
and some maneuvers require a Saving Throw, whose difficulty is the Plenilunium
same as your Spellcasting CD. You can only use these maneuvers a At the 8th level, when you deal lunar damage, you mark an enemy for 1
number of times equal to your Wisdom modifier (minimum 1) before minute. Enemies that are marked, when hit by an ability that deals lunar
completing a long rest. When you reach the 8th and 12th levels, you damage, detonate the Plenilunium mark, taking an additional 2d6 lunar
can choose a new maneuver. When you reach the 16th level, you will damage. There are no limits for marked enemies at a time, but when you
receive the Selene maneuver. Choose 1 of the following maneuvers: detonate a mark on a creature, all other creatures lose their marks.
Silver Waltz. You disconnect from the rest of the world and focus
on a beautiful dance for the Moon. You gain 10 feet of additional Crescent Strike
speed and gain +2 on your AC. Also, while you are moving this At the 11th level, you can use an action to make a shot of lunar energy at
way, you will not cause opportunity attacks. The waltz ends after 1 up to 5 creatures that are within a 15-foot half circle starting from you.
minute or until you are hit. During the New Moon, you get 30 feet Affected creatures must make a Constitution saving throw. On a failure,
of speed instead of 10. they will take 2d6 lunar damage and receive the Plenilunium mark.
Lunar Zenith. You become the living Creatures that fail and already have the Plenilunium mark
embodiment of the vengeful moon, will have the previous mark detonated and a new one
advancing against an enemy. Using a will form in its place. On a failure, the creature
bonus action, you can move to be is only marked. You can only use this action
adjacent to a creature within 20 a number of times equal to your Wisdom
feet of you. When you move this modifier (minimum 1) before completing
way, your next attack will deal a long rest. To define the area of ​​this
additional damage equal to half circle, just make a circle 15 feet in
your proficiency bonus. You diameter and divide it in half.
do not cause opportunity
attacks by moving this Livid Cascade
way. When you reach the At the 14th level, you can use a bonus
8th level and receive the action to create 3 orbiting spheres 5
Plenilunium ability, when feet from you that detonate when
you hit a creature marked by coming into contact with an enemy
that ability and detonate the creature. These spheres surround you,
mark, you can use that ability occupying a space around you. Only
again that same turn. During one sphere can occupy one space at a
the Crescent Moon, the additional time. Each sphere is 50 cm in diameter and,
damage from this attack is doubled. at the beginning of each of your turns, they
Perennial Light. You learn to move move 5 feet around you in a counterclockwise
in a graceful manner... but extremely direction. They last for 1 minute and move with
dangerous. Using this move, you receive a you.
bonus on your next attack equal to 1d6 + your Enemies that come into contact with a sphere will have to make
proficiency bonus in lunar damage. An affected creature must a Constitution saving throw. On failure, the sphere will explode and
make a Wisdom saving throw. On a failure, it will be charmed by the creature in the same square as it will take 2d6 lunar damage. Uma
you for the next minute, not being able to hurt you. This effect ends criatura só pode ser atingida por uma esfera por turno. Each exploding
if the creature is hit. The target can repeat the saving throw at the sphere grants you temporary hit points equal to the damage done.
beginning of each of its turns. During the Full Moon, you receive a Temporary hit points received in this way can accumulate. If the three
bonus to your AC equal to your Charisma modifier. spheres explode, you will receive resistance to Radiant damage for 1
Moon Spell. You learn to channel and store the moonlight for later minute.
use. When using a damage spell, you can add 1d6 lunar damage to You can only use this action a number of times equal to your Wisdom
the spell's damage. You can use this ability a number of times equal modifier (minimum 1) before completing a long rest.
to your Wisdom modifier per long rest. During the Waning Moon,
the additional damage becomes 2d6 instead of 1d6. Lunar Translocation
Selene. When you reach the 16th level, you can use an action to After 17th level, you can use lunar energy to travel between planes.
create a magical 15 foot radius area around you. Enemies within By concentrating for 10 minutes, you can transport you and 3 willing
that area must make a Strength saving throw. On failure, these creatures to the Spiritual Realm for an hour. At the end of that hour, you
creatures' speed slows to 15 feet and they take 4d8 lunar damage, are transported back to the Material Realm at a location of the GM's
in addition to being pulled to be 5 feet from you. If two pulled choice.
creatures come from the same direction, they take 1d8 additional
bludgeoning damage and become Prone. On a success, they only

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Silver Purification Effluvium: Turn Undead
When you reach the 20th level, you can spend the next 10 minutes Using an action, you raise your symbol and murmur a prayer rebuking
focusing on channeling the energy of the Silver Moon to purify an area the undead. Every undead who can see or hear you within 30 feet of
of ​​200 feet affected by the void corruption. Voidborn within that area you must make a Wisdom saving throw. If it fails, the creature is expelled
are affected by your Destroy Voidborn feature. You can use this skill for 1 minute or until it takes any damage. An expelled creature must use
once per long rest. its turn to flee in the best possible way and in no way can it approach
more than 30 feet from you willingly. It also cannot use reactions. As an
action, the creature can only make a Dash or try to escape an effect that
Nagakaborous Rite prevents it from moving. If there is nowhere to go, the creature can use
the Dodge action.
Nagakaborous is called the mother of life, the bearded woman, the
goddess of life and perpetual movement, an entity that is averse to Destroy Undead
stagnation, whether during life or in life. One of these stagnations is the
undead, which are creatures that interrupt the flow of their existence. After the 5th level, when an undead fails the saving throw against your
Therefore, they are sworn enemies of the Nagakaborous Acolytes who, Turn Undead feature, it is instantly destroyed if its Challange Rate is less
especially due to their proximity to the Shadow Isles, learned to channel than or equal to the Destroy Undead table value, according to your
the effluvia of this deity to return them to the flow of their lives, restoring acolyte level.
peace to the cursed and destroying the cursers.

Rite Spells Destroy Undead


Acolyte Level Spells Acolyte Level Destroy CR Undead
1st Bane, protection from evil and good 5th 1/2 or less
3rd Lesser restoration, zone of truth 8th 1 or less
5th Magic circle, remove curse 11th 2 or less
7th Banishment, freedom of movement 14th 3 or less
9th Hallow, greater restoration 17th 4 or less

Elder God Idol Tentacle Smash


You have an idol made of stone, wood and bronze that represents your At the 6th level, you use your Idol's power to cast a spectral tentacle
faith in Nagakaborous. This idol can be used as your casting focus and is to deal damage on a 15-foot line that deals 1d8 + your proficiency
considered a Simple Melee Weapon. It deals 1d8 of bludgeoning damage, bonus of bludgeoning damage. Creatures must make a Dexterity saving
is considered a heavy weapon and has the Two-Handed property. You throw whose difficulty is the same as your spell DC in order to avoid the
receive proficiency with your Idol. damage. You can use this ability as many times as your Wisdom modifier
before a long rest.
Mother Serpent’s Bless
Harsh Lesson
When choosing this Rite, the presence of the Mother Serpent becomes
constant for you. As an action, you notice the presence of any undead At the 8th level, you can use your action to jump up to 10 feet towards
within 120 feet of you for 1 minute. You can also feel any form of an enemy and make an attack with your Idol, dealing 1d8 extra damage.
stagnation of a spirit (such as targets of the spell hold person). You can Beard Woman’s Receptacle
use this feature a number of times equal to your Acolyte level + your
Wisdom modifier. You regain any expended uses when you finish a long After the 11th level, you can use your bonus action to create a spectral
rest. tentacle as a receptacle for Nagakaborous's power in an unoccupied
space within 15 feet of you. You can create a number os tentacles per
day equal to your Wisdom modifier + your proficiency bonus. Each
receptacle has AC 10 and 10 hit points. If you move away from them

71
more than 40 feet, the receptacle is undone. Receptacles only stay in one there is land corruption, a Nature Acolyte will be looking to restore
place for 1 hour, until they are destroyed or if you move away from it. harmony, demonstrating that even flowers have their thorns.
When you use the Harsh Lesson skill, if you have a receptacle within Rite Spells
10 feet of your target, the tentacle will damage all creatures in a line
Acolyte Level Spells
up to 10 feet towards your target, dealing 2d8 bludgeoning damage.
1st Goodberry, purify food and drink
Creatures must make a Dexterity saving throw whose difficulty is the
3rd Locate animals or plants, speak with plants
same as your spell DC in order to avoid the damage.
5th Plant growth, wind wall
7th Hallucinatory terrain, dominate beast
Test of Spirit
9th Wrath of Nature, awaken
At the 14th level, you can use your bonus action to make a ranged
attack to pull the spirit of a creature that is within 15 feet of you. If you
hit, you create a spiritual copy of the creature hit, which appears 5 feet Additional Proficiency
from you. This copy has the same amount of life as its owner. The spirit
At the 1st level, you have proficiency with the Nature skill. If you already
owner takes half of all damage done to his spirit. If there is a Receptacle
have proficiency, you receive aptitude (Specialist).
within 10 feet of the spirit copy, the receptacle can make an attack. You
can only create one copy each time.
Voice of Nature
If the creature moves more than 30 feet away from the spirit, it dissipates.
At the 1st level too, you learn to speak, read and write Sylvan. Also,
This causes a 10-foot reduction in speed until the end of the creature's
animals can understand your speech, and you gain the ability to
next turn. You can use this ability as many times as your Wisdom
decipher their noises and movements. Most animals lack the intelligence
modifier before a long rest.
to convey or understand sophisticated concepts, but a friendly beast can
convey what it has seen or heard in the recent past. This ability does not
Leap of Faith
grant you friendship with beasts, although you can combine this ability
At the 17th level, you use your action to jump in the air and attack the with gifts to garner favors from them as you would any NPC.
ground at your feet using the power of your Idol to create Receptacles
around you. You can create a number of tentacles equal to your Wisdom Effluvium: Nature Aid
modifier + proficiency bonus up to 15 feet from you. Additionally, you
You can use your Effluvium to summon a Stone or Vine elemental
receive an extra attack for the next minute and receptacles created in
with CR of half your Acolyte level, rounded down (minimum 1). This
this way disappear after that same minute. You can do this once per long
elemental acts freely, helping you in the best possible way, staying for 1
rest.
hour or until it is destroyed.
Restore the Flow
Roots Charmer
At the 20th level, you can cast the spell lesser restoration at will and
At the 5th level, you learn secrets about the roots, thereby managing
the spell greater restoration a number of times equal to your Wisdom
to amplify the power of some spells. When preparing your daily spells,
modifier, without spending any spell slots.
choose to amplify one between the following spells: conjure thorns,
constricting vineyard, toss sapling. It gains the effect for it on the list
Nature Rite below. At the 11th level, you can choose two amplifications, and at the
17th you can use the three.
Nature is not limited to fauna, but expands through flora and even the • Your spell conjure thorns deals 5d4 piercing damage and, if a creature
subtle reality, reaching even the spiritual essence of the rocks. Nature starts its turn inside the area, it becomes Poisoned, having to make a
Rite is focused on healing the earth and plants, using the soil itself as Constitution saving throw whose DC is the same as for spellcasting. On
the greatest device to manifest natural effluvia when necessary. Where a failure, it takes 10 + your proficiency bonus of poison damage. In a

72
success, it takes half the damage. Power Seeds
• You cast a vine in a 15-foot line that stops at the first enemy. It must make
a Dexterity saving throw whose CD is the same as for spellcasting. If it At the 11th level, you are able to enchant seeds with fantastic properties
fails, it will be Restrained, its speed becomes 0, regardless of bonuses. You that, when ingested, cause one of the effects below. The seed creation
can use this ability as many times as your Wisdom modifier before a long ritual takes one hour and consumes 20 Gp per enchanted seed in rare
rest. natural ingredients. You can maintain up to half your Acolyte level
• You can cast the spell toss sapling. As a bonus action, you can make (rounded down) in enchanted seeds. Seed can be consumed as a bonus
the created sapling explode in energy, dealing 6d4 force damage to all
action. They lost its power when at the sunrise or when utilized.
adjacent creatures to it.
• You heal yourself or an ally at 8d10 + half your acolyte level (rounded
Powerful Summoner down). Excess healing of this characteristic, if any, becomes temporary
hit points.
After the 6th level, beasts and plants you conjure are more resistant than • You deal 8d10 + half your acolyte level (rounded down) bludgeoning
normal. Any beast or plant summoned or created by a spell you have damage, on an adjacent creature of your choice.
used gains the following benefits: • You gain the ability to control the roots, making them stick to an enemy's
feet up to 60 feet from you, making him be Restrained. To avoid this effect
• The creature appears with more hit points than usual: 2 additional hit the target must make a Dexterity saving throw, whose difficulty is the
points for each Hit Dices that it has. same as your spellcasting CD.
• The damage of their natural weapons will be considered magical in order
to overcome immunity and resistance to attacks and non-magic damage. At the 17th level, the seeds have an additional feature.

Verdant Growth Nature Protection


At the 8th level, choose from one of the following skills: After the 14th level, the nature spirits with whom you commune protect
you when you are most helpless. If you are reduced to 0 hit points or are
Bushmaker
Incapacitated against your will, you can immediately gain the benefits
You learn to create an illusory area to protect yourself and your allies of the conjure animals spell, as if it were cast using a level 9 spell slot.
from danger. As an action, you create a 20 foot radius area that looks like Summons four beasts of your choice, provided they are at a challenge
a thicket. Creatures within that area cannot be seen or felt by creatures rate 2 or lower. Conjured animals appear within 20 feet of range. If they
outside. You can use this feature a number of times equal to half your receive no command from you, they protect you from damage and
Acolyte level (rounded down) before a long rest. attack your enemies. The spell lasts 1 hour or until discarded (no action
is required), and requires no concentration,
Garden of Thorns
Once you have used this feature, you cannot use it again until you have
You can use your bonus action to create a seed within 15 feet of you.
finished a long rest.
At the beginning of your next turn, this seed blooms, becoming a Thorn
Spitter plant or a Vine Lasher. You can use this feature a number of times
equal to half your Acolyte level (rounded down) before a long rest.
Aid Nature
At the 17th level, the creatures you summon with your Effluvium
Nature’s Grasp
receive:
You summon the roots encrusted at the bottom of the earth to make
• The creature appears with more hit points than usual: 5 additional hit
them twist and move towards their enemies. As an action, you conjure points for each Hit Dices that it has.
roots and they advance in line up to 60 feet, stopping at the first creature • The creature gains resistance to all non-magic damage
they hit. This creature must make a Dexterity saving throw whose
CD is the same as for spellcasting. On a failure, the creature takes 5d6 Roots Master
bludgeoning damage and is Restrained until the end of your next turn.
On a success, it takes only half the damage. You can use this feature a At the 20th level, when preparing your spells, you can choose between
number of times equal to half your Acolyte level (rounded down) before constricting vineyard, toss sapling, or spike growth. During that day, you
a long rest. can cast this spell without spending spell slots for it. The chosen spell is
considered a 4th level spell. If you cast it using a higher spell slot, you
spend the spell slot as normally would.

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Sepulture Rite Unveiled Vision
After the 1st level too, you are able to see and communicate with the
The Sepulture Rite may have been a rite developed completely apart dead. By spending 10 minutes of mental preparation, you can talk to
from all others. It also seeks healing, not only of the living, but also of some souls that roam the world of the dead. For 5 minutes, you maintain
those tormented between the world of the living and the world of the your concentration, being able to ask for lost knowledge or hidden
dead, and may also come to interact with those who have not achieved secrets, but don't always expect to get an answer.
eternal rest. Often the Sepulture Rite ends up using the energy of the
world of the dead or even the undead for its purposes. However, this can You have to take a short rest before you use this skill again.
come at a high price because, as they say, if you gaze long enough into
an abyss, the abyss will gaze back into you. Effluvium: Shepherd of Souls
After the 2nd level, you can use your Effluvium to give a temporary
Sepulture Rite Spells
body to souls who are willing to help you. You can make the body of an
Acolyte Level Spells
1st False life, ray of sickness
undead whose CR is listed for your level as shown in the Summon Undead
3rd Ray of enfeeblement, gentle repose table. This skill lasts for 1 minute, after which the body decomposes. You
5th Animate dead, vampiric touch can use this skill as many times as your Wisdom modifier before taking
7th Blight, death ward a long rest.
9th Antilife Shell, dispel evil and good
Summon Undead
Acolyte Level Summon CR Undead
Occult Knowledge 2nd 1/4 or less
5th 1/2 or less
By choosing this class, you learn the hidden knowledge of spirits and 8th 1 or less
the dead. You learn the Spiritual language and, after the 2nd level, 11th 2 or less
your connection with the realm of the dead deepens and you start to 14th 3 or less
understand the Ochnun language. You also have the cantrip spare the 17th 4 or less
dying not counting as one of your known cantrips
. Dark Procession
Ochnun At the 5th level, as an action, you conjure the moribund and distorted
body of the souls that could not cross into the afterlife, causing them to
The dead have their own language called Ochnun, however, learning that come together and create a wall with a radius of 10 feet and 10 feet high
language is impossible through studies.
You can do this at a distance of up to 15 feet from you that you can see.
This language can only be learned by a living being as he is exposed to the The wall has 10 AC and 5d4 hit points. You can use this ability as many
energies of the dead. times as your Wisdom modifier before a long rest. You can only have
A bad side of this is that those who speak this language are more visible to the one wall created at a time.
dead, having a kind of presence in the world of the dead similar to a perennial
and fleeting glow, but which intensifies as the levels of this class are reached. Mourning Mist
At the 6th level, your presence in the realm of the dead affects you even
more. You are able to retain some of the dark mist of that realm and are
able to use it for attacks. You can throw a globe of dark mist in a 10-foot
cone somewhere up to 25 feet away from you. Creatures within
that area must make a Dexterity saving throw. If they fail, they
take 3d6 necrotic damage.
You are capable of storing a number of dark mist globes
equal to your Wisdom modifier before a long rest. When
you take a rest, the unused globes dissipate.

Soul Shield
At the 8th level, you learn to use the energy of souls to
protect yourself. Using your bonus action, you increase
your AC by +2 for 1 minute. This ability can only be
used a number of times equal to your proficiency bonus
before a short or long rest.
This skill can stack up to 2 times, giving you a maximum
bonus of +4 to your AC.

Death’s Grasp
After the 11th level, you cast a spectral hand that
pulls creatures in a line 30 feet from you towards
you. Each creature hit must make a Strength saving
throw. Those that fail are moved up to 5 feet from
you and take 3d6 bludgeoning damage and
become Prone. You can use this ability as many
times as your Wisdom modifier before a long rest.

Adjure Soul
Your mastery of the energy of the realm of
the dead expands so much that, at the 14th

74
level, you can direct a necrotic attack directly at the soul of a living Stars Rite Spells
being. As an action, you can send negative energy towards a creature Acolyte Level Spells
up to 30 feet that you can see, causing severe pain to it. The target must 1st Healing word, cure wounds
make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on 3rd Aid, prayer of healing
a failed saving throw, or half as much damage on a successful one. You 5th Mass healing word, revivify
can optionally use your two daily uses to double the damage dealt. 7th Locate creature, death ward
9th Mass cure wounds, greater restoration
A humanoid killed by this spell rises at the start of your next turn as a
zombie that is permanently under your command, following your verbal
orders to the best of its ability. You can use this ability 2 times per day. Additional Proficiency
When you choose this rite at the 1st level, you gain proficiency in
Death’s Realm Medicine. If you already have, you receive double your Proficiency
After the 17th level, you learned to cross the barrier that separates bonus.
the world from the living and the world from the dead. You can, as an
action, move through other creatures and objects as if they were difficult Life Disciple
terrain. Your body and equipment become incorporeal as you enter the
At the 1st level, your healing spells are more effective. Whenever you
border between kingdoms, and, for 1 minute, you become immune to
cast a healing spell to recover hit points, the target of that spell recovers
non-magic attacks and are still able to cast spells, but you are unable
additional hit points equal to 2 + spell level.
to perform physical attacks. If you end your turn inside a creature or
object, you take 1d6 force damage and deals 1d10 force damage. You
Effluvium: Stellar Wish
can use this ability as many times as your Wisdom modifier before a
long rest. You can use your Effluvium to heal you and up to four allies within 60
feet of you. You heal your Acolyte level 4 times.
Soul Steal
Star Call
At the 20th level, using an action, you curse a target that you can see
that is up to 60 feet away from you. For 1 minute, you steal half of its At the 5th level, as an action, you make a star fall from the sky within
physical ability scores (rounded down) during the duration, adding them 15 feet of you. This 3d8 star deals radiant damage over an area of ​​10
to yours and being able to exceed the limit of 20. feet and heals you for half the dealt damage. Creatures must make a
Dexterity saving throw whose difficulty is the same as your spell DC.
If your target is a creature of CR 20 or higher and you kill it while it
In a success, they take half the damage. You can use this ability as many
is cursed, you consume its soul, permanently adding +1 to an ability
times as your Wisdom modifier before a long rest.
that this creature has a higher score than yours, of your choice, and can
exceed the limit of 20. You can use this skill once per day.
Blessed Healer
After the 6th level, the spells you cast to heal others also heal you. When
Stars Rite you cast a healing spell on another creature, you also regain hit points,
for a total of 2 + spell level.
The daughter of the Stars, Soraka, is considered by many to be the
ancestor of all Runeterra's Rites. Her presence on the Earth plane was Divine Strike
the trigger for the care for the healing of living beings to be codified
and transmitted through the Rites, which multiplied to heal the many At the 8th level, you gain the ability to imbue your attacks with divine
wounds beyond those of rational beings. However, the Stars Rite has power. Once in each of your turns, when you hit a creature with a
remained in existence all this time, employing special care in curing the weapon attack, you deal 1d8 additional radiant damage to the target.
ills of the living, but with the power to channel the essence of the stars When you reach the 14th level, the extra damage increases to 2d8.
when necessary to hurt.
Astral Infusion
At the 11th level, you sacrifice part of your life to heal an ally. As a bonus
action, you can roll 3d8. The result will damage you and heal an ally up
to 15 feet in the same amount rolled.

75
Equinox Tailwind
At the 14th level, you can cast the silence spell using a bonus action At the 1st level, your speed increases by 5 feet.

Supreme Healing Eye of the Storm


After the 17th level, when you would normally roll one or more dice After the 1st level too, you can scold attacks violently. When a creature
to recover hit points with a spell, you use the highest possible result on 5 feet from you that you can see, hits you or an adjacent ally with an
the dice. Por exemplo, ao invés de recuperar 2d6 pontos de vida, você attack, you can use your reaction to create a temporary shield. The
recupera 12. shield absorbs 2d8 + 2x your Acolyte level. You can use this feature a
number of times equal to your Wisdom modifier (a minimum of once).
Protect Life You regain any expended uses when you finish a long rest.
At the 20th level, you can cast the regeneration spell with an action.
Effluvium: Tempestuous Wrath
After the 2nd level, you can use your Effluvium to wield the power of
Storm Rite the storm with unbridled ferocity. When you roll lightning or thunder
damage, you can use your Effluvium to deal maximum damage, instead
Among all the rites formed, the Storm Rite is the most recent. It was of rolling it.
formed in large part thanks to an air elemental called Janna that protects
Zaun's underprivileged. However, even in Piltover there is oppression Howling Gale
and wounds that suffocate its inhabitants. The Storm Acolytes are the
harbinger of something even more turbulent than a hurricane, healing At the 5th level, you use your action to, through a point change in
society through its rays and gusts, trying to blow away all ills. temperature and pressure, create a "seed" of a small tornado that lasts
for up to 2 turns. By using your bonus action, you release this tornado in
Storm Rite Spells a 20-foot line. Creatures on this line must make a Dexterity saving throw
Acolyte Level Spells or be launched at 10 feet high, taking in addition to falling damage, 2d6
1st Fog cloud, thunderwave
cutting damage and the Prone condition.
3rd Gust of wind, shatter
5th Call lightning, sleet storm
Lightning Strike
7th Control water, ice storm At the 6th level, when you deal lightning damage to a Large or smaller
9th Destructive wave, insect plague creature, you can also push it up to 10 feet away from you.

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Thundering Strike Effluvium: Solar Flare
At the 8th level, you gain the ability to imbue your attacks with thunder After the 2nd level, you can use your Effluvium to create an explosion of
power. Once in each of your turns, when you hit a creature with a sunlight, banishing darkness and inflicting radiant damage on enemies.
weapon attack, you deal 1d8 additional thunder damage to the target. As an action, you raise your symbol and any darkness, magical or not,
When you reach the 14th level, the extra damage increases to 2d8. within 30 feet of you is dispelled.
Also, any hostile creature within 30 feet of you must make a Constitution
Elemental Companion saving throw. A creature takes solar damage equal to 2d10 + your
After the 11th level, you summon a small air elemental (CR5) that acolyte level if it fails the saving throw. It takes half that damage if
increases your speed by 5 feet and allows you to cross spaces occupied successful. A creature that has a full cover against you is unaffected.
by other creatures without penalty for movement. You are still subject
to opportunity attacks. Eclipse
As an action, you can give your elemental an order to make a ranged At the 5th level, as a bonus action, you can imbue your next attack with
attack that deals 2d8 cold damage and slows the enemy by 5 feet until sunlight. This attack causes Blindness in the target. The creature must
the end of your next turn. You can use this skill as many times as your make a Constitution saving throw. If it fails, it will be Blind for the next
Wisdom modifier per long rest. minute.
At the end of each of its turns, the target can make a Constitution saving
War Winds throw. On a success, the blindness dissipate. You can use this skill as
At the 14th level, Howling Gale's damage increases to 4d6 and launches many times as your Wisdom modifier per long rest.
his enemy 20 feet high, dealing fall damage.
Enhanced Flare
Son of the Storm At the 6th level, you can also use your Protective Flare feature when a
After the 17th level, you get fly speed equal to your walking speed as creature you can see up to 30 feet attacks another creature other than
long as you are not underground or indoors. you.

Control Winds Powerful Conjuration


At the 20th level, you can cast the spell control winds without spending After the 8th level, you add your Wisdom modifier to the damage done
any magic space, and you can cast that spell a number of times equal to by any Acolyte cantrip.
your Wisdom modifier for long rest.
Enhanced Eclipse
Sun Rite After the 11th level, you can use your Eclipse skill along with your
Effluvium: Solar Flare
The Solar Rite was formed as a derivation of the Star Rite in Targon,
where the Sun is revered as the great mystery, especially by the socially Sun Mark
dominant Solari and Rakkor. This Rite focuses on channeling the effluvia At the 14th level, you have the spell branding smite, and you can add
of the Sun, as a superior entity and thanks to that it is able to produce the eclipse feature. This spell can be used as a 4th level spell without
flares that resemble the brightness of the sun at noon. spending a spell slot and can only be used a number of times equal to
your Wisdom modifier.

Rite Spells
Acolyte Level Spells
1st Burning hands, faerie fire
3rd Flaming sphere, scorching ray
5th Daylight, fireball
7th Guardian of faith, wall of fire
9th Flame strike, scrying

Additional Proficiency
You have proficiency with heavy armor and martial weapons.

Protective Flare
After the 1st level too, you can interpose divine light between
you and an attacking creature. When you are attacked by a
creature within 30 feet of you that you can see, you can
use your reaction to impose disadvantage on the attack
roll, causing flares of light in front of the attacker
before he hits or misses. An attacker who cannot
be blinded is immune to this feature.
You can use this feature a number
of times equal to your Wisdom
modifier (a minimum of
once). You regain any
expended uses when you
finish a long rest.

77
Crown of Light have swimming speed, it increases by 10 feet. Oscilating Tide Also after
the 1st level, when your non-offensive abilities reach allies, you can
After the 17th level, you can use your action to activate an aura of
grant them 10 feet of additional movement for 1 minute using a bonus
sunlight that lasts for 1 minute or until you dispel it using another action.
action. This effect does not accumulate and you can only use it as many
You emit full light within a radius of 60 feet and dim at up to 30 feet also.
times as your Constitution modifier for a long rest.
Your enemies in the full light area have disadvantage in saving throws
against your spells that cause fire damage or radiant damage.
Effluvium Tide’s Bless
Sunlight After the 2nd level, you can use a bonus action to grant Tide's Bless to an
ally within 30 feet of you that you can see. The next 3 weapon attacks of
At the 20th level, you can cast the spell guiding bolt as a 3rd level spell
that ally are fortified, dealing additional 1d6 + your spellcasting modifier
without spending spell slots. If you cast this spell at a level, it spends the
of cold damage.
spell slot as it usually would.
Lifeflow
Tides Rite At 5th level, you can use your action to cast a healing water jet on a
creature within 10 feet of you. This creature receives hit points equal to
The Tides Rite may have originally arisen among the Marai, a tribe of 1d8 + your proficiency bonus. If there is an ally adjacent to this creature,
Vastaya who live at the bottom of the sea. If there is a search for healing the jet of water also hits it, healing half the rolled value.
on the part of each rite, the tidal rite seeks the healing of the seas, oceans
and of the life that exists in it, often opposing other forms of life that exist You can use this skill a number of times equal to your Proficiency Bonus.
in the depths. You regain the uses of this ability by taking a long rest.

Tides Rite Spells Aggressive Ebb


Acolyte Level Spells At the 6th level, you can use your action to make a ranged spell attack
1st Create or destroy water, protection from evil and
good
roll to summon a torrent of water that hits an enemy within 10 feet
3rd Gust of wind, moonbeam of you. If it is hit, it receives 1d8 + your spellcasting modifier in cold
5th Water walk, water breathing damage. If there is an adjacent enemy and the roll has exceeded its AC, it
7th Freedom of movement, control water takes half the damage rolled.
9th Mass cure wounds, greater restoration
You can use this skill a number of times equal to your Proficiency Bonus.
You regain the uses of this ability by taking a long rest.
Sea Aptitude
Protective Aura
At 1st level, you have a swimming speed of 25 feet and do not need to
be successful in athletics tests for water-related terrain. If you already After the 8th level, allies within 15 feet of you receive advantage in
Wisdom saving throws.

Aqua Prison
At the 11th level, you can cast a bubble of water up to 25 feet
from you. This bubble reaches a radius of 10 feet. Creatures in
that area must make a Dexterity saving throw, whose difficulty
is the same as your spellcasting CD. On a failure, the affected
creatures take 1d8 cold damage and are trapped in the bubble.
The bubble lasts for 1 minute and, at the beginning
of each of its turns, the creature can repeat the
saving throw to release itself. Alternatively, a
creature outside the bubble can pull a trapped
creature, making an Athletics roll, whose
difficulty is the same as your spellcasting DC.
For each turn trapped in the bubble, the
creature must make a Constitution saving
throw. If it fails, it will begin to drown,
receiving 1 point of exhaustion for
each failure.
You can use this skill a number of times
equal to your Wisdom modifier. You
regain the uses of this ability by
taking a long rest.

Sea Cub
At the 14th level, your Lifeflow
and Aggressive Ebb skills are
strengthened. You start using 3d8 as a
healing and damage die, in addition to
hitting creatures within 10 feet of your
original target.

Tidal Wave
After the 17th level, you can summon the

78
wrath of the seas to your enemies. Using an action, you cast a wave 15
feet wide and 20 feet high in a 60-foot line that starts from you. Enemies
in that area must make a Strength saving throw. On failure, they will be
Prone and take 5d8 bludgeoning damage. In a success, they will receive
half of that.
You can use this skill a number of times equal to your Wisdom modifier.
You regain the uses of this ability by taking a long rest.

Water's Reflection
At the 20th level, you can cast the spell prismatic spray as if it were an
acolyte spell, without spending any spell slot. You can cast this spell this
way 2 times before taking a short or long rest.

79
Arcane
A young boy is hiding in a cave that goes all the way under the city, but he’s
not hid fleeing from something or someone, at least it is what he thinks. After
being sure that there was no one near him, he took off the bandages that
covered one of his hands, as the bandages are removed, light beams start to
illuminate the cave, these beams originate from the boy’s hand, which has
traces in a golden tone running through it. At first, he thought that it was
some kind of disease, but since these traces were getting bigger, he noticed it
was something beyond ordinary, since then, he does that punctually, isolate
himself in the cave and stretch his hand, trying to empty his mind and that
charge that seems to rebirth every day.
For tens of meters, a ray of golden light is released, illuminating the whole
way and showing even some drawings made in these caves but erased by
the passage of time. For a moment, the young man thinks about how funny
it is, comparing it to the first time he needs to empty his bladder every day.
A laugh escapes.
Unfortunately, the young man was not completely alone, after so many days
of doing it carelessly, he attracted the attention of someone, a soldier curious
to know what crime that poor boy would be committing.
After discharging that energy, the boy's hand emanates a much weaker
light, but still persistent. The soldier sees this and quickly captures the child
and takes him to the Nashramae authorities. Fear grips the boy, and he does
what a boy his age can do: he cries.
The boy is kept imprisoned for days without being able to discharge that
energy. His hand looks like a copy of the sun, and he feels that, at any
moment, he can explode together with that, until, finally, the head of the
guard reaches his cell, and the boy accepted that he would be executed. He
didn’t have any more tears to pour.
Finally, they reach a room where a man in a purple hood is sitting. Probably,
he is your executor, must be a foreigner wearing a hood of that color,
perhaps a noble Noxian who wants to have some forbidden fun for those
who do not have so much money.
The man turns to the boy, and he sees that the man does not wear a hood,
but his skin is that color. When their eyes meet, he perceives an antiquity
that does not need to be explained. A blue glow appears on the man's body,
in drawings such as those on the boy's hand.
A smile is all that is needed to calm the young man at the moment when the
man presents himself, says that he is a magician and that his name is Ryze.

Runeterra is essentially a magical world, from its origins orbiting a


star created by a Celestial Dragon and even its formation, designed
by unknown creatures, that used global runes to build and
model the world. Magic is not an exception, but the
rule. Runic energy permeates all beings, but in a
few, it arises in an extremely powerful way.
These few are the Arcane.

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The Arcane
Level Features Mana Spells Cantrips - Spell Slots per Spell Level -
1 2 3 4 5 6 7 8 9
1st Spellcasting, Arcane Origin, Instruction - 4 3 2 - - - - - - - -
2nd Mana, Instruction Feature 2 5 3 3 - - - - - - - -
3rd - 3 6 3 4 2 - - - - - - -
4th Enhancement 4 7 4 4 3 - - - - - - -
5th - 5 8 4 4 3 2 - - - - - -
6th Instruction Feature 6 9 4 4 3 3 - - - - - -
7th - 7 10 4 4 3 3 1 - - - - -
8th Enhancement 8 11 4 4 3 3 2 - - - - -
9th - 9 12 4 4 3 3 3 1 - - - -
10th Instruction Feature 10 12 5 4 3 3 3 2 - - - -
11th - 11 13 5 4 3 3 3 2 1 - - -
12th Enhancement 12 13 5 4 3 3 3 2 1 - - -
13th - 13 14 5 4 3 3 3 2 1 1 - -
14th Instruction Feature 14 14 5 4 3 3 3 2 1 1 - -
15th - 15 15 5 4 3 3 3 2 1 1 1 -
16th Enhancement 16 15 5 4 3 3 3 2 1 1 1 -
17th - 17 16 5 4 3 3 3 2 1 1 1 1
18th Instruction Feature 18 16 5 4 3 3 3 3 1 1 1 1
19th Enhancement 19 18 5 4 3 3 3 3 2 1 1 1
20th Mystic Enhancement 20 18 5 4 3 3 3 3 2 2 1 1

Arcane are intelligent living beings that not only have a grand torrent of While some understand magic as something to be mastered and
magical energy within them but are also creatures that learn to control controlled, others believe that the best way to deal with it is by
and direct this by performing what is called magic. Much of what an understanding the flows and leaving it free to a certain extent. These
Arcane does derives from its Arcane origin. It can come from some differences, whether small or immense, make all the difference. The
sources such as primitive, runic, or spiritual magic. The next step is how relationship of each arcane with this power can be completely different
this Arcane relates to this source of power, making two mages unlikely from another arcane of the same features. It may happen because one
to be similar. grew up in a society where magic is something common, while the other
has come from a place where magic is something to hide.

The three bases These features are even more critical when there are power relations,
either with powerful objects or even finding even more powerful Arcane
In Runeterra, there are three primary sources for magic: Elemental, in their path. Although there are no absolute rules regarding magic, the
Celestial, and Spiritual. The techniques and ways of manipulating these impressions and experiences of other Arcanes may be the key to make
three energies are the basis of magic. However, in most cases, more another one able to amplify his power or reach his true potential.
than one of these three key elements is used to perform some prodigy. Great scholars of magic, whether by intuition or erudition, usually come
Aspects’ magic and runes magic are Celestial, while Yeti magic and even to the same understanding that although magic is one, how it relates
Chronomancy are Elemental. Finally, the Vastaya magic, the Yordle to each is something different. While with some people,[ she is like an
magic, and even Necromancy are Spiritual. ever-present childhood friend, with others, she is a seductive presence
As derivations, we can take the runic magic and the Ascended, looking for the first slip to get him in trouble.
representing a combination of celestial and elemental magic, and the
hemomancy that combines elemental and spiritual. Creating an Arcane
At least one of these bases is involved in every magical act. As all
Runeterra organisms and existences are permeated by Runic magic, it is The most important question to consider when creating your arcane is
correct to say that all beings have a celestial and elemental spark, usually the source of your power. Is it a family curse, passed on to you from a
mediated and connected by a spiritual spark. distant ancestor? Or did some extraordinary event not only blessed you
with inherent magic but also left a scar?

Relationship with Magic How do you feel about the magical power that flows through you?
Did you embrace it, trying to dominate it, or do you delight in its
Magic is expressed in two ways: Intuitive and Erudite. One is through unpredictable nature? Is this a blessing or a curse? Were you looking for
feeling and emotional control, while the other is through study and it, or was it that found you? Did you have the option to refuse it, or did
intellectual power. you wish you had? What do you intend to do with that? Perhaps you
believe that this power has been given to you for some greater purpose.
Although Magic has three origins and two expressions, it has only one Or you can decide that this power gives you the right to do what you
relationship: the relationship between the arcane and it, something want, to take what you want from those who don't have that power.
personal, individual, and unique, a bridge of connection and relationship
between the arcane and the magical power.

81
Quick Build spell list, which must also be of a level at which you have spell slots.
You can make an Arcane quickly by following these suggestions. First,
Spellcasting Ability
Intelligence or Charisma (depending on your instruction) must be your
highest ability score, followed by Constitution. Second, choose the Past The two instruction paths have different spellcasting abilities, since the
Wanderer or Scholar. Third, choose the light, prestidigitation, ray of frost, power of their magic depends on their capability to project their will
and shocking grasp cantrips, along with the 1st-level spells shield and into the world, or in understanding the Weave, and doing it efficiently.
magic missile. If you are erudite, you use Intelligence, if you are intuitive, you use
Charisma whenever a spell refers to your spellcasting ability. It is your
Class Features Arcane Ability. In addition, you use your Arcane Ability to set the DC
for Arcane spells you cast and when you make an attack roll with a spell.
As an arcane, you gain the following class features.

Hit Points Spell save DC = 8 + proficiency bonus + Arcane Ability modifier


Hit Dice: 1d6 per Arcane level Spell attack modifier = 8 + proficiency bonus + Arcane Ability
Hit Points at 1st Level: 6 + your Constitution modifier modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier Spellcasting Focus
per Arcane level beyond 1st
You can use an arcane focus (found at Chapter 6: Equipment) as a
Proficiencies spellcasting focus for your arcane spells.

Armors: None
Arcane Origin
Weapons: Daggers, darts, slings, staffs, and light crossbows
Craft: None Choose an arcane origin, which describes the source of your innate
Saving Throws: Charisma & Intelligence magical power: Primitive, Runic, or Spiritual.

Skills: Choose two between Arcana, Deception, Insight, Intimidation,


Persuasion and Relligion Instruction

Equipment Regardless of your arcane origin, your experience with magic defines
your path, you can choose to follow directions of erudition, studying
You start with the following equipment, in addition to the equipment
the minutiae of magic or innate power, intensifying your strength. This
granted by your Past:
choice determines whether you will continue to expand your magical
• (a) a light crossbow and 20 bolts or (b) any simple weapon knowledge in general in an intellectual way or whether you will focus on
• (a) a component pouch or (b) an arcane focus enhancing your magical ability. The instruction gives you features on the
• (a) a dungeoneer’s pack or (b) an explorer’s pack 2nd level and again on the 6th, 10th, 14th, and 18th level.

Spellcasting Primitive
Your innate magic comes from the wild forces of chaos that form the
An event in your past, or in the life of a parent or ancestor, left an basis of the creation order. You must have been exposed to some kind
indelible mark on you, infusing you with arcane magic. This font of of raw magic. Perhaps you have been blessed by a powerful celestial
magic, whatever its origin, fuels your spells. creature or marked by a corrupter of the Void. Or your magic may be
an accident of your birth, for no apparent reason. However, it does exist,
Cantrips that chaotic magic seeth within you, waiting for any breach.
You learn fours cantrips of your choice from the arcane spell list at
Chapter 10: Magic. You learn additional arcane cantrips of your choice Primitive Magic Manifestation
at higher levels, as shown in the Cantrips column of The Arcane table. From the moment you choose this origin, on the 1st level, your
spellcasting can release manifestations of natural magic. Immediately
Spell Slots after you cast an arcane spell of 1st level or higher, the GM
The Arcane table shows how many 1st-level and higher spell slots you may request that you roll a d20. If you roll a 1, roll on the Yordle
have available for casting. To cast one of these spells, you must spend a Uncontrolled Magic table to create a random magical effect. This can
spell slot of the spell level or higher. You recover all the spent spell slots only happen once per turn. If it usually requires concentration, it will
when you finish a long rest. not be necessary; the spell remains for its total duration.

For example, if you want to cast the 1st level spell burning hands and you Chaotic Way
have a 1st level and a 2nd level spell slot available, you can cast burning
hands using either slots. After you reach the 1st level, you can manipulate the forces of chance
and chaos to gain an advantage in an attack roll, skill test, or saving
Known Spells of 1st Level and Higher throw. When you do this, you must take a long rest before you can
use this feature again. At any time, after using this trait, the GM can
You know four 1st-level spells of your choice from the arcane spell list. roll on the Yordle Uncontrolled Magic table, immediately after you
The Spells Known column of The Arcane table shows when you learn cast an arcane spell of 1st level or higher. After that, you recover the
more arcane spells of your choice. Each of these spells must be of a level use of this feature.
for which you have spell slots, as shown by the table. For example, when
you reach the 3rd level of the class, you can learn a new 1st or 2nd level Runic
spell.
Your innate magic comes from the powerful Global Runes that shocked
Also, when you acquire a level in this class, you can choose a Arcane Runeterra’s world once. Now and then, the magic pulses that came from
spell that you know and replace it with another spell from the Arcane the runes affect living beings. Even you, at your birthday, were probably

82
influenced by a magic pulse and now can create miracles or disasters. Enhancement
You are capable too, to feel the runes call.
When you reach the 4th level and again at the 8th, 12th, 16th, and 19th
level, you can increase one ability score, of your choice, by 2 or you can
Runes Lines
increase two ability scores, of your choice, by 1. By default, you cannot
You know how to read the lines of Runes existing both in objects and raise an ability score above 20 with this trait. Alternatively, you can
in sacred geometry in the arrangement of monuments and buildings. choose one of the General Enhancements in Chapter 5: Customization
With this, you have advantage in Arcane rolls related to magic items - Enhancements.
and natural objects that have magical properties, such as Petricite.

Runic Nature Arcane Enhancement


After reaching the 2nd level, you are given access to more runic At the level 20th, you gain complete domain of two powerful spells and
powers, thanks to your runic nature. Whenever you have access to a can cast them without much effort. Choose two arcane spells of 3rd
new rune, you automatically gain 1 improvement for it. level as your magic signature.
You always have these spells prepared and they don’t count as prepared
Spiritual spells on your list. You can cast them once a day. When you do this,
Your magic derives from a connection of your body with the natural you will not be able to do it again before taking a short or long rest.
essence of magic that flows everywhere. Perhaps this is derived from a When you cast these spells using higher spells slots, the spell will spend
diluted vastaya lineage, or perhaps it is a sign left at your birth by a spirit this higher spell slot, as usually happens.
of nature, like the essence of rain or even the simple touch of dew.

Spiritual Connection
Instruction
Different arcanes have different origins for their innate magic, however,
After reaching the 1st level, you can summon a friendly spirit innately
even more important than the source, most off the times is how
using the spell find familiar without the need for components. Once
the arcane relate to it. There are two instruction paths: one is by the
the spirit has been summoned, you can, as an action, use find familiar
intuition which is the grasp of the arcane origin using the senses and
again to change its form to another listed in the spell.
the experience; the other is by the erudition which is the grasp using the
study, the tomes reading and knowledge in general.
Ethereal Vision
You can see and communicate with creatures belonging to the
spiritual realm.

Mana

At the 2nd level, you gain greater control over the magical source within
you. This source is represented by Mana, which allows you to create a
variety of magical effects.

Mana
You have 2 mana points, and you gain more as you reach higher levels,
as shown in the Mana column of The Arcane table. You can never have
more mana points than shown on the table for your level. You regain all
spent mana points when you finish a short rest.

Flexible Casting
You can use your mana points to gain additional spell slots, or sacrifice
spell slots to gain additional mana points. You learn other ways to use
your mana points as you reach higher levels. Any spell slot you create
with this feature vanishes when you finish a long rest.
Creating Spell Slots. You can transform unexpended mana points into
one spell slot as a bonus action on your turn. The Creating Spell Slots
table shows the cost of creating a spell slot of a given level. You can
create spell slots no higher in level than 6th.

Creating Spell Slots


Spell Slot Level Mana Cost
1st 2
2nd 3
3rd 5
4rd 6
5th 7
6th 9

Converting a Spell Slot to Mana Points. As a bonus action on your


turn, you can expend one spell slot and gain a number of mana points
equal to the slot’s level.

83
Intuitive points to change the casting time to 1 bonus action for this casting.

The magic is part of you. You may have accepted that or not, but the Heightened Spell
fact that you are able to understand that it is a flow that passes through When you cast a spell that forces a creature to make a saving throw
you, as a conduit for something much more powerful, however, you to resist its effects, you can spend 3 mana points to give one target of
know how to open and to close certain valves in your body being able the spell disadvantage on its first saving throw made against the spell.
to channel that energy through desired effects.
The Intuitive Arcane does not study magic formulas, nor does he direct
this magic through scholarship, he makes much more use of his own Careful Spell
feelings and sensations to conduct and perform his magic.
When you cast a spell that forces other creatures to make a saving
You trust your instincts to create powerful and potent but unrefined throw, you can protect some of those creatures from the spell’s full
spells. You receive additional abilities according to your Arcane Origin. force. To do so, you spend 1 mana point and choose a number of
those creatures up to your Charisma modifier (minimum of one
Additional Cantrip creature). A chosen creature automatically succeeds on its saving
When you choose intuition, you gain an additional cantrip. throw against the spell.

Metamagic Distant Spell


At 2nd level, you gain the ability to twist your spells to suit your needs. When you cast a spell that has a range of 5 feet or greater, you can
You gain two of the following Metamagic options of your choice. spend 1 mana point to double the range of the spell. When you cast
You gain another one at 10th and 18th levels. You can use only one a spell that has a range of touch, you can spend 1 mana point to make
Metamagic option on a spell when you cast it, unless it says the contrary. the range of the spell 30 feet.

Quickened Spell Twinned Spell


When you cast a spell that has a casting time of 1 action, you can When you cast a spell that targets only one creature and doesn’t
spend 2 mana have a range of self, you can spend a number of mana points equal to
the spell’s level to target a second creature in range with the same
spell (1 mana point if the spell is a cantrip).

Extended Spell
When you cast a spell that has a duration of 1 minute or
longer, you can spend 1 mana point to double its duration, to a
maximum duration of 24 hours.

Empowered Spell
When you roll damage for a spell, you can spend 1 mana
point to reroll a number of the damage dice up to your
Charisma modifier (minimum of one). You must use the
new rolls. You can use Empowered Spell even if you have
already used a different Metamagic option during the
casting of the spell.

Subtle Spell
When you cast a spell, you can spend 1 mana point to cast
it without any somatic or verbal components.

Powerful Spells
You start to understand the essence of magic, using
it to punish your enemies more strongly than other
spellcasters. You can add your Charisma modifier to
the damage of any cantrip you cast. When you cast
a 1st level spell or higher, you can spend 1 mana point
to add your Charisma modifier to the damage test or
a spellcasting as color spray or sleep. It can be used
together with other Metamagic effects.

Additional Metamagic
At the 10th level, you can choose an additional
metamagic.

Arcane Destruction
At 18th level, your spells become more powerful, capable
of causing extreme destruction to those you desire. Every time
you roll the damage done by a spell, you can spend any number
of mana points to replay a certain number of damage. Spending
mana allows you to reroll up to two damage dice. You can reroll

84
damage dice for continuous effects, such as the"fire wall" spell, when gain 2 Runic Overcharge points instead of 1. Besides that, you can
a creature takes damage from it, and for instant effects at the time of also use Runic Overcharge points to cast spells above its original spell
casting. slot. The required points for that are base on the spell level of the spell
that will be cast. In this way, to cast a fireball at the 5th spell level, it
Primitive requires you to spend 5 Runic Overcharge points.

The Primitive Intuitive has its power originated from raw and pure
elemental magic, a strong and powerful energy that its simple
Spiritual
manifestation can temporarily modify the laws of reality, changing the The Intuitive Spiritual magic connects the elemental magic to the spirits,
probabilities and even affecting luck. to the subtle realm that exists in parallel to the material realm. Although
its manifestations are less blatant, they usually affect and nourish the
Lucky relationships that the intuitive makes with the spiritual plane and the
spiritual creatures.
After reaching the 2nd level, when you get a natural 1 in an attack
roll, skill check or saving throw, you can roll the dice again and you
Spiritual Contact
must use the new result, in addition, you can do the same once every
long rest for an ally. At this class 2nd level, when you cast the spell find familiar, your
familiar can take the shape of a CR 1 creature. At the 5th level, it
Double the Luck increases to CR 2. At the 10th, to CR 3, and, at the 14th, to CR 4.
After reaching the 6th level, you acquire the ability to change your
Spiritual Ressonance
destiny using your wild magic. When another creature you can see
performing an attack roll, a skill check or a saving throw, you can After reaching the 6th level, you deepen the bonds that you made
use your reaction to spend 2 mana points to roll 1d4 and apply the with the spirits. You can use the spell find familiar features to see
rolled number as a bonus or penalty (of your choice) in the creature's through the creature's eyes using a bonus action instead of an action.
move. You can do this after the creature makes the move, but before Besides that, your familiar can attack on your turn, but it loses
the effect occurs. any multi attacks that the base beast has. Once per a short or long
rest, your familiar can cast a cantrip you know. At the 14th level, it
Contagious Luck increases to a 1st level spell, and at the 18th level, it increases to a 3rd
level spell.
After reaching 10th level, you get the Fortunate enhancement, if
you don't have it, with half your Arcane level in Luck points. If you
Planar Link
already have the enhancement, you keep the 4 points and gain half
your Arcane level in Luck points. You can also use 2 of your luck After reaching the 10th level, you develop a intense bond with your
points to help an ally that is within your sight. familiar, allowing you to communicate with it and using its senses
regardless of the distance between you. The range of your telepathy
Controlled Chaos and your bestial perception (according to the spell find familiar and
spiritual resonance) is unlimited and works even through different
At the 14th level, you gain modest control over your spells of wild
planes of existence.
magic. Whenever you roll the Yordle Uncontrolled Magic table, you
can roll twice and use any result.
Spiritual Connection
Runic At the 14th level, the link between you and your familiar is so strong
that it resound your innate magic. You can cast find familiar at will as
The Runic Intuitive connects his elemental magic to the celestial magic a bonus action, without the need of any components. Alternatively,
that formed the Global Runes. He understands this flow and manages it can take the form of a spirit or elemental of CR 2 or less.
to direct it in a more powerful way through the residues that the magic
leaves in his body, managing to manipulate and direct them under his
will. Erudite

Runic Magic The study of magic is archaic, referring to the first lethal discoveries
of magic. Through the ages, the Arcanes have cataloged thousands of
After reaching the 2nd level, when you cast a spell that deals force
spells, grouping them into ten categories called schools. In some places,
damage, you can add your Charisma modifier to the damage.
there are literally schools. An arcane can study in the Illusion School,
while other studies in another place in town, at the Enchanting School.
Runic Channeling
At other institutions, they function more like academic departments,
After reaching the 6th level, when you cast a spell, you gain 1 point with rival colleges competing for students and funding. Even the arcanes
of Runic Overcharge. As an action, you can use a number of Runic who train apprentices in the solitude of their own towers use this division
Overcherge points to cast one of your spells without using a spell of magic in schools as a pedagogical tool, since the spells in each school
slot. The highest spell level that you can cast this way is equal to your require a mastery of different techniques.
highest spell slot, until the 5th spell level. The number of points used
this way is equal to the spell level and spells cast cannot be cast above Spellbook
their original level. Not used Runic Overcharge points are lost when
At the 1st level, you have a spellbook containing six arcane spells of 1st
you complete a long rest.
level, of your choice. A spellbook doesn't contain cantrips.
Runic Fortress
Arcane's Master
At the 10th level, when you fail a Constitution saving throw
At the level 18th, you reach such mastery in certain spells that you can
to maintain the concentration in a spell, you can spend 1 Runic
cast them at will. You choose a 1st level arcane spell and a 2nd level
Overcharge point and re-roll, keeping the new result.
arcane spell from your spellbook. You cast them at their mininum level,
without spending any spell slots when you have them prepared. If you
Runic Arcane
want, you can cast them as a spell slot of a higher level, but you will
At the 14th level, when you cast a spell above its original level, you spend spell slots, as you normally do.

85
Knowledge Path YOUR SPELLBOOK
Choose a school to pursue your studies: The spells that you add to your spellbook as you gain levels reflect the arcane
research you conduct on your own, as well as intellectual breakthroughs you
Abjurer have had about the nature of the multiverse. You might find other spells during
your adventures. You could discover a spell recorded on a scroll in an evil
The Abjurer is an arcane who mainly studies how to protect. This wizard’s chest, for example, or in a dusty tome in an ancient library.
protection can be accomplished in many ways, such as blocking spells
Preparing Spells. You prepare a number of spells equal to your Arcane level
and attacks, expelling entities and enemies, and even undoing harmful
+ your intelligence modifier. You can only cast prepared spells per a long rest.
influences. Protecting may not be seen with the same importance of
building, nor with the same negativity of destroying, but it is something in Learning New Spells. At the 1st level, you gain 6 spells instead of 4 and, when
the middle that ties very well to the philosophies of balance, maintaining you gain new Arcane levels and have a grimoire, you gain one additional spell
per Arcane level instead of the one shown in the Spell column on The Arcane
what was built in addition to keeping the natural order of things. The
table. You must spend the money and time necessary to write them down in
Abjurers can protect secrets, seal portals, expel entities, bring protection your spellbook.
blessings to locations, raise protective shields, deny spells, and more.
Copy a Spell to the Grimoire. When you find a arcane spell of 1st level or
higher, you can add it to your spellbook if it is of a spell level you can prepare
Bastion
and if you can spare the time to decipher and copy it. The copied spell must be
After reaching the 2nd level, as an action, you can cast a Crystal of a spell level that the arcane can prepare.
shield at yourself, gaining resistance to all kinds of non-magic Copying that spell into your spellbook involves reproducing the basic form of
damage. However, using this feature will give you vulnerability to the spell, then deciphering the unique system of notation used by the arcane
all kinds of magic damage. This effect lasts for 1 minute and you can who wrote it. You must practice the spell until you understand the sounds and
use it a number of times equal to your Intelligence modifier. At the gestures required, then transcribe it in your spellbook with your own notation.
10th level, you can extend this defense to one more ally, and from the For each level of the spell, the process takes 2 hours and costs 50 gp. The cost
14th level onwards you stop being vulnerable to magic damage. You represents the material components you spend to experience the magic until
can do this a number of times equal to half your Intelligence modifier you master it, as well as the fine inks used to write it. Once you have spent this
(minimum 1) per long rest. time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into
Constant Protection another book—for example, if you want to make a backup copy of your
spellbook. This is just like copying a new spell into your spellbook, but faster
At the 6th level, you improve your control of the Crystals' protective
and easier, since you understand your own notation and already know how to
spell, which can increase your resistance during the combat. While cast the spell. You need to spend only 1 hour and 10 gp for each level of the
in combat with an enemy, your AC receives a bonus equal to your copied spell.
Intelligence modifier. If you pass a turn without making a successful
If you lose your spellbook, you can use the same procedure to transcribe the
attack or being targeted by some type of attack, this effect dissipates
spells that you have prepared into a new spellbook. Filling out the remainder
and you will only receive this protection after taking a short or long of your spellbook requires you to find new spells to do so, as normal. Because
rest. of that, many arcane backup spellbooks in a safe place.
The Book’s Appearance. Your spellbook is a unique compilation of spells,
Protection Aura with its own decorative flourishes and margin notes. It might be a plain,
At the 10th level, you have a natural protection aura. Once during functional leather volume that you received as a gift from your master, a
combat, using a bonus action, you can create a 15-foot aura around finely bound gilt-edged tome you found in an ancient library, or even a loose
you that will give resistance to magic damage to all living creatures collection of notes scrounged together after you lost your previous spellbook
in a mishap.
within that area. This area lasts for 10 minutes and is considered a
concentration spell. If you receive any kind of damage, you need to Celerity
do a Constitution saving throw CD 10, if it fails the area is undone.
After reaching the 6th level, everytime you cast a 1st level spell or
Exile higher, you gain the effects of the haste spell until the end of your
next turn.
At the 14th level, as an action, you are able to expel a creature of
your choice to the spiritual dimension temporarily. If the creature Time Stop
offers any resistance to it, it must do a Constitution saving throw.
In failure, it will be transported to the other realm. It can re-do the Starting at the 10th level, your powers advance to the point where
saving throw at the beginning of its turns. In sucess, it will return to you can delay a creature until it stops. As an action, you can try to
the same place it was. If this place is already occupied by another stop time for a creature within less than 30 feet from you. In a failed
creature, they both have to do a Strength saving throw. In failure, Wisdom saving throw compared to your spellcasting ability, the
they receive 4d6 of bludgeoning damage. One of the creatures is creature cannot receive damage, attack or move until the start of
moved to the neareast unnoccupied space. You can use this feature your next turn. You recover this features use after you complete a
once per short or long rest, and it is considered a concentration spell. short or long rest.

Chronomancer Epoch
You focus on manipulating time to your advantage. To be able to travel Starting at the 14th level, you are immune to the effects of the spell
back or advance in time is everyone's wish; You experience a small Time Stop and the letargy caused by the spell haste.
reality of this. Some chronomancers seek knowledge to go back in time
and correct mistakes, or try to save a life. Others are driven to go into Conjurer
the future and learn about an enemy's mistake or find a clue to their own The Conjurers break the space barrier with their spells, bringing
future puzzles. Most of the time, chronomancers use what they have for creatures from elsewhere, disorderly elements from other locations, and
their goals, being happy not to exceed the limits. may even teleport over huge distances or even planes of existence. The
mastery of this can make the distances mean nothing, crossing those
Wise Chronomancer distances even when accompanied.
Starting when you select this school at the 2nd level, you have
advantage in initiative rolls and can't be surprised, as long as you're
not unconscious.

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Find Familiar Oracle
At the 2nd level, as an action, you will be able to summon a willing At the 14th level, just as at the 2nd level, your spiritual connection
creature to help you. This creature can be any one as long as it has makes you see a probability of what will happen throughout the day.
CR 1 or less. This creature obeys your commands and has its own However, this connection becomes stronger, giving you the certainty
initiative. If you do not give any command, it will do its best to defend of something. That way, you will be able to roll 3d20 once a long rest,
you. If it were to take damage that would reduce its life to 0, it does saving the results to be able to help an ally or yourself, as well as an
not take it and instead runs away from combat and cannot receive enemy, being able to change a result in the rolled dice with those you
opportunity attacks. rolled during your rest.
You can only use this feature once per long rest and you can only
have one Familiar each time. You will be able to find familiar of CR 4
Enchanter
after reaching the 10th level and CR 8 after reaching the 18th level. The Enchanter is a puppet master. However, the puppets are other
people and monsters, who can be magically fascinated. The way in
Dimensional Portal which this control is used depends on the nature of each arcane and the
situation in which it finds itself, since it can simply give commands that
At the 6th level, you can create a dimensional bag, that works to
take it out of trouble without causing major problems to others, or even
store small objects. Using your action, you can place or remove an
playing enemies against each other, without worries.
object from this Bag.
Charm
Destiny
At the 2nd level, you learn to enchant the people's mind through
After reaching the 10th level, using an action, you area able to know
their spirits. As an action, do a Performance check. Humanoids
the localization of hostile creatures in a 60-foot area. Additionaly,
that can see you within 50 feet in front of you, must do a Wisdom
you can teleport to any unnoccupied place in this area. You can do
saving throw which the CD is defined by your Performance check. In
this a number of times equal to half your Intelligence modifier per
faliure, these humanoids will obey to any of your wishes, unless it will
long rest.
give them any direct harm, for exemple, "jump from the cliff" or "kill
the king". While they are enchanted, the humanoids do not behave
Realm Warp
as they usually would and, if they were hostile to you allies, you make
At the 14th level, using an action, you can teleport you and friendly them believe they are friends.
creature that are within 15 feet from you to any place within 300 feet
This effect lasts for an hour, and you have to keep the concentration
from where you are. You can do this once per a long rest.
so it doesn't end. If the enchanted humanoid suffers any damage,
they can repeat the saving throw. You can do this once per long rest.
Diviner
The Diviner's mind-eye expansion focuses on seeing through
the veils, whether they are magical covering things up and
altering perception, or even over time, taking glimpses of the
past for your understanding and learning, the present, for
understanding or the future , for planning and even reviewing
their own actions. The Diviner's spells help you understand
reality.

Glimpse
At the 2nd level, you learn to have a basic connection with
the spiritual world, being able to have a glimpse of some
probabilities of what may happen during your day. Once
per long rest, you can choose to have advantage in a skill
or attack roll, or even in a saving throw. After reaching the
10th level, you will be able to use this feature twice per long
rest.

Lie Detector
After you reach the 6th level, you are able to read living
beings spirit, being able to tell if somebody is telling the truth
or not. All creatures that try to make a Deceit or Persuasion
check against you will have a disadvantage. Additionaly,
you have advantage in Intuition checks to know if someone
is lying.

Vision Beyond Reach


At the 10th level, you are to concentrate your mind to
detect the spirit of all beings within 1 mile from you. You are
able to tell the structures' shape, the creatures' localization,
such as its Origin, size and power. By spending 10 minutes
of concentration you can see everything that is in an area of​​
120 feet in radius, over a maximum distance of 1 mile. Using
this ability makes you unable to see your surroundings.
However, you can still hear and feel everything that happens
around you.

87
Enchant Creature Oblivion
After reaching the 6th level, as an action, you can enchant a beat At the 14th level, as an action, you can directly affect the mind and
whose CR be equal or lower than your Arcane level. This beast will spirit of any creature that is within 18 feet from you, being able to
obey to basic commands and if they don't receive any, it will do its change their memory. If the creature doesn't want to have their mind
best to defend you. If the beast is hostile to you, it will have to do a altered, it must do a Wisdom saving throw. On failure, you spend
Wisdom saving throw. If it passes, it will attack you imediatly and this the next minute searching inside this creature's mind what do you
attack will have advantage. want to alter or remove, which may be a memory that happened
on the day, or who are its allies. You can do this once per long rest,
This effect lasts for 1 hour and can only be used a number of times
and, while it is being used, you lose your sight sense for the duration's
equal to your Intelligence modifier per long rest.
time.
Provoke
Evoker
At the 10th level, as an action, you can provoke your enemies so
You focus your study on magic that creates powerful elemental effects
they attack you. You can provoke a number of enemies equal to your
such as bitter cold, searing flame, rolling thunder, crackling lightning, and
Charisma modifier. Those who are affected must perform a safeguard
burning acid. Some evokers find employment in military forces, serving
of Wisdom. On failure, they will be tempted to attack you and will
as artillery to blast enemy armies from afar. Others use their spectacular
have disadvantage to attack any creature other than you.
power to protect the weak, while some seek their own gain as bandits,
Additionaly, you gain an temporary increase in your AC. This adventurers, or aspiring tyrants.
increase is equal to your Intelligence modifer + the number of
affected enemies. This increase lasts for 10 minutes, and you have Sculpt Spells
to keep the concentration so it doesn't end. You can do this once per
After reaching the 2nd level, you can create pockets of relative
long rest.
safety within the effects of your evocation spells. When you cast an
evocation spell that affects other creatures that you can see, you can
choose a number of them equal to 1 + the spell's level. The chosen
creatures automatically succeed on their saving throws against the
spell, and they take no damage if they would normally take half
damage on a successful save.

Potent Cantrip
After reaching the 6th level, your damaging cantrips affect even
creatures that avoid the brunt of the effect. When a creature
succeeds on a saving throw against your cantrip, the creature takes
half the cantrip's damage (if any) but suffers no additional effect from
the cantrip.

Empowered Evocation
After reaching the 10th level, you can add your Intelligence modifier
(minimum of +1) to the damage roll of any arcane evocation spell
that you cast. The damage bonus applies to one damage roll of a
spell, not multiple rolls.

Overchannel
After reachin the 14th level, you can increase the power of your
simpler spells. When you cast an arcane spell of 5th level or lower
that deals damage and isn't a cantrip, you can deal maximum damage
with that spell. The first time you do so, you suffer no adverse effect.
If you use this feature again before you finish a long rest, you take
2d12 necrotic damage for each level of the spell, immediately after
you cast it. Each time you use this feature again before finishing a
long rest, the necrotic damage per spell level increases by 1d12. This
damage ignores resistance and immunity.

Hemomancer
Your study's focus is connected to the power embedded in the bottom of
the blood. This is the most powerful, but the most powerful of the spells.
The use of this magic creates an evil aura. Because of that, the majority
doesn't live much, or, if they did, they succumb to temptation. Magical
users of this kind are incredbly rare and frequetenly considered threats.

Hemomancer's Fortitude
Starting at the 2nd level, your max hit points increase by 2 and
increase by 1 each time you level up in this class.

Living Blood
At the 6th level, you lived a life of hardship e worked hard in the
pratice of your blood magic. You have learned to control your own

88
and others' blood even more. You now can use the blood in new Illusory Area
ways.
At the 14th level, you can create a 90 foot radius illusion area.
As an action, you can make a melee or ranged attack (within 60 Creatures that enter this area must do a Perception or Arcana check
feet) using your spellcasting ability. This attack delas 2d8 + Charisma to notice that it is an illusion. At the beggining of each of its turns,
modifier of necrotic damage (the damage increases to 3d10 at the they can repeat the check, and each time they fail, they receive 6d6
14th level and to 4d12 at the 18th). You can do this once per long of psych damage. You are free to create anything that justifies the
rest. damage inside this area.
As a bonus action, you can recover life equal to half the damage dealt
by this ability. Necromancer
The Necromancer manipulates the life force and, because of that, it
Blood Siphon learn to work with either the living and the dead, reaching the energy
Starting at the 10th level, your blood control expands, affecting, fields not normally known to other arcanes, the afterlife's energy fields.
now, your ennemies. Once in each of your turns, when you deal Although it is real that the necromancer can connect to the dead, his
damage to a creature that doesn't have all your life points with a spell, greatest scope ends up being the manipulation of life forse itself, either
or when you deal damage to a creature with a spell that includes to strengthen his own body or to destroy the body of his enemies. It is
piercing or cutting damage, you can spend an amount of mana equal said that the cataclysm that happened in Shadow Isles was the result of
to the level of the spell to restore your health for an amount equal to the interaction between the two fields of necromancer magic, in which
half the damage dealt. the barrier between the world of the dead and the living was broken.

Blood Rite Cold Blood

At the 14th level, you learn to use the blood to the maximum to After the moment you select this class at the 2nd level, you learn
unlock new discoveries and your Living Blood attack now can have how to transfer lifetime, but you become unable to undo this effect.
an effect area if you want. When you acquire this feature, when you kill a humanoid creature,
you rejuvenates 1 year of your life, not having the option to deny this
When you use Living Blood in the melee way, you will be able to effect. You can rejuvenate indefinitely.
affect all creatures around you within 5 feet. Living Blood requires a
Constitution saving throw for each creature that is within 5 feet from
you or it suffer the same amount of damage on failure, or half of the
damage on sucess.

Illusionist
Deceiving the senses through real illusions that can even hurt is the
art of Illusionists, and it can not only follow the path with destructive
intentions, but can also create entertainment and even ways to
improve training without the risk of injuring someone. However,
illusionism can affect the psychic field of beings, and can even cause
serious injury or death when used in a really skillful way.

Small Faker
At the 2nd level, you learn how to trick other people's
mind through their spirits. You are able to create small
illusions, as swords, keys, or money. You have advantage
in Depcetion checks to convince someone that what you
create is real. This person can do a Perception check to
be sure of that. Additionaly, you have advantage to
discover when something is real or illusory.

Real or Fake
After reaching the 6th level, you learn to create
illusory effects to disguise something real. Using
an action, you can create a fake spell, like a fireball
or lightning, to deceive your enemy of your real skill.
You choose a target to deal psych damage. This target
will have to do a Wisdom saving throw and, on failure,
will take 4d6 of psych damage and will not be able to
notice de illusion, believing that it has received damage
from a real fireball.

Mirror Image
At the 10th level, as a bonus action, you can create
a mirror image of yourself. This image is able to cast
spells in your place, but cannot do any physical attack,
just as it cannot be targeted by anything because it is an
illusion. The illusion lasts for 1 minute during combat and
10 minutes out of combat. You can do this once per short
or long rest.

89
• While curses, the creature takes 2d6 of necrotic damage
per turn.
• Choose an ability. The creature will have disadvantage on
saving throws of this ability.
• The creatura will have disadvantage in all of its attacks.
• The creature gains 1 exhaustion point per day.
You can use this trait as many times as your Intelligence modifier
per long rest. You can only curse one creature each time.

Transmuter
The Transmuter learns that all matter and reality is transitory, through
the precise manipulation of magical energy it is able to transform things,
create new forms, and put the perception of reality in check. The range
of options is immense and the more you commit to this school, the more
the arcane is able to transform, managing to change from inanimate
objects to even people or creatures. The magic of the transmuter is
Protection of Death sometimes confused with alchemy, be it practical in transforming other
metals into gold, or be more philosophical, using the powers obtained
At the 6th level, you learn how to control your own life force, becoming able to gain a greater understanding of yourself and thus improve yourself.
to defend yourself from enemy attacks. When you take damage that would
reduce your hit points to 0 but not kill you instantly, you will have 1 hit point
instead.
Transform
At the 2nd level, as an action, you learn to manipulate small materials
Afterlife's Control and objects, being able to transform something that already exists
At the 10th level, as an action, you can control the remainder energy into something different. You can transform one or more objects to
of any being that has died less than 10 years ago. This reborn being form something new. As in the examples below:
must be an undead whose CR is 4 or less. You can revive a number of • A dry branch and some coins to make a dagger
undeads equal to your Intelligence modifier per long rest. • A helmet into a blade
• Long branch into a Staff
These undeads gain life force enough to move for the next 10 • A sword into coins
minutes. Each one of them has a separate initiative, you use your
bonus action to command them. If the undead don't receive any You can create objetcs like that a number of times equal to your
command, they will stand there without defending or attacking. Intelligence modifier each day. No object created in this way will
return to its original shape after a period of time.
Curse Master
Servants Helpers
After reaching the 14th level, you know when a creature is affect
by any curse. When you touch them, all curses affecting the At the 6th level, you can give temporary "life" to some elements so
creature end. Additionaly, you also can plead a curse on a creature. they can help you. As an action, you can create a servant made of
As an action, you have to touch a creature. This creatura must do earth, mud, sand, wind, fire, stone within 30 feet of you. This servant
a Constitution saving throw and, on failure, it will be cursed. Your can make an attack and generically has AC 8 + your proficiency
curse can have one of the following effects: bonus + your Intelligence modifier. It has hit points equal to your
Arcane level, for example, at the 6th level, the servant will have

90
6d8 of Hit Points, at the 14th, it will have 14d8. You can create any
weapon that you are proficient for it. Like you, the servant will also
be proficient with the weapon.
The servant will break up after 1 minute in combat or 1 hour doing
simple tasks, such as delivering a card, polishing armor or cleaning
the house. You can create and maintain a number of servants equal
to your Intelligence modifier per long rest.

Polymorph
After reaching the 10th level, as an action, you transform a creature
you can see in the range of 20 feet to another form. An unwilling
creature must make a Wisdom saving throw to avoid the effect. The
transformation stays until the spell ends or the target hits 0 Hit Points
or die.
The new form can be any beast whose CR is equal to or less than
the target's (or the target's level, if the target does not have a CR).
The game statistics of the target, including the score of its mental
abilities, are replaced by the statistics of the chosen beast. It maintains
its alignment and personality. The target assume the hit points of
the new form. When it reverts to its normal form, it returns to the
number of hit points it had before it transformed. If it reverts as a
result of dropping to 0 hit points, any excess damage carries over to
its normal form.
This skill lasts for 1 hour and it is necessary that you keep the
concentration. You can use it up to 3 times per long rest.

Wild Growth
At the 14th level, you learn to protect yourself or an ally,
increasing temporarily your life and AC. As an action, you choose
a creature friendly to you so that it grows in a size category, if
small it will become medium, if medium it will become large and
so on. During 1 minute, this creature will have a bonus in its AC
equal to your Intelligence modifier and will gain 5x your Arcane
level as Temporary Hit Points.
You can use this skill many times equal to your proficiency bonus
per long rest.

91
Bodhisattva
Instead of throwing a straight punch, the woman waved her arms in the
air, describing a circle with which her attacker advanced directly seeing
an opening to hit her for good and end that foolery, however after the first
step, he felt something in his stomach, similar to a punch delivered directly
to a totally unprotected area. He fell to the ground, put out lunch, and felt
his strength draining away, with a weakness taking his body in waves and
taking all the strength out of his muscles. As he stared at the feathers that
seemed to grow behind the woman's ear, he wondered how it had happened.
The vastayan approached the man, took his pouch back, tossing it in the
air and feeling its weight, checking that everything was there, without even
saying a word even, she went on her way while the thief feared he was close
to death, taken by the fear he tried to scream but had no voice, slowly saw
everything getting dark and thought it would be his last vision in life.
After a few hours, he woke up in the same place where he was, with a crowd
of onlookers around him who seemed surprised to see him getting up, a
child who watched everything while eating his apple approached him and
said something about him having promised to change his life, that that was
what a Bodhisattva did to people's lives, a rebalancing of their priorities.
Irritated, he reached out to push it and realized that his hand had pierced a
spirit that disappeared afterward. He knew the Bodhisattvas for the fame
of Lee Sin, the Blind Monk, and Dragon's receptacle, but he never thought
he had found and stupidly tried to steal one. He thought about the luck of
being alive and that thought was the beginning of his honest life that lasted
until the end of his days and for which he started to thank that Bodhisattva
vastayan every moment, even when his eyes closed for the last time.

Just as Runeterra's magic can structurally modify a simple flower that


grows on soil rich in mystical energy, so do some peoples, who found
within themselves a source of energy that reverberated with the magic
of the world and the spiritual world, the Ki.
The Bodhisattva improves himself, gradually transcending mortal
conditions and connecting with a spiritual essence in the search for the
fullness of being and understanding himself, he connects the magic that
permeates Runeterra to his skin, his flesh and his bones, in the totality of
his body through Ki, achieving feats that are not merely magical.
The view that the Bodhisattva is just a conduit that turns magic into Ki
is common, although this has not been studied enough yet, there may
be more than initially imagined, especially when analyzed from the
perspective of the three magical sources.

Ki

Those who seek excellence in their bodies often do so the Ki


that travels through it can do it without any obstruction, in
a continuous and harmonic flow. This mastery achieved little
by little gave Ki scholars the view that this energy was not
something exclusive to Bodhisattvas, but something common to
all beings, even the inanimate.
Through careful studies carried out in the temples, they started to not
only manipulate the Ki in their bodies but also managed to interact with
the Ki of other existences.
One of the risks of using Ki is the feeling of power and excessive vanity,
which has already victimized many Bodhisattvas who considered
themselves to be above mere mortals. Perhaps a whim of fate, or
maybe just the result of carelessness and forgetting the basic
principles of self-understanding necessary to better
use that power.
Those who walk the path of
Bodhisattvas are in a constant battle
with their inner fears and demons,
and any defeat in this daily battle

92
The Bodhisattva
Level Martial Speed Features Ki Sutras Vel
1st 1d6 - Ki, Sutra 2 1 1
2nd 1d6 +10 feet Doctrine, Unarmored Movement 3 2 1
3rd 1d6 - Doctrine Feature 4 2 2
4th 1d6 - Enhancement, Slow Fall 5 2 2
5th 1d6 - Extra Attack 7 4 3
6th 1d6 +15 feet Golpes de Chi, Doctrine Feature 8 4 3
7th 1d8 - Evasion, Peaceful Mind 9 4 4
8th 1d8 - Enhancement 10 4 4
9th 1d8 - Unarmored Movement Enhancement 11 4 5
10th 1d8 +20 feet Purity of Body 12 6 5
11th 1d10 - Doctrine Feature 13 6 6
12th 1d10 - Enhancement 14 6 6
13th 1d10 - - 15 6 7
14th 1d10 +25 feet - 17 6 7
15th 1d10 - Doctrine Feature 18 8 8
16th 1d10 - Enhancement 19 8 8
17th 1d12 - Doctrine Feature 21 8 9
18th 1d12 +30 feet - 22 8 9
19th 1d12 - Enhancement 24 8 10
20th 1d12 - Doctrine Feature 25 10 10

can often cost the balance, pushing Bodhisattva out of fullness toward Creating a Boddhisattva
a path of fear and pettiness, really trying to be something in addition to
mere mortals. As you create your bodhisattva character, think about your connections
to the monastery where you learned your skills, and spent your
formative years. Were you an orphan or a child left at the entrance to
the monastery? Did your parents promise you to the monastery out of
Sutras and Doctrines gratitude for bodhisattva services? Did you enter this secluded life to
hide from a crime you committed? Or did you choose monastic life
The temples that in ancient times were formed with interested people willingly?
and working together gradually became the major reference of Consider why you leave. Did the leader of your monastery choose you
Bodhisattvas, however, fullness is beyond a destination, an infinite for a particularly important mission beyond the monastery? You may
number of paths. have been expelled for violating any of the community rules. Were
Many paths have already been followed by Bodhisattvas throughout you devastated when you left, or were you happy to leave? Was there
the world, whether through the connection with the spiritual magic of anything you expected to complete outside the monastery? Were you
animals, the elemental with natural powers, or even celestial through the looking forward to going home?
understanding of celestial movements. As a result of the structured life of a monastic community and the
In search of this knowledge, some have left records here and there discipline necessary to master ki, bodhisattvas almost always have a
on how to activate certain particularities of the powers of Ki. Mostly, loyal alignment.
in sutras, units of physical knowledge that can often transmit this
knowledge in a ciphered way, understandable only by those who reach Quick Build
a certain degree of fullness.
You can make a Boddhisattva quickly by following these suggestions.
Yet, just as the paths are many, some have left their records not in First, Strength must be your highest ability score, followed by Wisdom.
temples or schools, but in objects that were part of their lives or in places Second, choose the Wanderer Past.
where they found the perception of leaving a legacy.
Additional sutras are often absorbed by the Bodhisattva's body and Class Features
encoded in his Ki through flow manipulations, so there is a limit to the As a Boddhisattva, you gain the following class features.
number of sutras that a body can maintain at the same time and in
harmony, however, there are rumors of artifacts and pacts with spiritual Hit Points
entities, which can provide a breach of these limits. The truth and the
price of these rumors are that it differs in each source, while some claim Hit Dice: 1d10 per Boddhisattva level
that it can cost its fullness, others say that this is the only way to be truly Hit Points at the 1st Level: 10 + your Constitution modifier
full.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
per Bodhisattva level beyond 1st

93
Proficiencies In addition, the Bodhisattva's contact with Ki ends up awakening hidden
abilities of the body that can be studied and intensified, among them:
Armors: None
Weapons: Simple weapons, short swords, and ninja weapons. Unarmored Defense
Craft: Choose a type of artisan tool or a musical instrument Ki's Vigor is the improvement of your own body, which, through Ki,
must be improved by balancing mind, body, and spirit, when creating a
Saving Throw: Strength & Wisdom
character, choose from one of the strongholds below:
Skills: Choose tree between Acrobatics, Athletics, Stealth, History,
• Wind Haven. Your agility is not only a reflex but also the result of training
Intimidation, Insight, Medicine, Nature, Perception, Persuasion, Religion in anticipating movements, for this reason, from the 1st level, when you
and Survival are not wearing any armor or wielding a shield, your Armor Class will be
10 + your Dexterity modifier + your Wisdom modifier.
Equipment • Iron Haven. The stiffening of your muscles is done not only for physical
prowess but also as a derivative of training with Ki, from the 1st level,
You start with the following equipment, in addition to the equipment when you are not wearing any armor or wielding a shield, your Armor
granted by your Past: Class will be 10 + yours Strength modifier + your Wisdom modifier.
• (a) a shortsword (b) any simple weapon
• (a) a ninja weapon or (b) a Bodhisattva weapon Ki Refinement
• (a) an explorer’s pack or (b) dungeoneer’s pack or (c) priest pack
• (a) 10 darts or (b) 10 shurikens The Bodhisattva understands his own body and with this, he can
improve it with Vigor, but also, Vigor itself can be studied through
techniques focused on combat, the Martial Arts, with that, on the 1st
Ki level, its practice in martial arts it grants you mastery of combat styles
that use unarmed strikes and Bodhisattva weapons, which are short
The Ki is the comprehension of the internal and external energy and of swords, any simple melee weapons or Ninja weapons that do not have
its relationship with the true being which transcends the mundane. The the properties two-handed or heavy, or weapons of your Doctrine.
Ki is a common principle to every form of existence, be it physical of You gain the following benefits while you are unarmed or wielding a
ethereal, living, or dead. Plants have their Ki and blossom much intensely Bodhisattva weapon and you are not wearing any armor or wielding
when they emanate it. Even the dead and decomposing corpses have a shield:
their Ki.
• You can use Dexterity instead of Strength for attack and damage rolls
After the 1st level, your training allows you to control the mystical from your unarmed strikes and your Bodhisattva weapons.
energy of Ki. Your access to this energy is represented by a number of Ki • You can roll a d6 in place of the normal damage from your unarmed strikes
points. Your class level dictates the number of points you have as shown and Bodhisattva weapons. This dice changes as you acquire Bodhisattva
on the Ki column on The Bodhisattva table. levels, as shown in the Martial column in the Bodhisattva table.
• When you use the Attack action with an unarmed strike or a Bodhisattva
You can spend these points to sustain many of the Ki characteristics. weapon on your turn, you can perform an unarmed strike with a bonus
When you spend a Ki point it becomes unavailable until you finish a action. For example, if you perform the Attack action with a quarterstaff,
short or long rest. Then, you regain all the points you spent. You must you can also perform an unarmed strike with a bonus action, assuming
spend at least 30 minutes of your long rest meditating in order to recover you have not yet performed a bonus action this turn.
your Ki points. Certain Doctrines use specialized forms of Bodhisattva weapons. For
Some Ki characteristics require your target to make a saving throw to example, you can use a club made of two pieces of wood connected by
resist the effect of the characteristic. The saving throw DC is calculated a small chain (called a nunchaku) or a scythe with a strange thin blade
as follows: (called a kama). Whichever name you use for a Bodhisattva weapon,
you can use the game statistics shown for the weapons.

Ki resistance DC = 8 + proficiency bonus + your Wisdom modifier.

94
Sutra throw or he will be Stunned until the end of his next turn.

The cultivation of discipline between body and spirit, allows Ki to be 6th Level
used and developed, the practitioner starts to receive characteristics Ki Vibration. You gain the ability to send lethal vibrations into
inherent to this development that can often be used by consuming his someone's body. When hitting a creature with an unarmed strike,
Ki reserve, the Sutras, techniques, and knowledge common to all the you can spend any number of Ki (X) to start these vibrations.
doctrines. The difference between Sutras and other class characteristics Vibrations are harmless unless you use your action to end them. The
is that they can have an inductive component, an aspect that can be target must be on the same plane of existence as you. When you
used through the consumption of Ki. do this, the creature must make a Constitution saving throw against
In addition to the Sutras described here that are achieved at each level, your Ki DC. In a failure, it receives (1 * X) martial damage dice in
there are other Sutras lost in ancient manuscripts that can be learned, necrotic damage, or half that damage if successful. You can choose
these Sutras are only inductive. The "Sutras" and "Vel" columns refer to to complete these vibrations harmlessly.
additional capabilities that can be learned during the campaign.
7th Level
Class' Sutra Mental Sanctuary. Spending 1 Ki point, you can use the Peaceful
Bodhisattvas have all class Sutras according to their Bodhisattva level. Mind characteristic on another person as an action.
Additional and Vel Sutras can be found in the Sutras list in Chapter 5: Ki Infusion. Choose a combat weapon or unarmed strike as your
Personalization - Sutras. Class Sutras do not count towards the limit for signature. When attacking with this weapon, you can spend 1 point
additional Sutras. of Ki and add to the damage a die below your martial die, if you hit
the attack, that point is restored.
1st Level
Phantom Movement. You can spend 1 Ki point to perform the 8th Level
Dodge action, as a bonus action, on your turn. Ki Hardness. Your attacks with Bodhisattva weapons, unarmed
strikes, and Ki Blast, now have a critical margin of 19-20. When
2nd Level you hit a critical attack you can spend 2 Ki points to deal 3 times the
Essential Lightness. You can spend 1 Ki point to perform the damage instead of 2 times.
Disengage or Dash action, as a bonus action, on your turn, and your
jumping distance has doubled that turn. 9th Level
Quintessential Strike. Immediately after you perform the Attack Spiritual Haste. You can spend 2 Ki points to cast on yourself the
action on your turn, you can spend 1 Ki point to perform two spell haste without the need for a magic slot or components.
unarmed blows as a bonus action.
10th Level
Ki Blast. You can channel your Ki as a ranged attack spell instead
of an unarmed strike by spending 1 Ki point. This attack has a range Purity Of The Sanctuary. Spending 1 Ki you can use lesser
of 30/60 feet. You are proficient with it and can add your Wisdom restoration on a target.
modifier to the attack and damage dealing 1 damage dice below Ki Profusion. You can choose another weapon or attack to benefit
your Martial damage as force damage. This dice changes as you gain from Ki Infusion and when using this ability, if you hit the attack, you
Bodhisattva levels following the Martial scale of the Bodhisattva recover 2 Ki points instead of just 1.
table. When attacking with Ki Blast, you can make an additional
unarmed strike as a bonus action. 11th Level
3rd Level Ki Step. You gain the ability to relocate your being instantly, as a
bonus action, you can spend 4 Ki points to teleport up to 60 feet to an
Redirect Projectiles. You can use your reaction to deflect or catch
the projectile when you are hit by a ranged weapon attack. When
you do, the damage you take from the attack is reduced by 1d10
+ your Dexterity modifier + your Bodhisattva level. If the damage
is reduced to 0, you can pick up the projectile if it is small enough
to be held in one hand and you have at least one free hand. If you
pick up a projectile this way, you can spend 1 Ki point to perform
a ranged attack with the weapon or ammo you just picked up, as
part of the same reaction. You perform this attack with proficiency,
regardless of the weapons you are proficient in, and the projectile
counts as a Bodhisattva weapon for the attack. The distance from
the Bodhisattva's attack is 20/60 feet.

4th Level
Ki Theft. When you make an attack against a creature that is
not undead or a construct, you can use a bonus action to make
the target perform a Constitution saving throw with a DC equal
to the Bodhisattva's DC. On a failure, you add a point of Ki. Your
Ki cannot exceed your maximum using this ability.

5th Level
Reverberate Ki. You can interfere with the flow of Ki from an
opponent's body. When you hit another creature with a melee
attack with a weapon, you can spend 1 Ki point to attempt
cause Stun. The target must succeed in a Constitution saving

95
unoccupied space that you can see. You will then have an advantage reach certain levels, as shown in the Bodhisattva table.
on the first melee attack you make before the end of your turn.
At the 9th level, you gain the ability to move across vertical surfaces and
over liquids, on your turn, without falling during the movement. If you
12th Level finish your movement on a liquid or vertical surface, you will sink or fall
Redirect Ki. You learn to take advantage of your enemies' failures. normally.
When a melee attack misses you, you can use your reaction to spend
2 Ki points and make two unarmed strikes on your attacker.
Enhancement
13th Level
When you reach the 4th level and again at the 8th, 12th, 16th, and 19th
Quintessential Language. You learn to touch the Ki from other level, you can increase one ability score, of your choice, by 2 or you can
minds by making you understand all the languages spoken. increase two ability scores, of your choice, by 1. By default, you cannot
Furthermore, any creature that can understand a language will be raise an ability score above 20 with this trait. Alternatively, you can
able to understand what you speak. Spending 1 Ki you can make a choose one of the General Enhancements in Chapter 5: Customization
creature receive the same benefits for a number of hours equal to - Enhancements.
your Wisdom modifier.

14th Level Slow Fall


Adamantine Stronghold. Your Ki mastery grants you proficiency in
Starting at 4th level, you can use your reaction, when you fall, to reduce
all saving throws. Also, every time you perform a saving throw and
your fall damage taken by five times your Bodhisattva level.
fail, you can spend 1 Ki point to reroll the saving throw.

15th Level Extra Attack


Ki Pulsation. Your ability to manipulate Ki extends to others, when
you hit a critical attack with a Bodhisattva weapon, an unarmed Beginning at 5th level, you can attack twice, instead of once, whenever
strike, or a Ki Blast, you can declare it as a stunning attack without you take the Attack action on your turn.
consuming Ki. You can spend 1 Ki to force the Constitution saving
throw to be rolled with disadvantage.
Ki Strikes
16th Level
From the 6th level, your unarmed strikes count as magic weapons with
Gift of Ki. You become a master of the flow of Ki. When you miss an the purpose of overcoming resistance or immunity to attack and non-
unarmed strike, you can spend 1 Ki point to attack the same target magic damage.
again. When you miss an unarmed strike, you can spend 1 Ki point to
attack the same target again.
Evasion
17th Level
Beginning at 7th level, you can nimbly dodge out of the way of certain
Flourish of Ki Theft. By using Ki Theft to steal Ki, you can regain
area Effects, such as a infernal drake's fiery breath or an ice storm spell.
2d8 hit points and reverse aging effects over a number of years up to
When you are subjected to an effect that allows you to make a Dexterity
your Bodhisattva level. This Sutra can be used as many times as your
saving throw to take only half damage, you instead take no damage if
Wisdom modifier for long rest.
you succeed on the saving throw, and only half damage if you fail.
18th Level
Ki Form. You can use your action to spend 4 Ki points and remain Peaceful Mind
invisible for 1 minute. During that time, you also gain resistance to
all damage except force damage. Additionally, you can spend 8 Ki From the 7th level on, you can use your action to finish an effect on
points to cast the astral projection spell, without the need for material yourself that is bewitching or frightening you.
components. When you do, you cannot take any other creature with
you.
Purity of Body
20th Level
At 10th level, your Ki mastery flows through you, making you immune
Self Improvement. When you roll initiative and have no Ki points to disease and poison. Also from that level, you ignore the need for a
left, you recover 4 Ki points. material component to cast a Sutra.

Doctrine Doctrine
Doctrines especially represent where the Bodhisattva learns to channel
When you reach 2nd level in this class, you must choose a Doctrine: his Ki and how he does it. They are usually monasteries or temples where
Doctrine of Wuju Art, Doctrine of Blade Dance, Doctrine of Shojin they train for years until they reach a state in which they can consider
Monastery, Doctrine of Hakensai Technique, Doctrine of Spiritual themselves able to experience the world and improve themselves
Walker, all detailed at the end of this class description. Your choice will through the impact of the outworld.
grant you characteristics at the 1st level and again at the 3rd, 6th, 11th,
15th, 17th, and 20th levels.
Doctrine of Blade Dance
Unarmored Movement An almost lost art, the Doctrine of Blade Dance was forgotten thanks
to the peace of Ionia, becoming a simple cultural dance of silks and veils.
Starting at 2nd level, your speed increases by 10 feet while you aren’t Recently rescued, it uses Ki to handle special sharp blades along its entire
wearing armor or wielding a shield. This bonus increases when you length, without any grip.

96
Navori Blade Bladesurge
The moment you choose this doctrine you are proficient with Navori At level 3, you learn to work better together with your blades. At the
Blades. Navori blades have unique properties and are controlled by cost of 2 Ki points, you can with one action or bonus action advance on
the use of Ki. Initially you can control only 1 blade, starting to control an enemy within 10 feet of you. When advancing this way and attacking
additional blades at levels 6, 11 and 17. When used with Ki, you ignore the enemy, if he dies in that attack, you recover the spent Ki points.
the characteristics of this weapon in the Exotic Weapons table in Chapter
6: Equipment and they get the Extension feature. Defiant Dance
Each Navori Blade floats by its Ki control, for each additional blade in At 6th level, you have a greater affinity with the Navori Blades,
action (be it in defense or attack stance), its Ki reserve is reduced by increasing your control to up to 2 Blades at a time. Additionally you can
1 point that can be restored by breaking the blade's control. To use direct your Ki to increase your defensive power, using your reaction and
any blade in addition to the first, you must necessarily have 1 Ki point 2 Ki, you make your Blades surround you at high speed defending you
available for each additional blade. If you want to use the Ki point from most attacks.
allocated on a blade, you can choose to drop it or sheathe it.
Until the start of your next turn you cannot move and have resistance
Blades that are in action float up to 5 feet around you as they stay to non-magic damage and half of all damage received (rounded down)
attached to your spirit, so you don't have to carry them around. If you during that time, is returned in 1 extra attack made when starting your
become unconscious, stunned or paralyzed, your blades fall to the floor. next turn ( before any action or movement) in a line up to 10 feet from
you. Creatures in this line must perform a Dexterity saving throw with
The blades can be used both in attack and defense stance. For every two
DC equal to your Ki DC, taking all damage on a failure and only half on
blades in attack stance, you get +1 to your attack rolls, while for every
a success.
two blades in defensive stance, you get +1 AC.
Attack Rolls made by Navori blades through the Doctrine of Blade Flawless Duet
Dance use their Wisdom or Dexterity modifier as a weapon's hit
modifier (whichever is higher), attacks made with more than one blade From level 11 onwards, you will be considered a master of the Dance of
deal 1 additional damage per blade. When declaring that one or more the Blades, being able to control up to 4 Blades at a time. In addition, you
blades are in an attack or defense stance, they can only change their can use your action and 2 Ki points to launch 2 blades into empty spaces
stance at the beginning of your turns. up to 15 feet from you imbuing them with spiritual energy. These blades
cannot occupy the same space and can be launched separately at any
For example, at level 17, you can use 4 blades to attack, gaining +2 on time until the end of your shift without having to spend another action,
hit rolls and +3 additional damage on attacks and 2 to defend yourself, the blades stay in the defined space until the end of your next turn. As
gaining +1 on your AC. If you want to change this, you must declare this long as they are positioned this way, they cannot be used to attack or
action at the beginning of your turn. defend and, at the end of the duration, they return to you.
You can, as a bonus action, activate your Ki present in the weapons to
create an energy line between the two positioned blades, while doing so,
enemies within that line must perform a Wisdom saving throw DC equal
to your Ki DC , on a failure the creature takes 3d10 psychic damage
and the creature is stunned. On success, the enemy takes only half the
damage. When you activate your ki on these blades, they return to you.

Vanguard’s Edge
At level 15, you can spend your action and 2 Ki points to create a 15-foot
inverted cone made of Spiritual Blades, these blades are created through
your control of spiritual energy and do not count as Navori Blades.
Creatures in the area at the time this ability was launched must perform
a Dexterity saving throw with DC equal to your Ki DC, on a failure they
take 8d6 slashing damage, on a success they take half damage. The Blade
cone remains in the area until the end of your next turn (dissipating
at that time), if enemies cross that area, they receive a 10-foot speed
reduction and 2d6 slashing damage. You can use this ability a number
of times to your Wisdom modifier for long rest. If you want to use this
ability again in the same fight, you must spend 9 Ki instead of 2.

Grand Master of the Blades


At level 17, you have mastered the art of Navori Blades, being able to
control up to 6 blades at a time. In addition, you have an extra attack.

Navori’s Grace
At the 20th level, when using at least 4 blades in attack stance, your
critical margin decreases by 2 and your critical damage multiplier rises
by 2. By employing at least 4 blades in a defensive stance, physical
attacks against you are made at a disadvantage. Additionally, you can
now control up to 8 blades instead of 6.

Doctrine of Hakensai Technique

Hakensai Technique is the name given to several techniques that exist


by Runeterra and especially in Ionia, where masters of weapons learn
to channel an element through their Ki through their weapons, usually

97
blades. The two best-known techniques are the wind sword, which Path of the Patient. You gain proficiency with a craft of your
was taught to Yasuo by Elder Souma, the last master of this technique, choice between: carver, painter or with a musical instrument.
and the Ice sword, known by Elder Jing. In addition to these, not many
masters of the Hakensai Technique are known, and even these, among Elemental Awakening
the few that exist, reserve their training for
From the 3rd level, spending 1 action and 2 Ki points, you amplify your
even less apprentices, only after they have seen Elemental Path
elemental powers by creating an effect according to your element,
their refinement of character and unwavering d6 Element
channeled through your weapon. Some skills may require a saving
will. 1 Water
throw, the DC is equal to your Ki DC
2 Earth
Elemental Path 3 Fire Water Mirror. Choosing element Water, as long as you have a
4 Wind body of water nearby, you can cast the magic reflexes through the
When you choose this Doctrine, you start
5 Ice water. In addition, for every 2 additional ki points spent, you get 30
training to master the use of an element. Choose
6 Lightning
feet of swimming speed.
from the elements from the table below:
Stone Aegis. By choosing the Earth element, you amplify your
When starting your training, you must choose
Sentinel Style to coat your body in rocks, you can perform a Dash
an element and that element can no longer be changed. Each of these
action ignoring difficult terrain and if you have moved at least 30
elements corresponds to a different school/ teacher and confers a skill
feet in a straight line towards an enemy, you can perform a melee
set within that doctrine. Additionally, when using elemental Sutras with
attack an enemy within 5 feet of you with your Elemental Weapon.
the chosen element, you can ignore the material component.
In addition, for each additional 2 Ki you spend, you get +1 on your
Way of the Zealot. Choosing the Water element. you can use your AC until the start of your next turn
action to heal yourself or an ally within 15 feet of you, for each point
Wildfire. By choosing the Fire element, you can charge your
of Ki you spend, you can heal 1d6. In addition, if the healing regains
Elemental Weapon with your ki, causing flames to envelop your
a creature's maximum health, the excess healing is transformed into
weapon. For 1 minute, your attacks with your Elemental Weapon
temporary hit points, forming a water barrier around the creature.
do 1d6 additional fire damage. In addition, for each additional 2 Ki
Way of the Sentinel. By choosing the Earth element, you learn spent, your weapon deals an additional 1d6 fire damage.
how to create a thin yet resistant layer of rocks around your skin,
Gathering Storm. By choosing the Air element, you cast a
giving you +1 AC if you are not wearing armor.
hurricane in a 15-foot line from you. The conjured hurricane deals
Way of the Doctrinator. Choosing the Fire element, you can, as 1d8 slashing damage. Creatures on the line of the hurricane must
a bonus action, use 1 Ki point to create or stop flames, and you make a Dexterity saving throw, on a failure the creatures hit take
can create bonfires or put them out. Alternatively for each ki point 1d8 of cutting damage and are launched 10 feet high. For every
spent, you can deal 1d6 fire damage to an enemy within 15 feet of 10 feet of fall, a creature takes 1d6 bludgeoning damage and
you or decrease the damage of a spell that does fire damage by 1d6. falls prone, unless it can avoid damage from the fall. For every 2
additional Ki points spent, the hurricane increases its range by 5 feet
Way of the Wanderer. Choosing the Air element, whenever it
and deals 1d8 additional damage.
reaches 60 feet of movement, the wind around it forms a shield
that guarantees +1 in your AC. The shield is activated when it takes Frost Shard. Choosing the Ice element, you concentrate to form
damage from an enemy absorbing its proficiency bonus from the a splinter of ice in front of you, and you can make a ranged attack
damage done until the start of its next turn, after activation the with a 20-foot range, inflicting 1d8 of cold damage and slowing
shield loses the bonus on its AC and needs to be reloaded. This the target's speed by 10 feet until the start of your next turn.
effect does not stack. Alternatively, you can increase your concentration time to increase
the size of the shard, for every 2 Ki points spent more and each turn
Way of the Wanderer. Ice is one of the most dangerous elements,
without taking any attack action, your shard does 3d8 additional
and can cause massive damage to both the enemy of the bearer and
damage.
the bearer. By choosing this element, you can energize your attacks
made with your elemental weapon using 1 point of Ki, dealing Electric Tension. By choosing the Lightning element, you can
1d6 of cold damage. Whenever you spend Ki points in addition to energize your Elemental Weapon with electricity, and you can
the first, you must perform a Constitution saving throw CD 10 + perform an attack action with your Elemental Weapon. On hit,
the number of Ki points spent, if you fail you receive 1d6 of cold this attack does 1d8 additional lightning damage and, for every
damage for each point spent. 2 Ki spent, this attack does 1d8 additional damage. In addition,
whenever you roll initiative, add your Wisdom modifier to the roll.
Way of the Dynamo. By choosing the element lightning, you
receive a 10-foot bonus on your speed. In addition, you can, as a
bonus action, spend 1 Ki point to receive +5 feet of speed per Ki
Hakensai Weapon Enhancement
point spent, this bonus lasts for 1 minute. At 6th level you imbue your Ki to your Elemental Weapons, ensuring the
following benefits.
Path of the Hakensai Weapon Elemental Magic Weapon. Your attacks with your Elemental
Additionally, when you choose this Doctrine, your training in martial Weapon count as magic for the purpose of overcoming resistance
arts leads you to master the use of a certain type of weapon. You receive or immunity to non-magical attacks and damage.
the following benefits:
Skillful Strike. When you hit a target with your Elemental Weapon,
Elemental Weapon. Choose any melee weapon. The weapon can you can spend 1 Ki point so that it deals extra damage equal to your
be simple, martial or a ninja weapon that does not have heavy and Martial Arts die of the same type as your chosen element (piercing
special properties. You gain proficiency with this weapon if you for zealot, bludgeoning for sentinel, fire for doctrinator, slashing for
didn't have it. The weapon chosen is a Bodhisattva weapon for wanderer, cold for arctic and electric for dynamo). You can use this
you. Many features of this doctrine work only with your Elemental feature only once on each of your turns.
Weapon.
Sharpen Weapon. As a bonus action, you can spend up to 3 Ki
Quick Dodge. If you make an attack with your Elemental Weapon, points to add, while wielding your Elemental Weapon, a bonus on
as part of your attack action, you can use it to defend yourself. As attack and damage rolls. The bonus is equal to the number of Ki
long as the weapon is in your hand and you are not disabled, you points you have spent. This bonus lasts 1 minute or until you use
gain a +1 bonus to AC until the beginning of the next turn. this feature again. This feature has no effect on magic weapons that
already have bonus attack and damage rolls.

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Elemental Aptitude. When using elemental Sutras of your While in this form, you can enter and occupy the space of another
element, the Ki cost is reduced by 1 (minimum of 1). If a Sutra costs creature, you have resistance to non-magic damage and you have
1 Ki point but has some improvement with the consumption of 1 an advantage in Strength, Dexterity, and Constitution saving
additional Ki point, you can choose to use 1 Ki to use this Sutra with throws, also, d you can pass through small holes, narrow openings,
that improvement. and even mere cracks.
While in liquid form, you cannot attack, cast spells, speak or
Elemental Infusion manipulate objects, and any objects you were carrying or holding
At the 11th level, you improve your elemental ability, and you can cannot be dropped, used or otherwise interacted with. You can end
create previously unimaginable effects. The skills described below are this effect at any time.
channeled through your Elemental Weapon and require the expenditure
Heart of Stone. By choosing the Earth element, you can amplify
of 4 Ki points and your bonus action (unless the skill says otherwise).
your layer of protective rocks, spending your bonus action and 3 Ki
Some skills may require a saving throw, the DC is equal to your Ki DC.
points, granting you resistance to all physical damage for the next
Life Theft. By choosing the Water element, you can suck some minute. For every 3 additional Ki points spent, you increase the
of an enemy's vital energy. You can target a single enemy in the duration of this ability by 1 minute.
range of your Elemental Weapon, it must succeed in a Constitution
Flash of Flames. By choosing the Fire element, you can stick your
saving throw, if it fails it will receive 2d10 necrotic damage, and you
weapon on the ground at your feet to cast a pillar of flame into a
receive a cure equal to the damage done by applying the Zealot
cylinder 10 feet in radius and 40 feet high up to 30 feet from you.
Style effects. For every 3 additional Ki points spent, you increase the
Creatures in the area of this pillar must perform a Dexterity saving
damage of that ability by 1d10.
throw, if they fail they take 5d8 fire damage, and on a success take
Wall of Rocks. By choosing the Earth element, you can cast only half the damage.
the stone wall magic for 1 hour, without the need for material
Steel Tempest. Choosing the Air element, upon reaching creatures
components and concentration. You can end this effect at any time.
with your Crescent Storm ability, you can use your bonus action
Flaming Retribution. By choosing the Fire element, if you are not and 5 Ki points to advance to one of the creatures in the air to cause
wearing armor, you can manipulate the energy of your spirit to you 3 extra attacks with your Elemental Weapon.
grant you armor made of flames, which grants you resistance to
Ice Sarcophagus. By choosing the Ice element, you can lower the
fire and cold damage for the next minute. In addition, if an enemy
temperature of the entire environment around you. Creatures within
hits you with an unarmed strike, it takes 2d8 fire damage. For every
a 20-foot radius of you, including you, must perform a Constitution
3 additional Ki points spent, you increase the duration of this ability
saving throw, on a failure their speed drops by 10 feet for 1 minute.
by 1 minute.
Also, you can choose up to 5 enemies and force them to perform
Wind Wall. Choosing the Air element, you can manipulate the a n o t h e r
wind around you to conjure the magic wind wall without the need
for material components, spending 3 points of Ki. For every 3
additional Ki points spent, you increase the spell's length by 10 feet
and the spell's height by 5 feet.
Glacial Stupor. By choosing the Ice element, you can lower the
temperature around a creature in up to 5 * your Wisdom modifier
feet, causing it to perform a Constitution Save, if it fails it will have
its speed reduced by 20 feet for the next minute, being able to
repeat the save at the end of each of the creature's turns. For every
3 additional Ki points spent, you can affect an additional creature up
to a number equal to your Wisdom modifier.
Nitescent Current. By choosing the Lightning element, you can
energize your attacks with your elemental weapon with an electric
current, attacks made with that weapon for the next minute take
2d8 additional lightning damage. For every 3 additional Ki points
spent, you increase the damage of this ability by 1d8.

Elements Strength Elements Strength


From the 15th level onwards, the Element Damage Type
damage of your attacks and abilities Water Lascerating
made with your Elemental Weapon will Earth Crushing
have your damage transformed into Fire Incinerating
a magician based on the type of your Wind Incisive
element as shown in the Strength of Ice Glacial
Elements table. Lightning Plasma

One with the Elements


At level 17, you can channel absurd amounts of energy from your
element through your Elemental Weapon. Some skills may require a
saving throw, the DC is equal to your Ki DC. Using your action and 5 Ki
points, you can use your element's ability described below.
Liquid Effigy. By choosing the Water element, you can transform
yourself into a liquid form for 1 hour, along with everything you are
wearing and carrying. This ability ends prematurely if you fall to 0
hit points.

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Constitution saving throw, in a failure these enemies receive 3d8 of Doctrine of Spiritual Walker
glacial damage and are petrified in Ice for 1 hour, when you do this
you receive an exhaustion point. You can use your bonus action to Living on the threshold between the spiritual and material world, the
defrost an enemy. Spiritual Walkers are natural channelers of animal spirits, having great
Eletric Storm. Choosing the Lightning element, you cast an difficulty in understanding how to direct these impulses without the
electrical explosion from your Elemental Weapon, creatures within support of an instructor, are often taken by crazy or possessed.
15 feet of you must perform a Dexterity saving throw, on a failure
receive 3d8 plasma damage and only half on a success. If a creature Animal Spirit
is wearing metallic armor, it will have a disadvantage in the saving At level 2, you have access to a spiritual animal. Each spirit gives you a
throw and will take twice as much damage. On asuccessful save, different stance. Spending 1 Ki point and a bonus action, you can enter a
the creature takes half as much damage. stance. When you enter a stance, you receive the benefits of it until you
decide to abandon that stance or switch to another stance.
Elemental Plenitude
Each stance when activated generates a persistent effect that lasts for
When you reach the 20th level, you become immune to the type of 1 minute and cannot accumulate with it even if the stance is activated
damage your element does according to the Strength of Elements table. again for the duration of the persistent effect. At the end of that minute,
Additionally, you gain resistance to elemental damage of your choice. you can spend 1 Ki point to reactivate the persistent effect. Choose one
between:
Doctrine of Shojin Monastery Turtle. The turtle's stance increases your AC by +2. Upon activating the
Turtle's stance, you gain temporary hit points equal to your Bodhisattva
The Shojin monastery indoctrinates the body, mind and spirit of its level + your Proficiency bonus. In addition, you gain resistance to magic
adherents, causing them to reach the fullness of their physical abilities in damage as a persistent effect.
communion with the connection with the spirit world. A few adepts find Turtle. The turtle's stance increases your AC by +2. Upon
a particular attunement with weapons and choose to use them achieving activating the Turtle's stance, you gain temporary hit points equal
mastery that is equivalent to that of their own bodies. to your Bodhisattva level + your Proficiency bonus. In addition,
you gain resistance to magic damage as a persistent effect.
Additional Proficiency
Cheetah. The Cheetah's stance increases your speed by 5 feet. By
By choosing this Doctrine, you learn the Draconic language, and activating the Cheetah's stance you gain an advantage on your next
additionally, increase your AC by +1. Agitation At level 3, by spending attack. Also, you gain proficiency in Dexterity saving throws as a
1 point of Ki, you can energize your next unarmed strike to deal 2d4 of persistent effect.
additional force damage.
Lion. The Lion's stance gives you proficiency in intimidation (if you
Safeguard already have proficiency you have an advantage in tests with this
ability). Upon activating the Lion's stance you emit a frightening
At level 6, by spending 2 Ki points you can use your movement to launch roar (enemies within 60 feet of you who can hear you must perform
yourself in front of an ally within 10 feet of you, creating an energy a Wisdom saving throw DC equal to your Ki DC, if the targets fail,
shield that increases your AC and your ally's by +2 until the end of your they are Frightened for 1 minute). In addition, allies who can see or
next shift. hear you receive +1 on their attack rolls.

Iron Will Bear. The Bear's stance gives you resistance to a type of non-
magical physical damage (choose between Slashing, Bludgeoning,
At level 11, by spending 2 Ki points and your action, you gain resistance or Piercing when entering the stance). Upon activating the Bear's
to bludgeoning, slashing, and non-magical piercing damage for 1 minute. stance, your next attack has an advantage and the target must
perform a Strength saving throw DC equal to your Ki DC, if the
Crippling Storm target fails, it is Stunned until the start of your next turn. Also, its
At level 15, spending 1 Ki point you use your action to launch energy speed increases by 10 feet as a persistent effect.
at all creatures within 15 feet of you, revealing all invisible creatures, Tiger. The Tiger's stance gives you cutting claws that increase the
and with a bonus action, you can deal 8d6 force damage in a number damage of your unarmed strikes by 1d4 slashing. By activating
of creatures equal to your Wisdom modifier. Affected creatures must the Tiger's stance, you can cause 1 extra attack this turn. Also,
perform a Wisdom saving throw with DC equal to your Ki DC, on your attacks using your claws cause 1d4 additional damage as a
success they take only half the damage. persistent effect.

Dragon’s Will Monkey. The Monkey's stance gives you proficiency in Athletics
(if you already have proficiency you have an advantage in tests
At level 17, with your action, you perform a powerful spinning shot with this ability). When activating the monkey's posture, your next
that hurls your target backwards. Your target must perform a Strength unarmed strike, if you hit, has your martial damage die doubled. In
saving throw DC equal to your Ki DC, on a failure the target is thrown addition, your climbing speed becomes 30 feet for 1 minute as a
up to 20 feet back and takes 10d8 bludgeoning damage, on a success persistent effect.
the target takes half the damage, if it has any creature on the line, it must
perform a DC 18 Strength saving throw or it will be launched 10 feet off Astral Communication
the ground and taking 5d8 bludgeoning damage.
From the 3rd level you learn to communicate with the spiritual world,
Dragon’s Rage you can ask for information, for a guide, for a path or for help. You must
concentrate for 1 minute and spend 1 Ki point to talk to a spirit. Each
By reaching the 20th level, the dragon's energy reverberates through spirit has a personality, so don't expect them to always listen to you or
you and travels through your veins. Using a free action and 3 Ki help you. At 5th level, this ability doesn't cost you any Ki points.
points, all of your unarmed strikes for the next minute will cause half
your Bodhisattva level as vibrational damage. Additionally, all of your Animal Spirit Enhancement
unarmed strikes start to do crushing damage instead of bludgeoning.
At 6th level you have access to an additional animal spirit. You now
have a primary and a secondary animal, your primary animal receives

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an additional effect or an enhancement to an existing one. mind. From that moment on you receive resistance to any mental attack,
whether through psychic damage, perceiving illusions or spells that
Turtle. When you activate the stance, you heal in 2x your Wisdom
cause frightened or bewitched conditions.
modifier.
Cheetah. When activating the Cheetah's stance you remove 1 Spirits’ Favorite
point of exhaustion in yourself.
From the 15th level you have created a bond with the spirits, they know
Lion. When activating the Lion's stance, creatures have a you and are more willing to help. In addition, you can have an additional
disadvantage against your Roar. Animal Spirit, being your tertiary animal. Your secondary animal now
Bear. Upon activating the Bear's stance the damage from his first also receives an Enhancement.
strike becomes 1d8.
Relentless Mind
Tiger. Upon activating the Tiger stance, the damage to your claws
becomes 1d8. At level 17, you have become one with the environment around you,
and apparently the spirits have noticed this, using an action you can
Monkey. When activating the Monkey stance, the proficiency concentrate on so that for the next minute you receive resistance to
bonus using the Athletics skill is doubled. psychic damage and become immune to the Feared and Bewitched
conditions . In addition, you can have an additional Animal Spirit,
Mental Self Control now totaling four animals. Your tertiary animal now also receives an
At level 11, you learn to calm the voices of the spirits that echo in your Enhancement.

Mystic’s Might
Upon reaching the 20th level, you know or at least have heard of the
great spirits of nature, mystical and extremely powerful forces. Spending
9 Ki points to channel the energy of these forces for a limited time, which
can result in great deeds or in the destruction of your mind or body. You
can try to channel the spirit by force or try to convince him to help you.
With one action you can channel one of these spirits for 1 hour:
The Phoenix. When trying to channel the spirit of the Phoenix,
you must perform a Constitution saving throw DC 25, if you fail
you receive 8d10 incinerating damage and 3 points of exhaustion,
but in a success you channel the Great Spirit. When the Phoenix
spirit is channeled, you gain resistance to fire damage and every 3
melee attacks you launch a 15-foot flame cone, which causes 2d8
incinerating damage, creatures affected by this cone must perform
a Dexterity saving throw. (DC equal to your Ki DC), on a success,
they take half the damage. In addition, if you die while in the spirit
of the Phoenix, you can revive once with half your original hit
points, but you will receive 2 points of exhaustion.
The Jade Dragon. The Jade Dragon is an extremely aggressive
spirit, when trying to force your channeling you to make a Wisdom
saving throw CD 20 if you fail the dragon takes possession of your
body causing you to gain 30-foot flight movement and attack
all creatures live around you until everyone dies or until you are
disabled or dead, at the end of 1 hour you can repeat the test to
take control of your body again. If you have success you channel
the Great Spirit, receiving a breathing weapon, you release a 20-
foot cone that causes 4d10 antimonic damage and resistance to
poisonous damage.
The Amethyst Rabbit. Probably one of the easiest spirits to
channel and more friendly with those who try it, to force a channel
you must pass a Wisdom saving throw DC 15, in a failure you
receive 2 points of exhaustion, but in a success you channel the
Great Spirit. With the Spirit of the Amethyst Rabbit you receive
a regeneration ability, at the beginning of each turn you heal in
2d6, in addition you have the ability to jump twice your capacity
normally without the need for prior movement.
The Cryophenix. When trying to channel the spirit of the
Cryophenix, you must do a Constitution saving throw DC 20, if you
fail you receive 9d10 of glacial damage and 3 points of exhaustion,
but on a success you channel the Great Spirit. With the spirit of the
Cryophenix all attacks have 2d10 additional glacial damage. Also,
you can use 1 more Ki point to use the ray of frost cantrip and 5
more points to cast the freezing sphere spell.
The Goat. When trying to channel the spirit of the Goat, you
must do a Constitution saving throw DC 20, if you fail you receive
8d10 fire damage and 3 points of exhaustion, but on a success, you
channel the Great Spirit. With the goat's spirit all attacks have 2d10
additional incinerating damage. In addition, you can use 1 more Ki

101
point to temporarily increase your AC up to a limit of 25 during the Outside of combat, you can enter this meditative state for the next
transformation. minute using 1 point of Ki, by doing this you become more sensitive to
the spirits and spiritual energies of the place, and you can have a basic
The Bear. When trying to channel the Bear's spirit, the most
sense of your surroundings in the spirit world. Also, if a spirit is around
dangerous of all, you must do a Wisdom saving throw DC 25, if
and wants to communicate with you, it can provide you with past or
you fail your body is deformed to that of a hideous creature, your
present information about that region.
mind is dismantled and you no longer have control of yourself, you
are now part of the Ursine, a group of Spiritual Walkers who failed
to resist the Spirit of Volibear, but in a success you channel the Great
Spiritual Strike
Spirit. With the Bear's spirit, all your attacks have an additional Starting at the 3rd level, you learn the basics of how to channel spiritual
5d10 damage. Your Strength increases by 3 to a limit of 23 and your energy through your body to strengthen your Bodhisattva weapon.
speed increases by 10 feet. At the end of 1 hour you must repeat the You can use a free action and 2 Ki points, the damage of your attacks
save but this time with an advantage. made with a Bodhisattva weapon, until the beginning of your next turn,
increases by 1 die of the Martial column on the Bodhisattva table. You
can spend Ki points to add effects to your Bodhisattva weapon for the
Doctrine of Wuju Art duration of this skill:
• 1 Ki point. The damage done by your weapon is considered magical for
Practitioners of the Wuju art learn the basic forms of meditation and
the duration of this ability.
sword handling. This doctrine teaches the philosophy of combat without • 1 Ki point. Your attacks range increases by 5 feet
blood, and only those who really understand it have the privilege of • 1 Ki point. The damage of your attacks increases by 1 die
carrying sharp blades. Through meditation and proprioception, a • 1 Ki point. The additional damage from your attacks granted by this
practitioner of Wuju art can channel the energy of the Spiritual Realm ability becomes force damage.
through his body to his weapon. By the high contact with the spirit • 4 Ki points. The duration of this ability increases to 1 minute.
world and the energies that come from it, the Wuju practitioner learns to Additionally, you can cast the following spells divine favor, mental
channel certain spells through his Ki. Whenever a spell requires a saving devastation, fire devastation, thunderous devastation, detect good and
throw, the DC is based on the Bodhisattva DC. evil, without the need for material components using an action and 2
Ki points.
Wuju Meditation
At 2nd level, you have learned how to enter a state between awareness Extra Attack
and mindfulness. You can use your action and 1 Ki point to enter this At the 6th level, you can attack one time more, when using the Attack
meditative state until the start of your next turn, you can spend an action during your turn.
additional Ki point to increase the duration of this meditation in 1 turn.
While meditating, you gain resistance to simple physical damage and at
Unstoppable
the beginning of your next turn, you regain hit points equal to the dice in
the Martial column in the Bodhisattva table. At the 11th level, you learn how to use spiritual energy to improve your
speed. By using a bonus action and 3 Ki points, you double your walking
speed, in addition, when you are the target of an ability, magic or rune
that would prevent you from moving, you can use your reaction and 3
Ki points to ignore this effect. This skill lasts for up to 1 minute or until
you terminate it prematurely.
Additionally, you can cast the following spells branding smite, luminary
devastation, without the need for material components using an action
and 4 Ki points.

Alpha Strike
At level 15, you use spiritual energy to alter your form, either by creating
ephemeral copies of yourself or by becoming an incorporeal mass of
spiritual energy capable of passing through your enemies. Using an
action and 2 Ki points, you can attack an enemy that is within 10 feet
of you, for every 2 Ki points you can attack an additional target that is
within 10 feet of your primary target, all enemies affected for this ability
they must perform a Wisdom save DC equal to their Ki resistance DC. On
a failure, they take damage from the Martial column of the Bodhisattva
table times their proficiency bonus + half their weapon damage as force
damage, on a success receive only half that damage. At the end of this
attack, you return to a free space adjacent to your primary target.
Additionally, you can spend 4 Ki points to make an additional attack in
your attack action.
You can cast one of the following spells banishing, planar devastation,
psychic devastation, with no need for material components using an
action and 7 Ki points.

Spiritual Vision
From the 17th level on, you have the ability to see the spirit of all beings,
living or not, you normally see the invisible and cannot be deceived by
illusions related to vision. Also, you can see their weaknesses in their
spiritual bodies and thereby hit them. Using a bonus action and 5 Ki
points, you have an advantage in your attacks for the next minute and
the damage done by your Bodhisattva weapon takes damage from

102
the Martial column of the Bodhisattva table, multiplied by half your
Bodhisattva level, as force damage.

Transcendence
Upon reaching the 20th level, the power of the spiritual realm flows
through your body naturally as a river flows through its bed. When
using your Wuju skills, you spend 1 point of Ki less (the expense cannot
become 0 this way, with a minimum of 1 point of Ki being kept).
Additionally, you can cast the following spells without the need for
material components, using an action and their level in points of Ki:
shapechange, contact other plane, etherealness, greater restoration (self),
devastating wave and true seeing.

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Brute
Sigh The iron taste of blood in my mouth. Sigh Cold air pass through the
open wounds on my chest. A little more blood ran down my dry throat. My
eyes are open and my vision is blurred. Sigh Pain runs through my body
like lightning making everything ahead disappear. One last breath. As if my
heart were a herd burst, blood begins to be pumped throughout my body in
an uncontrolled manner, once again red eternity appearing on the horizon
and a period of nullity of the being, followed by what the burst brought as
a consequence.
My eyes open. Sigh Everything seems different, the white immensity of
Freljord is painted for tens of meters in bright red. At my feet are traces of
what was once a follower of Volibear, neither man nor beast, but something
between those two worlds. A broken sword and a blunt ax in his hands. An
interesting battle, I thought.
I turn back to see what was around him and saw not one, not ten, but at least
thirty bodies of the followers with their entrails scattered everywhere, a trail
of destruction that involved fire and ashes. I retrace my path back where I
had been and finally reach a village. Then I remember that I was drinking
with the chief of that village when the deformed creatures appeared, it was
night. I look up at the sky and see the sun in the center, it seemed impossible
but I had fought into the dawn. My steps lead to the first hut and my knees
finally got tired.
My body falls to the ground and when the child run towards me with a smile

Owner of supernatural strength and a rare resistance, the Brute is, like
all living beings in Runeterra, an existence touched by magic, but more
primitive and raw magic, something unchanged and that acts directly
on their bodies.
The Brute exists throughout Runeterra, they are defined by his rage
which is the channeling of his Anima, an inner force that dominates
them and directs them as a phenomenon of nature, through ferocity,
speed, strength, resilience, and an ability to overcome obstacles.
Whether in Noxus where strength is valued or in Freljord, where the
connection with Anima seems to be easier, the Brute is always that
visibly strong being, who normally does not wear armor but still acts on
the front lines in battles, responsible for crushing the skull of enemies and
capable of changing the course of wars.

Anima

Anima is an inner force present in each living being, it is an aspect closer


to that of an animal and which is attainable through various forms, but
all of them involve the conscious mind being placed at rest so that this
primitive impulse will arise, which is driven by pure instinct.
The Brute can connect to his Anima, be it a natural and unconscious
movement in which the muscles act voluntarily or even an inner force
that connects to animals, assuming psychological traits close to theirs.
Rage is the crowning of Anima, it is the manifestation of this second
consciousness that can be slowly refined and polished, being able to
direct the hidden potentials of a warrior.

The Brutal Nature

As a primitive aspect of the being itself, Anima and Rage easily connect
to great natural manifestations such as the endless ice in Freljord, or
even lava from volcanoes, not just limiting it, but also connecting to
hurricanes and tidal waves, as well as earthquakes.
Perhaps for this reason there are more brutes in Freljord than in the rest
of Runeterra, but perhaps the reason for this is that these elements in their
inhospitable shapes end up shaping and selecting the strongest, making
it possible to exceed their limits, to extract that force of themselves, since
when nature goes into a rage, they have no one but themselves to turn
to.

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Class Features
As an Brute, you gain the following class features.
The Brute
Level Rage Rage Damage Features Hit Points
1st 2 1d4 Anima, Rage, Unarmored Defense Hit Dice: 1d12 per Brute level
2nd 2 1d4 Reckless Attack, Danger Sense
Hit Points at 1st Level: 12 + your Constitution modifier
3rd 3 1d4 Anima Feature, Fast Movement
4th 3 1d6 Enhancement Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier
5th 3 1d6 Extra Attack, Brutal Critical (+1 die) per Brute level beyond 1st
6th 4 1d6 Anima Feature
Proficiencies
7th 4 1d6 Feral Instinct
8th 4 1d8 Enhancement Armors: Light and medium armors and shields
9th 4 1d8 Brutal Critical (+2 die) Weapons: Simple and Martial Weapons
10th 4 1d8 Anima Feature
Crafts: None
11th 4 1d8 Relentless Rage
12th 5 1d10 Enhancement Saving Throws: Strength and Constitution
13th 5 1d10 Brutal Critical (+3 die) Skills: Choose two between Animal Handling, Athletics, Intimidation,
14th 5 1d10 Anima Feature Nature, Perception and Survival
15th 5 1d10 Persistent Rage
16th 5 2d6 Enhancement Equipment
17th 6 2d6 Brutal Critical (+4 die) You start with the following equipment, in addition to the equipment
18th 6 2d6 Indomitable Rage, Anima Feature granted by your Past:
19th 6 2d6 Enhancement
• (a) a great axe or (b) one melee martial weapon
20th Unlimited 3d6 Primal Champion • (a) two handaxes or (b) one simple weapon
• Explorer’s pack and four javelins

Anima
Creating an Brute
At 1st level, you choose a path that shapes the nature of your rage.
When creating a brute think about where your character came from, Choose the Spirit Walker’s Anima, the Berserker’s Anima, the Runic
talk to the GM to define a region that you may have come from. Many Scars’ Anima, or the Brawler’s Anima, all detailed at the end of the class
of Freljord's warriors are Brutes who love battle, while in Demacia you description. Your choice will grant you characteristics at the 1st level
would rarely be able to find one because of its highly-trained army. and again at the 3rd, 6th, 10th, 14th, and 18th levels.
Quick Build
You can make an Brute quickly by following these suggestions. First, Rage
your highest skill value must be Strength, followed by the Constitution.
Secondly, choose the Past Hermit. In battle, you fight with primitive ferocity. On your turn, you can go into
rage with a bonus action.
While in rage, you receive the following benefits if you are not wearing
heavy armor:
• You have an advantage in Strength saving throws
• When you strike with a melee weapon using Strength, you receive a
bonus on damage rolls that increase as you acquire Brute levels, as shown
in the Fury Damage column in the table The Brute.
• You have resistance to bludgeoning, piercing and slicing damage.
• If you can cast spells, you will not be able to cast them or focus on them
while in rage.
• Your rage lasts for 1 minute. It ends prematurely if you fall unconscious
or if your turn ends and you have not attacked any hostile creatures since
your last turn or have suffered damage in this time. You can also end your
fury on your turn with a bonus action.
• When you have used the number of furies shown for your Brute level in
the Fury column of the Brute table, you will need to end a long rest before
you can go into rage again.

Unarmored Defense

While not wearing armor, your AC becomes 10 + your Dexterity


modifier + your Constitution modifier. You can use a shield and still gain
this benefit.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to
attack with fierce desperation. When you make your first attack on your

105
turn, you can decide to attack recklessly. Doing so gives you advantage Feral Instinct
on melee weapon attack rolls using Strength during this turn, but attack
rolls against you have advantage until your next turn. At the 7th level, your instincts are so sharp that you gain advantage in
initiative rolls. Also, if you are surprised at the start of a fight and are not
incapacitated, you can act normally on your first turn, but only if you go
Danger Sense
into Rage before doing anything else this turn.
At 2nd level, you gain an uncanny sense of when things nearby aren’t as
they should be, giving you an edge when you dodge away from danger. Relentless Rage
You have advantage on Dexterity saving throws against effects that
you can see, such as traps and spells. To gain this benefit, you can’t be Starting at the 11th level, your rage can keep you fighting despite
blinded, deafened, or incapacitated. grievous wounds. If you drop to 0 hit points while you’re raging and
When you reach the 11th level, if you are not wearing heavy armor, don’t die outright, you can make a DC 10 Constitution saving throw.
when you use this skill, attacks against you no longer have advantage. If you succeed, you drop to 1 hit point instead. Each time you use this
feature after the first, the DC increases by 5. When you finish a short or
long rest, the DC resets to 10.
Fast Movement

Starting at 3rd level, your speed increases by 10 feet while you aren’t Persistent Rage
wearing heavy armor.
Beginning at 15th level, your rage is so fierce that it ends early only if you
fall unconscious or if you choose to end it.
Enhancement

When you reach the 4th level and again at the 8th, 12th, 16th, and 19th Indomitable Might
level, you can increase one ability score, of your choice, by 2 or you can
increase two ability scores, of your choice, by 1. By default, you cannot Beginning at the 18th level, if your total for a Strength check is less than
raise an ability score above 20 with this trait. Alternatively, you can your Strength score, you can use that score in place of the total.
choose one of the General Enhancements in Chapter 5: Customization
- Enhancements. Primal Champion

Extra Attack At the 20th level, you embody the power of the wilds. Your Strength
and Constitution scores increase by 4. Your maximum for those scores
Beginning at 5th level, you can attack twice, instead of once, whenever is now 24.
you take the Attack action on your turn.
Anima
Brutal Critical Rage burns in the heart of each Brute, a burning that leads them to
greatness. Different Brutes, however, attribute their rages to different
Beginning at 5th level, you can roll one additional weapon damage die sources. For some, it is an internal reservoir where pain, distress, and
when determining the extra damage for a critical hit with a melee attack. anger are forged in rage as hard as steel. Others see it as a spiritual
This increases to two additional dice at the 9th level, three additional blessing, a gift from an animal totem.
dice at the 13th level, and four additional dice at the 17th level.
Berserker’s Anima

For some barbarians, rage is a means to an end—that end being

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violence. The Berserker’s Anima is a path of untrammeled fury, slick modifier at 20th level. Your unarmed attacks are considered to be
with blood. As you enter the Berserker’s rage, you thrill in the chaos of weapon attacks.
battle, heedless of your health or well-being.
Brawler’s Might
Berserker Vigor Starting at 3rd level, whenever you hit with an unarmed strike and deal
By having this Anima, you add your proficiency bonus to your hit points damage, the damage increases by an amount based on your level in this
at the first level and whenever you level up. class, as shown in the Brawler's Bonus Damage table, also, your critical
margin becomes 19 to 20 and at the 16th level, it becomes 18 to 20.
Frenzy You can use this skill many times equal to your proficiency bonus for
long rest.
Starting at the 3rd level, you can go into a frenzy when you rage. If
you do so, for the duration of your rage you can make a single melee
weapon attack as a bonus action on each of your turns after this one.
When your rage ends, you suffer one level of exhaustion (as described Brawler's Bonus Damage
in appendix A). Level Damage Increase
1st d4
5th d6
Mindless Rage 10th d8
Beginning at 6th level, you can’t be Charmed or Frightened while raging. 16th 2d6
20th 3d6
If you are charmed or frightened when you enter your rage, the effect is
suspended for the duration of the rage.
Imposing Muscles
Intimidating Presence
At the 6th level, with a bonus action, you can put fear in your enemies'
Beginning at 10th level, you can use your action to frighten someone hearts by showing all your muscles. All enemies within 10 feet must roll
with your menacing presence. When you do so, choose one creature a Wisdom saving throw; on a failure, they will have disadvantage on
that you can see within 30 feet of you. If the creature can see or hear any roll to resist Grabbing action or to escape your hands. In success, the
you, it must succeed on a Wisdom saving throw (DC equal to 8 + your
proficiency bonus + your Charisma modifier) or be Frightened of you
until the end of your next turn. On subsequent turns, you can use your
action to extend the duration of this effect on the Frightened creature
until the end of your next turn. This effect ends if the creature ends
its turn out of the line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this
feature on that creature again for 24 hours.

Retaliation
Starting at 14th level, when you take damage from a creature
that is within 5 feet of you, you can use your reaction to make
a melee weapon attack against that creature.

Retaliate
At 18th level, you double your rage damage dice
whenever you are below half your maximum health.

Brawler’s Anima

Your weapons are his fists, legs, knees, and other


natural weapons of your body, such as elbows,
knees, and even horns in some cases. Your body is
your greatest pride, trained, refined, and elevated to
extreme conditions, so that, although you know how
to use swords and shields, you can always rely more on
a well-punched punch.
Some of your skills require your target to roll a saving
throw to resist some effects. The saving throw DC is
calculated as follows: DC 8 + your proficiency bonus + your
Strength modifier.

Additional Proficiency
In the 1st level, you gain expertise in Athletics.

Unarmed Strike
At 1st level, instead of causing 1 + Strength modifier on your
unarmed attack, you deal 1d4 + Strength modifier damage, 1d6
+ Strength modifier at 5th level, 1d8 + Strength modifier at 10th
level, 2d6 + Strength modifier in 16th level, 3d6 + Strength

107
target is immune to this effect for the next 24 hours. Posing your great Brute Spellcaster
muscles in a fight requires a lot of energy and concentration, so you - Spell Slots per Spell Level -
should end a long or short rest before trying again. At level 14 you can Cantrips
do this twice before a break, and at level 19 you can do it one more time. Level Known Spells Known 1 2 3 4
1st 2 - - - - -
Extra Attack 2nd 2 - - - - -
3rd 2 3 2 - - -
From the 10th level, you can have three attacks instead of two, 4th 2 4 3 - - -
whenever you take the Attack action on your turn. 5th 3 4 4 - - -
6th 3 4 4 - - -
7th 3 5 4 - - -
Lead Fists
8th 3 6 4 2 - -
At 15th level, you add +2 to all attack and damage rolls from unarmed 9th 3 6 4 2 - -
attacks. Additionally, your unarmed attacks are considered magical. 10th 4 7 4 2 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
Absorb Impact 13th 4 9 4 3 2 -
At the 18th level, his body was hardened to the extreme. As a reaction, 14th 5 10 4 3 2 -
15th 4 10 4 3 2 -
you can increase his AC by an amount equal to his Constitution modifier 16th 4 11 4 3 3 -
when an opponent makes a melee attack roll against you. If this increase 17th 4 11 4 3 3 -
in AC causes the attack to fail, you can make an unarmed strike against 18th 4 11 4 3 3 -
the opponent who attacked you. You can use this ability as many times 19th 4 12 4 3 3 1
as your Constitution modifier before a long rest. 20th 4 13 4 3 3 1

Runic Scars’ Anima through your blood and flesh. To cast a spell you must carve a rune
on your skin, thereby inflicting damage on yourself to make it work,
There are many ways to channel magic, it is usually necessary for receiving the spells level of damage (minimum 1). This damage cannot
a sacrifice to be made through a gesture, a phrase in some magical be mitigated or healed by magic means, the carving counts as a somatic
language, or even some rare component. The Runic Scars Brute makes and material component of magic. Some Runic Scar Brute skills require
this sacrifice through its blood and pain, learning secret runes that can you to carve a rune on your body, when a skill describes it, using it takes
be carved into its own body to channel magic. damage equal to half the level at which you gain access to that ability
(rounded down). As well as the damage is taken by casting magic, that
Runes Carver damage cannot be mitigated and cannot be magically healed.

By choosing this Anima at level 1, you learn to channel your rune nature Also, you will be able to cast spells while in rage, the maximum level of
these spells is equal to the number of dice from your Brutal Critic, also,
they may not need concentration. You can understand, speak, and write
the Runic language.

Spellcasting
When you reach 1st level, you learn how to use your rune essence to
cast spells. See chapter 10 for general casting rules and Brute's spell list.

Cantrips
You learn two cantrips of your choice from Brute's spell list. You
learn new cantrips according to the Brute Spellcaster table.

Spell Slots
The Brute Spellcaster table shows how many spell
slots you have to cast your 1st level spells and
higher. To cast one of these spells, you must
spend a spell slot of the spell level or higher.
You recover all the spent spell slots when you
finish a long rest.
For example, if you want to cast 1st level spell
thunderwave and you have a 1st level and 2nd
level spell slot available, you can cast thunderwave
using either space.

Known Spells of 1st Level and Higher


At the 3rd level, you know three 1st-level spells, of your choice, from
Brute's list of spells.
The Known Spells column in the Brute Spellcaster table shows when
you learn more Brute spells of your choice. Each of these spells must
be at a level you have access to, as shown in the table. For example,
when you reach the 8th level of the class, you can learn a new 1st or
2nd level spell.

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Spellcasting Ability Runic Resilience
Constitution is your ability to cast your Brute spells since your spell At the 10th level, a body marked by runic scars becomes stronger and
comes from your attunement to your runic power. You use your more resistant to magic, he even starts to be in tune with the magic itself.
Constitution whenever a spell refers to your ability to cast spells. Whenever you roll a critical hit on a hit spell or kill an enemy with a spell,
Also, you use your Constitution modifier when setting the saving the scars on your body activate, receiving a supernatural glow and you
throw DC for Brute spells you cast and when you make an attack gain temporary hit points equal to half your brute level (rounded down)
roll with a spell. + your Constitution modifier. Temporary hit points received in this way
can accumulate.
Also, you can, once for a long rest, try to absorb a spell cast against you,
Spell save DC = 8 + proficiency bonus + Constitution modifier
you must make a Constitution saving throw whose DC is defined by 12
Spell attack modifier = proficiency bonus + Constitution modifier + the level of the spell you are trying to absorb, if you succeed, you
negate the effects of that spell and restores hit points equal to twice its
Spellcasting Focus level. At the 15th level, you can use this ability 2 times for long rest and
3 times on the 20th.
Your Scars are your spellcasting focus for your Brute spells.

Runic Adrenalin Overcharge Rune


Reaching the 14th level, you can use an action to carve a powerful rune
From level 3, you learn to use fractions of your magical energy to propel
on your body, it causes you to fill yourself with rune energy and explode
your body, temporarily gaining discharge energy. Whenever you use a
with energy, creatures up to 20 feet from you must make a Dexterity
cantrip that deals damage, you can take an additional melee attack this
saving throw whose DC is equal to your spellcasting DC, if fail they take
turn. You can also spend 2 hit points, in addition to the hit point spent to
xd6 of force damage, where x is equal to half your Brute level rounded
use the cantrip, to maximize the damage of the cantrip. Upon reaching
down. If you are in a rage, you can add your rage bonus damage to the
the 5th level, this extra cost becomes 3 hit points, at the 11th level it
damage of this ability. You can only use this ability many times equal to
becomes 4 and at the 17th it becomes 5, reflecting how powerful the
half your Constitution modifier for a long rest.
converted vital energy is.

Arcane Carving Rage War Rune


At level 18, your body has already become so in tune with its runic
When you reach the 6th level, the use of rune magic through the scars
power that it can cast magic as if it were muscular memory. You can
imbues the magic with its vital force, expanding its power. While in rage,
choose a concentration spell from the brute's spell list, so you lose the
when using spells that do damage, they receive their fury bonus on the
need for concentration. Also, you can use your action while in rage to
spell's damage rolls.
carve a rune on your body that, for 1 minute, gives you resistance to
Additionally, you learn to carve runes with your blood on objects and magic damage. You can only use this ability many times equal to half
magically charge them. You can imbue an object with a spell you know your Constitution modifier rounded down (minimum 1) for long rest.
as long as it’s not a concentration spell, to do this you must spend a spell
slot equal to the spell's level so that you can cast the chosen spell using
your bonus action. The object keeps the spell stored until the next long Spiritual Walker’s Anima
rest when the spell dissipates on it. An object that has been carved and
cast a spell, becomes unusable after cast. You can imbue many objects Spiritual Walkers are humanoids whose essence transits between
equal to your Intelligence modifier (minimum 1). the world of humanoids and animals, so they connect with the spirits
of these animals that may well be just an expression of their inner

109
essence, or perhaps they are protective spirits of their family or tribe. that you selected in the 3rd. You acquire a new physical aspect connected
This characteristic is often manifested as a guide and protective animal, to that animal in addition to the previous one.
which transmits characteristics and powers to the Brute. It is not strange
Krug. You gain the strength of a Krug. Your load capacity
that more than one animal spirit acts, it depends a lot on the character's
(including maximum load and lift capacity) is doubled and you have
history and his deeds.
an advantage in Strength saving throws designed to push, pull, lift
or break objects.
Feral Connection
Murkwolf. You gain the predatory sensitivity of a Murkwolf. You
Your journey in understanding animal spirits gives you the ability to
can track other creatures when traveling at a fast pace, and you can
communicate and connect with animals. From the 1st level, when you
move in Stealth when traveling at a normal pace (see chapter 8 for
take this Anima, you receive the ability to cast the spells beast sense
travel pace rules).
and speak with animals, but only in the form of rituals, as described in
Chapter 10. Silverwing. You gain the sharp vision of a Silverwing. You can
see up to 1 mile without difficulty, being able to discern even the
Feral Aspect smallest details when looking at something less than 100 feet from
you. Furthermore, penumbra does not impose a disadvantage on
Upon reaching the 3rd level of this path, you can choose one of the your Perception checks.
beasts to share its characteristics. You must have some experience with
this beast or some physical connection with a specimen, be it a feather Spirit Walker
or skin, tooth or bones. You also acquire some minor physical aspects
At 10th level, you can conjure the spell of commune with nature, but
from this beast. If you get the appearance of Krug, your skin becomes
only as a ritual. When you do, a spiritual version of one of the animals
thicker and rougher acquiring a gray tone, if it is a Silverwing, your eyes
you have chosen as Feral Aspect or Feral Blessing appears to you to
may have a sclera with yellowish shine. The animal spirit must be chosen
convey the information you seek.
from the list below, however, you are free to adapt it to an animal more
appropriate to your homeland. You could choose hawk or vulture over
Feral Tuning
Silverwing.
At the 14th level of this anima, you get a blessing based on an animal
Krug. Krug's spirit makes you strong enough to stand up to any
spirit of your choice. You can keep the choice of another animal
punishment. When in rage, you gain resistance to all simple types
previously selected. You acquire a new physical aspect connected to that
of physical and elemental damage.
animal in addition to the previous ones.
Murkwolf. Murkwolf's spirit turns you into a hunting leader. When
Silverwing. When you are in a rage, you get a flight speed equal
in rage, your friends have advantage in melee attack rolls against
to your walking speed. This benefit works only in small explosions:
any creature 5 feet from you that is hostile to you.
you fall if you finish your turn in the air and you have nothing to
Silverwing. The spirit of Silverwing makes you a predator that can cling to.
roam through the fray with ease. When in rage and not wearing
Murkwolf. When in a rage, you can use a bonus action on your
heavy armor, other creatures have disadvantage in attacks of
turn to knock down a Large or smaller creature to the ground when
opportunity against you and you can use the Dash action as a
you hit it with a melee weapon attack.
bonus action on your turn.
Krug. When in rage, any creature within 5 feet of you that is
Feral Blessing hostile to you will have a disadvantage in attack rolls against targets
other than you or another character with that trait. An enemy is
Upon reaching the 6th level, you receive a feral blessing based on the
immune to this effect if he cannot see or hear you or if he cannot
animal spirit you choose. If you want, you can choose the same animal
be Frightened.

110
Feral Explosion
At the 18th level, you get a mystical benefit based on the spirit you
choose. You can choose the same animal that you selected previously
or a different one and you receive one more animal trait in addition to
the previous ones.
Krug. When you are in a rage and have less than half your
maximum hit points, you earn double your proficiency bonus on
your AC.
Murkwolf. When in a rage, upon hitting a creature with a weapon
attack, it must succeed in a Constitution saving throw DC (8 + your
proficiency bonus + your Strength modifier), or it will bleed until be
healed. At the end of each of your turns, the creature can repeat the
saving throw, decreasing its maximum hit points by 1d10 if it fails.
This reduction lasts until the creature be healed. The creature dies
if the bleed reduces its maximum hit points to 0, and cannot take
any death save.
Silverwing. When in rage, you can flap your ethereal wings, and
each creature up to 15 feet must succeed in a Dexterity saving
throw DC (8 + your proficiency bonus + your Strength modifier)
or take 2d6 + your Strength modifier from bludgeoning damage
and fall Prone.

111
Combatant
The constant assault had lasted for hours. The captain's orders were to
remain quiet while the infantry took care of that first wave, but something
inside said he was wrong. She rose from the trench and saw that her forces
were being crushed and fewer and fewer soldiers were even able to wield
a sword.
Court martial was no longer a fear. If the tide did not turn, she would have no
neck to save. She got up and went to her captain and took his collar, pulling
his face down and saying with resolution that she would not be watching her
countrymen dying for nothing.
She ignored the captain's protests by throwing him as far as she could.
She took his shield, sheathed his sword, and jumped out of the trench. She
passed some bodies on the floor. Just ahead, she saw one of the most skilled
soldiers ever fatigued and barely able to withstand the attacks made on
him by two of the enemies. A shield stroke knocked the first away. With
the opening, she kicked the second down, threw her sword defeating him,
and managed to slap the tired soldier on the back. She praised the good
work and pointed to a distant spot where three soldiers were surrounded
by a battalion. She invited him to turn the tide with her and renewed spirits
washed over the soldier. For some reason, he knew that the victory that
day would be theirs, headed by that strong and beautiful woman who had
just saved his life. He took a deep breath, adjusted his armor, and together
they ran towards the three soldiers. That action was seen by many other
soldiers who managed to recall that they were not alone. The Guardian had
managed, just like many winters ago, to redirect the tide of the battle, as she
had seen Braum doing it as naturally as the snowflakes fell on his mustache.

There are many ways for a combatant to begin his training. Some are
trained early on by an instructor, others end up in a circumstance where
they need to adapt.
They are usually the combat specialists who make up a large part of the
armies, but they are not limited to that. The guardian may have an origin
in an army too but have chosen to follow the path of protection, or even
that centurion capable of directing the runic energy in his attacks are
also part of this class.
Experts in some weapons, but skilled in all of them, the combatants
direct their strength as motive energy and are capable of impressive
achievements with their specialty weapons.
Among all classes, combatants are the most specialized in both war and
general strategy for their experience and learning of combat tactics.
While other classes use arcane powers or subterfuges such as lurking,
combatants train their bodies to obtain agility and, especially, strength,
which is the result of an improvement in both speed and body
constitution.

Code of Honor

Each combatant knows what his honor is. The path he followed was
based on the values ​​he has with him and which shaped his actions and
conduct. This honor is a personal code that connects to a way to improve
as a combatant. Some wish to elevate their physical bodies to extremes,
maximizing their capacities, while others dedicate the integrality of their
being to protect something or someone.
The honor of each combatant, although it may reflect with that of
others, is unique. A soldier who respects the hierarchy can do so because
he has invested his word in it, or even because he believes in his nation,
but it can also be the result of a devotion to someone specific. In any
case, Honor remains the most important parameter in a combatant's
path.
However, the Honor can be something much more conceptual, as in the
case of the Runic Centurions who develop their combat path combining
magic with their physical prowess. Some of them can do it with a focus
on going beyond ordinary human capacities, others can do it because
they have a particular view of nature and the world.

112
on whether you're focusing on melee or ranged combat, followed by
Constitution. Second, choose the Wanderer or Gladiator Past.

The Combatant Class Features


Level Features
1st Fighting Style, Second Wind, Combat Techniques, Honor As a Combatant, you gain the following class features.
2nd Action Surge (one use)
3rd Honor Feature
Hit Points
4th Enhancement, Combat Technique Hit Dice: 1d10 per Combatant level
5th Extra Attack Hit Points at 1st Level: 10 + your Constitution modifier
6th Combat Technique, Honor Feature
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
7th -
per Combatant level beyond 1st
8th Enhancement
9th Indomitable (one use)
Proficiencies
10th Action Surge (two uses), Honor Feature
Armor: All armors and shields
11th Extra Attack (2)
12th Enhancement, Combat Technique Weapons: Simple and martial weapons
13th Indomitable (two uses), Honor Feature Craft: None
14th Enhancement
Saving Throw: Strength and Constitution
15th -
16th Enhancement, Combat Technique, Honor Feature Skills: Choose two between Acrobatics, Animal Handling, Athletics,
17th Action Surge (three uses), Indomitable (three uses) History, Intimidation, Insight, Perception and Survival.
18th Honor Feature, Extra Attack (3)
19th Enhancement
Equipment
20th Honor Feature You start with the following equipment, in addition to the equipment
granted by your Past:
• (a) chain mail or (b) leather armor, longbow e 20 arrows
• (a) a martial weapon and a light shield or (b) two martial weapons
• (a) a light crossbow and 20 bolts or (b) two handaxes
Unique Stories • (a) an explorer’s pack or (b) dungeoneer’s pack

When following an honor, the combatant does not necessarily link to


all the values connected
​​ to it, as for example in the case of the Soldier. A Fighting Style
combatant may well follow that honor without ever having been part of
an army, but he shares much of a soldier's mentality and way of acting. You adopt a particular fighting style that will be your specialty. You
The individuality of each combatant ends up being the result of cannot choose the same Fighting Style more than once, even if you can
his experiences. In the case of a soldier, although he may have the choose again. Choose one of the following options:
same principle as others in the same army or battalion, his individual
experiences may tip him in other directions. At times, this can be the Archery
turning point of being the survivor or perishing like any other. You get a +2 bonus on attack rolls made with bows and crossbows.
Each combatant has a reason to hold a sword or shield in hand. That
motive may be the great driving force behind his conduct and how he Defense
views his honor and code of conduct. Perhaps he has risen as a survivor, When wearing armor, you gain +1 bonus AC. Dueling When you are
maybe he has been trained for it, or maybe he has simply begun to wielding a melee weapon in one hand and no other weapons, you gain a
devote himself to it in search of a better life. +2 bonus to damage rolls with that weapon.
Just as their stories are unique, so are their relationships with their
weapons. They are not only utensils, but they become an extension of Duelism
your body, be they family heirlooms, magical weapons found in your When you wield a melee attack weapon in a hand and nothing in the
journeys, or the first one you found on your way to defend yourself. other, you get a +2 bonus on damage rolls with that weapon.

Great Weapon Fighting


Creating a Combatant
When you roll a 1 or a 2 on a damage die from a melee weapon that
When you are building a combatant character, think about the nature you are wielding with two hands, you can roll the dice again and use the
of your training. Did it come because of your participation in the army? new roll, even if its results are 1 or 2. The weapon you must have a two-
Or did you need to learn because you were placed in an arena? Do you handed or versatile property to gain this benefit.
come from a warrior nation like Noxus or Demacia? Or did you have
to find a way to defend yourself against Freljord's wild and merciless Phalanx
creatures? When using a shield, you can attack normally with a polearm if you are
Also think about how you got your weapons, is it a family heirloom or using a heavy or turret shield, you become unable to gain an advantage
did you steal from someone? Do you follow any code of Honor? What in your attack.
made you become an adventurer? By answering these questions you
can have a well-defined background to your character. Protection
When a creature that you can see attack a target that is within 5 feet of
Quick Build you, you can use your reaction to impose disadvantage on the creature's
You can make a Combatant quickly by following these suggestions. First, attack rolls. You must be wielding a shield.
your Strength or Dexterity must be your highest ability score, depending

113
Shield Fighting Enhancement
You can use your light shield as a weapon. It deals 1d4 + your Strength
modifier in bludgeoning damage. When you reach the 4th level and again at the 8th, 12th, 16th, and 19th
level, you can increase one ability score, of your choice, by 2 or you can
Two-Weapon Fighting increase two ability scores, of your choice, by 1. By default, you cannot
raise an ability score above 20 with this trait. Alternatively, you can
When you are engaged in a two-weapon fight, you can add your choose one of the General Enhancements in Chapter 5: Customization
damage attribute modifier to your second attack's damage roll. - Enhancements.

Unarmed Fighting
Extra Attack
You can roll a d4 + your Strength modifier in place of the normal damage
from your unarmed strikes.
Starting at 5th level, you can attack twice, instead of once, when using
the Attack action during your turn. The number of attacks increase to
Unarmored Defense three when you reach 11th Combatant level and to four when you reach
When you are not wearing any armor or wielding a shield, your Armor 18th Combatant level.
Class will be 10 + your Dexterity modifier + your Constitution modifier.

YAAAAAR! Indomitable

You learned how to make the best of combat style by holding a slashing Starting at 9th level, you can roll again a Strength, Dexterity or
weapon and a firearm in your secondary hand, gaining proficiency with Constitution saving throw that you failed. If you do this, you have to use
light firearms. When attacked, you can use your reaction to shoot with the new roll and you must take a long rest before you can use this feature
your firearm at the attacker. The gun must be loaded. Also, you can again. You can use this feature twice between long rests when you reach
reload a light firearm with a bonus action. 13th level and thrice between long rests when you reach 17th level.
When reaching 17th level, you can roll again an Intelligence, Wisdom or
Second Wind Charisma that you have failed.

You have a stamina reserve and you can use it to protect yourself from
damage. On your turn, you can use a bonus action to recover hit points
Honor
equal to 1d10 + your Constitution modifier + your Combatant level. Every combatant is an expert in battles and combats; however, each one
follows a peculiarity with paths that can differ from each other. While
Once you use this feature, you can't use it again until you finish a short some become masters of a weapon, mastering techniques and having
or long rest.

Combatant Techniques

At the 1st level, you can make a special technique that demonstrates
your combat training. You know a Combatant Technique of your
choice. The Combatant Techniques are detailed at the end of this class'
description. You learn one additional Combatant Technique when you
reach the levels 4, 6, 9, 12, and 16. At the beggining of each of your turns
in combat, you can use your action to use one of the chosen techniques,
unless the technique says the contrary. When you gain acess to new
techniques, you can also replace one already known with another.
Some of your Techniques require your target to roll a saving throw to
resist to the technique's effects. The saving throw DC is calculated as
follows:
DC against your combat techniques = 8 + your proficiency bonus +
your Strength or Dexterity modifier (once chosen, it is not possible to
change)

Combatant's Honor

At the 1st level, you choose a Combatant's Honor, in which you work
hard to follow its techniques and styles of combat. Choose between
Armaster, Guardian, Strategos. They are all detailed at the end of the
class' description. The archetype gives you special features on the 1st
level and again on the 3rd, 6th, 10th, 13th, 16th, 18th and 20th levels.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits
for a moment. On your turn, you can take one additional action on top
of your regular action and a possible bonus action. Once you use this
feature, you must finish a short or long rest before you can use it again.
Starting at 10th level, you can use it twice, and at 17th level thrice before
a rest, but only once on the same turn.

114
an in-depth knowledge of how to handle it, others prefer to become modifer, rounded down (minimum 1) to this weapon's hit.
specialists in several. However, it is not just weapons that combatants
Upon reaching the 10th level, you will be able to extend your bond to
are made of. While some become masters of defending what is valuable
weapons that share a property, which can only be used in this way if
to them, others learn strategies that can change the course of a war.
you are proficient in those weapons. Examples of property are Reach,
Each of the combatants follows its own conduct of Honor. These codes Finesse, Two-Handed, Versatile, among others. When you reach the
can be always seek to improve or to unravel all mysteries of a specific 18th level, you will be able to extend your bond again for weapons that
weapon through dedication and hard work. Others may follow their share a type of damage, such as bludgeoning, slashing, or piercing.
codes by being protective of their causes, dedicated to the extreme in
protecting them, while others may be strategists who seek to understand First Blood
all the conditions of a battle to plot a victory plan.
After you reach the 3rd level, your first attack against an enemy, using
a Weapon Bond, deals 1 additional damage die. If your first strike is
Armaster's Honor in a surprised or Incapacitated crature, if it is shit, your attack will be
considered a critical hit.
Every combatant can be skilled in battle, but only Armasters can extract
their weapons' full potential, thereby conquering a skill admired by Mortal Bond
anyone who wishes to achieve martial supremacy. Armasters dedicate At the 6th level, your Weapon Bond's damage die will increase by 1 on
themselves body and soul to the path of combat, always wishing to the damage scale. It happens again on the 18th level. Also, your attacks
improve their technique to levels beyond human understanding. with Weapons Bond start to count as magical with the purpose to
surpass resistances.
Weapon Bond
When you choose this Honor at 1st level, you must choose a weapon Martial Rupture
that you are proficient with. Any weapon similar to it will be considered At the 10th level, when you attack with a Weapon Bond and have
your Weapon Bond. For example, having proficiency in simple and advantage against a creature, you ignore that you have advantage and
martial weapons, you can choose to link to Daggers, Clubs, Rapiers, you can make an additional attack against this target. You can use this
Short Swords, Long Swords, etc. That way, if you choose Rapiers, any feature once per turn.
rapier in your hand will be considered a Weapon Bond.
Once you have bonded, you cannot be disarmed while wielding Combat Agility
that weapon, unless you are Incapacitated. Also, you can When you reach the 13th level, you acknowledge your combat
add half your Intelligence experience has given you greater insight into when to protect yourself
from enemy attacks. Choose between:
Martial Jump. With your reaction, when you are the target of an
attack, you can try to dodge it by moving 10 feet in any direction.
You must make a Dexterity saving throw whose DC is equal to 8
+ half of the attack's hit. If you fail, you only take half of what
you would normally receive. When you move llike that, you
don't cause any opportunity attacks.
Martial Protection. When you are the target of an
attack, you can use your reaction to fortify yourself. When
you do that, you gain temporary hit points equal to your
Combatant's level + your Constitution modifier. These hit
points last for up to 1 minute.

Weapons’ Master
At the 16th level, you can double your proficiency
bonus in attack rolls made with Weapons Bond.
Also, your attacks with weapons acquire a
critical margin of 18 to 20 in your attack rolls.

Martial Flourish
At the 18th level, once per turn, if you miss an attack
with a Weapon Bond, you can re-roll the attack.

Grand-Armaster’s Posture
When you reach the 20th level, you can use your
bonus action to assume a hybrid stance of attack
and defense. By doing this, for the next minute,
you gain resistance to any type of damage
(with the exception of disruptive damage and
spiritual damage). Also, evertyme you are hit
by an attack, you must make a Constitution or
Intelligence (what is higher) to ignore the damage
taken. This saving throw's DC is equal to 8 + half
of the attack's hit roll.
For each attack taken made by a creature you can
see and is in your weapon's range, you can make

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a counterattack, attacking with your Weapon Bond. You can use this Search for Self-Perfection
ability as many times as your Constitution modifier before a long rest.
After the 10th level, you can use your attack action to advance towards
Additionaly, you gain proficiency with ninja weapons, exotic and an enemy within 10 feet of you (this movement does not generate
improvised weapons. an attack of opportunity), making a melee attack against it. Enemies
adjacent to your target must make a Dexterity saving throw (DC 8 +
your proficiency bonus + your Strength or Dexterity modifier). On a
Guardian's Honor failure, they take half the damage done to your target and -5 feet on
their speed until the end of your next turn. Also, you gain an additional
A Guardian's greatest asset is his notion of protecting that and those that Enhancement that must be chosen between:
matter to him. Although your attacks are powerful, you are able to take
• Ambidextrous.
care of your allies in times of struggle, knowing how to position yourself
• Defensive Duelist.
to protect them and allow the most skilled and fragile to deliver their • Esquire.
grand attacks. You know that glory is not always by your side, but the • Medium Armor Specialist.
sense of accomplishment makes you able to rest your head peacefully • Heavy Armor Specialist.
every night. • Combat Fullness.

First In, Last Out Steel Body.


When you choose this Honor, you get a +5 bonus on your initiative. At the 13th level, your body becomes a finely sharpened combat
weapon. All attacks that hit you are reduced by 5 damage points (if you
Hard Weapon have resistance to the attack, the biggest reduction that remains).
Also at the 1st level, the Shield will count as a martial weapon for you. Also, your Armor Class increases by +1.
Depending on the size of the shield you are using, it will do a different
amount of bludgeoning damage: 1d4 for a buckler, 1d6 for a light shield, Survivor
1d8 for a heavy shield and 1d10 for a tower shield. In all cases, your
At the 16th level, you reach the top of resilience in battle. At the
Strength modifier is added to the damage.
beginning of each of your turns, you recover an amount of hit points
equal to 5 + your Constitution modifier, if you have no more than half
Protect the Weak
your hit points. You do not receive this benefit if you have 0 hit points
At the 3rd level, if an ally you can see is being attacked, you can use your (this healing does not count as magic for all purposes).
reaction to use your move towards an ally. If you stay adjacent to it, you
can take the attack instead, but that attack must still pass your AC. Defender’s Vigor
When you reach the 18th level, your experiences in battle reinforced
Persistent Tactics
your vitality and your musculature. When you receive an exhaustion
After the 6th level, when you make an Action Surge, you will be able to point, you receive only half of it. For example, instead of receiving 1 you
use your reaction to use one of the Combat Techniques that you know. will receive 0.5, if you receive 3 it will be 1.5 and so on. Additionally,
Besides that, you gain one more use of your Second Wind. when you are reduced to 0 hit points, but do not die immediately, you

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can choose to drop to 1 hit point instead. Once you use this feature, you Contempt
can't use it again until you finish a short or long rest.
At 13th level, you can use your action to provoke enemies. All enemies
within 60 feet of you who can see and hear you, must make an Intelligence
Legendary Guardian
or Wisdom saving throw, whichever is higher, (DC 8 + your proficiency
After you reach the 20th level, you can't even be considered a mortal in bonus + your Charisma modifier). In a failure, they must do their best to
terms of physical endurance. You receive the following benefits: attack you. Moving in this way will cause attacks of opportunity.
• Your Constitution is increased by 2, up to a maximum of 22. When you do this, enemies that target you have disadvantage in their
• You are not affected by extreme heat, height or cold. attacks until the end of your next turn. Additionally, you increase your
• You become immune to diseases and your body cannot be aged by magic. AC by 1 + your Charisma modifier until the end of your next turn.
• When you use your Action Surge, you receive an extra reaction, just to
use a Combat Technique, until the start of your next turn.
• You have advantage in death saving throws. Feared Enemy
• You gain one more use of your Second Wind. Ather the 16th level, you are a feared being on the battlefield. Using your
• You take 20 damage less from any damage source, except for critical
action, enemies who can see or hear you must make a Wisdom saving
hits that are reduced by 10 (if you have resistance to attack, the biggest
reduction that remains). throw (DC 8 + your proficiency bonus + your Charisma modifier). On
failure, these creatures will become Frightened. You can use this feature
only once every turn.
Strategos’ Honor
Inspiring Leader
True strategic masters, Strategos live every minute of their lives When you reach the 18th level, when you use the Strategy technique,
transforming battles into puzzles that they solve with mastery. They your target's roll bonus becomes 2d6 instead of 1d4. Also, you can
understand more than anyone about the movements of “war pieces” affect a number of creatures equal to the sum of your Intelligence and
and know how to control resources in an excellent way. Aware of their Charisma modifier.
place in their formation, aware of every tactical advantage they can
obtain, they are lords of wars and battles, raising the morale of their Creatures affected by this ability receive +2 to their AC and temporary
companions or armies to an astonishing level. hit points equal to your Combatant level + your Charisma modifier.

Additional Proficiency Combat Perfection


When you choose this Honor, you learn two additional languages. After the 20th level, you have reached a state in which many did not even
dream of reaching, and those who arrived stand out among the legends.
Strategy Once for a short rest, you can, as a free action, fully concentrate on
combat, receiving the following bonus over the next 10 minutes:
At the 1st level, you can use your action to inspire a number of creatures
equal to your Charisma modifier, of your choice, that are within 120 • 25 temporary hit points, if anything remains at the end of the duration,
they are lost. • +2 to your Armor Class.
feet of you and can see or hear you. Every time a target make an attack
• Advantage in Strength and Constitution saving throws.
roll or saving throw for the next minute, the target can roll one 1d4 and • Advantage on all attacks with weapons you have proficiency.
add it to that attack or saving throw. This effect doesn't stack more than • 1d10 additional damage to all attacks with weapons you have proficiency.
once on the same creature. You can use this technique a number of times • +10 feet of extra speed.
equal to the sum of your Intelligence and Charisma modifier for long • Your critical attacks heal you in an amount equal to your proficiency (this
rest. cure does not count as magical for all effects).
These effects will end prematurely if you become Incapacitated.
Trained Vision
After the 3rd level, when you observe a creature for 1 minute, you learn
an aspect about the creature of your choice. You can only know the
chosen aspect of the creature, being able to discover 1 new aspect of
Combat Techniques
the same creature when reaching the 10th level and another 1 when Your techniques reflect your hard combat training, demonstrating
reaching the 16th. Choose between: unique and special skills passed from warrior to warrior, master to
• Type of creature master... However, on some occasions you may be the pioneer, the one
• Armor class who created a technique that will be passed on to the next generations
• Senses of Combatants.
• Damage vulnerability
• Damage resistance
• Damage immunity Combatant's Techniques
• Condition immunity
Apprehend Enhanced Critic
Arcane Combatant Epic Charge
Strategic Withdrawal Chaaarge!! Monastic Combatant
Circular Attack Mounted Combatant
At the 6th level, you become adept at retreating from fights and
Close-range Shot Protective Wall
maintaining your position. When a creature you can see hits you with Courage Riding Professional
an opportuniy attack, you can use your reaction to treat the attack roll Crippling Strike Riposte
as if it were 1. Devastating Shot Seismic Shock
Disabling Shot Unprotect

Tactical Master Disarm Vanguard Attack


Double Shot
At level 10, as long as you are aware, you become a source of inspiration
for your allies who can see you. As long as they can see you, your allies Armaster Techniques
cannot be Frightened.
Attack Magic Thunderlord’s Decree
Also, you have advantage against being Frightened or Charmed.
Load Attack
Shatter
Summon Weapon

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Guardian Techniques You can use this technique as many times as your Dexterity modifier for
long rest.
Guardian of Life Restore Strengths
“Hit me and I hit you” “You hit like baby Ram, no horns yet” Circular Attack
I Hold It! Prerequisite: Strength or Dexterity 13 or higher
You can cut your speed in half and make a circular attack with your
Strategos Techniques melee weapon, dealing damage to all creatures in range of your weapon
that fail a Dexterity saving throw. If you have Extra Attack, you can
Analytical Mind Offensive Maneuver
Analyze Terrain Share Strategy
make an attack normally on a creature adjacent to you.
Defensive Maneuver
Crippling Strike
Prerequisite: Strength or Intelligence 13 or higher
Using a bonus action, you energize your next melee attack, causing the
Techniques in Alphabetical Order
weapon's damage dies of the next attack to be doubled. This technique
Below are all Combat Techniques in alphabetical order, whether generic does not stack with itself or with any effect that increases your next
Combatant or specific to its Subclasses. attack (with the exception of runes or spells). You can do this a number
Analytical Mind of times equal to the sum of your Strength and Intelligence modifiers per
Prerequisites: Strategos and Intelligence 15 or higher long rest.

You enter an extreme analytical mental state that lasts for 1 minute. Chaaarge!!
You can choose a total of “damage types” that you become resistant to Prerequisites: Wisdom 13 or higher and proficiency with the skill Animal
(except disruptive damage. The total of damage types is defined by half Handling
of your Intelligence modifier. You can do this a number of times equal to While mounted, you can use this technique to command your mount
half your Intelligence modifier per long rest. to advance towards your enemies. When you do this, in addition to the
Analyze Terrain action to use this technique, you use the reaction of your mount, which
Prerequisites: Strategos and Intelligence 13 or higher makes it move 10 feet in one direction. If it hits a creature, the target hit
must make a Dexterity or Strength saving throw (at the GM's discretion)
You can analyze the terrain around you, having advantage to find traps, against an Athletics roll on its mount. On a failure, the hit creature takes
decrease ambush power, and provide important information for your 2d6 + your mount's Strength modifier of bludgeoning damage and
allies. becomes Prone.
For 1 minute, all your allies gain advantage against traps and cannot be Close-range Shot
surprised. In addition, all non-magical terrain is no longer considered Prerequisite: Dexterity 13 or higher
difficult for that duration.
You are trained to make ranged attacks in small spaces. When you
Apprehend choose this technique, you have no disadvantage when performing a
Prerequisite: Strength 13 or higher ranged attack against a creature 5 feet from you. This technique does
Using your reaction, if a target enters or leaves your range and you are not apply to firearms.
using a greataxe or battleaxe, you can pull an enemy up to 10 feet so that Courage
it is adjacent to you. The target must make a Dexterity saving throw or Prerequisite: Constitution 13 or higher
it will be pulled and its speed will become 0 until the start of its next turn.
You can use your bonus action to temporarily increase your AC by +4,
Arcane Combatant as well as having resistance to slashing and piercing attacks if you are
Prerequisites: Intelligence 13 or higher and Heritage - Magic Spark wearing heavy armor. This effect lasts until the end of your next turn and
Along with your combat training, you have discovered a principle of can only be used a number of times equal to your Constitution modifier
magic itself, training you to understand the basic concepts of arcanism. (minimum 1) per long rest.
You can select this technique only at the 1st level. This gives you access Defensive Maneuver
to the Spellcasting ability. This allows you to learn cantrips, and 1st and Prerequisites: Strategos and Charisma 13 or higher
2nd level spells.
Through your instructions, you can give all your allies an AC bonus for
If you want to continue your studies on arcanism, you have to choose 1 minute, plus damage reduction. The AC bonus is equal to half your
this technique again only at the 12th level. When choosing for the proficiency bonus and the damage reduction is equal to the sum of your
second time, you are given access to the 3rd and 4th level spells, as Intelligence and Charisma modifiers. You can do this a number of times
stated in Spellcasting. Additionally, you can choose a known 1st-level equal to your Intelligence or Charisma modifier for long rest.
spell and cast it as a bonus action once for a long rest, without spending
a spell slot. Devastating Shot
Prerequisite: Strength or Dexterity 13 or higher
When you choose this technique, it cannot be replaced. For more
information on the Technique and Spellcasting, see the Special When you choose this technique, you can choose whether to use
Combatants section at the end of this Class. your Strength or Dexterity modifier when making attacks with bows,
crossbows and throwing weapons.
Attack Magic
Prerequisites: Armaster and Strength or Dexterity 13 or higher Also, you can renounce to attack on this turn to power your next ranged
attack. When you do this, your attack's hit roll is done using twice your
You can imbue your Weapon Bond with your physical power, so that attack modifier. This attack deals additional damage equal to its modifier
even spells can be struck. When you are the target of an attack spell, in d4. If this attack executes the target and there is a creature behind it,
you can use your reaction to try to counter it. When trying to do this, that creature must make a Dexterity saving throw. On failure, it will take
you must perform a Strength or Dexterity saving throw (whichever is half the dealt damage.
higher) whose DC is 11 + the spell level. On a success, you can target
it at the creature that cast it, making an attack roll using your Strength Disabling Shot
or Dexterity modifier to determine whether you hit the creature. If the Prerequisite: Dexterity or Intelligence 13 or higher
attack succeeds, this creature is subject to the same effects as the spell, By making an attack action with a ranged weapon against a creature
using its casting ability to set the spell DC, if any. In a failed saving throw, that you can see and that is in range of your weapon, you can make it
the spell occurs normally. If the attack fails, the spell is only deflected. a Disabling Shot. If the attack is successful, the target's speed is halved

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until the end of your next turn. You can do this a number of times equal Exhaustion level, which cannot be lowered or canceled. These levels can
to the sum of your Dexterity and Intelligence modifiers per long rest. only be lost through a long rest.
Disarm “Hit me and I hit you”
Prerequisites: Wisdom 13 or higher and Strength or Dexterity 13 or higher Prerequisites: Guardian and Dexterity 13 or higher
When you are targeted by a weapon attack, you can use your reaction If an ally is attacked within 15 feet of you, you can use your reaction
to try to disarm your enemy. When you do this, the target must make a to move up to 10 feet and counterattack if the attacker is within range
Strength saving throw if you are using a melee weapon, or a Dexterity of your attack. You can use this technique many times equal to your
saving throw if you are using a bow or crossbow. On a failure, the target proficiency bonus per long rest.
drops its weapon at its feet. You can use this technique as many times as
I Hold It!
your Wisdom modifier for long rest.
Prerequisites: Guardian and Strength or Dexterity 13 or higher
Double Shot
When you hit a creature with a melee weapon, you can use your
Prerequisite: Dexterity 13 or higher
reaction so that your allies use their reaction to move half their own
Using your bonus action, you can make all shots made by a bow or speed away from the target. They must be within 5 feet of your target
crossbow be doubled this turn. The damage dealt by the second shot is and this movement does not cause an attack of opportunity. You can
the damage of the weapon without adding the modifier. Making attacks only do this if the creature is, at most, a size category larger or smaller
this way requires that you have enough ammo for each shot. Each shot than yours. You can do this a number of times equal to your Strength
is rolled separately against the targets. You can do this a number of times modifier for long rest.
equal to your Dexterity modifier for long rest.
Load Attack
Enhanced Critic Prerequisites: Armaster and Strength or Dexterity 13 or higher
Prerequisite: Strength or Dexterity 15 or higher
You can forgo attacking and moving this turn to power your next attack
When you choose this technique, you reduce your critical margin by with a Weapon Bond. Caso você acerte seu próximo ataque com a
1 on all your weapon or unarmed strikes. For example, if it is 20 it will Weapon Bond, it será um crítico automático e o modificador de dano
become 19, if it is 19 it will become 18. é dobrado. You can use this technique a number of times equal to half
your proficiency bonus (rounded down) for long rest.
Epic Charge
Prerequisite: Strength 15 or higher Seismic Shock
Prerequisites: Strength 13 or higher and proficiency with a bludgeoning
When you are moving, you can use this technique and push an adjacent
weapon
enemy with your melee weapon (or shield), as long as it is, at most, of
a size category larger or smaller than yours. It must make a Strength You can use a bludgeoning weapon to make an attack in a 10-foot cone
saving throw. On failure, the creature is pushed up to 15 feet in the area in front of you. Only one roll is required for this attack and enemies
direction you moved and will become Prone. If the target collides with a in the area are hit if the attack exceeds their AC. This attack deals 2d6
wall, tree, or something solid, it must make a Constitution saving throw additional damage in that area and enemies hit by this technique must
or be Incapacitated until the end of your next turn and receive 2d8 make a Dexterity saving throw. On a failure, they take that 2d6 of
bludgeoning damage. additional damage.
Guardian of Life Monastic Combatant
Prerequisites: Guardian and proficiency with the skill Medicine. Prerequisites: Wisdom 13 or higher and Heritage - Ki Cultivation
You can use this technique to do cardiopulmonary resuscitation work You preferred meditation and self-control to cultivate your skills,
on a creature that has died within the last minute. That creature returns managing to create your own collection of Ki. You can only choose
to life with 0 hit point, but doesn't have to roll death saving throws. This this technique at the 1st level, where you are given access to Ki, Sutra
technique cannot bring back to life creatures that have died of old age, and Vel-Sutra skills. Also, at the 1st level, you choose a Ninja weapon,
nor can it restore any lost body parts. When you do this, you receive 1 receiving proficiency with it.

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When selecting this technique only once, you will normally follow the Offensive Maneuver
Monastic Combatant table until the 11th level. When you select this Prerequisites: Strategos and Intelligence or Charisma 13 or higher
technique again at the 12th level, you continue your studies on the
Your commands give your allies an increase in their destructive power.
Sutras and Vel-Sutras, being able to follow the table from the 12th level
For 1 minute, they receive an attack bonus equal to half your proficiency
onwards.
bonus and their attacks receive a damage bonus equal to the sum of
Additionally, when selecting this technique on the 12th level, you also your Intelligence and Charisma modifier. You can do this a number of
receive 1 Sutra of your choice and 1 additional space for Vel-Sutra. times equal to your Intelligence or Charisma modifier for long rest.
When you choose this technique, it cannot be replaced. For more Restore Strengths
information on the Technique and Ki, see the Special Combatants section Prerequisites: Guardian and Strength or Constitution 13 or higher
at the end of this Class.
Your energy and vitality in combat are inspiring and can bring back
Mounted Combatant a fallen ally. Through a bonus action, you can use this technique to
Prerequisites: Wisdom 13 or higher and proficiency with the skill Animal inspire an injured ally in combat by touching it. You can spend a hit die
Handling to heal your ally in the rolled amount and grant double that amount in
temporary hit points.
When you choose this technique, while mounted and using a weapon
that has the reach property, your attack and damage rolls with that Riding Professional
weapon add your mount's Strength or Dexterity modifier (minimum 1). Prerequisite: Wisdom 13 or higher and proficiency with the skill Animal
Also, while mounted, when attacking targets within 5 feet of you using Handling
a reach weapon, it does not impose disadvantage.
When you choose this technique, your mastery with your mount
Protective Wall becomes evident. You have advantage in tests to avoid falling off your
Prerequisites: Strength or Intelligence 13 or higher and proficiency with mount. If you already use a military saddle, when you fail a test, you just
shields dismount the creature, not receiving the Prone condition. Mounting or
dismounting a creature costs just 5 feet of speed, instead of half your
Using a tower shield, you can raise it so that both you and your allies
speed.
receive an incredible strategic advantage. Until the start of your next
turn, all allies who are 10 feet from you and are positioned behind your Riposte
shield receive half coverage, as long as they do not leave behind your Prerequisite: Dexterity or Intelligence 13 or higher
protection. You can do this a number of times equal to the sum of your
If you are hit by any weapon or unarmed strike, you can use your
Strength and Intelligence modifiers per long rest.
reaction to cut the damage taken in half. If you are wearing light armor
or no armor at all, you can immediately, as part of the same reaction,
perform a weapon attack against an enemy within 10 feet of you. If
you are using a weapon with an extension, this range increases to 15
feet. This attack deals an amount of additional damage dies equal to
half your proficiency (rounded down). You can do this a number of
times equal to the sum of your Dexterity and Intelligence modifiers
per long rest.
Share Strategy
Prerequisites: Strategos and Intelligence and Charisma 13 or
higher
When you use the attack action on your turn, you
can resign from one of your attacks and use your
bonus action to share the strategy with an ally who
can see or hear you. When you do this,
the ally uses its reaction to make an
attack, adding to the hit and the damage
a bonus equal to your proficiency bonus +
your Intelligence modifier. You can do
this a number of times equal to your
Charisma modifier for long rest.
Shatter
Prerequisites: Armaster ad
Strength 13 or higher
You can use this technique with your
Weapon Bond to try to strike an opponent's
weapon or shield, breaking it or, if it's magical,
forcing a disarm. To do this you must roll a
Strength check whose DC is set by the GM,
and may vary depending on the material of the
weapon. You can use this technique as many times
as your Strength modifier for long rest.

Summon Weapon
Prerequisites: Armaster and Intelligence 13 or
higher
With a bonus action, you can invoke your
Weapon Bond into your hands, as long as it

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is within your view and at a distance equal to 2 times your speed. If it is Special Combatants
being held by someone, the target must make a Strength saving throw.
On failure, the weapon is snatched from the creature's hands. You can When you choose the Arcane Combatant or Monastic Combatant
also use this technique to provide disadvantage if someone is using your techniques, you should read the section below for those techniques.
Weapon Bond in combat, instead of pulling it back at you. When using
this technique in this way, it lasts 1 minute. You can use this technique
many times equal to your proficiency bonus per long rest. Monastic Combatant
Thunderlord’s Decree
Prerequisites: Armaster and Strength or Dexterity 13 or higher Ki
Each time you hit a target with your Weapon Bond, that target receives
a Decree mark. This mark lasts for 1 minute and only one target can be The Ki is the comprehension of the internal and external energy and of
marked at a time. By accumulating three marks on a target, you can use its relation with the true being which transcends the mundane. The Ki is
your bonus action, or your reaction, to force it to make a Constitution a common principle to every form of existance, be it phyical of ethereal,
saving throw. If it fails, it receives your proficiency bonus in d8 of thunder living or dead. Plants have their Ki and blossom much intensely when
damage and is Stunned for 1 minute, being able to repeat the saving they emanate it. Even the dead and decomposing corpses have their Ki.
throw at the beginning of each of its turns. You can use this technique After the 1st level, your training allows you to control the mystical
many times equal to your proficiency bonus per long rest. energy of Ki. Your access to this energy is represented by a number of Ki
Unprotect points. Your class level dictates the number of points you have as shown
Prerequisite: Strength or Dexterity 13 or higher on the Ki column on the Monastic Combatant table.
When you make an attack action against your opponent, if you are You can spend these points to sustain many of the Ki characteristics.
successful, you can use an axe or handaxe to try to unequip your When you spend a Ki point it becomes unavailable until you finish a
opponent's shield with your bonus action. When you do this, your short or long rest. Then, you regain all the points you spent. You must
target must make a Strength saving throw. On a failure, this creature has spend at least 30 minutes of your long rest meditating in order to recover
its shield unequipped and the next attack made against it has advantage. your Ki points.
You can use this technique a number of times equal to your Strength or Some Ki characteristics require your target to make a saving throw to
Dexterity modifier (having to define the limit in advance, not being able resist the effect of the characteristic.
to change between them) for long rest.
Vanguard Attack
Prerequisite: Strength or Constitution 13 or higher Ki resistance DC = 8 + proficiency bonus + your Wisdom modifier.
You gain a bonus of 10 feet of speed, nullifying any effect that is slowing
you (unless you are at 0 feet of speed). When you hit an enemy with a Sutra
melee weapon attack, it must make a Strength saving throw. If it fails, it
is Stunned for 1 turn. You can do this a number of times equal to the sum The cultivation of discipline between body and spirit allows Ki to be
of your Strength and Constitution modifiers per long rest. used and developed. The practitioner starts to receive characteristics
“You hit like baby Ram, no horns yet” inherent to this development, which can often be used by consuming
Prerequisites: Guardian and Constitution 15 or higher his Ki reserve. These characteristics are the Sutras, which are common
techniques and knowledge. The difference between Sutras and other
You can puff up your chest and avoid attacks. During the next minute, class characteristics is that they can have an inductive component, an
you become immune to physical attacks, but you cannot use attack aspect that can be used through the consumption of Ki.
actions. At the end of that minute, your next attack is a powerful attack
that deals additional damage equal to the number of attacks you have At each level you receive access to a Sutra, you can choose it from the
suffered during that time. You can finish this technique prematurely list of General Sutras, as long as you meet the prerequisites for it.
using a bonus action. You can use this technique as many times as your
Constitution modifier for long rest.

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Class' Sutra
Combatants do not have their Monastic Combatant
own Class Sutras, however, they
can choose their first from those Level Ki Sutras Vel
available on the Bodhisattva Sutras 1st 1 1 1
list that can be found within the 2nd 1 1 1
Bodhisattva Class. After that, they 3rd 2 1 1
must find ways to learn their next 4th 2 1 1
5th 3 2 1
Sutras within the campaign. 6th 3 2 2
7th 4 2 2
Arcane Combatant 8th 4 2 2
9th 5 2 2
10th 5 3 2
Spellcasting 11th 6 3 3
12th 6 3 3
When you select this technique only once, 13th 7 3 3
14th 7 3 3
you follow the Combatant Spellcaster
15th 8 4 3
table to the 11th level. When you select 16th 8 4 4
this technique again at the 12th level, you 17th 9 4 4
have access to the rest of the Combatant 18th 9 4 4
Spellcaster table. 19th 10 4 4
20th 10 5 4

Cantrips
You learn two cantrips of your choice from Combatant's spell list.
You learn an additional Combatant cantrip, of your choice, at
the 8th level.

Spell Slots
The Combatant Spellcaster table shows how many 1st-
level and higher spell slots you have available for casting.
To cast one of these spells, you must spend a spell slot of
the spell level or higher. You recover all the spent spell slots
when you finish a long rest.
For example, if you want to cast 1st level spell shield and you
have a 1st level and 2nd level spell slot available, you can cast
shield using either space.

Known Spells of 1st Level and Higher


You know three spells of 1st level, of your choice. See chapter 10
for Combatant's spell list.
The Spells Known column in the Combatant Spellcaster table
shows when you learn more Combatant spells, 1st level, or higher.
Each of these spells must be a spell of Combatant's spell list. For
example, when you reach the 8th level of the class, you can learn a

Combatant Spellcaster
Cantrips
Level Known Spells Known - Spell Slots per Spell Level -
1 2 3 4
1st 2 - - - - -
2nd 2 - - - - -
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 3 4 4th - - -
6th 3 4 4th - - -
7th 3 5 4 - - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 2 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 5 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3rd -
17th 4 11 4 3 3rd -
18th 4 11 4 3 3rd -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

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new 1st or 2nd level spell.
Also, when you acquire a level in this class, you can choose a
Combatant spell that you know and replace it with another spell
from the Combatant spell list, which must also be of a level at which
you have spell slots, except for the spells replaced on the 8th, the
13th and the 19th levels.

Spellcasting Ability
Your spellcasting ability is Intelligence for your Combatant spells, so
you use your Intelligence whenever a spell refers to your spellcasting
ability. In addition, you use your Intelligence modifier to set the DC
for Combatant spells you cast and when you make an attack roll with
a spell.

Spell save DC = 8 + proficiency bonus + Intelligence modifier


Spell attack modifier = 8 + proficiency bonus + Intelligence modifier

123
Hunter
A small fox runs through the sands of the Great Sai without ambition. The
nocturnal freshness stimulates it to spent its energy away from its protective
mother, it passes by some heated stones and its curiosity prevails over its
survival instinct, being hit by a purple light beam that immobilizes while
making it scream. The pain is huge for the little creature bathed by this
energy which wants to manifest itself inland. The seconds that will decide its
future pass by and unfortunately the little fox meets its fate. All over its body,
dark veins are running, pumping blue and purple energy, modifying its body,
and giving it an increasingly creepy atmosphere. One tentacle emerges from
its back and moves through its head, spreading, ready to give birth to a void
creature.
A dark and silent arrow as the night appears into the middle of the creature's
eyes, causing a dark slime to jump out of the fox corpse and release smoke,
being corroded by the Runic Archer spell, which frees the fox from a life
of slavery and destroys the little piece of corruption that tried to invade
Runeterra.
The Hunter notes the mother fox from afar and with a whistle warn it to
run away from that region. While the mother fox runs with his cubs too far
away, he knows that he should report the manifestation witnessed to his
Conclave and his leader Nidalee as soon as possible. It is likely that it will be
necessary to clean up that region and seal a portal because the Void once
more has succeeded in expanding its tentacles.

The Hunter is an expert in tracking and killing or even capturing his


prey. Usually, he dedicates himself to a creature or a specific species,
be it because of childhood trauma, or be it because of the
feeling of fulfilling his duty or any other motivation.
Relating themselves to a specific region, the Hunters
tends to be slightly provincial, fighting any threats that
may afflict their territory. Although they are trained
in several weapons, they are often seen using bows
and arrows, which some channel in their powers and
boosts.
Some Hunters are notably objectors to the urbanization
and to the agglomeration of human beings, believing
that large groups often harm a region equilibrium in
terms of fauna, flora, or even spiritual or magical flow.
Other Hunters are objectors to intruders, be it from
other regions or even other dimensions, some of them are
particularly void creatures pursuers, especially those who get the
knowledge about what happened to Icathia in the past.
Usually stealthy and agile, the Hunters often do have more abilities
when distant from the urban surroundings, but in some cases, they
can be primarily urban, which may lead them to feel strangeness while
operating in wild places.
No matter what is the Hunter expertise, he will still know how to operate
in a different region, especially when in pursuit of his prey, because when
that happens, his primary instinct arises in a supernatural way, making
him a dreadful predator.

The Enclaves

Although the Hunters usually act individually, they often group


themselves into Enclaves, which are groups of Hunters with some level
of hierarchy between them, in which they share a common purpose
making it possible to operate together, and many times eliminating
threats that one would not be able to settle individually.
The structure varies in each Enclave and region, whereas some possess
a rigid structure and even ritualistic, others are simply an agreement
between people fighting for the same cause.
These groups usually exist in a non-connected way to any legal or
constituted power, but many times it ends connecting to power or
obtaining support thanks to their valuable services.

124
Class Features
As a Hunter, you gain the following class features.
Hunter
Level Features Hit Points
1st Favorite Enemy, Natural Explorer, Enclave Hit Dice: 1d10 per Hunter level
2nd Primal Awareness
Hit Points at the 1st Level: 10 + your Constitution modifier
3rd Fighting Style, Enclave Feature
4th Enhancement Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
5th Enclave Feature per Hunter level beyond 1st
6th Greater Favorite Enemy
Proficiencies
7th Enclave Feature
8th Trait Boost, Rapid Feet, Enhancement Armor: Light and medium armors, shields
9th Enclave Feature Weapons: Simple and Martial Weapons
10th Mimicry
Craft: None
11th Enclave Feature
12th Enhancement Saving Throws: Dexterity, Wisdom
13th Enclave Feature Skills: Choose three between Athletics, Stealth, Insight, Investigation,
14th Trump Card Animal Handling, Perception and Survival
15th Enclave Feature
16th Enhancement Equipment:
17th Enclave Feature You start with the following equipment, in addition to the equipment
18th Wild Senses granted by your Past:
19th Enhancement
• (a) leather armor or (b) a scale mail
20th Foe Slayer • (a) two shortswords or (b) two simple melee weapons
• (a) an explorer’s pack or (b) dungeoneer’s pack
• (a) a shortbow and a quiver with 20 arrow

Favorite Enemy
Another feature of the Enclaves is the exchange of information between
Hunters, through the contact with experienced Hunters, many of the
younger generations obtain even more success, once they benefit from At the 1st level, you have obtained enough experience studying, tracking,
the experience and wisdom of the older Hunters. hunting, and even talking with a certain type of enemy commonly found
in the jungle.
There are rumors of an Enclave that exists overall Runeterra since before
the age of the three Freljord sisters, an Enclave responsible for tracking Choose one type as a favorite enemy: beasts, feys, humanoids, fiends, or
and stopping the Void threat. However, Enclave may not be the correct undead. You gain a 1,5 proficiency bonus multiplier to weapon damage
word for it, since this responsibility is taken by most of the Hunters as checks against creatures from the chosen type. For instance, if your
their main duty. proficiency bonus is +3, you will have a bonus of 4 [3+(3/2, rounded
down)] on the attack damage; If it is +6, the attack bonus will be 9
[6+(6/2 rounded down)].
The preference for the Bow Furthermore, you have an advantage on survival checks to track your
favorite enemies, and also on intelligence checks to gather information
The Hunters are often trained in several weapons, however, the majority about them. When you obtain this feature, you also learn a language
of them use primarily the bow, keeping swords and daggers as secondary of your choice, usually spoken by your favorite enemies, or creatures
weapons. This is mainly due to their sneaky and stalker nature, even related to them. However, you are free to choose any language you
though they can be in the front line, the Hunters get more advantages in want to learn.
the battle when being well-positioned with a tactical advantage.
Another reason for the preferential use of the bow is that their training
Natural Explorer
is more focused on agility than strength since many times it is more
important to the Hunter to keep their prey alive, keeping himself alive
too to warn others about the threats. You are a navigation master in the natural world, and you react quickly
and decisively when being attacked. This grants you the following
benefits:
Creating a Hunter • You ignore difficult terrain.
• You have advantage in the initiative roll.
When creating a Hunter, consider how you were trained. Does a mentor • On your first turn during the battle, you have advantage on an attack roll
teach you his abilities while you were traveling by the forests of Valoran? against creatures that still not acted.
Did you abandoned your studies or did your mentor being killed (perhaps Moreover, you are skillful while navigating through the wilderness. You
by the same type of creature that is your favorite enemy)? In relation to obtain the following benefits when traveling for one or more hours:
your Favorite Enemy, what made you hate this type of creature?
• Difficult terrain does not slow down group travel.
• Your group can not get lost, except due to a magical effect.
Quick Build • Even when engaged in other activities while traveling (e.g. searching for
You can make a Hunter quickly by following these suggestions. First, food, navigating, or tracking), you remain alert of the danger.
your highest skill value must be Dexterity, followed by Wisdom. Second, • If you are traveling alone, you can move stealthily at a normal pace.
• When you search for food, you find double of what you typically would
choose the Exiled, Outsider, or even Mercenary Past.
find.
While tracking other creatures, you also sense their exact amount, their
size, and how much time they spent in the area.

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Enclave a hand and none at the other, you gain +2 on hit rolls with that weapon.

At 1st level, you choose to follow the Hunter path: the Friend of Beasts, Two-Weapon Fighting
the Hunting Master, the Watcher or the Runic Archer, everything When you engage in a battle and are wielding two weapons, you can
detailed at the end of the class description. Your choice grants you add your ability modifier to the second attack damage.
features at the 3rd level and again at the 5th, 7th, 9th, 11th, 13th, 15th,
and 17th levels.
Enhancement
Primal Awareness When you reach the 4th level and again at the 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2, or you can
Starting at the 2nd level as a bonus action, you choose a creature that is increase two ability scores of your choice by 1. By default, you cannot
a favorite enemy, within your vision field of vision, and at most 90 feet raise an ability score above 20 with this trait. Alternatively, you can
away and mystically mark it as your prey. Until the spell ends, you deal choose one of the General Enhancements in Chapter 5: Customization
1d6 extra damage to the target every time you hit it with a weapon, and - Enhancements.
you also have advantage in any Perception or Survival checks done to
find it. If the target drops to 0 Hit Points in less than 1 hour, you can use
a bonus action in your following turn to mark a new creature. You can Greater Favorite Enemy
use this action up to the number equal to your Wisdom modifier before
taking a long rest. At the 6th level, you are ready to take part in an even more mortal game.
Additionally, you can tune your senses to determine if any of your Choose one type as a greater favorite enemy: Celestials, Constructs,
favorite enemies are lurking around. Spending 1 uninterrupted minute Dragons, Elementals, Monstrosities, or Voidborns. You gain all the
in concentration (like when you are concentrating on a spell), you can benefits against this chosen enemy that you would usually have against
feel yourself like any of your favorite enemies in a range of 8 kilometers. your favorite enemy, including an additional language.
This feature reveals if your favorite enemies are present, their number, Besides, you have advantage in saving throws against spells and abilities
direction, and the distance between you and the creatures in kilometers. cast by a greater favorite enemy.
If there many groups of your favorite enemies in the range, you acquire
this information for each group. Fleet of Foot

Fighting Style Starting at the 8th level, you can use Dash as a bonus action on your
play.
At the 3rd level, you can adopt a specific fighting style as your specialty.
Choose one of the following options. You cannot choose the same Mimicry
Fighting Style more than once, even if later on you can choose again.
Beginning at the 10th level, you can stay still for long periods to set an
Archery ambush.
You gain a +2 bonus on attack rolls made with long-range weapons. When you try to hide on your turn, you can choose to not move in
the turn. If you avoid moving, creatures that try to detect you receive a
Defense -10 penalty on Perception checks until the beginning of your next turn.
While wearing armor, you gain a +1 bonus on AC. You lose this benefit if you move or fall, be it voluntarily or because of

Duelist
When wielding a melee weapon in

126
an external effect. You are automatically detected if any effect or action create several copies of the weapon or ammunition. Creatures in a
causes you to be unhidden. 15-foot-radius, 30-foot-tall cylinder, and at most 60 feet from you
must do a Dexterity saving throw, in case of fail they receive 6d8
If you are still hidden on your next turn, you can continue to stay still
damage from the same type of weapon you replicated.
and receive this benefit until you are detected.
Bladestorm. You can use this Trump Card to become a
tempestuous force with your blades. For a minute, you receive +2
Trump Card AC and doubles your number of melee attacks, on the other hand,
every attack against you is made with advantage.
Starting at the 14th level, you learn a trump card to use in combat. Every
trump card uses an action, some of them require a saving throw, and the After reaching the 19th level, you can choose an additional Trump
DC is measured by 8+ your proficiency bonus + your Wisdom modifier. Card.
You can only use 1 trump card per long rest, after you reach the 17th
level you can use 2 per long rest, and 3 at the 19th level. Choose one Wild Senses
from below:
Vanish. You can use the Hide action as a bonus action on your turn, At the 18th level, you gain supernatural senses that help you fight
you cannot be found by non-magical means unless you choose to against creatures that you cannot see. When you attack a creature that
leave a trail. you cannot see, your inability to see impose a disadvantage on your
attack rolls against it.
Swift Quiver. For a minute, you enchant your quiver making it
create endless ethereal ammunitions. On each of your turns, until You become aware of any invisible creature within a 30 feet radius, as
the Trump Card ends, you can make two attacks with a weapon long as the creature is being hidden from you and you are not blind
that uses ammunition from a quiver, this can only happen once per or deaf. Even if you know the creature's location, you still hold a
turn. Each time you perform ranged attacks, your quiver magically disadvantage on your attack rolls against it.
replenish the ammunition you used with non-magical similar
ammunition. Any ammunition created by this spell desintegrate
itself when the spell ends. If the quiver is no longer with you, the Foe Slayer
spell ends.
At the 20th level, you become an unparalleled Hunter. Once on each of
Commune with Nature. You use all of your hunting experience to your turns, you can add your Wisdom modifier to the attack or damage
concentrate and analyze the terrain around you. If you are in the rolls you make. You can choose to use this feature before or after the roll,
open air, you have a general understanding of the area within 4.5 but before any rolling effect apply.
kilometers from you. In caves and other enclosed spaces, the radius
is limited to 300 feet. You do not have this understanding in city or
dungeon regions. Enclave
You can obtain up to 2 of this information: Through the jungles, the Hunters find themselves ready to protect
nature or the civilization from imminent dangers, but some only desire
• Terrain and bodies of water
the spoils from rare beasts.
• Plants, ores, animals, and prevailing people.
• Influence from other planes of existence
• Buildings
Friend of Beasts
Conjure Volley. You can use this Trump Card to release your
wrath. By throwing ammunition, light, or throwing weapons, you Many hunters feel more comfortable in wild places than within the

127
civilization, up to the point that the animals consider them as family. Beast's Iron Will
Friends of Beasts develop a straight bond with an animal, furthermore,
Starting at the 9th level, your animal companion has advantage on every
they can get along with wild beasts.
saving throw, while it can see you.
Animal Consciousness
Bestial Hurricane Strike
Starting at the 1st level, your Hunter mastery allows you to establish a
Starting at the 11th level, your animal companion can use your action to
strong connection with animals and the terrain around you.
make a melee attack against each creature of your choice in a range of 5
You have an innate ability to communicate yourself with animals, that feet, with a distinct attack roll for each target
recognizes you as a soul mate. Through gestures and sounds, you can
communicate simple ideas to an animal, like executing an action, and Catch!
you can also read their basic mood and intention. You understand your
Starting at the 13th level, you can command your companion to bring
emotional state if you are affected by a spell of any species, your needs
a target that is at most one size category above your companion or has
in the short term (like food or safety), and you need to use this action (if
a weight that your companions can carry. If the target is a creature,
necessary) to persuade it to not attack.
it makes an Athletics or Acrobatics check and your beast makes an
You cannot use this ability against a creature that you have attacked in Athletics check to grab, your proficiency is added to this check. If
the last 10 minutes. your beast wins, the target is brought to the nearer empty space that
is at most 5 feet from you. The time it takes to bring the target is your
Animal Companion companion's movement. If bringing the creature takes more than one
At the 3rd level, you gain an animal companion that follows you on your turn, then the creature can redo the check on its respective turn. If it
fights and adventures by your side. Choose an animal that is not bigger passes the check, the creature fall Prone, however, if it fails, the creature
than the Large Size, and have a challenge rating of at most 1. The beast continues to be carried.
has the stats of a normal being of its species, with the following changes:
Spiritual Bond
• Your animal companion uses your proficiency bonus instead of its own.
• Your animal companion adds your proficiency bonus to its Armor Class. At the 15th level, your spirit has merged with your warbeast's spirit.
• Your animal companion gains proficiency in two abilities of your choice, Now effectively one spirit in two bodies, you have intrinsically bonded
and in all saving throws. one another, and any damage taken is taken by both of you.
• Your animal companion obeys your commands in the best possible way.
It rolls for initiative likewise any other creature, but you determine its Provided that your beast is at the same plane as you, you and your
actions, choices, behavior, and so on. If you are away or disabled, your companion receive the following benefits:
animal companion acts by itself..
• You share a telepathic bond.
While traveling for one hour or more, you and your animal companion • You have resistance against all types of simple damage.
can move stealthily at a normal pace. • Whenever you take damage, your warbeast takes the same
amount. This damage cannot be reduced or mitigated by the
When you reach the 4th level, and every time you gain a level afterward,
Spiritual Bond
your animal companion gains one hit dice and its hit points are
• You recover 3 hit points at the end of each of your turns.
recalculated accordingly.
Whenever you obtain the class feature Enhancement, your animal Close Duo
companion might as well increase by +2 one ability score of your choice
Starting at the 17th level, you and your beast learn battle tactics from
or two abilities scores by +1. If your animal companion cannot increase
each other. Besides that, while at most 5 feet one from each other, and
an ability score beyond 20 using this feature unless its description
a creature attack one of you, the other can use a reaction to add your
specifies otherwise. Alternatively, with the GM's approval, your animal
proficiency bonus to the AC of whom were being attacked. Moreover,
companion can obtain an Enhancement that makes sense to it.
if you are at most 5 feet away from your beast and use the Grappling
If your animal companion is killed, you can use 8 work hours and 25 action, you can also add your beast's Strenght modifier to the action.
gp worth of rare herbs and exquisite foods to awaken your companion
spirit and give it a new body, bringing it back to life. You can bring an
animal companion back to life this way even if it does not has any part of
its body. If you use this capability to bring a former animal companion to Hunting Master
life while you still have an actual animal companion, your actual animal
companion will leave and the former will replace it. Some hunters seek to become a weapon master to better protect the
Coordinated Strike citizens from the wilderness terror. Hunting Masters learn combat
techniques to use against the most terrible threats like mad ursines,
Starting at the 5th level, you and your animal companion form a voidling waves, imposing colossi, and dreadful dragons.
powerful combat team. When you use an Attack action in your turn, if
your companion can see you, it can use your reaction to make a melee Hunter’s Prey
attack.
At the 1st level, you gain one of the following features of your choice.
Ruthless Combat Colossus Slayer. Your tenacity can topple the majority of your
At the 7th level, you adopt one combat style from your choice from the stronger enemies. When you hit a creature with a weapon attack,
following options: the creature takes 1d8 extra damage if it has less than its maximum
hit points. You can deal this extra damage only once per turn.
• Natural Armor. You gain a bonus of +1 AC while not wearing medium
or heavy armor or wielding a shield. Giant Slayer. When a large or bigger creature within 5 feet from
• Savages. You get a +2 bonus on attack rolls while fighting alongside your you hit or miss an attack, you can use your reaction to attack that
animal companion. creature immediately after the attack, as long as you can see it.
• Tenacity. You gain a +2 bonus on attack rolls made with melee weapons.
• Warbeast. Your animal companion gains a +1 bonus on attack and Horde Slayer. Once on each of your turns, when you make an
damage rolls. attack with your weapon, you can make another attack with the
same weapon against a different creature that is within 5 feet from
the first target and within your weapon's range.

128
Size Tactics use the poisoner's kit to add poison to up to 6 ammunition pieces for the
cost of 50 GP in materials. Any creature hit by this ammunition will also
Starting at the 3rd level, you learn how to use the creature size against
take poison damage equal to half of your Intelligence score (minimum of
itself. You have advantage in Dexterity saving throws against a creature
1). Moreover, the creature must do a Constitution saving throw against
that is from a larger size category than you. Besides that, if the Dexterity
your Intelligence score or it will be poisoned until it finishes a short or
saving throw effect, in a success, allows you to take half of the damage,
long rest. Once the ammunition deal damage to a creature, this effect
you take none, however, you still take full damage on a fail.
is lost on it.
Extra Attack You can also repeat this effect on a melee weapon for a cost of 50 GP in
materials. The melee weapon must deal piercing or slashing damage to
At the 5th level, you can attack twice, instead of once, whenever you
activate the effect. After dealing with poison damage 3 times with that
take the Attack action on your turn.
melee weapon, the effect is lost.
Defensive Tactics Hunter’s Superior Defense
At the 7th level, you gain one of these features of your choice.
At the 15th level, you gain one of the following features of your choice.
Escape from Horde. Opportunity attacks made against you are
Evasion. You can nimbly dodge out of the way of certain area
done with disadvantage.
effects, such as an infernal drake's fiery breath or a lightning spell.
Multiattack Defense. When a creature hits you with an attack, When you are subjected to an effect that allows you to make a
you gain a +4 AC bonus against all following attacks from the
creature for the rest of the turn.
Steel Will. You have advantage in saving throws against being
frightened.

Diverse Attacks
At the 9th level, you can choose a technique from the list below: At
the 14th and 17th level, you can choose a new technique. You cannot
choose a technique more than once.
Opposition Shot. If the creature is about to make a melee attack
against you, and you have a long-range weapon ready to make a
long-range attack, you can spend a reaction to make an opportunity
attack against that creature. If your attack lands, the melee attack
from that creature is canceled. If the creature is from a larger or
smaller category than you, it must do a Strength saving throw
against the attack roll you have made or it will remain stunned until
the end of your next turn.
Disabling Stabbing. When you make a melee attack without
disadvantage that deals piercing damage, you can impose
disadvatange on this attack to slow down the target creature to a
speed of 5 feet per minute, if you still land the attack.
Fast Feet. Although you do not wear armor or wield a shield, your
armor class can be calculated as 10 + your Dexterity modifier +
your proficiency bonus.
Prudent Withdrawal. Every opportunity attack made against you
has disadvantage.
Fast Scan. When you make a melee attack without disadvantage
that deals slashing damage, you can impose disadvantage on this
attack to aim an additional creature within a range of 5 feet from
you in the same action.
Visceral Attack. If you hit a restrained or stunned creature with
a melee weapon, the damage can be treated as if it came from a
critical strike.

Multiple Attacks
At the 11th level, you gain one of the following features of your choice.
Hail. You can use your action to make a long-range attack against
any amount of creatures that are at most 10 feet away from a
place you can see, within your weapon's range. You must have
ammunition for each target, and you make an attack roll for each
of them.
Revolving Attack. You can use your action to make a melee attack
against any amount of creatures that are at most 5 feet away from
you, making an attack roll for each target.

Poisoner
At the 13th level, you gain proficiency with the Poisoner's Craft. You can

129
from Hunter's list of spells. The Known Spells column
in the Hunter Spellcaster table shows when you learn
more Hunter spells of your choice. Each of these
spells must be at a level that you have access to, as
shown in the table.
For example, when you reach the 8th level of
the class, you can learn a new 1st or 2nd level
spell. Also, when you acquire a level in this
class, you can choose a Hunter spell that you
know and replace it with another spell from the
Hunter spell list, which must also be of a level at
which you have spell slots.

Spellcasting Ability
Wisdom is your ability to cast your Hunter spells
since your spell comes from your attunement to
nature. You use your Wisdom whenever a spell refers to
your ability to cast spells. In addition, you use your Wisdom modifier
to set the DC for Hunter spells you cast and when you make an
attack roll with a spell.
Spell save DC = 8 + proficiency bonus + your Wisdom modifier
Dexterity saving throw to take only half damage, Spell attack modifier = your proficiency bonus + your Wisdom
you take no damage if you succeed on the saving modifier
throw, and only half damage if you fail.
Stand against the Tide. When a hostile creature misses Archer’s Runes
a melee attack against you, you can use your reaction At the 3rd level you learn how to channel this runic influence through
to force that creature to repeat the same attack against a few feats:
another creature (different from you) of your choice.
• Runic Whisper. You direct some of the runic energy to make some
Uncanny Dodge. Starting at the 5th level, when an attacker that supernatural feats. You receive proficiency with Arcana or Nature.
you can see hits you with an attack, you can use your reaction to • Runic Bow. Through action, you are able to materialize runic energy into
halve the attack's damage against you. the form of a bow on your empty hand. This bow counts as magical for
non-magical attack and damage resistances and immunities overcomes
purposes. Additionally, your bow gains a +1 bonus on attack and damage
Light as the Wind rolls. Your runic bow disappears if you are more than 5 feet away from
At the 17th level, your speed increases by an amount equal to (your it for more than a minute, if you use this ability again, if you choose
Dexterity modifier or your Wisdom modifier * 5) feet as long as you are to dismiss it (it does not require an action) or if you die. You can also
transform a magical bow into a Runic Bow through a channeling ritual
not wearing medium or heavy armor or wielding a shield.
that lasts for one hour and can be done during a short rest. This bow can
be hidden in a runic dimension and it can reappear with the Runic Bow's
Runic Archer
Hunter Spellcaster
The power of the Global Runes permeate all Runeterra, however, some - Spell Slots per Spell Level -
existential beings, alive or not, seems to have a stronger link with them. Cantrips Spells
The Runic Archers are creatures influenced by runes due to several Level Known Known 1 2 3 4
factors, from guarding areas that were affected by the runes’ presence, 1st 2 - - - - -
and even being born in a region with runes. 2nd 2 - - - - -
3rd 2 3 2 - - -
4th 2 4 3 - - -
Spellcasting 5th 3 4 4 - - -
At the 1st level, you learn how to use nature magic essence to cast spells. 6th 3 4 4 - - -
See chapter 10 for general casting rules and Hunter's spell list. 7th 3 5 4 - - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
Cantrips 10th 4 7 4 2 - -
11th 4 8 4 3 - -
You learn two cantrips of your choice from Hunter's spell list. You
12th 4 8 4 3 - -
learn new cantrips according to the Hunter Spellcaster table. 13th 4 9 4 3 2 -
14th 5 10 4 3 2 -
Spell Slots 15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
The Hunter Spellcaster table shows how many spell slots you have to 17th 4 11 4 3 3 -
cast your 1st level spells and higher. To cast one of these spells, you 18th 4 11 4 3 3 -
must spend a spell slot of the spell level or higher. You recover all the 19th 4 12 4 3 3 1
spent spell slots when you finish a long rest. 20th 4 13 4 3 3 1

For example, if you want to cast 1st level spell animal friendship and
you have a 1st level and 2nd level spell slot available, you can cast creation. This feature cannot be used on a sentient bow or artifact. If you
animal friendship using either slot. die, or if you make the one-hour ritual with a different bow, or to break
your bond with the bow, it ceases to be a Runic Bow. When the bond is
Known Spells of 1st Level and Higher broken, it appears at your feet.
• Runic Shot. You can channel different effects on your shots. After
At the 3rd level, you know three 1st-level spells, of your choice, obtaining this feature, you learn two Runic Shot Cantrips of your choice.

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Once per turn, when shooting an arrow with your bow as a part of an Hunter Level Effect
action, you can apply a Runic Shot feat to this arrow. You can only make 3rd Runic Shot (2 options)
this choice when your attack hits a creature unless the option does not 7th Runic Shot (3 options)
involve an attack roll. You have two uses of this ability and recover it after 10th Runic Shot (4 options)
finishing a short or long rest. You gain a different Runic Shot effect, aside 15th Runic Shot (5 options)
from 2 additional uses at the 7th, 10th, 15th, and 18th Hunter level. 18th Runic Shot (6 options)

Runic Acceleration
• Banishment. You use an abjuration spell to attempt to temporarily banish
At the 5th level, when you use a Runic Shot, your body absorbs some
your target to a harmless place in the Spiritual Realm. The creature hit by
of the remnant runic energy, accelerating your attacks. When you use the arrow must succeed in a Charisma saving throw or it will be banished.
Runic Shot, you can make an additional attack as a part of the same While banished from this figure, the target's speed is 0 and it is disabled.
action. At the end of your next turn, the target reappears in the space it left or
in the nearest empty space to it, if the first is occupied. After reaching
Runic Adept the 18th level in this subclass, the target also takes 2d6 additional force
damage when the arrow hits it.
At the 7th level, your runic energy intensifies and gives you some feats: • Burst. You impregnate your arrow with energy extracted from the
• Extra Attack. You can attack twice, instead of once, when using the school of evocation. The energy explodes after your attack. Immediately
Attack action during your turn. after the arrow hits a creature, the target and every other creature in a 10
• Runic Mind. Your bond with the rune acts as a powerful effect on your feet radius take 2d6 force damage each. The force damage increases to
mind. You gain resistance against psychic damage. 4d6 when you reach the 18th level in this subclass.
• Decoy. Your enchantment spell makes this arrow deceive your target
temporarily. The creature hit by the arrow takes 2d6 extra psychic and
Curved Shot chooses one of your allies in a 30 feet radius from it. The target must
At the 9th level, you learn how to direct a wandering arrow towards a succeed in a Wisdom saving throw, or it remains charmed with the chosen
new target. When you make an attack with an arrow channeled with ally until the beginning of your next turn. This effect ends prematurely if
the chosen ally attacks the charmed target, dealing damage to it or forcing
Runic Shot and miss, you can use a bonus action to redo the attack roll
it to make a saving throw. The psychic damage increases to 4d6 when you
against a different target within up to 60 feet from the original target. reach the 18th level in this subclass.
• Dim. You entwine an illusion spell on your arrow, making it obstruct your
Rune Boost target's vision with shadows. The creature hit by the arrow takes 2d6
additional psychic damage and it must succeed in a Wisdom saving throw,
Using your magic power reserves, you amplify your abilities for a short otherwise, it will not be able to see anything more than 5 feet away until
space of time. At the 11th level, you are able to use your bonus action to the beginning of your next turn. The psychic damage increases to 4d6
activate one of the below effects. The effect lasts for a minute and you when you reach the 18th level in this subclass.turno.
can only use one at a time. • Enfeeblement. You weave a necromantic spell on your arrow. The
creature hit by the arrow takes 2d6 additional necrotic damage. The
• Runic Shield. You gain a +2 bonus on AC.
target must succeed in a Constitution saving throw, otherwise, the
• Arcane Vision. You can see through the penumbra within up to 60 feet
damage dealt by its weapon attacks is halved until the beginning of your
as you are in the light, and in the darkness as you are in the penumbra.
next turn. The necrotic damage increases to 4d6 when you reach the 18th
The penumbra does not cause disadvantage on your Wisdom checks
level in this subclass.
(Perception) and you have advantage in Dexterity saving throws.
• Flaming. Your next attack deal 1d6 additional fire damage and 1d4
• Runic Shooter. You have advantage on attack rolls and your attacks deal
additional fire each turn until the target uses a bonus action to extinguish
1d8 additional force damage. Once you have used this feature, you must
it. The fire damage increases to 4d6 and the burn increase to 4d4 at the
take a long rest before using it again.
18th level of this subclass.
• Glacial. Your next attack deal 1d6 additional cold damage and the terrain
Extra Attack within 5 feet from the target becomes difficult terrain until your next turn.
At the 13th level, you can attack three times, instead of two, when using The cold damage increases to 4d6 at the 18th level of this subclass.
• Lightning. Your next attack deal 1d6 additional lightning damage, the
the Attack action during your turn.
target cannot have any reaction until the beginning of your next turn.
The lightning damage increases to 4d6 when you reach the 18th level in
Runic Aegis this subclass.
• Piercing. You use a transmutation spell to give your arrow an ethereal
At the 15th level, you gain more benefits from your bond with the Rune:
quality. When you use this option, you do not make an attack roll to
• Runic Saving Throw. When you are a spell target, or are within the attack. Instead, the arrow goes straight in a line of 1-foot width and 30
range of a spell and fail in your saving throw, you can use your reaction feet distance before disappearing. The arrow passes through objects
to redo your saving throw. You must use the new result, no matter if it is harmlessly, ignoring the cover. Each creature in this line must make a
lower than the original. Once you have used this feature, you must take a Dexterity saving throw. In case of failure, the creature takes the arrow
long rest before using it again. damage, and also a 1d6 additional piercing damage. On a successful save,
• Runic Archery. Your archery ability, in conjunction with your runic it takes half the damage. The piercing damage increases to 2d6 when you
energy, is available at the beginning of the battle. If you roll initiative and reach the 18th level in this subclass.
do not have any more uses of Runic Shot, you gain an use of it. • Pursuer. Using a divination spell, you give your arrow the ability to
pursue a target. When you use this option, you do not make an attack
Runic Charge roll to attack. Instead, you choose a creature that you saw at the last
minute. The arrow flies towards the creature, moving around the corners,
At the 17th level, you gain +1d8 damage on all your bow attacks, besides if necessary, and ignoring three-quarters and half cover. If the target is
that, all your attacks are considered magical and your ammunition can within the weapon's range and there is a long enough path for the arrow
be conjured infinitely, conjured ammunition disappears after being used to travel to the target. The target must do a Dexterity saving throw.
or after being away from you for ten minutes. Otherwise, the arrow disappears after traveling as far as it can. In a failed
saving throw, the target takes the attack normal damage as well as 1d6
extra force damage, and you find out the target's current location. On a
Runic Shot Options success, the target takes half of the damage and you do not find out its
The Runic Shot feat allows you to make some choices at determined location. The force damage increases to 2d6 when you reach the 18th in
levels. The following options are all magical effects. If an option calls for this subclass.
• Shackle. When this arrow hits your target, a spellcasting creates
a saving throw, your Runic Shot has 8 DC + your proficiency bonus +
poisonous creeper plants, which wraps the target. The creature hit by the
your Wisdom modifier. arrow takes 3 additional effects: 1d6 poison damage; its speed is reduced
by 10 feet; and if it moves 1 foot or more without teleporting, it takes
Runic Shot 2d6 slashing damage, this effect can only trigger once per turn. Besides

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the target, a creature within your range can use its action to remove the For example, if you want to cast 1st level spell animal friendship and
creeper plants with a successful Strength check (Athletics) against your you have a 1st level and 2nd level spell slot available, you can cast
Runic Shot DC. Otherwise, the bushes last for a minute or until you use animal friendship using either slot.
this option again. Both poison and bludgeoning damage increases to 4d6
when you reach the 18th level in this subclass.
Known Spells of 1st Level and Higher
At the 3rd level, you know three 1st-level spells, of your choice, from
Watcher Hunter's list of spells.

Oftentimes, the evil spreads right under our eyes without being noticed, The Known Spells column in the Hunter Spellcaster table shows
and the Watchers commit themselves to find and defeat these threats when you learn more Hunter spells of your choice. Each of these
before they are noticed. spells must be at a level that you have access to, as shown in the table.
For example, when you reach the 8th level of the class, you can learn
Spellcasting a new 1st or 2nd level spell. Also, when you acquire a level in this
At the 1st level, you learn how to use nature magic essence to cast spells. class, you can choose a Hunter spell that you know and replace it
See chapter 10 for general casting rules and Hunter's spell list. with another spell from the Hunter spell list, which must also be of a
level at which you have spell slots.
Cantrips
Spellcasting Ability
You learn two cantrips of your choice from Hunter's spell list. You
learn new cantrips according to the Hunter Spellcaster table. Wisdom is your ability to cast your Hunter spells since your spell
comes from your attunement to nature. You use your Wisdom
Spell Slots whenever a spell refers to your ability to cast spells. In addition, you
use your Wisdom modifier to set the DC for Hunter spells you cast
The Hunter Spellcaster table shows how many spell slots you have to and when you make an attack roll with a spell.
cast your 1st level spells and higher. To cast one of these spells, you
must spend a spell slot of the spell level or higher. You recover all the Spell save DC = 8 + proficiency bonus + your Wisdom modifier
spent spell slots when you finish a long rest. Spell attack modifier = your proficiency bonus + your Wisdom
modifier

Peek
At the 3rd level, you are capable of perceiving specific energy
fluctuations, automatically knowing of the existence of celestials, spirits,
corrupters, and voidborns within 30 feet from you. You are able to know
the exact location of these creatures and have a superficial sense of these
creatures’ power. If you know the identity of one of these creatures, you
can concentrate for a turn to know its exact location if it is at most 1
mile from you. You can do this a number of times equal to your Wisdom
modifier per long rest.

Watcher’s Spells
At the 3rd level, you gain darkvision in a 90 feet radius. If you already
have darkvision, you can increase your vision radius by 30 feet.
Furthermore, you gain access to additional spells at the 3rd, 5th, 9th,
13th, and 17th level. Once you obtain a Watcher spell, it counts as a
Hunter spell for you but does not deduct from the numbers of Hunters
spell that you already know.

Enclave Spells
Hunter Level Spells
1st Disguise Self
3rd Rope Trick
5th Surveillance Glyph
7th Invisibility
9th Seeming

Watcher’s Accuracy
At the 5th level, if you are more than 20 feet away from a favorite enemy,
you add twice your Wisdom modifier to your attack rolls. Moreover,
you gain an Extra Attack, allowing you to attack two times instead of
one, every time you make an attack roll on your turn.

Tactical Domain
At the 7th and 14th, you obtain a Combatant Fighting Technique of
your choice (provided that you meet the technique requirements).

Reinforced Weapons
At the 9th level, your weapon attacks have a critical between 19-20.
Whenever you hit your favorite enemy with a weapon attack, you

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deal an extra dice of damage. This increases to 2 dice at the 11th level
and to 3 dice at the 20th level.

Break Ways
At the 11th level, you are able to interfere with teleport attempts,
interdimensional travels, phasing, and other types of magic movements
from creatures within up to 60 feet from you. When one of them tries
to do it, you can, with your reaction, demand a Wisdom saving throw
to let it finish. In case of failure, it takes its CR in d8 + your Wisdom
modifier + your proficiency bonus in force damage, and the attempt is
canceled.

Battle Spell
At the 13th level, you can use a bonus action to activate a cantrip when
you make an attack action.

Adaptability
At the 15th level, you are able to adapt yourself to attacks. Every time
you take damage, you can use your reaction to gain resistance to one of
the damage types you have taken until the beginning of your next turn.
You can do this a total of times equal to your proficiency bonus, you
recover this ability uses when you take a long rest.

Subjugation
When you reach the 17th level, your weapon attacks have a critical hit
between 18-20. Besides that, once per turn, when you hit your favorite
enemy with a weapon attack, it must succeed in a Constitution saving
throw with a DC equal to your spell DC or it will remain stunned until
the end of your next turn.

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Marksman
Upon rising from the ambush, the sniper stretches out in search of her pistol,
always at her side. She jumps up and starts shooting at detractors before
they can even think of reacting.
The detractors fall one by one with only one remaining alive and disbelieving
what he has just witnessed, he still doesn't even take out his revolver and
knows that his life is at the shooter's fingertip.
He knows that although it is humiliating, it is better staying alive than taking
chances and certainly dying in the face of such a sight and speed. His arms
slowly are shown in a sign of surrender and he sees a smile on the sniper's
face.
This brief moment is more hurtful than getting shot, and is as fast as it, he
knows that he is in trouble when she asks who else Sarah has sent to hunt
her and if she thinks that one day she will forgive Sarah for killing her father.

Between all the classes, some can claim to be more ancient than others,
however, the newest amongst them surely is the Marksman. The recent
advent of the history of Runeterra at least is said like this, before the
invention of Firearms, the masters of long-range combat were the
archers.
Marksmen are the masters of the firearms, taking advantage of their
devastating effects on the battlefield. A Marksman uses his steady finger
and skill to provide Covering fire for its allies and disable enemies with
deadly shots.
However, this "joviality" towards the world may not be confused with
inexperience, neither lack of skill, the Marksmen can be skilled in their
strengths even being few and being found in a few regions.
The arms race has been present since ancient times
with a fondness for magic, a strong

yet uncertain source of military strength who could


easily turn itself against those who thought they could control
it, an answer from those who could not handle magic came
through natural mechanical progress, from the explosives to the launch
of a single rigid projectile against a target.
Some say that magically made the living beings different creatures, with
powers and possibilities and powerful connections, that may be true,
but the invention of firearms certainly made them equal again to their
magical counterpart.

Gunpowder and Magic

Not all Marksmen prove themselves through their scientific abilities.


with enchanted arrows and canons that can explode cities, they know
that magic also is a resource that can help them in their Via, for this
reason, they respect both ways and always seek a possibility to unite
them in search of strength.
Some gunsmiths seek in objects of magical nature the strength so they
can produce even stronger projectiles or mechanisms, while others
seek a little magical power to canalize in their creations.
Regardless of the origin of the gun, and its propellant, be it gunpowder
or arcane energy, a smoking barrel and precision in the way of
destruction are the trademark of a Marksman.
Common in Piltover and Zaun, the firearms were rapidly embraced by
Noxus and now and then there are rumors of arcane firearms being used
in Ionia. Now in Bilgewater, that may be the place where they appear the
most, being present in the belts of those who can pay for them.

134
Quick Build
You can quickly build a Marksman using one of the following suggestions.
Marksman First, Dexterity must be your highest ability score, followed by Wisdom.
Maximum Second, choose the Outsider Past.
Level Features Bravery
1st Gunsmith, Astra, Trail - Class Features
2nd Bravery, Bravata 2
As a Marksman, you gain the following class features.
3rd Gunsmith Artisan, Trail Feature 2
4th Enhancement 3 Hit Points
5th Extra Attack, Runic Shot 3
Hit Dice: 1d8 per Marksman Level
6th Trail Feature 4
7th Overcharge 4 Hit Points at 1st Level: 8 + your Constitution modifier
8th Enhancement 5 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
9th Evasion, Superior Bravata 5 per Marksman level beyond 1st
10th Trail Feature 6
11th Personal Trinket, Ad Astra 6 Proficiencies
12th Enhancement 7 Armors: Light armors
13th Trail Feature 7
Weapons: Firearms, simple weapons
14th Astra et Umbra 8
15th Cheating Death 8 Craft: Gunsmith’s Craft
16th Enhancement 9 Saving Throws: Dexterity, Wisdom
17th Trail Feature 9
Skills: Choose two between Acrobatics, Insight, History, Perception,
18th Well-connected 10
Sleight of Hand, Stealth, and Survival.
19th Enhancement, Indomitable Bravery 10
20th Trail Feature 12 Equipment
You start with the following equipment, in addition to the equipment
granted by your Past:
Magic firearms are amongst the rarest and most desired of its kind in all • (a) a flintlock pistol (b) a musket (c) a coach gun or (d) a handcannon
• (a) an explorer's pack or (b) an adventurer's pack
Runeterra, usually giving immense power to those who carry them, in
• Leather Armor, Gunsmith's tools and 30 Ammunitions
some places they are banned, and in others, they are coveted, but the
general rule is that in all places they are feared.
Gunsmith
Unwanted Attention
A Marksman is not only someone who wields a firearm and knows how
to use it but is a specialist who is capable of making a new gun from
As was said before, each place in Runeterra handles differently firearms,
other basic materials, that knows closely the firearms and understand
while in Piltover they are only carried by law enforcement agents, in
the principles behind them. Since the 1st level you can use your Craft
Zaun the Higher-ups are only worried about having profit with them.
and your Gunsmith's tools to craft and repair firearms, details in Chapter
Many end up in Bilgewater, being sold even at bright daylight if you 6: Equipment, as for Ammunition for those guns.
know where to seek them. However, their prices can be pretty high,
especially if you are disputing bids with a Noxian soldier in charge of
equipping, even more, the empire. Astra
Now in Demacia, they are seen with fear, especially by the fact that The marksman is capable of shooting with any firearm, however, every
Petricite does not have any extra protection against most of them, the marksman has its own Astra, his signature weapon, and the one that
presence of whom are opposed in almost the same way as magic. channels its runic essence in a superior and unique way. When choosing
In The Freljord they are exceedingly rare especially by their tendency of an Astra the marksman must execute a ritual with the weapon, he makes
malfunctioning in the severe winter, or even being inefficient against the small modifications with his gunsmith’s tools that involve the use of its
creatures who were already molded by the freezing winter. own blood and secret formulas that are also taught secretly. An Astra
receives the following features: Your proficiency is added to the damage
With the devastating Noxian invasion against Ionia, some authorities
of the gun, its range increases in 5 feet/10 feet, its failure rate decreases
began to import pieces even if it meant doing it clandestinely from other
in 1 point, the strength necessary to handle it decreases in 2 points and it
regions, specially Pilstover, where the scholars tried to reproduce their
receives the property Atra.
effects even it would mean suppressing their lack of engineering skills
with the abundance of magic already existent. An Astra that stays away from its use for more than a day, loses the
enchantment and can work again as a firearm if a gunsmith repairs it. If
the marksman finds it again, and it has not been modified to be a normal
Creating a Marksman firearm, he can turn it again into an Astra with a bonus action.

The Marksmen are not so common in Runeterra, except for Piltover And
Zaun. Talk with your GM about the origin of your Marksman, especially Trail
if he does not come from one of these regions. You live in these places,
your weapons are considered Illegal where you live? In the 1st level the marksman must choose a trail, she reflects your
choice of style, how we use the resources he has and it is what separates
How have you obtained your first weapon? Were you ever tempted
a rookie and a Legendary Marksman. Choose one of the Following Trails
to create something even more powerful? Have you sold your soul
at the end of the class description.
to a demon for that knowledge? Maybe you just took revenge on a
wrongdoer and took for yourself the weapon of his dead carcass.

135
Bravery you gain access to long-barrel, short-barrel, and elemental-barrel
modifications. You gain access to additional modifications as you level
Marksmen have an almost supernatural eagerness, which is the up, as detailed in the modifications chart.
channeling of the runic energy that flows in their veins. Starting at the
2nd level, you are granted many Bravery points equal to the value in
Enhancement
the Maximum Bravery column in the Marksman tab. The number of
Bravery points neve can surpass your limit of Bravery.
When you reach the 4th level and again at the 8th, 12th, 16th, and 19th
You can spend these points to enhance the many tricks of the class. You level, you can increase one ability score, of your choice, by 2 or you can
start knowing one quirk: Bravata. You can learn more about this cantrip increase two ability scores, of your choice, by 1. By default, you cannot
as you level up. raise an ability score above 20 with this trait. Alternatively, you can
Spent Bravery points are recovered at the end of a short or long rest. choose one of the General Enhancements in Chapter 5: Customization
In addition to that, you recover 1 Bravery point, with the normal limit - Enhancements.
in mind, with every critical attack you roll with your firearms, or every
time you reduce a creature's HP to 0 or lower. In addition to that, you Extra Attack
recover 1 Bravery point, with the normal limit in mind, with every
critical attack you roll with your firearms, or every time you reduce a
Beginning at 5th level, you can attack twice, instead of once, whenever
creature's HP to 0 or lower.
you take the Attack action on your turn.
Some of your Bravery tricks require that your target makes a save to
resist the effects of those cantrips. The saving throw DC is calculated
as follows: Runic Shot
DC for trickshots = 8 + proficiency bonus + Dexterity modifier Beginning at the 5th level, you can concentrate your runic energy in
a specific region of the enemy's body, provided he has the region you
Bravata want to aim for. When attacking with your Astra, you can spend one
Bravery point to add an additional effect based on the aimed region.
Starting at 2nd level, when attacking with your firearm, you can choose • Arm. When getting shot in the arm, the target must make a Constitution
to spend a number of Bravery points to gain an equivalent bonus in the saving throw or he will drop the item that he holds.
attack rolls. If the attack hit, you can also add double the • Head. When getting shot in the head, the target must make a Constitution
saving throw or he will have disadvantage in attack rolls until the
number of Bravery points spent in the damage roll.
start of his next turn.
• Leg. When getting shot in the leg, the target
must make a Constitution saving throw or he will
Artisan Gunsmith remain fallen on the floor.
• Torso. When getting shot in the torso, the
When reaching the 3rd level, you can craft new target must make a Constitution saving throw or
firearms and modify the ones you already have. he will have disadvantage in strength and dexterity
One-handed firearms are derived from the rolls until the start of his next turn.
flintlock pistol, medium-range firearms are • Wing. When getting shot in the wing, the
derived from the carbine and long-range target must make a Constitution saving throw or
he will fall 60 feet. Creatures of the Huge size or
weapons are derived from the musket
bigger automatically succeed at those shots.
and handcannon. modifying a firearm
requires 1 day of constant work per
modification. Overcharge
You can also remove an already
existing modification at the same At the 7th level, you can learn to perform a
time you add a new one. risky maneuver that can save your life. You can
spend a number of Bravery Points equal to the
• Maintenance. Modifications
number of attacks you can do in a turn, to give an
require constant repairs and
minor adjustments to keep overcharge of runic energy to your relic firearm,
working. During a long making it go beyond its limits. During one turn all
rest, you can perform your attacks that hit are considered critics, at the
maintenance of a number end of that turn, your weapon brakes. Besides
of firearms equal to your that, reloading your weapon is now considered
Wisdom modifier (minimum a bonus action.
of 1). If a modified gun does
not receive maintenance during
a long rest, any attack roll made by Superior Bravata
this firearm receives a disadvantage.
• Modifications limit. You can modify
a firearm a number of times equal to Upon reaching the 9th level, when you execute
your Wisdom modifier (minimum of 1). a Bravata, you can add double the number of
You can only have one modification of spent Bravery to the damage roll. Besides that,
each category in a gun. your weapon deals double damage and, if the
• Modified Ammunition. You can also attack land, your recover half of the spent
learn to craft modified ammunitions, to Bravery points.
craft it you will need gunsmith's tools and
components that cost 1 GP per modified
ammunition. As you level up, you gain Evasion.
access to new modified ammunitions.
Modifications for Firearms are displayed Beginning at 9th level, you can nimbly
in the modifications chart. In the 3rd level, dodge out of the way of certain area effects,

136
Modifications
Level Modification Effect Category
3 Long Barrel The gun is able to fire on its long-range without any disadvantage Barrel
3 Short Barrel The gun may only shoot at short range When hit, the target throws back 5 feet Barrel
3 Elemental Barrel Damage inflicted by the gun is composed of Acid, Cold, Fire, Thunder to surpass any resistance. You can choose the type of Barrel
damage when modifying.
3 Hardening Rune The gun does not need maintenance to work properly anymore. Personal
6 Bayonet Blade Modifies a long-range firearm When you have this gun equipped and an enemy moves within a 5 feet range from you, you Extra
may attack him as a bonus action with 1d4+1 slashing damage when a blade is attached to the gun. Strength does not affect
the damage of the swing.
6 Silencer Bind This gun is considered silent, as detailed in the properties tab. Bind
6 Light Bind The gun becomes light. This does not affect two-handed guns. Bind
6 Non-porous Bind Both your gun and your loaded ammo are not affected by moisture or submersion. You can still use the gun to attack from Bind
within a short range of it.
6 Old reliable The failure rate of the gun is reduced by 2 Personal
10 Auto Reload if you do not use your gun during your turn, it reloads itself automatically. Reloading.
10 Vampiric Gun You do not need to reload your gun anymore but each attack you perform deals 1 necrotic damage on you. Reloading.
10 Mechanical Loader The gun reloads itself automatically when your ammo reaches 0. After that, the Mechanical Loader must be reset before being Reloading.
used again. Resetting the loader requires a bonus action. You can still reload your gun manually.
10 Tactical Sniper Scope As a normal action, you may aim with the scope and perform an attack with an advantage. Personal
14 Modular Design You may modify your gun while a short rest. Personal

Modified Ammunition
Level Modification Weapons Effect
3 Trap Medium range, Long- This ammo does not inflict damage, but when an enemy is hit by it, he is trapped, medium and smaller creatures are traped for
range, and Cannons 3 rounds, big creatures are traped by 2, huge creatures are traped by 1, and gigantic creatures are no inflicted by this effect.
Affected creatures may perform a strength saving throw which the DC is equal to your difficulty with trick shots.
10 Explosive Dart Light, Medium and Long- When your ammo hits a target, it explodes, dealing 4d6 fire damage to all creatures on its range, and they must perform a
range Dexterity saving throw which the DC is equal to your difficulty with trick shots, or they will collapse. Big creatures or bigger
automatically succeeds at the saving throw.
14 Restoring Charge All When a creature is hit by one of these ammunitions, it does not suffer any damage but is cured for 1d10+20 HP. It is
recommended that you shoot your allies with them, not your enemies.
14 Piercing Shot Light, Medium range, and Attacks performed with this ammo ignore any damage resistance to piercing damage.
Long-range
14 Ricochet Shot Light, Medium range, and Attacks performed with this gun may ricochet. If an attack lands, you may choose another additional target within 10 feet and
Long-range roll with a disadvantage to hit it. The ricochet inflicts 1d6 + Dexterity modifier of piercing damage. This second hit cannot be
affected by the error of the gun.
14 Corrosive Shot All Successful attacks made with this gun deals bonus 1d4 acid damage.

such as an infernal drake's fiery breath or an ice storm spell. When you Lucky Hat. It is with you from the start, it doesn't matter how many
are subjected to an effect that allows you to make a Dexterity saving times you lost it, always somehow it ended up finding a way back to you.
throw to take only half damage, you instead take no damage if you When an attack hits you, even if it is a critical one, you can transform
succeed on the saving throw, and only half damage if you fail. this attack into a miss. You can do this once for a long rest.
High-Quality Cigar. It does not matter where you begin to smoke it, this
Ad Astra cigar always gives you a brief moment of reflection. As a normal action,
you can draw a High-Quality Cigar and recover 1 Bravery Point. You
At 11th level you acquire a special knowledge of the Astra, being can do this twice per short rest.
able to use Magical Firearms as your Astra. You still need to perform Tinker’s Goggles. The tinkery always keeps you busy until late at night,
the one-hour ritual to modify it. The firearm receives the following and these goggles are the best friends of the tinker. While you use
modifications, double of your proficiency is added to the gun damage, them, you can see normally in the darkness, both magical and natural,
its range is increased by 10 feet/20 feet, its failure rate drops 2 points and in a range of 120 feet, besides that you are also immune to blindness.
it receives the Astra property. Additionally, you also have advantage in rolls that involve Gunsmith's
An Astra that stays away from its user for more than a day, loses the Craft.
enchantment, acting exactly like it was before the ritual. If the marksman Stock Extender (Ravasz Only). Having a backup is always useful, this
finds it again, he can turn it again into an Astra with a bonus action. extender allows you to store a spell inside it, being able to cast it together
When using Overcharge, instead of breaking the weapon becomes with any combat action. For that, you will need to consume one of your
unusable until maintenance of at least 1 hour is performed on it. spells and store it on your Extender. This process takes one hour to be
completed. The stored spell dissipates itself after 24 hours if not used.
You can only store one spell at a time. Its maximum level is a level 11
Personal Trinkets Cantrip, a 1st level spell at 13th level, a 2nd level spell at 15th level, and
a 3rd level spell at level 19.
Starting at the 11th level, you can choose one of the following items
as your Personal Trinket. Your chosen item grants you a bonus, which Rambolier (Vanator Only). You never go out without carrying a quantity
is detailed below. If your trinket is destroyed or lost, you can choose of ammunition enough for an army to use. This leather Bandolier of high
another similar object and concentrate your runic energy on it for one capacity stores everything for you. While you use the Rambolier, you
hour to transform it into a trinket. can craft and store 2 extra magazines of modified ammunitions during a
long rest, they are added to your current maximum.
Acrobatic Brigandine (Desperado Only). It can be hard to roll, grovel,
dodge and it can leave the body tired. With this Brigandine you gain more Comfortable Greatcoat. This worn and old coat has been with you since
mobility and stability to dodge. While you use the Acrobatic Brigandine always. Filled with holes, torn in many places as was never cleaned, it is
you can add your proficiency bonus to the damage component in the just like you in many ways. While you use The Comfortable Greatcoat,
damage reduction of the dodge. you never make an ability test or a saving throw with disadvantage.

Marksman's Cloak. While you are wearing this cloak, you have
proficiency in stealth, if you already have it, you will receive aptitude.

137
Astra et Umbra Desperado Trail

Starting at the 14th level you are capable of drawing the full potential of The Desperado fight with skill, cunning, and quick finger in the trigger.
your Astra. You receive +1 in every attack made with it, and the damage Being in constant motion, his reflexes are outstanding, made to quickly
dice of your Astra levels up a category. dodge fast bullets through some kind of premonition.

Desperado Style
Cheating Death
When choosing this trail, you will also choose a signature style between
At the 15th level always when your Hit Points reach 0 or below, you can Light Guns or Akimbo, your Astra must always be your signature style.
spend all your remaining Bravery points immediately to keep yourself • Light Guns. This style includes light firearms, you can learn to use them
with 1 hit point. This cannot be used if you have less than 2 Bravery with such mastery using your second hand as support, or using it with
points when receiving the damage or if you were with 1 hit point before a melee weapon. When using a light firearm, you gain +1 to hit and in
receiving the damage. damage rolls.
• Akimbo. This style includes Light firearms, you can utilize one in each
hand. When using Akimbo, you can add your damage modifier when you
Well-Connected attack with the second hand too.

Starting at 18th level, some can swear you have received the blessing Duelist
of Lady Fortune Herself. Before rolling a resistance test you can choose At 1st level, if you are not wearing any armor you can perform a bonus
to have an automatic success. Once you use it, you can only perform it action to shoot, after you accomplish this action you will receive +10
again after a long rest. feet of movement speed until the end of that turn, and +5 feet until the
end of your next turn. You can use this skill many times equal to your
proficiency bonus. Using this skill multiple times only resets the +10
Maximum Bravery bonus, not stacking it. When reaching the 2nd level, you can also spend
1 Bravery point in this skill.
At the 19th level, every time you recover 1 Bravery point you recover 2.
Unarmored Defense
Trails Also at the 1st level, you can add your Wisdom modifier to your AC in
Marksmen are known for being lonely, rarely if ever having a partner, casa you are not wearing any armor.
ever rarer working with a team. For this reason, they end up developing
trails, intuitive paths that are related to the way they see the world, and Quick Reflexes.
the necessary skills to survive. When you choose this trail at the 3rd level your walking speed is
increased by 10 feet while you do not wear armor or using light armor.
In addition to that, you can use a bonus action to repair or reload a
firearm that you possess. You can dash or disengage as a bonus action.

Quick Draw
At the 6th level, you learn to keep your eyes wide open at your
surroundings and your hand really close to your holster. You can add
your proficiency bonus to any initiative roll. Besides that, during your
first turn of combat in which you were surprised, you can spend a
Bravery point to make a unique attack with a one-handed firearm with a
+1 to your initiative. After that, the initiative resumes as normal.

Dodge Roll
Starting at the 10th level you can learn to dodge long-range attacks. If
you are on the ground and receive damage from a source of damage
that is 10 feet away from your line of sight, you can use a reaction roll to
dodge, moving as far as half your normal moving speed, and if you move
5 feet or more, the damage is taken is reduced equal to your dexterity
modifier. While you move like that, enemies roll with disadvantage for
any opportunity attacks made with you as a target.

Itchy Finger
Starting at 13th level, you can attack three times instead of two, always
when you perform an attack on your turn.

Enhanced Quick Draw


At the 17th level In addition to that, you also have an advantage in any
initiative roll and you cannot be surprised while you are conscious.

Diablero
When reaching 20th level, you will receive the biggest enhancement to
your combat style:
• Light Guns. Every time you enter in combat your runic power acts in all
of your nervous systems, enhancing your perception of time and making

138
the way time flows slower to you. you can perform 4 attacks in one turn. Dexterity (Stealth) to stay hidden.
• Akimbo. While you are not unconscious, you have advantage in any • Cannons. Moving away from the attack range of an enemy does not
saving throws against any spell or skill that would knock, push, pull, or leave you susceptible to an opportunity attack. Besides that, when you
inflict fear upon you. You are immune to slow effects. fail at a saving throw you can spend Bravery points to compensate for the
difference necessary to make it a success.

Vanator Trail Reaper

The vanator is an expert in terrain and distance, his styles are a reflex of When reaching 20th level, you will receive the biggest enhancement to
that, a sniper that knows how to use the distance between him and his your combat style:
enemies to his advantage or has a combat knowledge and knowledge of • Long-range Weapons. When hitting an enemy with 100 Hit Points
how to use his gun to outsmart his enemies. or less you can spend your Bravery Points to make it a fatal blow. The
target must make a Constitution saving throw (DC 6 + your proficiency
bonus + your Wisdom modifier + the spent Bravery points).​If he fails, the
Vanator Style enemy dies. If he succeeds, the target receives the damage as usual. If he
When choosing this trail, you will also choose a signature style between succeeds, this kill does not recover Bravery, be it confirming a critical hit
Long-Range Guns or Cannons, your Astra must always be your or performing a fatal blow.
signature style. • Cannons. When hitting a target with a normal firearm attack, you will
receive a damage bonus equal to your Marksman level. You can only use
• Long-range Weapons. It includes two-handed firearms of the long this bonus in one attack per turn.
category or medium such as rifles, shotguns, and carbines. When using a
medium or long gun, your max range is increased by 50%.
• Cannons. It includes two-handed firearms of the long category or Ravasz Trail
medium such as handcannons and grenade launchers. The minimum
strength requirement for you is reduced by 1 and the radius of the
All marksmen have a runic power, although, the Ravasz raises this runic
explosion is increased by 5 feet.
power through magic, conjuring spells that are cast by his shots. A
dangerous and deadly combination.
In Sight
When reaching the 3rd level of this trail, you may spend 1 Bravery point Ravasz Style
to gain a +2 bonus to hit and in damage against a specific target until the
When choosing this trail, you will also choose a signature style between
end of combat. Additionally, when you successively hit one enemy twice
Light Guns or Long-range, your Astra must always be your signature
with your long-range firearm, add your proficiency bonus + Dexterity
style.
modifier to the damage. When you reach the 10th level, you are only
required to hit an enemy once for this effect to take place. The bonus • Light Guns. This style includes light firearms, you can learn to use them
resets if you cannot hit the enemy in the next turn. with such mastery using your second hand as support When using a light
firearm, you gain +1 to hit and in damage rolls.
Sharp senses
When you reach the 6th level, you already have proficiency in
perception and investigation rolls, if you already are proficient in those
you gain specialty with them.

Master of The odds


At the 10th level, you will receive an enhancement to your style.
• Long-range Weapons. When attacking with a medium or long firearm,
add your proficiency bonus x 5, in feet) to the maximum range of the
gun. For every 5 feet beyond your original range maximum, add your
proficiency bonus to your damage. As an example, a musket with a 190
feet range, at the 10th level increases its range by 20 feet, if the target is
at 190 feet he receives normal damage, at 195, he receives +4 additional
damage, in 200 feet the damage goes to +8 and reaching +20 at 210 feet
of range. If you want, you can also willingly accept the prone condition to
double that bonus damage.
• Cannons. When you hit an attack with the cannon the explosion range
increases by 5 feet, and the dexterity saving throw is increased by your
wisdom modifier.

Acrobatic Dodge
When you reach the 13th level, you can perform an impressive acrobatic
stunt to leave the area of your enemy without exposing yourself to an
opportunity attack. You need to succeed in an Acrobatics roll, adding
your proficiency modifier (or making it double if you are already
proficient in acrobatics) to the saving throw. If the result is 10 or higher,
you perform a melee attack against that enemy and move 15 feet. If the
saving throw is anywhere between 5 to 9, you will jump 10 feet, but
will not be capable to perform a melee attack. If the roll was lower you
simply wasted an action.

Opportunity Master
At the 17th level, you will receive an enhancement to your style.
• Long-range Weapons. When you are hidden and shoot at an enemy you
will stay hidden. If you shoot again, you must perform a saving throw of

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• Long-range Firearms. It includes two-handed firearms of the long
Marksman Spellcaster
category or medium such as rifles, shotguns, and carbines. When firing a
long-range gun, you do not have any disadvantage in attacks made in the - Spell Slots per Spell Level -
longe range and you gain an extra range (50% in the long-range) in which Cantrips
you suffer from disadvantage. Level Known Spells Known 1 2 3 4
1st 2 - - - - -
2nd 2 - - - - -
Spellcasting 3rd 2 3 2 - - -
4th 2 4 2 - - -
When you reach 1st level, you learn how to use your rune essence to
5th 2 4 3 - - -
cast spells. See chapter 10 for general casting rules and Markman's spell 6th 2 4 3 - - -
list. 7th 2 5 4 - - -
8th 3 6 4 2 - -
Cantrips 9th 3 6 4 2 - -
10th 3 7 4 2 - -
You learn two cantrips of your choice from the Markman spell list. 11th 3 8 4 3 - -
You learn additional Marksman cantrips of your choice at higher 12th 3 8 4 3 - -
levels, as shown in the Cantrips column of the Spellcasting Marksman 13th 3 9 4 3 2 -
table. 14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
Spell Slots 17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
The Marksman Spellcaster table shows how many spell slots you
19th 4 12 4 3 3 1
have to cast your 1st level spells and higher. To cast one of these 20th 4 13 4 3 3 1
spells, you must spend a spell slot of the spell level or higher. You
recover all the spent spell slots when you finish a long rest. attack with a spell.

For example, if you want to cast 1st level spell thunderwave and Spell save DC = 8 + proficiency bonus + your Wisdom modifier
you have a 1st level and 2nd level spell slot available, you can cast Spell attack modifier = your proficiency bonus + your Wisdom
thunderwave using either space. modifier

Known Spells of 1st Level and Higher Spellcasting Focus


At the 3rd level, you know two 1st-level spells, of your choice, from The Spellcasting Focus of your Marksman's spells is your Astra.
Marksman's list of spells. The Known Spells column in the Spellcaster
Marksman table shows when you learn more Marksman spells of Enchant Ammunition
your choice. Each of these spells must be at a level that you have
access to, as shown in the table. Starting at 3rd level, you are capable of enchanting your ammunition
with spells that deal damage. You can enchant up to 10 ammunitions per
For example, when you reach the 8th level of the class, you can learn short rest. At the 3rd level, you can enchant ammunitions with cantrips,
a new 1st or 2nd level spell. Besides that, when you gain a level at at 8th level with 1st level spells, at 13th level with 2nd level spells, and
this class, you can choose one Marksman's speel that you know and at 19th level with 3rd level spells. This special ammunition works only
replace it with another spell from the Marksman's spell list, which when fired by your Astra and by you. In other firearms, they work as
also must be at a level to which you have spell slots. usual ammunition. Enchanted ammo that stays away from your Astra
or from you for more than 8 hours loses the enchantment. The limit
Spellcasting Ability of ammo of each level you are capable of enchanting is equal to your
Wisdom is your ability to cast your Marksman spells since your spell spell slots for that level per short rest. Creatures hit by your enchanted
comes from your attunement to your runic power. You use your ammo take normal damage from your weapon while being hit by the
Wisdom whenever a spell refers to your ability to cast spells. In spell in question. For spells in the area, or requiring a saving throw, the
addition, you use your Wisdom modifier to set the DC for the saving rules of the spell are interpreted
throw to the Marksman's spells that you cast when you roll an

140
as if the spell had been cast normally, but the main creature hit has a
disadvantage in the saving throw.

Runic Marksman
Upon reaching the 6th level you are capable of shaping the energy of
your Astra, infusing on its inherent elemental damage on them. During
a long rest, you can choose between acid, lightning, force, cold, fire,
necrotic, psychic, radiant, or thunder. Until your next long rest, every
damage inflicted with this weapon deals 1d6 bonus chosen elemental
damage.

Ethereal Vision
Upon reaching the 10th level you are permanently under the effect of
the spell see invisibility.

Runic Trigger
Upon reaching the 13th level you are able to channel your runic energy.
Choose a 1st level spell that you already know, you can cast this spell as
a bonus action.

Runic Mark.
At the 17th level, as a bonus action, you can choose a creature in your
lone of sight to cast an invisible runic mark on her, this mark lasts until
the creature's Hit Points reach 0 or you use another bonus action to
remove it. While marked, your attacks against the creature are rolled
with an advantage. You can do this once per long rest. At the 19th level,
you can spend 2 Bravery points to perform it again.

Infusion Master
Upon reaching the 20th level you can carve a runic glyph in your Astra
that allows you to choose a 2nd level spells that you already know.
When firing with your Astra you can spend 1 Bravery Point to make
your glyph cast this spell together with your ammo, without consuming
spell slots. You can change this glyph for an hour per long rest.

141
Mercurial
After adjusting his utility belt, the Shurimane activates the beacon on his
forehead, an invention of Piltover capable of illuminating more than 60
feet away with several additional mechanisms that even allow him to see
through some stones. The newly discovered tomb may contain countless
treasures, but surely as soon as the word gets out, treasure hunters will
appear beneath every grain of sand. Time is vital, but even more important
is how that time will be used, if a trap of the ancients took his life right at the
entrance, surely he would have no stories to tell.
He jumps on a rope so thin that it is visible only by the layer of dust that
has deposited above it, advances through one of the chambers, and finds
an ancient inscription, it talks about a relic so powerful that it needed to
be separated in two, but nothing more. He moves up a few floors in the
basement and after many risks, he finally reaches a heavy stone door that
cannot be moved by his body. He passes the beacon across the wall and
finds a small hole through which a needle could be inserted. His bet is all-in
and he just puts the dough in that place, silently the door starts to move, in a
calm and slow rhythm, as if plugging that hole had cut off the air supply of
some mechanism that kept the door closed. Before his eyes, he recognizes
the mentioned relic, but not because of some old text or inscription, but
because it is exactly like a photo he saw in the newspaper, in which a Piltovan
explorer posed after finding some relics, his name was Ezrealarrows and
was proud of the other pair of the gauntlet in his hand.

Mercurial is a class with a huge range of usefulness and with a focus


on cunning and the use of ruses, they make use of the morning and
their ability to overcome obstacles, either for their agility or for their
intelligence. Many of the characteristics of a Mercurial depend on its
training or on the focus given to it, while some can become thieves
specialized in thefts, escapes, and big blows, others can adhere to the
murder path or even embrace a magical essence, becoming arcane
cheaters.
Usually a Mercurial has enough skill in different areas and can lead a
double life if deemed necessary, they usually specialize in some of these
areas and may even pursue a career as jewelers, locksmiths, among
other professions that demand a refined skill and intelligence, in addition
to cleverness not to be passed over.
Although each individual has their own inclinations, history, and origin,
they are usually individuals who use their wit to solve and get out of
problems, may have an enigmatic character preferring to act on the sly,
or just have a discretion as to their not so well socially accepted talents.
It is not uncommon for them to organize themselves into guilds, or even
into cabals, while guilds usually have more than dozens of members,
cabals will normally have a few not more than a dozen, but that is not a
rule. A cabal may well be made up of hundreds of individuals as long as
a guild does not even have enough members to fill a hand. Among the
Mercurials are thieves and murderers, however messengers, explorers
and researchers, pirates, among many other models that can be followed
as spies, diplomats, specialized law enforcement officers, and others
who act under the laws.
The most important thing in a Mercurial is how skillful and smart he
becomes to make his activities achieve mastery, whether they are inside
or outside the law.

On the Edges of Society

Every society has the main power around which it is structured,


this power is responsible for maintaining the laws and enforces the
established social rules. However around this power, there is always
an edge, regardless of what it may be, there are those who live on the
thresholds and often have their activities tied to that life.
If the constituted power is the white area, and the parallel power is
constituted in the shadows, there is a gray area, which interacts between
the two fields as a kind of connector of these areas.

142
Why did you become an adventurer? Is someone paying you to get a
lost item? Or do they want you to murder a leader of an enemy nation?

The Mercurial Quick Build


Sneak
You can make a Mercurial quickly by following these suggestions. First,
Level Attack Features
1st 1d6 Cabal, Expertise, Sneak Attack your highest skill score should be Dexterity, followed by Wisdom, or
2nd 1d6 Cunning Action
Charisma if you want to rely more on social interactions. Second, choose
the Criminal or Mercenary Past.
3rd 2d6 Cabal Feature, Expertise
4th 2d6 Enhancement
5th 3d6 Cabal Feature
Class Features
6th 3d6 Expertise As a Mercurial, you gain the following class features.
7th 4d6 Cabal Feature
8th 4d6 Enhancement Hit Points
9th 5d6 Cabal Feature Hit Dice: 1d8 per Mercurial level
10th 5d6 Enhancement
Hit Points at 1st Level: 8 + your Constitution modifier
11th 6d6 Cabal Feature
12th 6d6 Enhancement
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
per Mercurial level beyond 1st
13th 7d6 Cabal Feature
14th 7d6 Blindsense
Proficiencies
15th 8d6 Slippery Mind
16th 8d6 Enhancement Armors: Light armor
17th 9d6 Cabal Feature Weapons: Simple weapons, light crossbows, longsword, rapier, and
18th 9d6 Elusive shortsword
19th 10d6 Enhancement Crafts: Locksmith’s Craft
20th 10d6 Stroke of Luck
Saving Throws: Dexterity, Intelligence
Skills: Choose four between Acrobatics, Athletics, Deception, Insight,
Intimidation, Perception, Performance, Persuasion, Sleight of Hand,
Stealth
Law enforcement officials may need "under the covers" services or
even some solutions may be provided within the threshold of the law by
experts in this regard. Equipment
In general, these figures who work in this gray area are Mercurials, You start with the following equipment, in addition to the equipment
people who can maintain a normal and exemplary daily life, but also granted by your Past:
maintain activities in parallels, such as a jeweler who robs noble houses • (a) a rapier or (b) a shortsword
and exchanges jewelry for replicas, or even a counterfeiter who may • (a) a shortbow and a quiver with 20 arrow or (b) a shortsword
very well act as a legitimate painter or sculptor on the day. • (a) a burglar’s pack or (b) an explorer’s pack or (c) an adventurer’s pack
• Leather Armor, two daggers, and locksmith’s tools
This parallel life is not limited only to members of the most disadvantaged
classes, it is common for immensely wealthy nobles to also have their
illegal businesses, some may have risen to legitimacy from outlaw acts. Expertise
No matter what the need or the purpose, besides the main power, there
At 1st level, you choose one of your skills or crafts that are proficient. So
is always an immense society on the edges in this gray area.
receiving Expertise in this skill or craft, expertise makes your proficiency
bonus to be bent in any skill check performed with the chosen skill or
Specialists craft.
At 3rd level, you can choose one more of your proficiencies (in skill or
Mercurials are usually skilled in many areas, however, they usually craft) to earn this benefit.
choose one to be their great specialty, perhaps a master of locks, a spy
or even a counter-spy, and can also be an expert and art appraiser and At 6th level, you can choose two more of your proficiencies (in skill or
even a skilled doctor. key ring craft) to earn this benefit.

All of these activities do not require that those who perform them
be a Mercurial, however, one who excels in the specialty and who Sneak Attack
goes beyond, usually is, crossing the barriers of knowledge and
experimentation, going truly in search of an objective of excellence. A partir do 1º nível, você sabe como atacar sutilmente e explorar a
distração de seus inimigos. Once per turn, you can deal an extra 1d6
Certainly, not all careers require spotlight, however, the specialization
damage to one creature you hit with an attack if you have advantage on
of someone in a certain area can make them a reference in that activity,
the attack roll. The attack must use a finesse or a ranged weapon.
whether they become a teacher or instructor or even a leader of some
school, academy, athenaeum, or just a secret society. You don't need advantage on the attack roll if another enemy of the
target is within 5 feet of it, that enemy isn't Incapacitated, and you don't
have disadvantage on the attack roll.
Creating a Mercurial
The amount of the extra damage increases as you gain levels in this class,
When you create a Mercurial, consider how your character behaves as shown in the Sneak Attack column of the Mercurial table.
before the law. Are you or have you ever been a criminal? Are you what
you are because of greed or need? Are you being hunted by someone
or a faction?

143
Cabal miss into a hit. Alternatively, if you fail an ability check, you can treat the
d20 roll as a 20.
At 1st level, you choose a "group" to which you connect, even if only Once you use this feature, you can't use it again until you finish a short
philosophically. Choose between the Runic Ace Cabal, the Assassin or long rest.
Cabal, the Explorer Cabal, or the Runic Trickster Cabal, all detailed at the
end of this class description. Your choice will grant you features at the
1st level and again at the 3rd, 5th, 7th, 9th, 11th, 13th, and 17th levels. Cabal
Although Mercurials have many similar characteristics, each origin
and training ends up guiding their specializations in different paths, so
Cunning Action
that two Mercurials can differ greatly in their abilities at higher levels.
The chosen Cabal reflects your training and focus, not necessarily your
Starting at 2nd Level, your quick thinking and agility allow you to move
profession, but it outlines the people you have contact with and where
and act quickly. You can take a bonus action on each of your turns in
you get your education.
combat. This action can be used only to take the Dash, Disengage, or
Hide action.
Assassin
Enhancement
You have focused your training on the macabre art of death. Those
who devote themselves to this Cabal are diverse: hired assassins, spies,
When you reach the 4th level and again at the 8th, 10th, 12th, 16th,
bounty hunters, and even priests specially trained in exterminating the
and 19th level, you can increase one ability score, of your choice, by 2
enemies of their deities. Subterfuge, poison, and disguises help you to
or you can increase two ability scores, of your choice, by 1. By default,
eliminate your opponents with deadly efficiency.
you cannot raise an ability score above 20 with this trait. Alternatively,
you can choose one of the General Enhancements in Chapter 5:
Additional Proficiency
Customization - Enhancements.
At the 1st level, when you choose this cabal, you gain proficiency with
the Makeup Artist’s Craft and the Poisoner’s Craft.
Blindsense
Wrist Movement
Starting at the 14th level, if you are able to hear, you are aware of the
location of any hidden or Invisible creature within 10 feet of you. From the 3rd level, you can use a bonus action to throw a dagger. If you
miss the target, the thrown dagger will return to your hand.

Slippery Mind Uncanny Dodge


Starting at 5th level, when an attacker that you can see hits you with an
By the 15th level, you have acquired greater mental strength. You gain attack, you can use your reaction to halve the attack's damage against
proficiency in Wisdom saving throws. you.

Elusive Peek
Beginning at the 7th level, you have learned more effective ways to peek
Beginning at 18th level, you are so evasive that attackers rarely gain the at your target, you must choose between one of these skills:
upper hand against you. No attack roll has advantage against you while
Invisibility. Using a bonus action, at the beginning of your next
you aren't Incapacitated.
turn you receive the effects of the invisibility spell. You can do this a
number of times equal to your Intelligence modifier each long rest.
Stroke of Luck While invisible, your movement increases by 10 feet.
Shunpo. As a bonus action, you can teleport behind a target up
At 20th level, you have an uncanny knack for succeeding when you to 30 feet from you or on a weapon you have thrown. You can
need to. If your attack misses a target within range, you can turn the do this a number of times equal to your Intelligence
modifier each long rest. If you kill a creature,

144
you can use this ability again until the end of the next turn without of your choice.
spending one of its uses per rest.
Thanks to this knowledge and perception, supported by your intuition
that tunes you to the existence of traps, you can locate traps up to 120
Silently Deadly feet from you. Once you have used this feature, you must take a long
At the 9th level, you have trained yourself to make almost no noise rest before using it again. If an ally activates or disarms a trap that you
while chasing your targets, and you can move all your speed or use Dash haven't located, you recharge the use of this feature. At the 6th level,
action without Stealth penalty. You have an advantage in Stealth checks your range with this feature expands to 300 feet and you know the
that involve sound, and cannot be detected by creatures that have a precise direction of any trap detected by that skill.
tremorsense. You also get darkvision up to 60 feet, if you already have
darkvision, double the range. Uncanny Dodge
Starting at the 5th level, when an attacker that you can see hits you
Charge Attack with an attack, you can use your reaction to halve the attack's damage
From the 11th level, you learn to hit enemies out of your reach. When against you.
using your action to Attack, with a finesse weapon that you are
proficient with, at an enemy out of your reach, you can jump 10 feet Evasion
towards the target. This jump is not considered part of your movement
Beginning at 7th level, you can nimbly dodge out of the way of certain
and it ignores difficult terrain. If the attack hits the target, you can add
area effects, such as an infernal drake's fiery breath or an ice storm spell.
damage from your Sneak Attack, and regardless of the roll, the damage
When you are subjected to an effect that allows you to make a Dexterity
is considered a critical hit.
saving throw to take only half damage, you instead take no damage if
you succeed on the saving throw, and only half damage if you fail.
Slit in Armor
When you are at level 13, you have gained enough skill to know where Quick Learner
to attack your opponent to do deal with the highest damage. You now
From the 9th level, you have recognizable skills to gather new information
have a critical range of 19 or 20.
and commit to your studies. You always know when someone is lying
to you (or just doesn't know the answer). While you are in an unfamiliar
Ghostly Lurking region or city, you can spend 10 GP and 3 hours studying to give you
At 17th level, no target can hide from your view, your Peek ability gains advantage on related Arcana, History, Nature, or Religion check on the
an improvement as follows: city or region for the next week. You also know the creatures native
to the region. Additionally, you have advantage in Stealth checks if you
• If you chose Invisibility, you gain the effects of see invisibility spell
don't move more than half your speed in one turn.
all the time.
• If you chose Shunpo, you have no use limits for this ability.
Reliable Talent
By the 11th level, you have refined your
Explorer chosen skills until they approach
perfection. Whenever you make
Clear underground catacombs, engage with ancient curses, and easily an ability check that lets you add
overcome the most unlikely situations. Your courage and daring have your proficiency bonus, you can
no limits and you prefer to solve things in improvisation, partly relying treat a d20 roll of 9 or lower as
on your talent, but much more on your luck and knowledge. Explorers a 10.
are usually interested in the strangest and most random things, such as
advanced cartography, hextec mechanics, ancient Runeterra stories, Also, you can choose a skill you
and other knowledge. Explorers typically act as professional treasure are proficient with to receive
hunters, dungeon explorers, and investigators. In addition to improving the benefits of Expertise.
your agility and stealth, you learn useful skills to explore ancient ruins,
read unusual languages, and use magical items that you normally Catacomb Explorer
couldn't. At the 13th level, you have
already been exposed
No Barriers to a wide variety of
By following the philosophies of this cabal you learn two additional poisons and toxins,
common languages of your choice in Chapter 4: Detailing - Languages. creating a natural
Also, choose 4 more languages, you are not able to speak, write, or read resistance to them,
them, but you are able to identify them either by listening or reading. because of this you
Upon reaching levels 7, 13, and 19 you can learn the language of your have advantage
choice (you can speak, read and write it). in Constitution
saving throws to
Also, you acquire the ability to climb faster than normal. Climbing has resist the Poisoned
no additional movement cost for you. In addition, when you do a jump and Intoxicated
moving at least 10 feet, the range that you can jump increases by a conditions. Also, you
number of feet equal to your Dexterity modifier (minimum 1). receive resistance to poison
damage. Besides, you learn
Advanced Knowledge enough about how the spell
Starting at 3rd level, you can extraordinarily tune your intuition and works and can improvise the
perception, remembering building plans, gear diagrams, etc. You can use use of items that were not
your bonus action, granted by your Cunning Action, to make a Sleight even intended for you.
of Hand check, use your locksmith's tools to disarm a trap, or open a You can also use the
lock or perform the Use an Object action. Also, you receive proficiency identify spell many
in Sleight of Hand, if you already have proficiency you receive expertise times equal to your
in this skill, additionally, you receive proficiency with an additional craft Intelligence modifier

145
per long rest in a non-magical way without using any components. You above and below, curving at a 90-degree angle, or bouncing on the
ignore all class, origin, and level requirements for using any magic item. terrain to reach unusual angles. Cheat Throw has its range increased by a
number of feet equal to 5 times the number rolled in the runic die.
• Fleeting. As an action, you can spend 1 runic charge point to perform
Explorer Reflexes a trick that dazzles viewers. Each hostile creature within 10 feet of you
When you reach the 17th level, you have become adept at laying is immediately distracted by your performance and must succeed in an
ambushes and quickly escaping danger. You can take two turns during Intelligence saving throw DC 8 + the value rolled in the dice, or they'll
the first round of any combat. You take your first turn at your normal have disadvantage on all rolls involving abilities or skills until the end of
their next turn, and the next attack against the creature have advantage.
initiative and your second turn at your initiative minus 10. You can’t use
• Imbue. When you use an Attack action you can imbue your next attack,
this feature when you are surprised. spending a runic charge point you can add a die to your attack and
damage rolls on your next attack. The additional damage dealt this way
counts as force damage. Also, you receive advantage on all attacks rolls
Runic Ace this turn.
• Leaving Out. As a bonus action, you can spend 1 runic charge to perform
Some essences are touched by runes since their birth, awakening a Disengage action.
abilities hidden in them in the most variable ways, in some cases what is • Lucky Strike. Immediately after you fail an attack roll, you can spend
awakened is the magic of that creature, in other cases, they are powers 1 runic charge to perform an Attack with your Runic Ammunition.
channeled directly from these runes. When you do so, you must perform a Dexterity saving throw DC 20 -

It is not known exactly whether it is a specific Rune or some other


intermediate power, or even a stellar configuration that causes this, but
some people are born favored by powers of luck (and bad luck) in a
mystical oscillation of that existence which is known as the Runic Ace.
You are a manifestation of the "Chance", although you may not
know exactly what this means at first, you realize by gaining levels in
this class that you can affect the odds around you.

Runic Prodigy
At 1st level you can channel this runic energy through a few feats:

Runic Ammunition
You can summon and fire your signature Runic Ammunition,
it has the shape of your choice, this ammunition is a simple
ranged weapon (20/60 feet) with light property, and
deals 1d6 slashing damage in a hit.
You must spend 1 hour to cast this ammo, you
cast a total of 50 pieces that are absorbed by
your arms and can be fired through attacks,
intuitively you always know how much
ammunition you still have. This process can
be performed during a short or long rest and the
ammunition lasts until the next rest. Attacks made
on a target less than 10 feet from you are made at
disadvantage.

Runic Charge
The Rune that favors you allows you to have
a resource source:
You get 4 runic charge points at 1st level and
then 1 more point at levels 4, 7, 10, 13, 16 and
19. Your Runic Charge points are converted
into dice for some purposes, these dice are d6 at
1st level and become d8 at level 5, d10 at level 11,
and d12 at 17.
You can use these points for some resources, you start
knowing three of them, select the three initial resources
from the list below. You can learn additional resources as
you gain levels in this class, earning a resource at the 3rd,
6th, 10th, 14th, and 18th level.
You recover all the spent charges by completing a short
or long rest.
• Decoy. As an action, you can spend a runic charge and fire an
ammunition that multiplies itself, creating a distraction. When
you do it, you can perform a Stealth check with advantage,
adding your runic dice to the roll.
• Cheater Throw. If you know the location of a creature that
you cannot attack, you can use your action to spend 1 runic
charge when performing an attack roll against the creature.
Your runic ammunition can attack creatures by arching from

146
the number rolled in the runic dice. If successful, you automatically hit you to make a Dexterity saving throw to take only half damage,
another creature of your choice that you can see within range of your you instead take no damage if you succeed on the saving throw,
runic ammunition. and only half damage if you fail. Also, you can add your Charisma
• Slender. As a bonus action, you can spend 1 runic charge to perform a
modifier to your Initiative.
Dodge action.
• Tripartite. When firing your runic ammunition, it splits into a total of
three, with the additional two moving away from the straight line of the Enchanting Style
first, in a cone to the opposing direction. The attack roll is made only once Starting at the 9th level, your charm becomes extraordinarily
for the three ammunition.
captivating. As an action, you can perform a Persuasion check contested
• Wrong Judgment. When a creature you can see perform an attack roll, a
saving throw, ability check, you can use your reaction and spend 1 runic by an Insight check of the target. The creature must be able to hear you
charge die to prevent their attempt. Roll a runic charge die and subtract and the two of you must share a language.
the rolled number from the creature's roll. You can choose to use this If you succeed in the check and the creature is hostile to you, it will have
feature after the creature perform the roll, but before the GM determines
whether the roll in question was successful or not.
disadvantage in attack rolls against targets other than you, and will not
• Torrent. As an action, you can spend 1 runic charge to attack your Runic be able to make opportunity attacks against targets other than you. This
Ammunition against any number of creatures less than 20 feet from you. effect lasts for 1 minute, until one of your teammates attacks the target,
You must perform a separate attack roll for each target. affects it with a spell, or until you and the target are more than 60 feet
apart.
Energize
Starting at 3rd level, you can magically energize your runic ammunition.
Whenever you make a new lot of runic ammunition, you can spend 1 Combat Specialization
runic charge to energize it, all pieces in the lot are considered magical Starting at the 11th level, if your attack misses a target within range, you
to overcome resistance to non-magical attacks and damage. The lot can spend a runic charge to turn the error into a hit.
remains energized until your next long rest.
Additionally, you can use a runic charge to enchant two of your Runic Recharge
ammunition from the energized lot with one of the energizations below
At the 13th level, you can use two runic ammunition if you prefer,
as a bonus action. At 9th level, when enchanting ammo, you can apply
following the normal rules of double wielding, also, it seems that your
2 effects to the same ammo.
ammunition never decreases. At the end of combat, you can recover
• Charming. Your ammunition is infused with a potent pheromone. When some of your ammunition, roll a runic dice and add that number of
you hit a creature, your target must succeed in a Charisma saving throw ammunition back to your inventory.
DC 13 + a runic charge die or be Charmed until your next turn. You can
spend 1 additional runic die to subtract to the target creature's Charisma
saving throw result. You can only have one Charmed target at a time.
Player’s Insight
• Flaming. When you hit a creature, you ignites the target for 1d4 rounds. Starting at the 17th level, your intelligence is enhanced to the point that
Each round, the target receives a runic charge die as fire damage (this does your mind is not easily influenced by tricks, optical illusions, and spells.
not cost you any runic charge). The effect of the condition of this resource When you make an Intelligence, Wisdom, or Charisma saving throw,
is not cumulative.
you can spend a runic charge die to lower the DC for you and any
• Poisoned. When you hit a creature with poisoned ammunition, it must
perform a Constitution saving throw DC 8 + your runic charge die. allies who might hear you, if you tell them. The DC is subtracted by the
On a failure, the target is Intoxicated for 1 minute and receives 1d8 of number rolled of the runic die.
additional poison damage. In a successful check, the target only takes
the attack damage and the additional poison damage. You can spend 1
additional runic die to subtract to the target creature's Constitution saving Runic Trickster
throw result.
• Sharp. When you hit a creature with poisoned ammunition, it must Some Mercurial improve their stealth and agility skills with magic,
perform a Constitution saving throw DC 13 + your runic charge die. learning enchantment cantrips, and illusion spells. These Mercurials
In a failure, the creature begins to bleed at the beginning of each of its include not only pickpockets and muggers but also cheaters, deceivers,
turns, taking 1d4 extra damage. At the end of each of its turns, the target
can repeat the saving throw to end the condition. A successful Medicine
and a significant number of adventurers.
check can also stop bleeding. This feature has no effect on a construct
or undead. The effect of the condition of this resource is not cumulative. Spellcasting
You can spend 1 additional runic die to subtract to the target creature's
By choosing this subclass, you acquire the ability to cast spells. See
Constitution saving throw result.
• Stunning. When you hit a creature, your target must succeed in a chapter 10 for general casting rules and Mercurial's spell list.
Constitution saving throw DC 13 + a runic charge die or will be Stunned
until your next turn. You do not need to spend a runic charge to determine Cantrips
the CD. You can spend 1 additional runic die to subtract to the target
creature's Constitution saving throw result.
You learn three cantrips: mage hand and other two of your choice
from Mercurial's spell list. You learn an additional Mercurial cantrip,
of your choice, at the 10th level.
Quick Hands
Starting at 5th level, you can fire your ammo with greater speed. Your Spell Slots
ammo now deals 1d8 damage on a hit, and your range becomes 60/120
feet. The Mercurial Spellcaster table shows how many spell slots you have
to cast your 1st level spells and higher. To cast one of these spells, you
must spend a spell slot of the spell level or higher. You recover all the
Quick Combat
spell slots spent with a long rest.
At 7th level, no one can compare to your speed. You really understand
For example, if you know the first level spell charm person and have a
what it means to be “fast”. You receive the following features:
1st and 2nd level spell slot available, you can cast charm person using
Extra Attack. From the 7th level, you can attack twice, instead of one of the spaces.
once, when using the Attack action during your turn.
Evasion. Beginning at 7th level, you can nimbly dodge out of the Known Spells of 1st Level and Higher
way of certain area Effects, such as an infernal drake's fiery breath Reaching the 3rd level, you know three Mercurial spells of 1st level,
or an ice storm spell. When you are subjected to an effect that allows of your choice. The Spells Known column in the shows when you

147
learn more Mercurial spells, 1st level, or higher. Each of these spells Mercurial Spellcaster
must be at a level for which you have spell slots. - Spell Slots per Spell Level -
For example, when you reach the 8th level of the class, you can learn Cantrips
a new 1st or 2nd level spell. Whenever you gain a level in this class, Level Known Spells Known 1 2 3 4
1 2 - - - - -
you can replace one of your Mercurial spells you know with one of 2 2 - - - - -
your choice from the Mercurial spell list. Each of these spells must be 3 2 3 2 - - -
at a level for which you have spell slots. 4 2 4 2 - - -
5 2 4 3 - - -
Spellcasting Ability 6 2 4 3 - - -
7 2 5 4 - - -
Charisma is your ability to cast spells for your Runic Trickster spells, 8 3 6 4 2 - -
since the power of your spell depends on the stealing of knowledge 9 3 6 4 2 - -
from those around you. You use your Charisma whenever a spell 10 3 7 4 2 - -
11 3 8 4 3 - -
refers to your ability to cast spells. Also, you use your Charisma
12 3 8 4 3 - -
modifier when setting the saving throw DC for Mercurial spells you 13 3 9 4 3 2 -
cast and when you make an attack roll with a spell. 14 3 10 4 3 2 -
15 3 10 4 3 2 -
Spell save DC = 8 + proficiency bonus + Charisma modifier
16 3 11 4 3 3 -
Spell attack modifier = proficiency bonus + Charisma modifier 17 3 11 4 3 3 -
18 3 11 4 3 3 -
19 4 12 4 3 3 1
Magical Vortex 20 4 13 4 3 3 1
From the 3rd level, you have an innate ability to counter magic, once
Magic Ambush
a day you can cancel a spell aimed at you at a level equivalent to your
maximum casting level. You can use your reaction to force the creature At the 9th level, if you are hiding from a creature when you cast a spell
to make a saving throw with its casting ability modifier. The DC is equal on it, the creature will have disadvantage in any check it makes against
to 10 + your proficiency bonus + your Charisma modifier. At level 6, it the spell that turn.
rises to 2 times a day, at 12th to 3, and at 18th to four.
Arcane Vitality
Spellstealing Starting at 11th level onwards, every time you steal a spell, you also
At 5th level, you can deflect your attacker's magical ability and use it regain your proficiency bonus + the level of the stolen magic as hit
for yourself. When hitting an opponent with a successful sneak attack, points. Besides, when using a stolen spell to damage a target, you also
you can choose to waive the sneak attack damage and try to steal a spell recover half the damage dealt as hit points.
from the target. If the target is close, you can steal a spell with a action
touching the target. You can choose which spell to steal, if known; Steal Magical Effect
otherwise, the GM will determine the stolen spell randomly from the From the 13th level, you can extract an active spell effect from another
level you request. If you try to steal a spell that you no longer have slots, creature. When hitting an opponent with a successful sneak attack, you
the stolen spell is determined randomly from among those that the can choose to waive the sneak attack damage and instead get the effect
target has available.
You can steal a spell from a level for which you have spaces when you hit
automatically. You can try to steal a higher-level spell with a successful
ability check using your spellcasting ability. The DC equals 12 + the
spell’s level.
The target of the sneak attack loses the ability to cast the stolen magic.
For up to 1 hour, on a subsequent turn, you can cast the spell once as an
action without spending a spell slot. Once the spell has been cast or the
time has expired, the target regains the ability to cast the spell.
For example, at the 7th level against an Arcane of 5th level, you can
try to steal fireball, a 3rd level spell. Assuming the Arcane knows magic
and has third-level spell slots left, you perform a Charisma saving throw
with DC 15. The Arcane loses the ability to cast fireballs during this time.
At any time, you can have a maximum number of stolen spell levels
equal to your class level. For example, at the 4th level, you can have
two 2nd level spells stolen, or a 2nd level spell and two 1st level spells,
or any other combination of spells, totaling four levels. If you steal a
spell that exceeds this limit, you must choose to lose enough stolen
spells to reduce the total number of stolen spell levels to no more
than the maximum.

Evasion
Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as an infernal drake's fiery breath or
an ice storm spell. When you are subjected to an effect that
allows you to make a Dexterity saving throw to take only
half damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail.

148
of a single spell that affects the target. If the target is 5 feet from you, you
can steal a magic effect with a touch.
You can choose which effect to steal; otherwise, the GM determines the
effect of the randomly stolen magic. If you attempt to steal a spell effect
that is not present, the stolen spell effect will be determined randomly
from those currently in effect on the target. You cannot steal a spell
effect if the spellcaster's level exceeds your class level + your Charisma
modifier.
When you steal a spell effect, you gain the stolen effect (and the original
creature loses that effect) for 1 minute (or until the duration of the spell
expires, whichever comes first). If the duration of the spell effect does
not expire in that period, the magic effect will return to the creature that
originally benefited from it. This feature does not work on spell effects
that are immune to dispel magic spell.

Absorb Spell
At the 17th level, when you are targeted by a spell or are in the area of
effect of one, you can choose to absorb the spell. Doing so negates the
spell's effects and the spell is added to your list of stolen spells, if possible.
The spell is subject to the same rules as a spell stolen by the Spellstealing
feature. You can do this once per long rest.

149
Ninja
Noxians can be disciplined in war, but in their camps away from the
battlefield, they revel in just like anyone else. I move along the line of the
shadow of a tree that projects over the roof of a tent, although the noise of
people talking while drinking covers even someone in armor running, my
feet are silent.
I jump through the tent to see that both sides are with people leaning, even if
they are not on guard any slip can alert an entire camp.
One of the soldiers notices something strange passing over him, for a
moment he moves towards me but I lower myself and join in the shadow
of a barrel. I am the shadow. The soldier finds nothing and thinks it may be
something caused by drinking, so he decides to drink more to see if that goes
away. I pass other tents in a more isolated area, although fewer people are
around, here the watchers are already on guard. My feet are silent like the
shadow touching the water.
I finally see a huge tent erected with pieces of dark steel, without luxury, but
still showing that someone important is there. I climb up on the mast of one
of the tents in the distance and stay still, the shadow of the night helps me
and hides without making an effort.
I watch for an hour or so until a captain leaves the tent and for a second I
can see what I came for, a scroll with the orders sent by the General of Noxus
himself, Swain.
I put my hands together in a secret signal and command my shadow to peel
off me, it slides fluidly across the tent, across the floor, and finally enters the
big tent. I close my eyes and focus on the shadow, being able to see what's
around. I blend into the shadow of an armchair as two high-ranking soldiers
finish their conversation, they greet each other and walk away, my shadow
slips past them without seeing and materializes reaching for the parchment.
I bring the shadow back without any of them noticing, the parchment is in
my hands and I finally get off the mast.
I bump into a chain and a soldier not far away realizes, he rubs his eyes
trying to make sure what he sees but my shadow blade is faster, it cuts his
jugular and then trims his fall, so that it is not the one who causes one more
noise.
Mission completed and I can finally return to my master Zed, the Noxian
plans will not be successfully executed this time.

Only one ninja order is publicly known, the Kinkou, an order dedicated
to the preservation of balance in a broad way, especially in the structure
of Order and Chaos, Light, and Darkness. However, given the vastness
of Ionia, many other orders must still exist in secret or only with more
discretion or isolation. The Ninja are usually recruited at a young age
and quickly enter extremely rigid training routines, not only sharpening
their bodies but also sharpening their spirits, after all, like all the other
inhabitants of Ionia, they are also used to the abundant magic of the land
and a thin membrane that separates the worlds.
Because of this characteristic of recruiting members as a child, ninja
orders are understood by most of the population of Ionia but face
some resistance, especially those who believe that children should not
abandon their childhood to become a weapon.
With all of Ionia's political scenario in a profound transformation, some
have come to believe that ninja is no longer needed, yet they lack the
courage to carry this idea forward, especially for fear that secret orders
may be lurking.

The Kinkou

The Kinkou consider themselves as the guardians of the sacred


equilibrium of Ionia Its adherents traverse both Runeterra and the
spiritual realm, mediating conflicts between them and, when necessary,
intervening through force. During the war with Noxus, the Kinkou
Order was expelled from its former temple by the followers of its own
former acolyte, Zed.

150
The Ninja
- Shugenja -
Level Neio and Features Ki Sutras Vel Ki Sutras Vel
Neiyar
1st 1d6 Neio and Neiyar, Ki, Sutras, Discipline 1 1 1 1 1 1
2nd 1d6 Fighting Style, Discipline 1 1 1 1 1 1
3rd 1d6 Via Ninja, Discipline 2 1 1 2 2 1
4th 1d6 Enhancement 2 1 1 3 2 1
5th 2d6 Extra Attack, Discipline 3 2 1 4 3 2
6th 2d6 Via Feature 3 2 2 5 3 2
7th 2d6 Ninja Dodge 4 2 2 5 3 2
8th 2d6 Enhancement, Discipline 4 2 2 6 3 2
9th 3d6 Via Feature 5 2 2 7 3 3
10th 3d6 Silver Blade 5 3 2 8 4 3
11th 3d6 Discipline 6 3 3 8 4 3
12th 3d6 Enhancement 6 3 3 9 4 3
13th 4d6 Via Feature 7 3 3 10 4 4
14th 4d6 Discipline 7 3 3 11 4 4
15th 4d6 Always Alert 8 4 3 12 5 4
16th 4d6 Enhancement 8 4 4 12 5 4
17th 5d6 Via Feature, Discipline 9 4 4 13 5 5
18th 5d6 Observer 9 4 4 14 5 5
19th 5d6 Enhancement 10 4 4 14 5 5
20th 6d6 Via Feature 10 5 4 15 6 5

Since then it has been restructuring under the command of Shen, the Also, think about whether you are a recent apprentice or if you grew
son, wakizashi, and disciple of Master Kusho, aided by Kennen, a Yordle, up among the Kinkou. Did you participate in any way in the defense of
and until recently by Akali. These three led the Kinkou exodus, but when Ionia was invaded by Noxus? Or did you secretly help the Empire?
Shen's choice not to fight seems to have bothered Akali, who left the
A Ninja can have several aspects, it can protect its balance with all things
order shortly after.
or it wants to have the strength to dominate others. Think about how
Mediators of the powers of humans and spirits, the Kinkou often have your character behaves before society, as rarely would a character of
to interfere on one of the two sides, either by destroying spirits that Good alignment follow the lessons of the Order of Shadows.
become too strong and influencing the world of humans too much or
with humans who manage to interfere too much in the world, which Quick Build
ends up causing them to have friction with both sides.
You can make a Ninja quickly by following these suggestions. First,
Dexterity must be your highest ability score, followed by Wisdom.
The Shadow Second, choose the Wanderer Past.

In Runeterra the Shadow is the other "me", something that one usually Class Features
learns to avoid, to camouflage, hide, and even to prune. However, in
As a Ninja you receive the following features:
some places this part of people is something they learn to deal with from
an early age, being aware of their limits and learning to overcome them,
Hit Points
being aware of their weaknesses, and making peace with them to make
them strong. Hit Dice: 1d8 per Ninja. level
Among the Ninja, the shadow is usually the value contrary to that Hit Points at 1st Level: 8 + Constitution modifier
taught by order, where balance is taught, prioritizing some side is the Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
shadow, so that every order can produce members deviating from the per Ninja level beyond 1st
original values, creating problems that can be seen as signs of weakness
in other orders.
Proficiencies
However, deviant paths may generate new orders, new ideas and values
Armors: Light armors
may turn out to be more appropriate to a new reality, thus creating new
paths, new Vias. Weapons: Simple weapons, ranged martial weapons, and ninja weapons
Crafts: Locksmith’s Craft, Poisoner’s Craft
Creating a Ninja Saving Throws: Dexterity and Wisdom
Skills: Choose four between Acrobatics, Athletics, Stealth, Insight,
While creating a Ninja, think about which path you will follow from the
Investigation, Nature, Perception, Sleight of Hand e Survival.
3rd level, as this will define a lot of your character's history, where it
came from, and what its relationship with the world and with the spirits
is. Are you a foreigner who came to train in Ionia or are you a native?

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Equipment where the Yordle dedicated himself to becoming the first and only Heart
of the Tempest, responsible for advising the Eye of Twilight and the Fist
You start with the following equipment, in addition to the equipment
of Shadows in moments of discussion, also bringing harmony to the
granted by your Past:
followers of the Kinkou and for carrying forward the stories of their
• (a) a katana or (b) a wakisashi or (c) 1 kama or (d) 30 shurikens ancestors.
• (a) a wakisashi or (b) a ranged martial weapon or (d) 5 kunais
• (a) a burglar’s pack or (b) an explorer’s pack or (c) a ninja’s pack Disciplines: Watching the Stars, Coursing the Sun, and Pruning the Tree

Order of Shadow
Neio and Neiyar
The Yanlei Order was created by one of the apprentices of the last Eye
of Twilight, Zed. Taking advantage of Ionia's war against Noxus, Zed
After extensive and hard training, the Ninja learns the teachings of
was able to invade the Kinkou Temple, demanding that Master Kusho,
Meditative experience (Neio) and Combat Practice (Neiyar), learning
his teacher and adoptive father, act in this moment of war, where Zed
to become a master of its weapon. Choose a weapon that you are
convinced his master to pretend to his own death. Because of this, Zed
proficient at so that it becomes your focus for Neio and Neiyar, using
and his followers were able to take possession of the Temple and the
the maximum precision and lethality of that weapon, inflicting 1d4
ornate black box hidden in the hidden catacombs of the temple, and this
additional damage to all attacks made with that weapon. This damage
box is what gives all the power and lost knowledge that the Order of
increases to 1d6 at the 5th level, 1d8 at the 9th level, 1d10 at the 13th
Shadows possesses.
level, 1d12 at the 17th level, and 2d6 at the 20th level. Upon mastery
with a weapon, you can define a new focus for your Neio and Neiyar in Disciplines: Coursing the Sun, Pruning the Tree, and See the Cerement
the 9th and 15th levels of Ninja.
Some of your skills require your target to perform a save, if the skill
Watching the Stars
doesn't specify, the save is calculated as follows: The Discipline of Watching the Stars teaches you to have a calm
and balanced mind to assist you in making decisions to maintain the
Ninja save DC = 8 + your proficiency bonus + your Wisdom modifier
balance between the spiritual and material realms.
• Communication with the Spirits. When you start in this Discipline, you
Discipline learn to communicate with the spirits to better understand the events in
the region and to calm agitated spirits, thus learning the Spiritual language.
When starting out as a Ninja, you must learn the basics of all the • Body Protection. If you have the Communication with the Spirits skill,
Disciplines of your Order, being able to choose which one to start. You you can choose this skill to receive proficiency in medium armor.
• Mental Protection. If you have the Body Protection skill, you can choose
must choose a Discipline at levels 1, 2, and 3, and you cannot repeat the
this skill to take advantage of any saving throw that involves an illusion or
same Discipline. That is, on level 1 if you are from the Kinkou Order, that would let you Charmed.
you can choose to start with Watching the Stars, but on the 2nd level • Purify. If you have the Mental Protection skill, you can choose this skill
you must choose a new one between Coursing the Sun and Pruning the to have the power to return creatures to their natural state. As an action,
Tree, and once you reach the 3rd level you must choose the remaining you can touch a creature to remove a curse that is afflicting it. You can do
Discipline. this as many times as your Wisdom modifier per short or long rest.
• Appease Spirits. If you have the Purify skill, you can choose this skill to
Upon reaching level 5, you can continue with one of your Disciplines, receive access to the Calm Emotions spell, and you can use it many times
developing a new skill. Upon reaching levels 8, 11, 14, and 17 you can equal to your Wisdom modifier per long rest. The save DC for this spell
continue to follow the teachings of that Discipline or continue with a becomes your Ninja Save DC.
new one, as long as you have the previous skill. • Spiritual Vision. If you have the Appease Spirits skill, you can choose this
skill to receive the ability to see and communicate with the spirit realm, as
an action, you can conceive only yourself the effects of the True Seeing
Kinkou Order
spell without the need of any material component. When you spend 1 Ki
The order of the Kinkou was founded a few centuries ago, where spirits point, you can touch a creature and grant it the same effects, however, if
were out of control, and humans could not fully understand the reason it comes out of your touch, the effects on the creature are canceled. You
for this agitation, because of this came the first Kinkou Disciplines, can do this as many times as your Wisdom modifier per short or long rest.
"Watching the Stars", represented by the Eye of Twilight, and “Pruning
the Tree”, represented by the Fist of Shadow. Coursing the Sun
Together, these Disciplines came to understand the problems caused in The Discipline of Coursing the Sun is responsible for transmitting
both worlds and could correct them together, and in harmony with information and decisions of the leaders of the Order to all
nature. But it was only with the arrival of a small Yordle named Kinkou scattered across the earth.
Kennen that the Order became complete, together with him • Sun Breath. When you start in this Discipline, you receive
came the last of the Disciplines, "Coursing the Sun", special training to strengthen your breathing and increase your

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speed, receiving 5 feet of walking speed.
• Sun Language. If you have the Sun Breath
skill, you can choose this skill to receive the
ability to understand and communicate
with any creature capable of using at
least one language. As an action, you
can understand for the next hour any
spoken language you hear, and any
creature that hears you will be able to
understand it, as long as it understands
at least one language. Additionally,
you can read and decipher any writing
or secret code, taking 1 minute to read a
page of text.
• Restore Balance. If you have the Sun
Language skill, you can choose this skill to be
able to end disease or poison that is afflicting
a creature. As an action, you can touch a
creature and end the conditions Paralyzed or
Intoxicated. You can do this as many times as
your Wisdom modifier per short or long rest.
• Solar Vision. If you have the Restore Balance skill, you
can choose this skill to see any being, whether they are in the
Material or Spiritual Realm. As an action, you can for the next hour see to cast a mist capable of blinding your enemies and assisting your allies.
any invisible creature and you can observe creatures from the Spiritual As an action, you can cast for the next minute, a mist of dense darkness
Realm. Spirit creatures appear spectral and translucent, while invisible in an area of 20 feet of radius around you, allies within that mist receive
creatures appear visible to you. You can do this as many times as your 1d4 healing at the start of each of your turns, and enemies within this
Wisdom modifier per short or long rest. Additionally, you receive an area must perform a Constitution saving throw, in a failure the enemy is
additional 10 feet of walking speed. blinded by the duration of the fog. You can do this as many times as your
• Spiritual Counseling. If you have the Solar Vision skill, you can choose Wisdom modifier per short or long rest.
this skill to receive assistance from the Spiritual Realm. As an action, you • Youmuu Circular Blade. If you have the Tactical Mist skill, you can
can focus on asking for help from local spirits to show you the shortest choose this skill to receive protection from spiritual blades. As an action,
and most direct physical route to a fixed place that is familiar to the spirits. for the next minute, you conjure several spiritual blades that circulate
If there is a bifurcation in the way, the spirits whispered in your ear which you at high speed while moving with you, these blades grant you three-
direction you should take. You can do this as many times as your Wisdom quarters of cover, and ranged attacks have a disadvantage to hit you,
modifier per short or long rest. creatures that standing 5 feet away from you must perform a Dexterity
• Phantom Movement. If you have the Spiritual Counseling skill, you saving throw, on a failure you receive 4d10 of slashing damage and only
can choose this skill to take on a diffuse and almost untouchable form. half that on a success. You can do this as many times as your Wisdom
By concentrating for 1 minute, you can assume an incorporeal form for modifier per short or long rest.
the next 8 hours. While in this form, you receive a fly speed of 200 feet
and have resistance to simple physical damage. Also, while in this form See the Cerement
you can only use your action to use the Dash action, or to revert to your
normal form, reverting to your normal form also requires a concentration The Order of Shadow is very similar to the Kinkou Order, but the
of 1 minute. If you are flying when the effect is over, you will fall 60 feet Yanlei do not “watch the stars”, focusing on the material world and
per round for 1 minute, until you land on the ground, which is done safely, the lives of men, which is seen by the Kinkou as a detachment from
that is, you will not receive any fall damage if you exceed that minute and
the spiritual, a shift in balance.
you still have not landed, you will fall the remaining distance. You can do
this as many times as your Wisdom modifier per short or long rest. You • Dark Mark. When you start in this Discipline, you receive a mark on
can spend 1 Ki point to guarantee these effects for an additional creature. your body made of special dark ink, capable of giving you the power over
Additionally, you receive an additional 15 feet of walking speed. the art of shadows, guarded for centuries by the Kinkou. Because of this
mark, you can see through the darkness, receiving 60 feet of darkvision,
Pruning the Tree not being able to discern colors in the darkness, only shades of gray. For
each skill received in this Discipline, your body receives even more of the
The Pruning the Tree Discipline is responsible for eliminating the dark ink, either ingesting it or in the form of a tattoo on the body
disequilibrium caused by both mortals and evil spirits. • Shadow’s Protection. If you have the Dark Mark skill, you can choose
this skill to add your Wisdom modifier to your AC, since you are not
• Combat Focus. When you start in this Discipline, you learn to take wearing heavy armor.
advantage of enemies who have not yet seen you or who have not yet • Shadow Blade. If you have the Shadow’s Protection skill, you can
made an attack, receiving a +2 on successful weapon attacks against choose this skill to learn how to better control the darkness, and you can
creatures that have not yet attacked or are surprised. create weapons out of your own shadow. As an action, you can create a
• Ethereal Glimpse. If you have the Combat Focus skill, you can choose blade of solid shadow in your hand for the next minute, you cannot be
this skill to learn how to use spiritual energy to increase your deductive disarmed while using that blade, it is considered a melee weapon, it deals
abilities. When you acquire this skill, you have a +5 bonus to your Insight 2d8 necrotic damage. If you attack with this blade in the darkness or in
and Perception checks. the dim light, you perform the attack roll with advantage. Shadow Blades
• Soul Razor. If you have the Ethereal Glimpse skill, you can choose this lasts for only 1 minute and you can create many Blades equal to your
skill to improve your ability when confronting spirits and incorporeal Wisdom modifier for short or long rest.
beings. When confronting a creature that does not have a physical body, • Somber Elusiveness. If you have the Shadow Blade skill, you can choose
your unarmed strikes or weapon attacks are enveloped in spiritual energy, this skill to learn how to use the shadows to increase the elusive ability of
giving it the ability to injure incorporeal creatures or spirits, attacks your tracks, whether physical or even mental. When you acquire this skill,
against these creatures have an advantage and inflict an additional 1d8 you have a +5 bonus to your Stealth and Deception checks. Also, you
of radiant damage. cannot be tracked by non-magical means and you have an advantage in
• Silver Blades. If you have the Soul Razor skill, you can choose this skill to any saving throw that tries to read your mind.
receive the teaching of improving your weapons edges, using the spiritual • Night Step. If you have the Somber Elusiveness skill, you can choose this
energy for this. Using seven days, and paying the lifestyle expenses for skill to walk through the shadows. While traveling with your group for an
those days, the Ninja can make one of your weapons a magic weapon, hour or more, your group's travel speed is doubled.
increasing its hit and damage rolls by +1. The Ninja can only have one • Combat Shadow. If you have the Night Step skill, you can choose this
weapon with this skill, and out of its hands, the weapon does not receive skill to become a shadow. Once for a short or long rest, when you are the
this bonus. It can only make another weapon when its previous weapon target of an attack, you can use your reaction to enter your own shadow,
is destroyed. swap places with it, and reappear in a place that is at least lightly covered
• Tactical Mist. If you have the Silver Blades skill, you can choose this skill by dim light up to 120 feet from you.

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Ki Defense
While wearing armor, you gain a +1 bonus on AC.
The Ki is the comprehension of the internal and external energy and of
its relationship with the true being which transcends the mundane. The Two-Weapon Fighting
Ki is a common principle to every form of existence, be it physical of
ethereal, living, or dead. Plants have their Ki and blossom much intensely When you are engaged in a two-weapon fight, you can add your
when they emanate it. Even the dead and decomposing corpses have damage attribute modifier to your second attack's damage roll.
their Ki.
Duelism
After the 1st level, your training allows you to control the mystical
energy of Ki. Your access to this energy is represented by a number of Ki When you wield a melee attack weapon in one hand and nothing in the
points. Your class level dictates the number of points you have as shown other, you gain a +2 bonus to damage rolls with that weapon.
on the Ki column on The Ninja table.
Archery
You can spend these points to sustain many of the Ki characteristics.
When you spend a Ki point it becomes unavailable until you finish a You get a +2 bonus to attack rolls made with simple or martial ranged
short or long rest. Then, you regain all the points you spent. You must weapons.
spend at least 30 minutes of your long rest meditating in order to recover
your Ki points.
Some Ki characteristics require your target to make a saving throw to
resist the effect of the characteristic. The save DC becomes your Ninja Via
Save DC.
At level 3, you can choose one of the Via Ninjas within your Order, it
reflects not only the direction of your training but also your attitude
Sutra towards all the great mysteries of your Order. If you are from the Kinkou
Order, you must choose between the Via of Protection, the Via of
The cultivation of discipline between body and spirit allows Ki to be Twilight, and the Via of Elements. If you are from the Order of Shadow,
used and developed. The practitioner starts to receive characteristics you must choose between Via Obscura, Via Umbral, and Via Noctigen.
inherent to this development, which can often be used by consuming Your Via grants you a feature at the 3rd level and again at levels 6, 9, 13,
his Ki reserve. These characteristics are the Sutras, which are common 17, and 20.
techniques and knowledge. The difference between Sutras and other
class characteristics is that they can have an inductive component, an
aspect that can be used through the consumption of Ki. Enhancement

Ninjas do not have Class' Sutra, having access to the General Sutra and When you reach the 4th level and again at the 8th, 12th, 16th, and 19th
the Via Sutra. Check out the Sutra list in Chapter 5: Customization - level, you can increase one ability score, of your choice, by 2 or you can
Sutra. The "Sutras" and "Vel" columns refer to additional capabilities increase two ability scores, of your choice, by 1. By default, you cannot
that can be learned during the campaign. increase the ability above 20 using this feature. Alternatively, you can
choose one of the General Enhancements in Chapter 5: Customization
- Enhancements.
Fighting Style

At the 2nd level, you can adopt a fighting style. You cannot choose the Great Leap
same style more than once. Choose one of the following options:
At 5th level, the ninja learns to use his movement to the maximum, in
some cases he seems to walk in the air. You do not need to move 10 feet

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to make a jump, your long jump or high jump use twice the Strength Elemental Protector
value (this movement cannot exceed your speed limit). At the 11th level,
When choosing this path, an element of nature is designed for your
you apply three times your Strength score.
protection and assistance. Each Spirit will grant you a different bonus,
and your Element will be used in many of your skills. Choose a Spirit and
Extra Attack an Element from the following:

Protector Spirit
At the 5th level, you can use your Attack action to perform two attacks
d8 Spirit d8 Element
instead of one in your action. 1 1
Cat Lightning
2 Salamander 2 Fire
3 Fox 3 Cold
Ninja Dodge 4 Frog 4 Acid
5 Snake 5 Poison
At 7th level, the Ninja's dodging ability allows you to find ways to avoid 6 Hawk 6 Radiant
what seems inevitable. Whenever you are subject to a Dexterity save to 7 Dog 7 Thunder
take only half the damage, you receive no damage if you succeed and 8 Owl 8 Psychic
only half if you fail the test.
Cat: You receive an advantage in Acrobatics checks.

Always Alert Salamander: You can breathe both air and water.
Fox: You receive an advantage in Deception checks.
Upon reaching the 15th level, the Ninja can maintain concentration in
Frog: You don't need to walk 10 feet before jumping and you can jump
any situation and is no longer surprised. Also, during the first round of
up to 6 + your Strength modifier in feet.
combat, the Ninja has an advantage in all attacks against creatures that
have not yet acted. Snake: You now receive 5 feet of Blindsight.
Hawk: You receive an advantage in Perception checks related to vision.
Observer Dog: You receive an advantage in Perception checks related to smell.
Owl: You now receive 120 feet of darkvision.
At 18th level, you learn to use your opponent's strength against itself.
Whenever an enemy makes an attack against you and misses you can
make an opportunity attack against the target. Elements Mark
At 3rd level, your Ninja weapons attacks have charged elemental
energy, hitting a target force it to perform a Constitution saving throw
DC equal to your Ninja save, if it fails it gets 1 charge of the mark, with
Via 3 charges you can use a bonus action to burst the Elements Mark to deal
Ninja paths are the direction of their training at the same time that 1d8 of the damage type of your Elemental Spirit. If you have already
they are the way they choose to position themselves about the general blown the Elements Mark on an enemy, it will have a disadvantage in
equilibrium of things, balancing it. The paths carry in themselves this saving throw.
some very different aspects from each other and on the tangent, the Each charge lasts until the end of your next turn, if you hit the target
techniques end up being quite different. Although the paths presented again, the target will have 2 charges and will last until the end of your
here are only paths related to the Order of Kinkou, the vastness of Ionia next turn. You can burst many Marks equal to 2 + your Wisdom modifier
is certainly home to many other traditions. per short or long rest.
Some Via Ninjas may have a Shugenja font, this means that they have Your Elements Mark damage increases to 2d8 on the 7th level, 3d8 on
a more mystical aspect than the other Paths. This aspect translates into the 11th, 4d8 on the 15th and 5d8 on the 19th. Additionally, every time
the Sutras and the ability to withstand more Vel-Sutras. you use a Sutra that uses an element, the Ki cost is reduced by 1.

Kinkou Order
The Kinkou Order was the first Order of Ninjas known to
be created, its creation reminiscent of millennia ago, where
humans were still trying to understand how the Spiritual
Realm worked and what caused its imbalance. It was only
with the arrival of Kennen, the first and only Heart of the
Storm, that the Order was finally created and developed
for what is known today.

Via of Elements

The Via of Elements is a Via Shugenja, it connects


more widely to the spiritual world, making the
Ninja better understand the nuances of this world
and manage to channel spiritual energy through
allies. These allies transmit benefits and enable
a connection with the elements, increasing the
capacity of those who follow this Via.

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Elemental Protection Spiritual Weapon
At level 6, you have a deeper relationship with your Elemental Spirit, From the 6th level on, you have a floating spiritual weapon, which stays
receiving resistance to your element's type of damage. up to 60 feet from you, moving whenever you exceed this limit to stay
within it. The weapon can have the shape you want. As an action, you
Spirits’ Outbreak can use this weapon to hit a creature within 5 feet of the weapon, the
target takes force damage equal to 1d8 + your Wisdom modifier. As a
From the 9th level, all your attacks deal 1d6 additional damage of the
bonus action, you can summon the weapon so that it is within 5 feet of
type of your Elemental Spirit. Also, you can use an action to burst the
you.
Elements Mark on many marked targets equal to your Wisdom modifier,
dealing 6d6 extra damage of the type of your Elemental Spirit, doing so
Spirit’s Refuge
removes the mark, and targets that were marked cannot be affected by
it for the next minute. You can perform this action many times equal to At level 9, using an action your Spiritual Weapon creates a 15-foot
your Wisdom modifier before taking a long rest. protection area that lasts for 1 minute, you and your allies receive
resistance to non-magic weapon attacks, also, weapon attacks have a
Elemental Rush disadvantage to those protected by the area.
At the 13th level, you can use your action to temporarily transform
Shadow Dash
yourself into your Elemental Spirit for the next minute, increasing your
movement speed by 15 feet, in this form, you ignore collision with living At the 13th level, you can use an action to move in a 15-foot line,
beings and cannot perform attacks, however, you can still be targeted of being able to cross solid objects, if you finish moving within a solid or
attacks. Additionally, when crossing an enemy, you apply an Elements occupied space, you move to the nearest space. This movement can
Mark on it. You can do this as many times as your Wisdom modifier per cause opportunity attacks. Also, you receive a temporary increase in
short or long rest. your AC equal to your Wisdom modifier, this effect lasts until the start
of your next turn. When you move in this way, you provoke enemies,
Your movement in this form increases to 30 feet at the 17th level.
enemies that do not attack your character during the next turn have a
disadvantage on your next attack roll.
Elements Maelstrom
At level 17, you create until the end of your next turn a 15-foot radius Stand United
area centered on you, all creatures that are hostile to you must perform Upon reaching the 17th level, you reach a high level of spiritual
Dexterity saving throw DC equal to your Ninja Save, on a failure they protection, as an action you can link to a creature and protect it with
receive 10d6 damage of the type of your Elemental Spirit, on success your spiritual energy, canceling 1/4 of the damage it would take and
takes only the half damage. Enemies with 3 stacks of Elements Mark the remaining damage is divided equally between you and this creature.
take twice as much damage. You can use this feature a number of times The bond lasts 10 minutes and after being used, it can only be used again
equal to your Wisdom modifier per long rest. Additionally, Sutras of an after a long rest.
elemental nature that you use do not require a material component.
Twilight Vision
Elemental Mastery
From the 20th level, as an action you concentrate to become one with
Reaching the 20th level, you achieve mastery of your element, receiving the spiritual magic of the place, within a radius of 200 feet you know the
immunity to damage from the type of your Elemental Spirit. Also, you location of all the creatures in that area, you can tell if there is someone
can perform an additional attack using your bonus action, this attack will invisible or if one creature is
deal 2d6 damage of the type of your Elemental Spirit and will apply an
Elements Mark charge, if the target is hit it must perform a Constitution
saving throw DC equal to your Ninja save, if it fails, it will be vulnerable
to the damage type of your Elemental Spirit for the next minute. You can
do this as many times as your Wisdom modifier per long rest.

Via of Protection

The Kinkou care primarily for the natural balance of things, leading to
the Ionians' way of being. Within nature there are several existences
that may be outside its axis, acting in an erratic or chaotic way, the task
of the Kinkou is to restore the balance of things in search of harmony.
The Spiritual Protector is able to access the spirit world and draw
strength from it for its function of maintaining balance, managing
to have defensive capacities, and even obtain information in a
supernatural way.

Spirits Protection
By choosing this Via you can add your Wisdom modifier
to the maximum of your AC. Also, you can once per
long rest, absorb spiritual energy to recover your injuries,
recovering half your maximum hit points, rounded down.

Astral Barrier
From the 3rd level, when you are the target of an attack,
you can use your reaction to create a shield that will grant
temporary hit points equal to half your maximum hit points plus
your Wisdom modifier, this shield will dissipate after 1 minute and
can be used once per short or long rest.

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an illusion, besides knowing the condition of the creatures, whether it is Order of Shadow
injured, sick or poisoned, you also know whether or not the creature is
hostile to you. This ability lasts for 10 minutes, and when you get hit it The Order of Shadow was created after the great invasion of Noxus,
is necessary to perform a Constitution saving throw DC 10 to maintain where Zed convinced his former master and last Eye of Twilight to forge
concentration. his death, so that the Kinkou would remain pure of guilt, while the Order
of Shadows acted primarily in the Material Realm, to avoid the massacre
of the Ionian people at the hands of Noxus. Taking over the main Kinkou
Via of Twilight temple, the Order of Shadow began to act and recruit new members
from everywhere.
To maintain balance, it is often necessary to cut harmful roots that
cause the natural balance of things to break. The followers of the Via
of Twilight are usually responsible for this type of incursion and their
Via Noctigen
abilities reflect rectilinear conduct, extremely focused on restoring this
harmony. Via Noctigen is a Via Shugenja, it focuses on the study of the shadow
as a metaphysical element, materializing it and managing to use it as a
Irregular Movement tangible material.

Your way of attacking and moving ends up confusing your enemies, Tangible Shadow
causing damage to an enemy makes necessary to it perform a Dexterity
saving throw, if the enemy fails, it cannot cause an opportunity attack on By choosing this Via, you can shape the shadows at will. As an action,
you until the next turn. In the next 24 hours, if you use this feature on the you can shape and extend existing shadows to create a protective
same target, it has an advantage in this save. barrier for you, giving you three-quarters of coverage and an advantage
in Stealth checks. Alternatively, you can use a creature's shadow up to
Twilight’s Mark 30 feet from you to perform a Disarm action with an advantage. You
can do this as many times as your Wisdom modifier per short or long
From 3rd level, damage an enemy marks it and creates a circle of 10 feet rest. Also, you get an additional 30 feet of darkvision.
of radius around it, leaving this area energizes your next attack, if you hit
the creature with that attack, it must perform a Dexterity saving throw, Dark Cerement
if it fails it will take 1d8 additional force damage. Your Twilight’s Mark
damage increases to 2d8 on the 7th level, 3d8 on the 11th, 4d8 on the At the 6th level, you can create a cloud of viscous and dense shadows,
15th, and 5d8 on the 19th. almost as if it were something palpable, this cloud has the ability to block
the light completely and the sound to a certain extent. Using an action,
Five Point Strike you create a circle of 15 feet radius centered on you with 2 turns of
maximum duration, light cannot pass through this area, besides to spells
At level 6, as an action, you can throw up to 5 light weapons in a 15-foot and sutras that have a verbal component, the caster must perform a
cone. Enemies in this area must perform a Dexterity saving throw DC Constitution save DC 15 + your Wisdom modifier, on a failure the spell
equal to your Ninja DC. On a failure, a hit creature takes 5d4 piercing or sutra automatically fails. This feature works like the darkness spell and
damage and its movement is reduced by 5 feet for 1 minute, if successful you can use it as many times as your Wisdom modifier for long rest.
the creature takes only half the damage.
Darkness Limbs
Twilight Shroud
At level 9, you learn to use your own shadow to create new members
At the 9th level, during a long rest, you can imbue up to 5 smoke bombs, in your body. You receive the Dark Ascension Sutra without using any
with spiritual energy. When you drop a bomb, you create an area of components or Ki points. If you already have the Sutra, your arms can
magical darkness in which only you and other Via of Twilight Ninjas can cause 3 additional attacks instead of 2 and deal 2 more damage dice
see, the smoke clears after 10 minutes. from Neio and Neiyar's column in the Ninja table, instead of 1. You can
This area works like the darkness spell but spells like gust of wind can use this Sutra this way as many times as your Wisdom modifier for long
dispel the smoke. rest. Also, you get an additional 30 feet of darkvision.

Bombs created like this last until the next long rest when they lose their Shadow Tentacles
spiritual charge and need to be renewed.
From the 13th level, you learn to create forms of pure darkness that are
Shuriken Flip able to prevent the movement of your enemies. As an action, you can
create a tentacle up to 60 feet from you, that tentacle lasts for 1 minute
At 13th level, as an action, you jump back up to 10 feet by launching a and whenever an enemy is adjacent to it the tentacle will try to grab it,
shuriken imbued with energy in a 15-foot line in front of you, making the creature in focus must perform a Dexterity saving throw DC 15 +
a ranged weapon attack if you hit an enemy or a Twilight Shroud area, your Wisdom modifier, in a failure it will be Grappled. A tentacle can
you can use a bonus action to get closer and cause a melee weapon only trap one creature at a time, you can order it to drop a creature at
attack with advantage. any time, a creature trapped by the tentacle can perform an Athletics
Moving this way does not cause opportunity attacks. check with the same DC to try to break free at the end of each of its
turns. You can use this feature a number of times equal to your Wisdom
Weak Points modifier per long rest.

At the 17th level, you have a complete view of the weaknesses of your Upon reaching the 17th level, you can create 3 tentacles at a time.
enemies marked by the Twilight’s Mark, you have an advantage in your
attack against these enemies and, if you hit, it is considered a critical hit Shadow Evasion
causing 5d8 of additional force damage. At 17th level, the shadows have created a certain affinity for you. When
you are the target of a spell or attack, you can use your reaction to be
Hundred Cuts Strike protected by your shadow, it will take the damage in your place and
At the 20th level, you learn to use the Hundred Cuts Strike, this is the push you 10 feet in any direction, moving like this does not cause an
teaching of using the blade as an extension of the Ninja's soul. The Neio attack of opportunity. You can use this feature a number of times equal
and Neiyar feature have their damage increased by 2 dice. to your Wisdom modifier per long rest.

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Shadow Body Living Shadow
At the 20th level, you learn how to become a shadow, a misshapen, and At level 9, you acquire the ability to project a dark shape of yourself,
an almost untouchable shape. As an action, you can modify your own this shape reminds you in a way as if your shape were distorted to cause
body so that you become a point of darkness for the next hour, while fear in the hearts of your enemies. As an action, you can create a Living
in that form you can go through cracks and crevices. Also, while in this Shadow up to 15 feet from you, this shadow is not able to move, having
form, you become immune to simple physical attacks, have 30 feet of an AC equal to yours but only half of your hit points, this shadow has
additional speed and you have full vision in the darkness, but you cannot resistance to all simple physical damage, also, the living shadow creates
make any attacks and are vulnerable to radiant damage. You can use a copy of your used equipment in the form of a shadow. This shadow
your bonus action to get back to your normal shape before time runs will remain in place for the next minute or until it is dispelled, a living
out. You can use this feature a number of times equal to your Wisdom shadow can be dispelled if hit by radiant damage. You can create many
modifier per long rest. shadows equal to half your proficiency bonus rounded down by short
or long rest.

Via Obscure When using an Attack action, your Living Shadow will use part of that
action to perform a melee weapon attack on a creature within range of
Via Obscure was originally a hidden and forbidden path, guarded by the the weapon. The damage dealt by your shadow will always be necrotic.
Kinkou for centuries. This Via is followed exclusively by followers of the At 13th level, you can use a bonus action to switch places with your
Order of Shadow, and it deals with an aspect of the shadow that is often shadow if it is within 50 feet of you.
overlooked by other spiritual Via.
Shadow’s Reach
Additional Proficiency
From the 13th level, you can use the Living Shadow feature to go
By choosing this Via, you learn to fight using armor and maintaining somewhere, it can pass through massive objects and interact with
your Dexterity in combat. You receive proficiency in medium armor and small objects, your shadow can move up to a mile from you without
are not limited in the dexterity that can be applied to the sum of AC. dissipating. You can order your shadow to perform a single attack, this
attack has an advantage and deals 10d10 necrotic damage, the target
Contempt for the Weak must perform a Wisdom saving throw DC equal to your Ninja save, if
At 6th level, you have an advantage in attacks against creatures with successful it takes half damage. After performing the attack, the shadow
less than half-life, if you hit the target, your attacks deal 1d8 additional dissipates.
necrotic damage. You can only use this effect on the same target once You share the vision and hearing with the shadow, but remain attentive
per turn. to your own surroundings. As long as the shadow is beyond 100 feet
from you, it is considered a spell with concentration.

Death Mark
At 17th level, you use an action to hide in the shadow of an enemy up to
15 feet, leaving behind a Living Shadow, by hiding in the shadow of your
enemy you can make an Attack action with advantage, if you hit leaves
a mark on your enemy.
At the end of your turn, you return to the shadow you left behind. At
the end of your next turn, the damage caused by your hit is repeated by
the shadow of the marked target in the form of necrotic damage. You
can use this feature a number of times equal to your Wisdom modifier
per long rest.

One with the Shadow


At the 20th level you can, as a bonus action, become one with your
shadow, becoming invulnerable and incorporeal for up to 10 minutes.
During this time your speed is doubled, you can see and hear normally
but you cannot physically attack. You can do this once per long rest.

Via Umbral

The Via Umbral is an extension of the Order of Shadow dedicated to the


reaper's path, to eliminate threats and use the shadow as fuel for agile,
localized, and precise actions.

Agility Path
When choosing this Via, you cannot use any physical armor, as they
partially limit your movement. If you wear armor, you are not able to
use the skills of this Via. Additionally, you acquire proficiency with melee
martial weapons and acquire proficiency in Intimidation, if you already
have proficiency you receive expertise in that skill.

Reaping Slash
Also at the 3rd level, you learn to improve your movement in combat,
being able to use your action to move 10 feet in a line, causing damage
on the way, creatures in this line must perform a Dexterity saving throw.

158
Additionally, when you finish this move, you can perform a 10-foot
circular attack around you, forcing creatures to perform a Dexterity
save. For each creature failed to save, the creature takes damage from
your weapon + your Wisdom modifier.

Blade’s Reach
At 6th level, you learn to project dark energy to slow your enemies down.
You can use an action to cast dark energy in a 20-foot line, creatures
in that line must perform a Dexterity save, if they have weakened
movement, they perform this save with disadvantage. On a failure, a hit
creature takes 3d6 necrotic damage and its speed is decreased by 10 feet,
while on success only its speed is decreased.

Shadow Step
At level 9, as an action, for the next minute or until you get hit you are
temporarily transformed into an incorporeal shape capable of crossing
objects and massive walls, if you get hit or this time ends and you are
inside an object you are automatically expelled out to the nearest point.
You can do this as many times as your Wisdom modifier per short or
long rest.
Alternatively, you can use your action to hide in your own shadow
and reappear in another within 30 feet of you, if you reappear behind
a creature within 5 feet of you, you can use your reaction to perform
an unarmed strike or a melee weapon attack with advantage on this
creature.

Umbral Trespass
From the 13th level, you learn to dissolve in tentacles of pure darkness
and shoot towards your enemy. As an action, you can take the form of
an incorporeal being made of shadows and shoot towards an enemy
within 30 feet of you, moving in this way does not cause opportunity
attacks, when performing this action, you perform a single attack, this
attack has an advantage and deals 10d10 necrotic damage, the target
must perform a Wisdom save, in success it takes only half the damage.

Fatal Strike
At 17th level, you learn to make the most of your enemies' weaknesses.
Once a day when you hit an attack, you can declare it as a critical hit.

Lethality
Reaching the 20th level, you become a master of deadly attacks. Upon
hitting a creature that is surprised by a weapon attack, or if it strikes
a creature with your Shadow Step or Umbral Trespass features, the
creature must perform a Constitution save, on a failure the damage of
your weapon or feature is doubled in that creature.

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Pilgrim
The sunny day is unusual at this time in Jandelle, the sun's rays cut through
the air causing the children to jump into the small river to cool off while a
flute plays happy notes and makes them briefly forget the battle of days ago
when Noxians tried to invade the city, being rejected by the Demacian guard
and the help of a strange little fur-covered creature.
Happiness erupts from the children's cries and reaches the adults, who
manage to smile with the scene even though they have to take care of the
wounded and after burying their dead. A few minutes later a fire is lit and a
huge moose leg is placed for roasting. Mothers and grandmothers approach
the small river with baskets full of food and in less than a few hours the flute
is accompanied by several other instruments that inspire those people to
move forward even after another day of the war, making sure that the next
day it will be even better.
The little yordle realizes that his work was well done when he saw the many
mips that approach the campfire and dance happily emanating positive and
healing energy, he gets up, and without anyone noticing he leaves in search
of other people to inspire

All existences in Runeterra are touched by magic, in particular, the magic


of Runes. However, there is another magic in progress, the celestial
magic that ends up touching many individuals through the stars.
These individuals touched by the stars can hear the sound notes of
the universe song, they can channel and shape this sound essence by
manifesting them through their acts and their knowledge, they are the
Pilgrims.
Holders of secret knowledge, whispered by everything that exists, their
paths are often misunderstood and marked by a pilgrimage to various
places. Although they are usually fleeting at all times, their charismatic
presence is capable of manifesting in everyone a celebration of
existence, a joy in life that they carry with them everywhere.
The way of expression of each Pilgrim is particular, with the greatest
tendency being through musical instruments, with which they channel
this stellar wisdom playing songs like no one else is capable, but
nowhere is this the only way, singing also appears between forms of
expression and focus so that they can cast their spells.
Because they are in constant motion, they end up collecting stories
from here and there, managing to catalog and weave them into a much
larger plot, which is validated by their experience and the unique way
they have to obtain secret knowledge of all things.
This knowledge also gives them enormous versatility, however, it is
also part of the reason why they are always restless, always looking
for hidden signs and interpreting what the stars tell them.

The Bard

A constellation in the sky of Runeterra is called "Bard", known all over


the planet, this constellation has starred in motion, although some of
these movements are only visible to trained eyes.
However, besides a constellation, Bard is also the name given to a
stellar guardian, a galaxy traveler who seeks to maintain the balance
necessary for life to exist. Bard travels between worlds beyond the
imagination of mortal beings. Some of Valoran's greatest scholars
have spent their lives trying to
understand the mysteries this
entity embodies. This enigmatic
spirit has received several names
throughout Valoran's history, but
titles such as Cosmic Wanderer
and Great Caretaker capture only a
glimpse of his true purpose. When the
undecipherable structure of the universe
is threatened, Bard will guide all existence
away from complete annihilation.

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The Pilgrim
- Spell Slots per Spell Level -
Level Features Spells Cantrips 1 2 3 4 5 6 7 8 9
1st Spellcasting, Stellar Inspiration (d6), Nebula 4 2 2 - - - - - - - -
2nd Jack of All Trades, Mips, Song of Rest (d6) 5 2 3 - - - - - - - -
3rd Nebula Feature, Stellar Expertise 6 3 4 2 - - - - - - -
4th Enhancement 7 3 4 3 - - - - - - -
5th Nebula Feature, Interruption Words 8 3 4 3 2 - - - - - -
6th Protective Song 9 4 4 3 3 - - - - - -
7th Magical Secrets 10 4 4 3 3 1 - - - - -
8th Enhancement 11 4 4 3 3 2 - - - - -
9th Trick of Fate, Nebula Feature 12 5 4 3 3 3 1 - - - -
10th Braiding Lives 14 5 4 3 3 3 2 - - - -
11th Stellar Expertise, Caretaker’s Shrine 15 5 4 3 3 3 2 1 - - -
12th Nebula Feature, Enhancement 16 6 4 3 3 3 2 1 - - -
13th Stellar Power 17 6 4 3 3 3 2 1 1 - -
14th Enhancement 18 6 4 3 3 3 2 1 1 - -
15th Nebula Feature 19 7 4 3 3 3 2 1 1 1 -
16th Enhancement 20 7 4 3 3 3 2 1 1 1 -
17th Superior Inspiration 22 7 4 3 3 3 2 1 1 1 1
18th Nebula Feature 24 7 4 3 3 3 3 1 1 1 1
19th Enhancement 26 7 4 3 3 3 3 2 1 1 1
20th Nebula Feature 30 7 4 3 3 3 3 2 2 1 1

Followers Second, choose the Artist Past. Third, choose the dancing lights and
vicious mockery cantrips, also to the following 1st level spells: charm
Pilgrims share a little bit of the essence of Bard, maybe it happened in person, detect magic, healing word, and thunderwave.
ancient times or maybe it is a simple direct consequence of its existence.
Regardless of the real reason for this, the Pilgrims, although they do not Class Features
consciously follow it, end up acting in favor of stellar wisdom, which is
As a Pilgrim, you gain the following class features.
also the force that moves Bard.
Each Nebula carries aspects related to Bard, be it protection, bravery, or Hit Points
even knowledge. No wonder, Pilgrims tend to be a kind of keepers for
Hit Dice: 1d8 per Pilgrim level
artifacts of immense power, if not directly, knowing the signs that point
to their use. Hit Points at 1st Level: 8 + your Constitution modifier
Besides the Pilgrims, other spiritual essences seem to follow the design of Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
the stars, called Mips, they usually accompany the Pilgrims, even though per Pilgrim level beyond 1st
they are invisible, and are creatures endowed with immense powers that
can often help the Pilgrims... even if they do not realize it at first. Proficiencies

Stellar Patron Armors: Light armors

Pilgrims are souls imbued by the divine action of Bard, a cosmic entity dedicated Weapons: Simple weapons, hand crossbows, longswords, rapiers, and
to protecting the balance of Runeterra's forces. This means that all Pilgrims shortswords
have their powers as a result of the emanation of this Patron.
Crafts: Musician of three musical instruments of your choice
A Pilgrim who becomes evil or performs selfish actions may lose the favor
of that Patron, having his powers removed until he becomes worthy again in
Saving Throws: Dexterity and Charisma
seeking to maintain balance. Skills: Choose three

Equipment
Creating a Pilgrim You start with the following equipment, in addition to the equipment
granted by your Past:
Pilgrims are in essence storytellers, bringing knowledge of their ancestors • (a) a rapier or (b) a shortsword or (c) any simple weapon
to the rest of the people. Pilgrims seek healing, whether from the body • (a) a diplomat’s pack or (b) an entertainer’s pack
or the mind, having a connection with the spirits. • (a) a lute or (b) a musical instrument
• Leather armor and a dagger

Quick Build
You can make a Pilgrim quickly by following these suggestions. First,
Charisma must be your highest ability score, followed by Dexterity.

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Spellcasting Stellar Inspiration

You have learned to untangle and reshape the fabric of reality in Knowing the flow of stellar energies, you can inspire others through
harmony with your desires and music. Your spells are part of your vast encouraging words or music. To do so, you use a bonus action on your
repertoire, magic that you can chant in different situations. turn to choose one creature other than yourself within 60 feet of you
who can hear you. That creature gains one Stellar Inspiration die, a d6.
Cantrips Once within the next 10 minutes, the creature can roll the die and add the
You learn three cantrips of your choice from the Pilgrim spell list. You number rolled to one ability check, attack roll, or saving throw it makes.
learn additional Pilgrim cantrips of your choice at higher levels, as The creature can wait until after it rolls the D20 before deciding to use
shown in the Cantrips column of The Pilgrim table. the Stellar Inspiration die but must decide before the GM says whether
the roll succeeds or fails. Once the Stellar Inspiration die is rolled, it is lost.
Spell Slots A creature can have only one Stellar Inspiration die at a time.
The Pilgrim table shows how many 1st-level and higher spell slots you You can use this feature a number of times equal to your Charisma
have available for casting. To cast one of these spells, you must spend a modifier (a minimum of once). You regain any expended uses when you
spell slot of the spell level or higher. You recover all the spent spell slots finish a long rest. Your Stellar Inspiration die changes when you reach
when you finish a long rest. certain levels in this class. The die becomes a d8 at 5th Level, a d10 at
10th level, and a d12 at 15th level.
For example, if you want to cast 1st level spell cure wounds and you have
a 1st level and 2nd level spell slot available, you can cast cure wounds
using either space. Nebula

Known Spells of 1st Level and Higher At the 1st level, you investigate the advanced techniques of a Nebula,
You know four 1st-level spells of your choice from the Pilgrim spell list a hidden tradition of Pilgrims, of your choice: the Dance Nebula, the
in Chapter 10. The Spells column of The Pilgrim table shows when you Protection Nebula, or the Sound Nebula, all detailed at the end of the
learn more Pilgrim spells, of your choice. Each of these spells must be at class description. Your choice will grant you characteristics at the 1st
a level you have access to, as shown in the table. level and again at the 5th, 9th, 12th, 15th, 18th, and 20th levels.

For example, when you reach the 3rd level of the class, you can learn a
new 1st or 2nd level spell. Also, when you acquire a level in this class, Jack of All Trades
you can choose a Pilgrim spell that you know and replace it with another
spell from the Pilgrim spell list, which must also be of a level at which you Starting at 2nd Level, you can add half your proficiency bonus, rounded
have spell slots. down, to any ability check you make that doesn't already include your
proficiency bonus.
Spellcasting Ability
Your spellcasting ability is Charisma for your Pilgrim spells, so you use Song of Rest
your Charisma whenever a spell refers to your spellcasting ability. Also,
you use your Charisma modifier when setting the saving throw DC for Beginning at 2nd level, you can use soothing music or oration to help
Pilgrim spells you cast and when you make an attack roll with a spell. revitalize your wounded allies during a short rest. If you or any friendly
creatures who can hear your Performance regain hit points by spending
hit dice at the end of the short rest, each of those creatures regains
Spell save DC = 8 + proficiency bonus + Charisma modifier
an extra 1d6 hit points. The extra hit points increase when you reach
Spell attack modifier = proficiency bonus + Charisma modifier certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and
to 1d12 at 17th level.
Ritual Casting
You can cast any Pilgrim spell you know as a ritual if that spell has the
ritual tag.

Spellcasting Focus
You can use a musical instrument as a Spellcasting focus
for your Pilgrim spells.

162
Mips Stellar Expertise

Mips are cosmic spirits that relate to an Ancestral Protector of Runeterra At 3rd Level, choose two of your skill proficiencies, you receive expertise
known by the name of "Bard", these small entities have immense powers at them. At the 10th level, you can choose another two skill proficiencies
and are attracted by melodies and cosmic and stellar energy emanated to gain this benefit.
by the Pilgrims, they are invisible and immune to any effect that reveals
Also, during your long rest, you can access visions of past achievements
them, being able to choose to whom they are visible.
through Runeterra's history and can fill yourself with borrowed skills,
Starting at the 2nd level, Pilgrims can attract mips that start to follow you can exchange a total of skills in which you are proficient equal to
them, this happens during a short or long rest when the pilgrim uses your Charisma modifier. At the 9th level, you can make this change also
their musical instrument or channels stellar knowledge. During rest, during short rests.
the Pilgrim can perform a Charisma check with a DC defined by the
GM, thus attracting a variable amount of Mips that remain during the
performance of the music. During this time they can cast minor effects Enhancement
at the discretion of the GM, at the end of the song, only the Mips that
will follow the Pilgrim remain, the maximum number of mips that can When you reach the 4th level and again at the 8th, 12th, 16th, and 19th
follow the Pilgrim is 1 every three levels, 2 on the 5th, 3 on the 8th, 4 on level, you can increase one ability score, of your choice, by 2 or you can
the 11th, 5 on the 14th and 6 on the 17th. increase two ability scores, of your choice, by 1. By default, you cannot
raise an ability score above 20 with this trait. Alternatively, you can
These creatures communicate by musical notes and usually do so only choose one of the General Enhancements in Chapter 5: Customization
with the Pilgrim they follow. Their communication is made by sound - Enhancements.
notes that give a creature a latent impression, something like a feeling,
not clear communication.
Benefits: Even though invisible, the Mips influence whoever they
Interruption Words
follow, each Mip that accompanies the Pilgrim gives him +1 in rolls
involving Charisma. At 5th level, you learn how to use your acumen to distract, confuse, and,
in other ways, hinder the confidence and competence of others. When a
Deeds: Mips can perform creature you can see within 60 feet of you makes an attack roll, an ability
a great deed before they check, or a damage roll, you can use your reaction to spend a use of
disappear, this feat is at Stellar Inspiration by rolling the Stellar Inspiration die and subtracting the
the discretion of the GM rolled number of the creature's roll. You choose to use this feature after
and is always beneficial the creature rolls, but before the GM determines whether the attack roll
to the Pilgrim, even if it or ability was successful or not, or before the creature deals the damage.
does not seem so at first. The creature will be immune if it cannot hear or if it cannot be Charmed.
Mip's Favor: While
aware of the presence
Protective Song
of a Mip, the Pilgrim can
perform a Charisma roll
At the 6th level, you acquire the ability to use musical notes or words
to encourage a Mip to
of power to interrupt the effect of mental influence. As an action,
help him, the DC required
you can start a performance that lasts until the end of your next turn.
for this is defined by the
During this time, you and any friendly creature within 30 feet of you will
GM, in case of success, the
have advantage in saving throw against be Charmed or Frightened. A
Mip can perform some
creature must be able to hear you receive this benefit. The performance
action that helps, again,
ends prematurely if you are Incapacitated, Silenced, or if you end it
at the GM's discretion,
voluntarily (no action required).
from something
as simple as moving
a leaf to something that defies the laws of reality. If Magical Secrets
the roll fails, the Mip does nothing and may even disappear. A critical
failure causes Mip to disappear and leaves its space vague for at least 1 By the 7th level, you have plundered magical knowledge from a wide
week. spectrum of disciplines. Choose two spells from any class, including this
Spiritual Shine: The Pilgrim can ask a Mip to use his energy for an one. A spell you choose must be of a level you can cast, as shown on the
attack, this increases the damage of the attack by 2d6 + half your Pilgrim table, or a cantrip. The chosen spells count as Pilgrim spells for
Pilgrim level and causes an additional effect based on the Pilgrim's level. you. You learn two additional spells from any class at 10th level, 14th
When you do this, the Mip disappears. level, and again at 18th level.
Fulgor Espiritual: O Peregrino pode pedir a um mipe que use sua energia
para um ataque, isso aumenta o dano do ataque em 2d6 + metade do Trick of Fate
seu nível de Peregrino e causa um efeito adicional baseado no nível do
Peregrino. Ao executar isso, o mipe desaparece. Reaching the 9th level, you expand your capacity as a receptacle for
• At level 2, the Mip causes your attack to slow the target's movement by stellar wisdom, being able to rewrite even aspects of your past in favor
10 feet for 1 turn if the target fails a Dexterity saving throw with a DC of your mission as an agent of the stars on earth. During a long rest, you
equal to the spellcasting. can change your Runic Pulse for one that meets the prerequisites.
• At level 8, the Mip causes that your attack causes the condition Stunned
for 1 turn, succeding a Constitution saving throw DC equals your
spellcasting save. Braiding Lives
• At level 14, the Mip causes that your attack to damage a 15-foot cone
from your target, creatures in this area must succeed a Dexterity saving
Starting at the 10th level, the stars open up their wealth of knowledge
throw DC equal to your spellcasting save, in a failure they receive 2d6 of
force damage. even more for you. You can choose any feature from another class of
up to 10th level (except for spellcasting) and make it your own. You can
once for a long rest, change to another class skill.

163
Caretaker’s Shrine Dance Nebula

Starting at the 11th level, you can channel stellar energy to create a small To be a Pilgrim is to create. Create art and invoke emotions within those
point of energy in a space up to 15 feet from you. If an ally passes over who perceive them. Music is powerful in this way because music has the
that energy, the ally heals at 2d6 + your Pilgrim level. If no one uses this ability to communicate emotion and power to any creature that hears
energy by the end of your next turn, the healing becomes 4d6 + your it. So, if someone could incorporate music, their form would carry that
Pilgrim level. You can use this ability as many times as your Charisma innate magic, wouldn't it? This is the philosophy shared by Pilgrims from
modifier before a short or long rest. Dance Nebula.
If enemies pass through the energy, or the terrain on which it finds itself
undergoes any change, the energy is destroyed.
Unarmored Defense
When you take this subclass at the 1st level, you receive an unarmored
defense equal to 10 + your Dexterity modifier + your Charisma modifier.
Stellar Power You cannot use a shield and benefit from this feature.

Reaching the 13th level, knowledge of the stars to which you have Gleaming Movement
access gives you access to a greater understanding of their essence. You
can choose a second Runic Pulse. Starting at 3rd level, you distract your enemy's mind through flashy
steps that you take to channel a small glowing sphere of energy, using
your action you can use that sphere to attack your enemy within 20 feet,
Unequaled Skill if you hit it gets 2d6 of force damage and at the beginning of your next
turn the sphere returns to you, healing you for the same amount of the
At the 15th level, when you make an ability check, you can spend a use dealt damage. This attack is performed with Charisma, you can use this
of Stellar Inspiration. Roll the Stellar Inspiration die and add the rolled feature a number of times equal to your Charisma modifier for long rest.
number to your ability check. You can choose to do this after rolling Reaching the 7th level, the sphere you channel increases in size causing
the ability check die, but before the GM says whether it was successful 3d6 damage and healing you and an adjacent ally for the same amount
or not. of dealt damage.

Superior Inspiration
Grand Entrance
At 17th level, when you roll initiative and have no remaining use of
At the 5th level, with one action you can move in an area up to 15 feet
Stellar Inspiration, you regain a use.
from you by making a circular move and lifting creatures up to 5 feet
from where you moved. Affected creatures must perform a Dexterity
Nebula saving throw DC equal to your spellcasting ability, or they will fall Prone.
Pilgrims are walkers of the world who follow the design of the stars. You can use this feature a number of times equal to your Charisma
Pilgrims seek each other to exchange songs and stories, boasting about modifier per long rest.
their achievements and sharing their knowledge. Pilgrims form sporadic
associations, which they call Nebula, to facilitate their collection and Battle Dance
preserve their traditions. At level 9, you learn to use your agile moves in battle and can protect an
ally. As a bonus action and spending a Stellar Inspiration, you move to
an ally within 20 feet of you, granting yourself and them Temporary Hit
Points equal to the number rolled in your Stellar Inspiration die.

164
When you reach the 13th level you can use this ability twice during the Protection Nebula
same bonus action, but having to spend two Stellar Inspirations instead
of one. The Protection Nebula focuses on protecting magical artifacts and
knowledge lost throughout Runeterra so that they do not fall into the
Light Steps hands of evil or destructive beings, such as the unscrupulous Noxian
Upon reaching 12th level, if a creature tries to knock you Prone, you can Empire, fiends (such as Evelynn, Tahm Kench, or Nocturne), or even one
use your reaction to stay up. bitter mage of Shurima.

The Quickness Additional Proficiency


At 15th level, you use your speed to move between your enemies. As a When you join the Protection Nebula at the 1st level, you receive
bonus action you get double your walking speed, moving this way does proficiency in Arcana and History, if you already have proficiency you
not deal opportunity attacks and if you pass within 5 feet of a hostile receive expertise in these skills.
creature, it must perform a Wisdom saving throw whose DC is equal
to your spellcasting ability, in a failure, she will be Charmed by you for 1 Magical Journey
minute, at the end of this minute, the creature will receive 3d8 psychic From the 3rd level, with one action, you can distort the fabric of reality
damage, in success, it is immune to this effect for 24 hours. You can use so that it opens a portal that crosses solid materials up to 30 feet thick,
this feature as many times as your Charisma modifier per long rest. the portal is 15 feet wide and stays in place for 1 minute and any creature
can get through it in that time. If a creature is crossing the portal when
Keeping the Beat time is up, it ends its journey, but takes 2d10 bludgeoning damage and
Reaching the 18th level, you get 15 feet of walking speed permanently. 1 exhaustion point. You can do this 1 time for long rest on the 3rd level,
Also, you receive expertise in Dexterity saving throws and also have an 2 times on the 8th level, 3 times on the 13th level, and 4 times on the
advantage in Performance checks. 18th level.

Illusory Presentation Cosmic Binding


Reached the 20th level, you can use your action to create 6 illusory From the 5th level, you can use your action to summon cosmic energy
images of yourself. Duplicates move with you and copy your actions, in a straight line of up to 15 feet, if it hits an enemy the energy continues
changing positions, making it impossible to track which image is real. 10 feet in a straight line, if the energy hits a solid wall or other creature all
You can use your action to dispel the illusory duplicates. who was hit will be Stunned for 1 turn. Affected creatures must perform
a Dexterity saving throw DC equal to your Pilgrim spellcasting save, if
Each time a creature targets you with an attack, roll a d20 to determine successful, the creature receives no effect, on a failure takes 2d10 force
if the attack, instead of you, targets one of your duplicates. damage and is Stunned. You can do this a number of times equal to your
If you have 6 duplicates, you must roll a 2 or higher to change the attack Charisma modifier for long rest.
target to a duplicate. With 5 duplicates, you must roll a 4 or higher. With Nullify
4 duplicates, you must roll a 6 or higher. With 3 duplicates, you must roll
an 8 or higher. With 2 duplicates, you must roll a 10 or higher. With 1 From the 9th level, you are able to use your reaction to negate the effect
duplicate, you must roll a 12 or higher. of someone's action on your vision field. You declare which action has
its effects nullified and the target must perform a Charisma saving throw
A duplicate's AC is 10 + your Dexterity modifier. If an attack hits a DC equal to your Pilgrim spellcasting save, if it fails, the action is nullified
duplicate, it is destroyed. A duplicate can only be destroyed by an attack but all resources used are spent. You can do this once per long rest. The
that hits it. uses of this ability increase to 2 at level 13 and 3 at level 17.
You can use this feature a number of times equal to your Charisma
modifier per long rest.

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Replicate Sonata
At 12th level, you learn to use stellar wisdom to duplicate any effect By choosing this nebula at the 1st level, you can replace the use of verbal
created by another creature you may see, and you can duplicate a spell components of your spells with chords from your musical instrument.
that has been cast or an attack that has been made using your reaction,
for example, if an Arcane has cast the fireball spell, you can use your Power Chord
reaction to replicate it and cast it back to the Arcane who cast it, or if a
Also at the 1st level, after casting 3 spells, you can use your bonus action
Brute Fighter hits a creature with a physical attack you can use illusory
to carry out a weapon attack that will deal 1d4 additional damage of a
magic to replicate that attack both in Brute who performed it as on any
type equal to your last damage spell conjured, for example, if you used
other target. Replicates do half the damage from the copied attack and
the firebolt cantrip, your weapon's additional damage will be 1d4 fire
in case of effects that have a save, the DC is the same as the Pilgrim
damage. When using this feature, you won’t be able to use it again until
spellcasting save.
finish a short or long rest. Its uses for short and long rest of this ability
You can use this feature a number of times equal to your Charisma increase to 2 uses on the 5th level, 4 on the 12th, and 6 on the 18th;
modifier per long rest. Additionally, the damage becomes 1d6 on the 5th level, 2d6 on the 12th,
and 3d6 on the 18th.
Enhanced Caretaker's Shrine
Beginning at the 15th level, your sanctuary will heal 5d6 and if no one Melody
uses that energy until the end of your next turn, the healing becomes
Starting at 3rd level, you are able to use your music to create certain
7d6 + your Pilgrim level.
magical effects. You can use an action to spend a Stellar Inspiration to
Antimagic Zone use one of these Melodies:
Reaching level 18, you are able to stop magical action in a region within • Hymn of Valor. You evoke sharp vibrations from your instrument that
30 feet of you, similar to the effect of the antimagic field spell. You can cause your Stellar Inspiration die like thunder damage to a creature within
60 feet of you, that creature must perform a Dexterity save DC is equal to
do this once per short a long rest.
your spellcasting ability.
Disable Magic • Aria of Perseverance. You evoke subtle vibrations from your instrument
that heal an ally within 60 feet of you, healing a number of hit points equal
Reaching the 20th level, as an action, you can disable the magic of a to your Stellar Inspiration die.
magical object or a living being for 24 hours just by looking, also • Song of Celerity. Your music is capable of causing everything from
nullifying out the effect of sentient or cursed items on their users. If you ecstasy to exhaustion. You must choose an enemy creature within 60 feet
are trying to nullify a sentient item or creature, the target must perform of you, that creature must perform a Dexterity save whose DC is equal
a Charisma saving throw whose DC is equal to 12 + your proficiency to your spellcasting save, if it fails your speed is decreased by 15 feet for
1 minute. If you choose a friendly creature within that range, it gains an
bonus + your Charisma modifier, on a success the target becomes
additional speed of 15 feet for 1 minute.
immune to this effect for 24 hours. You can do this a number of times
equal to your Charisma modifier for long rest.
Melody Auras
At 5th level, your melodies have an aura when you use them, bringing
Sound Nebula additional effects to allies close to you
• Aura of Valor. When you use the Hymn of Valor Melody, it casts a 15-
The Sound Nebula seeks through stellar wisdom the knowledge about foot aura around you. Allies within this aura have their damage increased
the sound of each existence, through the unique vibration that each until the end of your next turn, dealing 1d8 additional force damage.
thing naturally manifests. No wonder, they are Pilgrims with great music • Aura of Perseverance. When you use the Aria of Perseverance
charge and who understand that the sound is vibration. Melody, it casts a 15-foot aura around you. Allies within this aura receive
temporary hit points equal to your Pilgrim level.
• Aura of Celerity. When you use the Song of Celerity Melody, it casts

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a 15-foot aura around you. Allies within this aura receive 15 feet of
additional speed until the end of their next turn.

Soneto
From the 9th level, you understand all the spoken languages.

Brioso
At 12th level, when performing a short or long rest, you can choose a
spell from your spell list to conjure it with a bonus action instead of an
action using quick movements on your musical instrument.

Crescendo
At level 15, you can, through an action, increase the vibrations produced
by your instrument by channeling them into a line 60 feet away and 15
wide, creatures in this line must perform a Constitution save whose
DC is equal to your spellcasting save, if they fail they take 3d8 thunder
damage and are Paralyzed until the end of your next turn, in a success
they receive no damage. You can use this feature a number of times
equal to your Charisma modifier per long rest.

Dissonance
At 18th level, you use your instrument to create dissonant and
uncomfortable notes, as an action all creatures hostile to you that can
hear you receive 6d8 psychic damage if they fail a Wisdom save whose
DC is equal to your spellcasting save, on a success they get half the
damage.

Harmony
Reaching 20th level, all creatures that can hear you must perform
a Wisdom save with disadvantage whose DC is equal to 12 + your
proficiency bonus + your Charisma modifier, on a failure, if these
creatures were hostile to any creature, they will be friendly instead for
the next minute; and on success, the creature will be immune to this
effect for 24 hours. You can do this twice per long rest.

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Techmaturge
The day had started although the sun did not even rise in the sky. The
man who had woken up a few hours earlier came out of his house made
of the remains of a boat that had been piled on top of a ship, carefully
descended towards the Slaughter's Docks. In this dark few dared to go out
on the streets, but even fewer were those who needed not to be afraid. He
went down streets made of ships stranded and docked many times in a
precarious way, passed by some abandoned children who were sleeping,
and went on his way. Upon arriving at the Slaughter's Docks, he could see
many of the people who were there waiting for the arrival of some hunting
vessels, traders in search of meat to sell while others sought leather among
other parts of what they had managed to bring from the sea.
When they saw the man, they made room for him to pass by and let him
take first place, the customer who would be served first and would have a
preference in all of his orders.
This only happened on two occasions, or when someone very feared
appeared there, or someone very respected. The man belonged to the
second category and as soon as the ships arrived, he boarded each one and
did his shopping, but instead of pounds of drakesquid meat or the more
delicate cuts of tide buffaloes, he bought the bladder of a sea lion, the fangs
of a spark-shrimp among other parts that would normally be thrown away.
As he left, he was greeted by the men he passed and one of them approached
and asked if the new flamethrower bellows he had ordered could finally be
produced. He lifted the sea lion's bladder and smiled, the man returned it
and ran to give him a package with many steaks of luminous-perch for him
to eat.
The man thanked him, and as returned to his laboratory, thought that
the spark-shrimp fangs could be able to energize his
luminous dart gun, and that idea, not even his former
partner Heimerdinger, would have. A good night of
shopping meant the day at the lab would be
very productive.

Techmaturge is first of all a


visionary, able to understand
the principle of how things work
through an almost transcendental
understanding in their practicality.
Where a mundane sees a huge eye
of a fish to be thrown in the trash,
Techmaturge sees a rich electrolytic liquid to
activate an energy cell, where a builder sees a rock
difficult to explode, Techmaturge can see a shaft of an ore
rare capable of imparting supernatural resistance to armor.
Techmaturges are experts in using the energetic potential of
apparently mundane objects, giving them new functions and
often managing to produce wonderful inventions with the most
diverse uses, especially in a warlike way.
Masters of chaos, they like to deal with explosives, elixirs, and all kinds
of dangerous devices at their fingertips, being able to take control of an
area by placing towers, supporting their allies with alchemical weapons,
devastating enemies with a wide variety of mines, bombs, and grenades,
or even assisting your allies with explosions of healing smoke. Some
are even experts in the art of engaging in combat and demonstrating
mastery in the use of their devices.
Not limited to electronics and Hextec technology, Techmaturges manage
to create their wonders from the most varied sources, from magic itself,
through runes, animal carcasses, chemicals, ores, objects touched by
celestials, among many other options.

The Techmaturgy

The initial technology of a Techmaturge derives from its region of origin,


during its evolution it can add elements from other cultures to which it

168
and quality gems. Repetitive patterns can be part of the theme although
they are not the rule.
Noxus: The Empire assimilates any possibility of tactical advantage,
The Techmaturge
this means that the technology available there is normally integrated
Energetic
Level Features Gadget Reach Energy into several techmaturgical schools, however, the visual signature of
1st Reactor, Energy, Device, Competence 3 60 feet 1 Noxus techmaturgy is that of sobriety, often with devices having their
2nd Gadget, Style 3 - 2 appearance modified to hide their usefulness, or to create an atmosphere
3rd Techmaturgical Expertise 4 - 3 of fear.
4th Enhancement 4 - 4 Piltover: Mostly Hextech, Piltover's techmaturgy is largely based on
5th Competence, Enhanced Device 5 120 feet 5 Hextech crystals (real or synthetic) and has refined features, pulsating
6th Style Feature 5 - 6 energy signatures, and great metallic use in brushed steel, bronze, and
7th Entropy 6 - 7 even gold.
8th Enhancement 6 - 8 Shurima: Before the Emperor's return, Techmaturges survived on the
9th Competence, Indomitable Mind 7 500 feet 9 searing sands using the remains of tombs and remnants of technology
10th - 7 - 10 from the time of the Solar Disc, with the return of Him maybe this can
11th Style Feature 8 - 11 change dramatically.
12th Enhancement 8 - 12 Zaun: Like Zaun's Gray, Zaunite techmaturgy is caustic and suffocating,
13th Advanced Device 9 1000 feet 13 a mixture of chemistry and magic that can be seen in bubbling liquids,
14th Competence, Vital Energy 9 - 14 micro-explosions in extremely portable combustion engines, and other
15th Style Feature 10 - 15 visually dangerous applications.
16th Enhancement 10 - 16
17th Competence 11 1 mile 17 Creating a Techmaturge
18th Deus Ex Machina 11 - 18
19th Enhancement 12 - 19 When creating a Techmaturge, think about how your character learned
20th Style Feature 12 - 20 the skills needed to build your inventions. Who taught you? Have you
been trained by a guild or society of inventors? Perhaps you come from
a culture like Piltovans and Zaunites, where such skills are common,
perhaps you are a Runic Blacksmith in the service of Noxus. Or maybe
you just found out for yourselves through experimentation.
has access, making it appear a style signature completely different from
any other. Quick Build
As standard, each region of Runeterra has its way of employing the You can quickly create a Techmaturge following these suggestions.
combination of technology and magic-based largely on the resources First, Intelligence must be your ability with the greatest score, followed
available in the region, and the same invention can be completely by Constitution or Dexterity. Secondly, choose the Past of Inventor or
different in its visual aspect when created in two different regions. Artisan.
Bilgewater: Being a region that contains a little bit of all of Runeterra
within itself, the biggest visual signature of Bilgewater's technology lies
in the use of carcasses of animals, monsters, and beasts, using horns and
fangs and even pieces of these creatures that are kept functional even if
no longer alive.
Bandlecity: Bandlecity technology is the technology of the improbable.
A small magnifying glass can be a device that emits sound waves, while
an old pair of broken-stemmed glasses can be an animated servant that
flies funnily. In Bandlecity magic is applied directly to objects and it is not
known whether this magic imbues them or just awakens them to what
they truly always wanted to be.
Demacia: In this realm where magic is not well regarded, it is possible to
find a few Techmaturges who operate on the threshold of the region's
anti-magic fear and often under the aegis of some powerful family,
usually through more discreet inventions that are often made with
petricite and try to get as far away from what can be visually similar to
magic effects.
Freljord: In the icy realm of Freljord, experimentation with True Ice
seems to exist only in the Præglacius fortress and among the Avarosians,
finding ways to make sure that true ice can be used even by hearthbounds
(non-iceborns) even if it is not in its entirety. glory.
Ionia: Just as the general culture of Ionia seeks harmony and integration
with the environment and nature, Ionian techmaturgy often contains
these traits, with seeds of strange powers, wood that seems to have
grown in different forms, and even stones in a raw state without any
stoning.
Ixtal: Ixtal's technological expressiveness is usually manifested in large
equipment that is aligned with the natural lines of greater magical
effluvium. In small and portable pieces they stand out for their elegant
and simplified design characteristics, metals with well-designed lines,

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Class Features Equipment
As a Techmaturge, you earn the following class features: You start with the following equipment, in addition to the equipment
granted by your Past:
Hit Points • (a) a light hammer or (b) a dagger
• (a) a light crossbow and 10 bolts or (b) 10 darts
Hit Dice: 1d6 per Techmaturge level
• (a) an explorer’s pack or (b) dungeoneer’s pack
Hit Points at 1st Level: 6 + Constitution modifier • (a) a leather armor or (b) choose two between poisoner’s kit, gunsmith
tools, woodcarver’s tools, leatherworker’s tools, smith’s tools, tinker’s
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per tools, and inventor’s tool
Techmaturge level beyond 1st

Proficiencies Reactor
Armors: Light armors
Anyone is capable of being curious and, through experimentation,
Weapons: Simple weapons, all crossbow and repeating crossbow, and understanding basic principles of science, technology, and (in such
choose one between light firearms, medium firearms, long firearms, a rich environment) magic. Techmaturge is such an ordinary person
cannons, and flamethrowers who, at a certain point in his life, develops an experiment that causes his
Crafts: Inventor’s craft and choose two between cartographer’s craft, consciousness to awaken, causing changes in his way of thinking and
cobbler’s craft, forger’s craft, glassblower’s craft, jeweler’s craft, mason’s seeing the world.
craft, tinker’s craft, painter’s craft, weaver’s craft, and woodcarver’s This moment is called the Reactor, it is when Techmaturge becomes a
craft source of non-magical energy, radiating it around it imperceptibly to
Saving Throws: Constitution and Intelligence ordinary eyes.

Skills: Technology and choose three between Arcana, History, Insight, This characteristic is unique to Techmaturges, the Reactor is something
Investigation, Medicine, Nature, Perception, Performance and Sleight of philosophical and material, it is a resonance of Techmaturge that creates
Hands a vibrational wave that affects all of its creations, which carry in itself
some residual energy from the Reactor of each Techmaturge.
By developing this characteristic, Techmaturge can open its horizons
to a previously unknown field or only with superficial knowledge. Not
rare, some Techmaturges also reach arcane knowledge.
Choose a type of Reactor below:

Arcane Reactor

Techmaturge Spellcaster
- Spell Slots per Spell Level -
Cantrips
Level Known Spells Known 1 2 3 4
1st 2 - - - - -
2nd 2 - - - - -
3rd 2 3 2 - - -
4th 2 4 2 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 - - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 3 7 4 2 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

When creating an Arcane Reactor, you learn to manipulate the magical


energy, being able to amplify it through your Device. You receive the
Spellcasting feature:

Spellcasting
Cantrips
You learn two cantrips of your choice from Techmaturge's spell list.
You learn new cantrips according to the Techmaturge Spellcaster
table.
Spell Slots
The Techmaturge Spellcaster table shows how many 1st-level and

170
higher spell slots you have available for casting. To cast one of these Techmaturge DC = 8 + proficiency bonus + Intelligence modifier
spells, you must spend a spell slot of the spell level or higher. You
recover all the spent spell slots when you finish a long rest. Energetic Reach
For example, if you want to cast the 1st level spell shield and you In the 1st level, you have an energetic aura of 60 feet, when using
have a 1st level and a 2nd level spell slot available, you can cast it Devices or Gadgets within that aura, you can spend your Energy
using either slot. points instead of the charge of the Device or Gadget, as long as you
have the necessary Energy points. If you do, the charge on these
Known Spells of 1st Level and Higher
devices is maintained.
Reaching the 3rd level, you know three spells of 1st level, of your
choice. See chapter 10 for Techmaturge's spell list.
Cells and Cores
The Spells Known column in the Techmaturge Spellcaster table
shows when you learn more Techmaturge spells, 1st level, or higher. Techmaturge Devices and Gadgets work based on an energy source,
Each of these spells must be a spell of Techmaturge's spell list. For these energy sources are divided into two types, cells or cores. While
example, when you reach the 8th level of the class, you can learn a cells are cheaper to produce but disposable after being consumed, the
new 1st or 2nd level spell. cores can handle larger loads and can be recharged, but are much more
Also, when you acquire a level in this class, you can choose a expensive to create.
Techmaturge spell that you know and replace it with another spell A cell has a purchase cost of 10 gp for each 1 point of energy stored
from the Techmaturge spell list, which must also be of a level at within it, reaching a maximum of 5 points of energy, a core has a cost
which you have spell slots. of 50 gp for each 1 point of energy that it is capable to store, while an
Spellcasting Ability autorechargeable core is priced according to the Autorechargeable
Core table.
Your spellcasting ability is Intelligence for your Techmaturge spells, so
you use your Intelligence whenever a spell refers to your spellcasting If you choose to build these items, you must use Inventor’s tools, in
ability. In addition, you use your Intelligence modifier to set the DC addition to spending half the normal cost of these items and 4 hours of
for Techmaturge spells you cast and when you make an attack roll work, you can only create a cell or core with the same amount of Energy
with a spell. that you have according to the table The Techmaturge. Both cells and
cores are created with their full energy, while a self-rechargeable nucleus
has different rules described below, in doing so you spend Energy points
Spell save DC = 8 + proficiency bonus + Intelligence modifier according to the number of Energy points of the created item.
Spell attack modifier = 8 + proficiency bonus + Intelligence modifier
Energy Cell
Items that use Energy Cells need to be within their creator's Energy
Arcane Focus Reach, having a limited number of Energy points stored within
Your Device is your arcane focus for Techmaturge’s spells. them. Cells cannot be recharged, once they deplete their energy,
they are disposable and their recycling returns 1/10 of the amount
invested.
Crystalline Reactor
When creating a Crystalline Reactor, you learn to use technology Energy Core
fused with yourself to receive an increase in your vitality. By doing
this you can increase your maximum hit points by a number equal to The Energy Cores can be from different sources, such as Hextech,
your Intelligence modifier for each Techmaturge level you have, if your Quimtec, magic, or runic inscriptions. They work at any distance
Intelligence modifier is changed later, you must change your hit points from their creator and can be recharged. Cores can be recharged
since your 1st level of Techmaturge. In other words, if the 1st to the 3rd by Techmaturge through concentration with the core in direct
level your Intelligence modifier was +3 and at the 4th level it becomes contact with the hands of Techmaturge, which channels its energy
+4, you must increase 1 life for each level, having a total of +4 when to recharge a core. A Techmaturge can only recharge a core for as
you reach the 4th level and +3 for each previous level. Additionally, you many Energy points as it has available.
have resistance to lightning damage. If a creature other than a Techmaturge tries to recharge the core, it
must succeed a Technology or Arcana check DC 20 + the amount of
Metallic Reactor energy in the core.
When creating a Metallic Reactor, you learn to use technology fused You recharge 1 energy point on the core in an amount of time-varying
with yourself to speed up your metabolism and amplify your physical according to your Techmaturge level: 1 hour on level 1, half an hour on
capabilities. You add half your Techmaturge level (minimum 1) to the level 4, 15 minutes on level 8, 10 minutes on level 13, 5 minutes on level
damage of your melee and ranged attacks. Besides, every time you 18, 1 minute at level 20.
spend an Energy point on an offensive skill, you receive a bonus on your
attack rolls equal to half your Intelligence modifier until the end of the Autorechargeable Core
turn. This only happens once per turn.
To create an Autorechargeable Core, you need to have many Energy
points equal to the Maximum Energy of the core you want to create.
Energy Also, when creating a Category 1 Core, it starts with 1 energy point,
one Category 2 will start with 1d4, one Category 3 will start with
With a Reactor, you gain Energy points equal to your level and can use 1d4 + half your Intelligence modifier, one Category 4 will start with
them to amplify the effects of devices and gadgets. You recover half of 1d4 + half of your Intelligence modifier and one of Category 5 will
your Intelligence modifier in Energy points during a short rest and fully start with 1d6 + half of your Intelligence modifier.
recover during a long rest. Techmaturge resources that use Energy have Autorechargeable Cores recharge by draining magical energy from
such costs in their descriptions. the environment invisibly, even for magic detection. Self-charging
Some of your resources may require a save, the save DC is defined as is done depending on the category of the core and the speed is
follows: influenced by the magic level of the environment.
A core made of a True Hextech Crystal is considered a core of

171
category above 5, having unlimited energy, but its value can be higher 1 potions will have their cost and production time reduced by half. Also,
than 50,000 gp, in addition to being extremely rare and disputed to when receiving an attack you can use your reaction to consume or throw
be purchased, even in its smallest chips. a potion.
• Test Product. If you have the Advanced Alchemy skill, after ingesting
Autorechargeable Core several reagents and breathing less pleasant gases, you have created
natural protection against toxins, you have resistance to acid and poison
Self-charging damage, in addition to having an advantage in saving throws that
Low Medium cause the conditions Poisoned or Intoxicated. Additionally, applying,
Maximum Magic Magic High Magic consuming, or throwing a potion can now be done with a bonus action.
Category Energy Cost Zone Zone Zone • Master Alchemist. If you have the Test Product skill, you have learned
the most complex processes of alchemy, being able to create level 3
1 1 100 GP 2 hours 1 hour 30 minutes potions, using the same Basic Alchemy rules, additionally, your level 2
2 4 400 GP 1 hour 30 minutes 15 minutes potions will have their cost and production time reduced by half. All your
creations created through this Specialty have your DC increased by +2,
3 6 1800 GP 20 minutes 10 minutes 5 minutes
also, you can spend 3 Energy points when creating a potion to duplicate
4 8 2400 GP 10 minutes 5 minutes 2 minutes it, creating a duplicate doesn’t have any additional cost.
5 10 5000 GP 4 minutes 2 minutes 1 minute
Potion Creation
Level Cost Time of Production

Device 1 30 GP 2 hours

2 60 GP 4 hours

Also at level 1, you get a Device, a customizable and versatile 3 120 GP 8 hours

invention. You must choose between Devices in Chapter 6: Equipment


- Techmaturge's Creations. Once you have chosen your Device, you
will not be able to replace it at higher levels, if your Device is lost or Armors
destroyed you must build a new one with the same characteristics as the • Forge Apprentice. When choosing this Competence, you receive
previous one. proficiency with the Leatherworker’s Craft and the Smith’s Craft.
• Forge of Weapons. If you have the Forge Apprentice skill, as described
A Device has a construction cost equal to your Techmaturge level in the Creating Items rule in Chapter 9: Adventuring, you spend only 1/4
multiplied by 25 GP, in addition to 4 hours of work. When rebuilding the market value of a light or medium armor in raw material instead of
a Device, it will already have all the improvements you chose earlier. half the value. Also, for each day of free time you spend creating a light or
Fixing a Device requires a DC 15 Technology check using the inventor's medium armor, you can create one or more light or medium armor with a
tools, plus half the money and time it takes to build it. total market value of no more than 10 GP instead of 5, as specified in the
rule of creating items.
When you reach level 5, you update your Device to an Enhanced Device, • Diverse Armors. If you have the Forge of Armors skill, you have learned
at level 13 you update your Enhanced Device to an Advanced Device, to use the most diverse materials for your armors. You can use Runesteel,
and at level 17 you update your Advanced Device to an Ultimate Device. Relic Stone, or Lunar Silver as the raw material for your armors, as long as
With each update on your Device, you must rebuild it and improve your you have access to these rare materials. Also, all armor you create using
creation almost from zero, having to pay half of its construction cost this skill has +1 to its AC.
• Enhanced Armors. If you have the Diverse Armors ability, all of the
and half of the working hours.
armor you create using this skill has +2 to your AC instead of +1. Also,
you can create armor of up to 15 gp using the Forge of Armors skill.
• Empowering Armors. If you have the Enhanced Armor skill, you have
Competence learned to use special techniques that can increase the user's strength.
Once for a short rest, the user of an armor created by you can use his
As a Techmaturge, you must choose a Competence to create your bonus action to activate the special effect of your creation, the user will
Devices and Gadgets. At 1st level, you must choose one of the receive for the next minute a bonus in its Strength or Dexterity value
Competence developing your first characteristic, and when you reach equal to your Intelligence modifier (at the time the armor was created)
levels 5, 9, 14, 17 and 20, you can continue with your Competence, up to the limit of 20.
developing a new skill, as long as you have the previous skill or learn a • Master of Armors. If you have the Empowering Armor skill, you have
become a renowned armorer, your creations are legendary and requested,
new Competence.
all the armor you create have resistance to simple physical damage, that
is, they receive resistance to bludgeoning, slashing, and piercing damage.
Alchemy Also, you can add your Intelligence modifier to the armor AC you create
• Aspiring Alchemist. When choosing this Competence, you receive instead of +2. Additionally, you can use Voidborn Chitin as a raw material
proficiency with the Poisoner’s Craft and the Herbalist’s Craft. for your armors.
• Basic Alchemy. If you have the Aspiring Alchemist skill, you have
learned to make infusions and mixtures for creating potions. Potions Machines
require an action to be applied, consumed, or threw. It takes an amount
• Gadgeteer. When choosing this Competence, you can carry an additional
of gold and hours of work to create your potions depending on your
Device.
level, as shown in the Potion Creation table in Chapter 6: Equipment -
• Secondary Device. If you have the Gadgeteer skill, you are given access
Techmaturge's Creations. When creating a potion that uses any of your
to an additional Device, that Device is considered your Secondary Device,
abilities, the modifier that will remain in the potion is the same as the one
and receives updates as you choose skills from this Competence. Your
used at the time of its creation, and cannot be changed later. At this point,
device chosen by the class and your Secondary Device cannot be the
you can only create level 1 potions. Potions created by this Specialty have
same.
their effects activated when ingested or when in contact with the target
• Enhanced Gadget. If you have the Secondary Device skill, your Gadgets
when thrown.
have improvements and advantages over the others. When creating a
• Incendiary Knowledge. If you have the Basic Alchemy skill, your studies
Gadget, you can choose between:
have led you to destruction, you can spend 2 hours of work and 30 gp to
create an incendiary bomb. This bomb can be thrown up to 120 feet from ◦ When dealing damage or healing with this Gadget, you can add 2d8
you and has an area of effect of 20 feet radius, each creature in this range to the roll
may take a Dexterity saving throw against your Techmaturge DC. On a ◦ Your Gadget saving throws DC increases by +2
failure, creatures take 4d6 fire damage and are Stunned until the end of ◦ The Energy requirements for your Gadgets' special skills are reduced
their next turn, and on success take only half of the damage. by 1 and cannot be less than 1.
• Advanced Alchemy. If you have the Incendiary Knowledge skill, you
• Amplified Energy. If you have the Enhanced Gadget ability, your internal
have learned more advanced chemical processes, being able to create
energy is improved. The maximum Energy points you have increases by
level 2 potions, using the same rules of Basic Alchemy, also, your level
a number equal to your Intelligence modifier (minimum 1). Also, your

172
Secondary Device receives an Enhanced update. add your Intelligence modifier to the damage roll of weapons created by
• Enhanced Device. If you have the Amplified Energy skill, the Device you you instead of +2. Additionally, you can use Voidborn Chitin as the raw
chose through the class receives an additional enhanced update. Also, material for your weapons.
you can carry an additional Gadget.
• Master of Inventions. If you have the Enhanced Device skill, you
become a master inventor, having made the most diverse, and sometimes Gadget
the most dangerous, creations that have been seen throughout Runeterra.
When creating a Gadget, you can have an additional improvement of At the 2nd level, you can carry up to three level 1 Gadgets of your
the Enhanced Gadget skill. Also, your Secondary Device receives an
choice. If your GM requires it, the acquisition of a Gadget costs money
Advanced update.
and time to build, depending on the Gadget level, as shown in the table
below. In addition to the cost shown in the table, you must bear the costs
Mechas
of purchasing or creating a cell or core for each Gadget created.
• Aspiring to Mechanic. By choosing this Competence, you become
proficient with land vehicles and the Survival skill. Gadgets
• Mecha Builder. If you have the Aspiring to Mechanic skill, you can build
a Mecha. Check out Chapter 6: Techmaturge's Creations to rules for Level Cost Creation Time Energy Skill Duration
building Mechas. 1 5 GP 10 minutes 1 charge 1 hour
• Enhanced Engineering. If you have the Mecha Builder skill, you can 2 50 GP 1 hour 3 charges 8 hours
upgrade a Mecha to Enhanced.
3 150 GP 8 hours 5 charges 24 hours
• Advanced Mechanic. If you have the Enhanced Engineering skill, you
can upgrade a Mecha to Advanced. 4 500 GP 24 hours 7 charges 7 days
• Renowned Mechanic. If you have the Advanced Mechanic skill, you can 5 1000 GP 7 days Not defined Permanent
upgrade a Mecha to Ultimate.
• Master Mechanic. If you have the Renowned Mechanic skill, you can
choose an additional feature for your Mecha. While within your Energetic Reach, your Gadgets is always working,
unless you wish otherwise. If your Gadget is damaged in any way, you
Weapons must repair it with a Technology check using your inventor tools with
a CD 15 + Gadget level, spending half the cost and time used to create
• Beginner Weaponer. When choosing this Competence, you receive it to repair it. A lost or destroyed Gadget must be replaced completely.
proficiency with the Gunsmith's Craft and the Smith's Craft.
• Forge of Weapons. If you have the Beginner Weaponer skill, as described Every Gadget has an energy source in itself, be it a cell or a core, this
in the Creating Items rule in Chapter 9: Adventuring, you spend only 1/4 energy source has a limited number of charges within it, the Energy
the market value of a simple or martial weapon in raw material instead of column in the table Gadgets defines the minimum quantity that a cell
half the value. Also, for each day of free time you spend creating a simple or core must have for the creation of the Gadget. If the energy source
or martial weapon, you can create one or more simple or martial weapons
is a cell after its charges are depleted, the Gadget becomes unusable, if
with a total market value of no more than 10 GP instead of 5, as specified
in the rule of creating items. it is a core when its charges are depleted, a Gadget can have its charges
• Diverse Weaponer. If you have the Forge of Weapons skill, you have recharged using your Energy, do your Energy score will be decreased
learned to use the most diverse materials for your weapons. You can depending on the number of Energy recharged.
use Runesteel, Relic Stone, or Lunar Silver as the raw material for your
A Techmaturge using a Gadget may choose to use its Energy points
weapons, as long as you have access to these rare materials. Additionally,
all weapons you create using this Specialty have +1 on hit and damage instead of those contained within the Gadget cell or core, in doing so he
rolls and you can create firearms and exotic weapons that you are must spend many Energy points as described in the Gadget skills.
proficient at. The Gadgets has its skills, these skills have a maximum duration, however,
• Enhanced Weapons. If you have the Diverse Weaponer skill, all weapons
some Gadgets are for single-use or have their time defined in the Gadget,
you create using this Specialty have +2 on hit and damage rolls instead
of +1. Also, you can create weapons up to 15 GP using the Forge of that is, their duration is less than that defined in the table Gadgets, if this
Weapons ability. happens, in the description of the Gadget will have the duration time
• Fire and Steel. If you have the Enhanced Weapons skill, you have learned of its skill. For example, a grenade after being blown up can no longer
to use your knowledge to take a step further in creating weapons. From be used in any way, which makes its duration time instant. Activating a
that moment on, you can create any weapon using the Forge of Weapons Gadget requires spending one charge and an action, and to activate its
skill. skills you can choose to spend Gadget charges or your Energy points.
• Master of Weapons. If you have the Fire and Steel skill, you have become
a renowned weapon master, your creations are legendary and requested, Gadget of level 3 or higher has a cost of maintenance and repairs,
all weapons created by you start to cause magic damage, that is, instead whenever they are damaged or if your Master deems it necessary, you
of causing bludgeoning, slashing, and piercing damage, your weapons must make maintenance on your Gadget. You need to spend half the
will start to cause crushing, lacerating and incisive damage. Also, you can

173
time and money spent creating your Gadget to make maintenance or Asimov
repair. If your GM allows, you can reuse the pieces of an old Gadget,
recovering 1/4 the cost of a level 3 Gadget, 1/3 the cost of a level 4 Asimov Style is focused on Techmaturges who work in the defense line,
Gadget, or half the cost of a level 5 Gadget, level 1 and 2 Gadgets cannot looking for ways to bring benefits to themselves and their allies through
be reused. their devices and gadgets. Armed with great resources to provide
At the 1st level, you can build level 1 Gadgets, when you reach the 5th support, they also have the combat power to solve their problems,
level you can build level 2 Gadgets, at the 9th level you can build level 3 whether with gunpowder, steel, or energy.
Gadgets, at the 13th level you can build level 4 Gadgets and reaching the
19th level you can build level 5 Gadgets. Additional Proficiency
When you choose this subclass, you receive proficiency with medium
and heavy armor.
Style
Techmaturgical Healer
When you reach 2nd level in this class, you must choose a Style: Asimov
Style, Gibson Style, or Jeter Style, all detailed at the end of this class' From the 6th level, when you heal an ally, you can spend 4 Energy points
description. Your Style gives you features at the 2nd level and again at to maximize healing.
the 6th, 11th, 15th and 20th level.
Natural Gadgeteer
Techmaturgical Expertise At level 11, you can build 2 additional Gadgets. Additionally, you can
obtain an additional Enhanced or Advanced update for your devices.
At 3rd level, you choose one of your skills or crafts that are proficient,
you receive expertise in that choice. At the 6th level, you can choose Emergency Aid
two more of your proficiencies to gain this benefit. At the 15th level, each time you perform the Help action, heal, or
provide some kind of support to an ally, you recover 1 Energy point.
Enhancement
I Got It
When you reach the 4th level and again at the 8th, 12th, 16th, and 19th Upon reaching the 20th level, when you perform the Help action, heal,
level, you can increase one ability score, of your choice, by 2 or you can or provide some kind of support to an ally, you can take one additional
increase two ability scores, of your choice, by 1. By default, you cannot action this turn. This can only happen once per turn.
raise an ability score above 20 with this trait. Alternatively, you can
choose one of the General Enhancements in Chapter 5: Customization
Gibson
- Enhancements.
The front line of Techmaturges, the Gibson Style combines boldness and
Entropy confidence in skills as in devices and gadgets, but a dash of luck is always
welcome. Techmaturges of this style like to enter into combat, exploding
At level 7, when you use a Device or Gadget skill that expends at least their energy through precise blows and often full of special effects that
1 Energy point, you can roll 1d6, if it drops 6, you don't spend 1 Energy enemies may not like.
point. At the 14th level, you roll 1d4 and if you drop 4, you don't spend
1 Energy point. Fighting Style
At level 2, you adopt a particular fighting style that will be your specialty.
Indomitable Mind Choose one of the following options. You cannot choose the same
Fighting Style more than once, even if you receive this feature again
from another class.
Starting at the 9th level, once a day, if the total of an Intelligence roll you
make is less than your Intelligence score, you can use that value instead
of the roll. You gain an additional use of this ability at levels 14 and 17.
Duelism
When you wield a melee attack weapon in one hand and nothing in
the other, you gain a +2 bonus to damage rolls with that weapon.
Vital Energy
Great Weapon Fighting
At the 14th level, you can create an energetic reaction in your body,
consuming your own life for it. Using an action, you take 1d10 force When you roll a 1 or a 2 on a damage die from a melee weapon that
damage, by doing this you recover 1 Energy point. you are wielding with two hands, you can roll the dice again and use
the new roll, even if its results are 1 or 2. The weapon you must have
a two-handed or versatile property to gain this benefit.
Deus Ex Machina
Two-Weapon Fighting
Upon reaching level 18, you can use an action to touch a broken Gadget
When you are engaged in a two-weapon fight, you can add your
and restore it instantly. You can do this once for a long rest.
damage attribute modifier to your second attack's damage roll.

Styles YAAAAAR!
Style never helped win a battle ... each Techmaturge is defined not You learned how to make the best of combat style by holding a
only by the Device it carries but mainly by its style. Whether facing slashing weapon and a firearm in your secondary hand, gaining
the battle face to face or staying on the defensive line. A Techmaturge proficiency with light firearms. When attacked, you can use your
demonstrates its style not only in a laboratory using machines and reaction to shoot with your firearm at the attacker. The gun must
chemicals but in its momentum and how he reacts to the world .... but be loaded. Also, you can reload a light firearm with a bonus action.
it never hurt.

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Unarmored Defense Consume Energy
At 6th level, when you are not wearing any armor or wielding a At 20th level, each time an enemy that you hit within the last 2 rounds
shield, your Armor Class will be 10 + your Dexterity modifier + your dies, you receive half of your Intelligence modifier in Energy points.
Intelligence modifier.

Extra Attack
At level 11, you can attack twice instead of once when using the Attack
action during your turn.

Overcharge
When you reach the 15th level, when using a Device to attack, you can,
a total of times equal to your Intelligence modifier for a long rest, create
an overcharge, causing maximum weapon damage. Additionally, when
attacking or using a skill from your Device, you can use a bonus action
to perform an additional attack.

Energized
Upon reaching the 20th level, whenever you use 5 Energy points in a
turn, you receive an extra action. This can only happen once per turn.

Jeter

Versatility is the best way to describe the Jeter Style, Techmaturges who
excel in combat at a distance, but always find creative and inventive
ways to innovate. Fast and capable of finding the smallest gaps with its
analysis and explosive power.

Fighting Style
No nível 2, você pode adotar um estilo de luta. Você não pode escolher o
mesmo estilo mais de uma vez. Escolha uma das opções a seguir:

Archery
You get a +2 bonus on attack rolls made with bows and crossbows.

Gunpowder
You get a +2 bonus to attack rolls made with firearms.

Short Range Shooter


You are trained in making ranged attacks at close range. When
making a ranged attack while you are within 5 feet of a hostile
creature, you have no disadvantage in the attack roll.

YAAAAAR!
You learned how to make the best of combat style by holding a
slashing weapon and a firearm in your secondary hand, gaining
proficiency with light firearms. When attacked, you can use your
reaction to shoot with your firearm at the attacker. The gun must
be loaded. Also, you can reload a light firearm with a bonus action.

Armor Specialist
At the 6th level, while using light armor, you add half of your Intelligence
modifier to your AC.

The Loose Cannon


Reaching the 11th level, when you hit an attack with a ranged weapon,
you gain 10 feet of additional movement and an additional attack. If the
hit is critical, you can cause 2 additional attacks. This can only happen
once per shift. This can only happen once per turn.

Blow Up the Sun


Reaching the 15th level, when you attack with a ranged weapon,
you can spend 10 Energy points to create an explosive projectile of
destruction. When you do this, your next ranged weapon attack deals
10d6 additional plasma damage.

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176
Chapter 4: Detailing Random Height and Weight
Base Base Height
Origin Height Weight Modifier Weight Modifier
During your character's creation, some aspects will be extremely Human 4'8'' feet 55 kg +2d10 inches x (6d4/5) kg
important, like the name, sex, alignment, among others. Anthroplantæ
Arboreal 5'12'' feet 112 kg +3d10 inches x (5d10/5) kg
These features usually will be unchangeable, not being able to be
Floral 4'4'' feet 48 kg +2d6 inches x (3d6/5) kg
changed after. They are part of the story designed for your character Construct
and are important to define even your behavior. Brutal 5'12'' feet 98 kg +2d8 inches x (6d8/5) kg
Envoy 4'11'' feet 57 kg +2d6 inches x (6d6/5) kg
Who are you, where did you come and what is your story, some of these
Nimble 4'5'' feet 45 kg +2d6 inches x (6d6/5) kg
features can reflect adventures you already pioneered and problems you Half-Dragon 4'8'' feet 87 kg +2d8 inches x (6d6/5) kg
may face during adventures with your group. Minotaur 5'8'' feet 92 kg +2d6 inches x (6d8/5) kg
Troll 9'3'' feet 142 kg +2d12 inches x (6d10/5) kg
Your past must be defined along with your creation, reflecting the
Vastaya
created history. It will bring information that will define the mechanical Fauhwoon 4'9'' feet 55 kg +2d8 inches x (6d4/5) kg
aspects of your character and also bring relationships with your family, Kiilash 4'10'' feet 70 kg +2d10 inches x (6d8/5) kg
with your nation, and even with the other members of your Origin. Lhotlan 4'9'' feet 55 kg +2d8 inches x (6d4/5) kg
Marai 4'6'' feet 62 kg +2d8 inches x (6d8/5) kg
Oovi-Kat 4'8'' feet 45 kg +2d6 inches x (6d4/5) kg
Ottrani 4'9'' feet 55 kg +2d8 inches x (6d4/5) kg
Character Details Yordle
Shimon 4'9'' feet
1'7'' feet
57 kg
18 kg
+2d8 inches
+2d4 inches
x (6d4/5) kg
x (3d4/5) kg

What are the most remarkable and unchangeable details about your
character? Probably, your visual aspect will be the first thing that the An example would be Jorden, a human that is 4'8'' feet high plus 2d10
other players will have any interaction with, or maybe it will be your inches would roll the 2d10, and, when obtaining a total of 12, it means
name. Think about these details and describe them. that Jorden is 5'8'' feet tall (4'8'' + 11'' = 5'8'' feet). Keeping the same
roll of 12 and multiplying by 6d4, divided by 5 kilos, Jorden gets from
6d4 an 8. With that, Jorden weights 19,2 kg more (12 x 8 ÷ 5 = 19,2) in
Name addition to the base value of 55 kg, reaching a total of 74.2 kg.

What was the name given to your character, by what name is it known?
The name may also contain nicknames, titles included, in the Origins Other Physical Features
Chapter, there are some examples of names for members of that origin.
Spend time thinking about it. Even if you choose it from a list, that Your age, the color of your hair, eyes, and skin may reflect your history.
name may well not be the one you will be known for in the future, after You can add other touches like tattoos, visible scars, or even a different
clearing forests and finding treasures that make you known for your mark caused by magic as unique and memorable aspects of your
exploits and adventures. character.

Sex Alignment

The Humanoid species are usually based on a binary gender pattern, A typical Runeterra's creature has an alignment, something that
being female and male, you can create your characters by choosing describes its morality and its personal behavior amply. The alignment
their gender, whether or not they are binary, without them receiving is a combination of two factors: one identifies morality (good, bad, or
additional bonuses or disadvantages for that. Gender identity, however, neutral), the other represents the attitudes towards society and laws
is extremely broad, being a way of describing your character's expression (lawful, chaotic, or neutral). Thus, nine distinct alignments are defined
as well as its behavior. Homosexuality and heterosexuality are equally from these possible combinations. These brief summaries of the nine
common in Runeterra, in addition to many other orientations. trends describe the typical behavior of a creature that has it. Individuals
can vary significantly from this typical behavior, and few people are
Your identification in these concepts varies according to the importance perfect and consistently true to the basic precepts of their alignment.
you attach to them and adds an additional interpretation layer. You
might also play with a man who expresses himself in a feminine way and Lawful and Good (LG) is the alignment of the creatures that the
is still attracted to women, or even a Minotaur woman who is head of society can count on to do what is correct by its view.
a clan where polygamous marriage is common. That choice is entirely Neutral and Good (NG) is the alignment of the people who do
yours and may reflect a choice that you want to live in-game. their best to help others according to their needs.
Chaotic and Good (CG) is the alignment of the creatures that
Height and Weight act according to their own conscience, caring little for the expectations
of others.
It is interesting to use the default height and weight of the origin as a Lawful and Neutral (LN) is the alignment of the creatures that
basis for defining your character's height and weight. However, you can act according to laws, traditions, or personal codes.
also use this at random through the Random Height and Weight table.
Your ability scores can be another basis for you to define this. A strong Neutral (N) is the alignment of those who prefer to keep their
character is not necessarily very tall, but he can be tall too. A character distance from moral issues and not take sides, doing what appears to be
with a high Constitution can only have good health, not necessarily best according to the situation.
being muscular. Chaotic and Neutral (CN) is the alignment of the creatures that
The definition by random values ​​is done by rolling the dices, adding, follow their whims, maintaining their personal freedom above all.
or subtracting the obtained value from the base value. Remember that Lawful and Evil (LE) is the alignment of the creatures that
these values ​​should not change easily, reflecting a real biological aspect, methodically achieve everything they want, within the limits of a
but still, as it is a world of magic, do not be surprised to see a Yordle over tradition, law or order.
9'10 feet high, throwing pieces of a house during combat.
Neutral and Evil (NE) is the alignment of those who will do
whatever they want, without compassion or remorse.

177
Chaotic and Evil (CE) is the alignment of the creatures that act Exotic Languages
with arbitrary violence, stimulated by their greed, hatred, or bloodlust. Language Spoken by
Celestial Celestials
Draconic Dragons
Languages Demoniac Fiends, Akana
Spiritual Spirits, Kanmei
Your Origin indicates the languages ​​your character knows by default, Elemental Elementals
and your background may grant you access to one or more languages​​ Feeric Fairies
Helian Touched by the Mist
of your choice. Write them down on your character sheet.
Icathian Humans
Choose your languages ​​from the Common Languages ​​table, or choose Ochnun Undead
one that is more common in your campaign. With GM's permission, Primordial -
Runic -
you can choose a language from the Exotic Languages ​​table or a secret Ancient Shuriman Humans
language, such as thief slang or Lunari. Some of these languages ​​are often Sylvan Beasts and Anthroplantæ
language families with many dialects. For example, the language Current Troll Trolls
Freljordian includes the dialects Avarosian, Praeglacius, Winter's Claw,
and Lokhfar, one for each tribe or region of Frejlord. Creatures that Dead Languages are those that practically no living creatures still use in
speak different dialects of the same language can communicate with their day-to-day lives
each other.
Dead Languages
Common Languages Language Spoken by
Language. Spoken in Dialect Spoken by Ancient Demacian Demacian
Buhru Bilgewater - Human Buhrus Vorrijaardiano Celestials
Demacian Demacia Local Dialects Humans Ancient Frejlordan Humans, Watchers
Freljordan Freljord Tribal Dialects Humans Ancient Ionian Humans, Vastayashai’rei, Giants
Ionian Ionia Local Dialects Humans and Vastaya Ur’Nox Humans
Ixtali Ixtal - Humans Vastayshai’rei Vastaya
Minotauric Runeterra - Minotaurs Yeti Yetis
Noxian Noxus Va-noxian Humans and Minotaurs
Bilgewatrian Bilgewater - Humans
Shuriman
Targonian
Shurima
Mount Targon
-
Rakkor
Humans
Humans Past
Vastayan Ionia Tribal Dialects Vastaya
Yordle Bandlecity - Yordles Every story has a beginning. Your characters' Past reveals where they
Zaunite Piltover and Zaun Piltovan Humans, Constructs came from, how they became adventurers, and their place in the world.
Your Combatant may have been a brave knight or a veteran soldier.
Some Exotic Languages don't have any written language, they are: Your Arcane may have been a sage or an artist. Your Mercurial may
Draconic, Spiritual, Elemental, Feeric, Ochnun, Primordial, Sylvan, and have participated in a guild of thieves or entertained the public like a
Troll. buffoon.
The choice of a Past brings with it some characteristics, in some, you
have access to a Craft proficiency, in others, you may even have some
additional equipment.
Also, every Past brings its own characteristic, something that is common
to those who choose this past, it can be easy to perform some type of
action, it can be a specific knowledge of something, among many other
options. By choosing a Past you are defining a little bit of your personality
and giving special importance to some point in your life, something that
has shaped your way of thinking and acting.
When examining your history, you may have more than one Past that
fits into it, such as a Soldier who becomes a Gambler, but way before
that he was an Aristocrat, however, you must choose only one Past
per character, he will be the most important past and the character will
receive only this Past benefits.

Aristocrat

You were raised among the nobility or learned proper etiquette and
behavior, allowing you to present yourself as a noble and play with
influences and politics. Regardless of your opinion or attitude, you are
recognized in your region due to your descent. People tend to think
the best or the worst of you because of your family, and may hate you
for the made of a member of your household, or admire you for being
related to a war hero.
Skills: History and Persuasion
Craft: Gamer of one type of Game
Languages: One common language of your choice
Equipment: A set of fine clothes, a signet ring, a lineage scroll, and a
pouch containing 25 GP

178
Feature: Royal Flair Skills: Acrobatics and Performance
Because of your origin, you can tell when they try to flatter you or Craft: Makeup artist, musician of a musical instrument of your choice
when they are lying to you. Whenever you perform an Insight check Equipment: A musical instrument (of your choice), a gift from an
to recognize a lie, you do it with advantage. Also, you have advantage admirer (love letter, the lock of hair, or jewelry), an artistic
in History checks to recall knowledge of a Noble family in your region. costume, and a pouch containing 15 GP

Artisan Feature: Silver Tongue


Your charisma and public control make it easier for you to please an
The warmth of the forge, the pride of the well-worked details of a jewel, audience and convince local business owners and some nobles that it
countless books with immeasurable knowledge on shelves, all of these is would be advantageous for them to let you perform at their site. You
visions and sensations that can exist in the life of an artisan, ranging from have a +5 bonus on all Performance checks. In addition, if you make a
a cartographer to a brewer, from scribe to a smith. There are dozens of presentation that pleases the owner of the site, they can offer you a stay
professions that involve an artisan, from the least valorized to the most and a meal.
common. A craftsman usually has a passion for his specialty, making
his products with love and dedication, but often makes them simply for
fame, glory, and of course... money. Charlatan
If you do not have a specialty in mind, you can use the Artisan’s Specialty
Maybe you do it because you're talented at it and you don't feel like
table to draw one.
having a normal job, maybe you do it because you think the world is
unfair and your skill is a social equalizer, or maybe you do it because
Artisan’s Specialty you don't really care about people. The fact is, you have an undeniable
d20 Specialty d20 Specialty charm and experience to persuade and deceive. Knowing how to
1 Alchemist or apothecary 11 Furrier, leatherworker, or tanner convince a citizen to buy ordinary oil as if it were some miracle drug, or
2 Gunsmith, locksmith, or toolmaker 12 Mason or woodworker
else infiltrating among the most powerful persons in the city to discover
3 Brewer, distiller, or winemaker 13 Painter, designer, or draughtsman
4 Calligrapher, clerk, or scribe 14 Potter or shedmaker its secrets to blackmail them later
5 Carpenter or builder 15 Shipowner or sailmaker
6 Cartographer, surveyor, or designer 16 Smith or forger Favorite Scheme
7 Cobbler or patchworker 17 Tinsmith, coppersmith, or welder d6 Scheme
8 Cook or baker 18 Carriage maker or manufacturer
1 I cheat in games of chance.
9 Glazier or sculptor 19 Weaver or dyer
2 I forge coins or documents.
10 Jeweler or lapidary 20 Woodcarver, cooper, or bow
3 I infiltrate people's lives to take advantage of their weaknesses and benefit from
builder
their fortunes.
4 I change my identity as I change clothes.
Skills: Insight and Persuasion 5 I do quick robberies on street corners.
6 I convince people that useless junk is worth their hard-earned money
Craft: One artisan’s Craft of your choice
Languages: One common language of your choice Skills: Deception and Sleight of Hand
Equipment: A set of artisan tools (of your choice), a business card, a set Craft: Makeup artist and Forger
of traveler's clothes, and a pouch containing 15 GP
Equipment: A set of fine clothes, a makeup case, cheating tools of
your choice (ten bottles capped filled with colored liquids, a set
Feature: Business Contacts of loaded dice, a deck of marked cards or a signet ring of an
As an active person in local businesses, you have acquired a certain imaginary Duke), and a pouch containing 15 GP
reputation for the quality of your products and even the empathy of
some important figures in society. When you sell your work to someone Feature: Cheater
in the region where you are known, you can receive twice as much
You know how to read people's origins like the back of your hand,
money from those sales. Alternatively, you can ask for shelter and food
from business partners with whom you have a good relationship, if your
GM allows, you can have one of these contacts in a region other than
yours.

Artist

Coins fill pockets, wine quenches thirst and food covers the stomach…
but art feeds the soul. Artists exist through all Runeterra, under the most
diverse banners and sponsorships, especially in regions with fuller safes
and more generous sponsors. What's your art? What is your theme?
Why did you follow this life? What is your relationship with other
artists?
A good artist is versatile, spicing each performance with a variety of
different routines. Choose from one to three routines, or roll through the
table below to define your artistic specialties.

Occupation Area
d10 Specialty d10 Specialty
1 Acrobat 6 Storyteller
2 Actor or actress 7 Poet
3 Singer 8 Instrumentalist
4 Dancer 9 Writer
5 Fire swallower 10 Painter

179
knowing where they came from, their financial condition, and even if conditions for your return, if any? Are you in exile or are you still
they are in need just by looking at their facial expressions and ways of divided? Do you still have contacts with your old life, or have you been
dressing. You have advantage in Deception and Insight checks against a completely cut off? Do you carry something with you to remember and
person as long as you have spent at least 1 minute observing them and, if so, to remember what? Your home? Your crime? Revenge?
also, you can replace Persuasion checks for Deception checks.
Origin of Exile
d6 Origin
Criminal 1 Noble family
2 Monastery on top of the mountain
3 Nomadic tribe
Your criminal past can haunt you or satisfy you even today. You had
4 Small town
to find a way to survive in this cruel world for those who are not born 5 Military unit
privileged. A criminal gang gave you the chance to prove yourself to 6 A guild
become one of them, or they offered you an absurd amount of money
in exchange for dirty services, regardless of what happened, you got a Armors proficiency: Choose one (Light, Medium, or Heavy)
taste for it and continued for many years in this criminal life.
Skills: History and Survival
Criminal Specialty
Craft: One artisan’s Craft of your choice
d8 Specialty d8 Specialty
1 Serial killer 1 Blackmailer Equipment: A weapon of up to 25 GP (typically something from your
2 Contract killer 2 Drug mule native culture), travelers' clothes, a winter blanket, a home
3 Burglar 3 Smuggler
reminder (a drawing, a leaf, a ring...), and a pouch containing 5
4 Pickpocket 4 Fraudster
GP

Skills: Deception and Stealth Feature: Echoes of the Past


Craft: Gamer of one type of Game, Locksmith You may have been forced to leave your previous life, but it didn’t leave
Equipment: A crowbar, a set of ordinary dark clothes with a hood, and you. You are aware of how people treat each other and, therefore, have
a pouch containing 15 GP been endowed with skills that revolve around a quick-witted nature.
Choose two between Deception, Intimidation, Insight, and Persuasion.
Feature: On the Edge Once for long rest, you can gain advantage on an ability check for one
of the skills you have chosen.
You often receive contact from your old life, bringing you new
opportunities or even information about local events. If you still have
good relations with your former contractors, you can have contacts in Gambler
cities where they have “business”, giving you information when needed,
or even slight smuggling of weapons or poisons. The drumming of dice rolling on a wooden table, the soft noise of the
deck of cards, the pings and jingles of gold pieces hitting the table:
These sounds are like an angelic symphony for you. Win or lose, you
Exiled
are drawn to the game like a bee to flowers. Are you the type who
constantly bluffs, or the type who doesn't know what a pokerface is? Do
You were kicked out of your home and can never return. Where you spend your nights collecting large sums of gold? Or do you barely
were you before being exiled? What did you do to deserve exile? drag your winnings? And most importantly, what is your favorite game?
Have you been falsely accused and, if so, why? What are the Dice, cards, carriage racing? Or are you the type who tries everything to
earn gold? Doesn't matter what you prefer, the fact remains the same;
you are a gambler and came to play.
Skills: Deception and Persuasion
Craft: Gamer of two types of Games
Equipment: dice set, playing cards, a set of fine clothes, and a pouch
containing 5 GP

Feature: Let's Make Things Interesting


You can convince anyone to put something they are not willing to
share (property or information) in a game of chance. Your GM
can decide that they will only agree to a game of their choice,
and they can only agree if they feel that the odds are strongly
in their favor.

Gladiator

You are a gladiator at the coliseum; You have been captured, enslaved,
and forced to compete in death fights. Your fighting style has made
you a successful gladiator or at least it was good enough to keep you
alive. The coliseum is in your blood now, the events that happened,
the memories you repeat in your dreams and your experiences have
become you. Whether by choice or not, although you are free; you will
never escape the arena.
Not all gladiators are the same. Some fight with fists while others with
weapons or magic. What skills kept you alive?

180
Types of Arenas Heroic Event
d6 Arena d10 Event d10 Event
1 Fight club. You crushed people's skulls with your own hands. (You don't talk about 1 I opposed servants of a tyrant 6 Recruited into a nobleman's army,
the Fight Club.) I excelled in leadership and was
2 Magic. By your knowledge of the arcane, you have seen the death of many decorated for heroism
spellcasters 2 I saved people during a natural 7 I stole from an evil merchant to help
3 Death fighter. You fought with weapons in a crowded arena that smelled of death disaster the poor
and fear. 3 I faced alone a creature that 8 I led a small troop in a battle against
4 Coliseum. You have fought opponents on tests of strength and honor, but there is terrorized the population an army
no honor in being forced to take a life. 4 I broke into the home of a tyrant 9 A lord rescinded a decree that
5 Tamer. You have killed many beasts alone or with a team and you can still hear stole weapons and delivered to the disfavored the population after I
their screams. population protested against it
6 Duelist. Face-to-face duels were your specialty, the man and the beast fell before 5 A mystical or fey being given me 10 I trained the peasants to use field
you while the tyrants watched. a blessing or revealed my secret tools as weapons to face the troops
origin of a tyrant

Skills: Athletics and Intimidation


Skills: Animal Handling and Survival
Armor Proficiencies: All armors
Craft: One artisan’s Craft of your choice, Conductor of a vehicle (land)
Languages: One common language of your choice
Equipment: A set of artisan's tools of your choice, a shovel, an iron pot,
Equipment: A suit, a set of common clothes, a makeup case, and a a set of common clothes, and a pouch containing 10 GP
pouch containing 15 GP
Feature: Popular Outcry
Feature: Contacts
As long as people know your story, there is a chance that they will offer
When in a city, you can find a place to fight for money and reputation. you and your allies food and shelter for one or more days, as long as you
don't put them in any risky situation. Additionally, people who know
you have a tendency to tell you of rumors related to the powerful locals.
Inventor

You are (or were) an inventor, a collaborator of science. You were Mercenary
inspired by a great inventor at a young age and you want to be like him.
So, where did you come from? What is your specialization? As a mercenary, your services were to be hired by anyone who could
As an Inventor you sometimes get inspired by different sources for your pay for them. What led you to be a soldier of fortune? Was it to escape
creations or inventions, the ideas come to you after reading an old line poverty? Was it the thrill of the battle? Or was it simply that the fight
of writing? was all you knew to make you grow? Who was your mercenary
company or do you work alone? What made you give up or are you still
Invention Specialization hired? Did you make any allies or enemies along the way? What wars or
d6 Specialization battles were you involved in? What were the consequences? Lost allies?
1 Trinkets Charges of war crimes?
2 Handicraft
3 Technomagic
4 Architecture
5 Tinker
6 Aeronautics

Skills: Technology and one of the following: Arcana, Medicine, Nature


or Perception
Craft: Two artisan’s Crafts of your choice
Languages: Two common languages of your choice Equipment: A set of
common clothes, a type of artisan’s tools that you are proficient
with, 1d4 books about engineering and a tiny or small invention
made by you, and a pouch containing 15 GP

Feature: Once Student, Always Student


You can always find limited shelter or sanctuary within a
learning location, such as a college or academy, as long
as you are on good terms with the group that runs the
school, while there, you can gain basic knowledge of
certain topics, provided if you contribute to the school
in some constructive way.

Local Hero

You have done a heroic act for the people of the place
where you were born, grew up, or passed. Due to your
humble origins, you have become a type of local legend,
being applauded and "revered" by all those who know
you. You can choose or roll in the table below to define
the details of this event.

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Skills: Intimidation and Perception Feature: Survivor
Craft: Gamer of one type of Game, Conductor of one vehicle (land) Due to your geographic knowledge, you have the facility to recognize
Equipment: A proof of the first contract you completed, a set of all the regions you passed through, remembering places of settlements,
common clothes, a set of games you are proficient with, a pouch forests, and where to find some specific type of creature. Additionally,
containing 10 GP you have an advantage on Survival checks to look for food and
understand the local terrain.
Feature: Hired Blade
You are a soldier of fortune, a fighter who sells your services to the Orphan
highest bidder. You travel through towns and cities in search of a place
where your unique talent pool is useful; whether for a lord hunting a Whether you met your parents or not is not the question. The question
group of bandits, or a captain tired of the razorfins infestation on his here is, how did you survive growing up without them? You had to fight
deck, you can always find some work if you look hard enough. The and stay on the streets, you had to fight day by day to survive, maybe
job itself shouldn't matter much to a person like you, at least that's alone or maybe with friends. Who are you? What happened to your
what others believe. Therefore, other less admirable and avoided jobs parents? Who did you grow up with and how did you not become just
sometimes come to your lap, giving you the choice and the problem of a statistic? What are your aspirations and your connections with the
finding a way to compromise between your ethics and your work. streets you grew up on?
Skills: Stealth and Sleight of Hand
Outsider Craft: Locksmith and Makeup Artist
Equipment: A small knife, a map of the city you grew up in, a pet rat, a
Life away from civilization, the forest environment, or harsh
small object to remember your parents, a set of ordinary clothes,
environments are the ideal places for you and your tribe or clan. You
and a pouch containing 10 GP
have spent your life away from big cities and empires, growing up used
to hunting your own food and nomadic life. You got used to traveling
Feature: Cunning
through different types of terrain and believe that you saw all kinds of
creatures, not fearing wildlife. Perícias: Atletismo, Sobrevivência You know the secrets of the streets where you grew up, all the
hidden passages and secret places. You have advantage in Stealth and
Skills: Athletics and Survival
Perception checks in the place you grew up. You and your allies have
Craft: Musician of a musical instrument of your choice twice as much movement in the region where you grew up, as long as
Languages: One common language of your choice you are leading and the group is not engaged in combat. Additionally,
you have advantage in any check done to haggle a mundane item.
Equipment: A hunting trap, a trophy from an animal you
killed, a set of traveler's clothes, and a pouch
containing 10 GP Pirate

Pirates roam the seas in disorganized groups, carrying treasures from


virtually anyone they can. What led you to piracy? Did you volunteer
for this job or were you forced when your ship was invaded? Were you
the captain of the ship or just one more of the crew? Have you left your
ship forever or are you still connected to this world? If you left, why?

Types of Pirate
d6 Ahoy!
1 Captain
2 First mate
3 Cannoneer
4 Fearless Raider
5 Scary marauder
6 Cabin boy

Skills: Choose two between Acrobatics, Animal Handling


or Intimidation
Weapons proficiency: Scimitar, Rapier, and Firearms
Equipment: A scimitar or rapier, a musket or a flintlock pistol,
ammunition of the chosen weapon (20), diary, pirate
clothes, and a pouch containing 10 GP
Optional Equipment: Pegleg, hook, eye patch, pipe and tobacco
(with flint and steel to light), straw, flute parrot (perhaps as
a familiar)

Feature: Ahoy, Mate!


You have spent years on the open sea and therefore know how
to steer and operate a ship. You also know several port cities
around the world and, from experience, learned what customs
are acceptable in the port cities you know. It is easier for you to
buy a ship than it is for other people, and you have advantage
in any check done to haggle to buy a ship worthy of the sea.
When you are in a friendly port city with which you have

182
good relations, you can find refuge with certain people; they will hide common clothes and a pouch containing 10 GP
you if it is safe, but they will not risk their lives for you.
Feature: Friendly Breeze
Religious You know the crew of one or more ships and have a good relationship
with them, whenever they are in the same port city as you, you can
You have a strong belief in something or someone, be it a deity, a arrange a free ticket for you and your team, as long as you pay for the
concept, or even a philosophy. You are guided by this belief and firmly ticket with services on board. Additionally, you have an advantage in
believe that it is a positive change for the world around you, with an Athletics checks related to swimming.
obligation to proclaim this good news. What is your belief? Where did
it originate? How receptive is it to divergent beliefs? How does it relate Scholar
to other faiths?
Skills: Insight and Religion You have accumulated knowledge from many brilliant minds from
previous generations, read several books, and tested different theories.
Languages: Two common languages of your choice
You may have been one of the scholars of ancient traditions, mystical
Equipment: A holy symbol, a prayer book or prayer beads, 5 incense creatures, or new theories. Reading in books about so many wonderful
sticks, ceremonial clothes, a set of common clothes, and a pouch places and fantastic creatures, your curiosity finally spoke louder, leading
containing 15 GP you to a life of adventure.

Feature: Empathy from Faith Study Area


d8 Specialty d8 Specialty
Having a religious past, you have the sympathy of those who have the 1 Academic 5 Librarian
same faith, being able to participate and perform ceremonies for the 2 Apprentice 6 Alchemist
one(s) you worship. You and your allies can ask for help or healing in a 3 Astronomer 7 Scribe
temple, sanctuary, or other sacred place of your faith. You can also ask 4 Teacher 8 Researcher
those who share your faith to grant you temporary shelter, covering the
costs of a modest lifestyle. Alternatively, you can be directly related to a Skills: Arcana or Technology, History
specific temple or shrine of your faith, and have fixed shelter in this place.
Languages: Two common languages of your choice
This place, as long as you have good relations with it, can be where you
came from, grew up, or found a home in it. As long as you are close to Equipment: A glass of black ink, a feather, a small knife, a set of common
this place, you can ask for help for your faithful or priests, as long as you clothes, and a pouch containing 10 gp
do not put them in any risky position.
Feature: Bookworm
Sailor Because you have spent so many years studying, you know exactly
where to find the information you want, be it from local academics,
Runeterra is a world with more than 12 seas, the merchant routes exist libraries, or even wealthy nobles and traders. Additionally, you have an
long enough for no one to remember what it was like before them. advantage in any check to recall previous knowledge. Talk to your GM
Although boats are extremely important, some rare boats can get move to find out if it would be possible for you to have studied about a specific
on their own. Sailors are used to the sea and live their lives in one port area of knowledge.
at a time. How did you become a sailor? What kind of vessel do you
crew? What are your goals at sea and on land? Is there a port where Soldier
you cannot dock? What is your relationship with the captain and the
rest of the crew?
Fortunately or unfortunately, war is a constant in Runeterra. Fortunately,
Skills: Athletics and Perception because the threats are not always human, unfortunately, because they
are almost always against the neighbor and death round on all sides.
Craft: Navigator and Conductor (aquatic) Craft
What do you fight for? What is your cause and is it fair enough for you
Equipment: A chili (club), 50 feet of silk rope, a lucky charm, like a to take the lives of others? What are your belief in your army and your
rabbit's foot or a small stone with a hole in the center, a set of command? Do you follow your duties and obey your hierarchy?

183
Exercised Function Past Clues
d8 Function d8 Function d6 Clue Example
1 Pickpocket 5 Field doctor
1 A tattoo You have an unusual tattoo on your arm,
2 Knight 6 Infantry representing a strange building, part of a map, or
3 Foreman 7 Official gnostic symbols
4 Support Team 8 Recruit 2 A curious wound There is a long scar on your face and head, recently
healed
3 Something is hidden in you There was a key sewn under the skin of your belly
Skills: Intimidation and Survival
4 A piece of personalized Holding a medallion in your hand was a portrait of a
Craft: Conductor of a land or sea vehicle jewelry young lady or gentleman
5 A punishment Your little finger has been cut and is missing
Equipment: A symbol of your unit, 5 javelins, official clothes, a martial 6 You were found in an You woke up on the beach shore, carried by the tide
weapon, and a pouch containing 10 GP unusual place

Feature: Brothers in Arms


You trained and made friends in a platoon of an army from some region. Skills and Languages: Special. Whenever you try to use a skill, craft
You have friends among them who would willingly help you by offering or try to understand a language you are not proficient with, roll
shelter, food, and perhaps even some basic equipment. You are respected a d20. In a natural 20, you recalled one of your pre-traumatic
by all those who have knowledge of your patent (talk to your GM to talents and obtained that proficiency; otherwise, you must end
define it) or may even be hunted by some soldier from the enemy army. a long rest before you can try again with the same craft, skill, or
Also, you have the ability to intimidate those who hold a lower patent language. Once you have recovered five proficiencies, you will no
than yours. longer be able to recover any craft, skill, or language.
Equipment: Just a change of clothes you are wearing and 1 GP in your
Unknown boot.

Your past is unknown to you because you have suffered trauma that Feature: Gradual Memory
caused you amnesia. You woke up one day, not knowing who you are Each time you find a new NPC or visit a new location, once per character
or how you got here. Your origin and family are a mystery to you. You level, you can decide to feel familiar. This place or person is somehow
are not sure if you have allies or enemies from your past. If you have related to your life that led to the trauma that caused your amnesia. This
skills beyond the training details of your class, you strive to evoke them. will not divulge much information, but it will provide some more clues.
Who took care of you while you recovered? Were your class skills You must work with your GM to suit this new element to your past to
taught to you after your trauma or are you slowly reminding them of provide full disclosure to the middle of the third part of your past, as
your past? Do you have flashbacks or dreams hinting at your trial? shown below.

When you woke up as an amnesiac, you discovered something about Level 1–4: The NPC happens to recognize you, but doesn't know you.
yourself that could provide a clue as to what happened to you. Roll a d6 They remember you doing something, like talking to a mysterious figure
in the Past Clues table. (and listening to a few words), buying an item from a store, or being
involved in a fight. Places can be places that you have visited only once
or that have been passed on your way to another place.
Level 5–8: The NPC knows you only by a war name and a little bit
about what happened to you, but it is elusive in giving you information.
If forced to speak, they give only a hint before the circumstances end
with the interrogation (they simply escapes or is in a position of power,
or a violent storm rocks the boat). Places can be taverns or dungeons
that you attended.
Level 9-12: The NPC was directly involved with your trauma and
knows your true identity. Some conflicts must be resolved before their
relationship with you is fully understood: This can be a combat or a
request made by them.
A place can be your family house, your place of work, your secret hiding
place, or some other place that is very personal to you, that reveals your
identity through an investigation.
This feature can drag you into involvement with secret societies,
nobility, evil armies, hidden temples, and other intrigues. Once you have
a complete memory of your life and your trauma, one of these elements
of the story can be used to create a new background feature to replace
Gradual Memory.

Wanderer

The silence of being far from society, the breeze, and the calm between
nature. The life of a Wanderer passes between contemplations and
meditations and may have wandered through different towns, cities,
or even continents. Knowing and learning about new cultures and
customs, a wanderer is a restless soul who cannot find a place to settle.
What motivates this situation can have several origins, from deep
contemplation of oneself, through contemplation of the world, but can
also be a survivor of war among many other options.

184
If you do not have a story in mind, you can use the table below to draw
a reason for your reclusion.

Origin of Reclusion
d6 Origin
1 I was looking for spiritual enlightenment.
2 I was participating in communal life according to the dictates of a religious order.
3 I moved away from society after an event that changed my life.
4 I needed a quiet place to work on my art, literature, music, or manifesto.
5 I needed to commune with nature, away from civilization.
6 I was looking for a person, place, or relic of great spiritual significance.

Skills: Nature and Survival


Craft: Herbalist
Languages: One common language of your choice
Equipment: A scroll case full of notes from your studies and prayers, a
winter blanket, a set of common clothes, a herbalism kit, and 5 GP

Feature: Wind Knowledge


Due to your restless nature, you have heard a little bit of everything, you
know of several rumors that run through Runeterra. Once for a long
rest, when you need to remember information you can roll ability the
check with advantage. However, if you take a result lesser than 10, you
will not be able to tell if the memory remembered is a rumor or a fact.

185
186
Chapter 5: Customization Human

• Chemtec Variant • Hextech Variant


The combination of abilities scores, origin, class, and past define your • Colossus Variant • Perceptive
character's capabilities in the game. The personal details you create • Iceborn Variant • Vastayan Blood
are what differentiate your character from all other characters. Even • Half-Vastaya Variant • Wraith Variant
within your class and origin, you will have options to refine what your
character is capable of doing. Minotaur

This chapter defines some sets of rules to individualize your character: • Chemtec Variant • Half-Vastaya Variant
enhancements, heritages, runes, sutras, and multiclass. • Colossus Variant • Hextech Variant
Each of these characteristics makes your character more unique, as • Iceborn Variant • Savage
pieces of different clothes are chosen to compose a look. However, • Iron Spirit • Wraith Variant
unlike clothing items, these characteristics can hardly be modified later,
and some of them can only be chosen with the permission of the GM. Half-Dragon

Heritage • Chemtec Variant


• Colossus Variant
• Half-Vastaya Variant
• Hextech Variant
• Iceborn Variant • Savage
Heritages represent the traces of your ancestors who have become • Iron Spirit • Wraith Variant
stronger in you. When choosing an Origin, it grants you a number of
Heritage points that can be spent during the creation of the character. Troll
Each Heritage costs one point. Heritages can only be chosen once unless
• Chemtec Variant • Warmog’s Bless
the Heritage says otherwise. Besides that, you cannot increase the same
• Colossus Variant • Warmog’s Fury
ability score by 3 through a Heritage, that is, if your Origin or Lineage • Hextech Variant • Wraith Variant
has +1 Intelligence, you cannot choose two Heritages that increase your
Intelligence by +1. Vastaya

• Born of Kumungu • Perceptive


Heritage Lists • Boost Ability • Prehensile Tail
• Chemtec Variant • Power from Healing
• Colossus Variant • Saving-IIP-Throw
General • Dancer • Support Caster
• Dream Proficiency • Stellar Contemplation
• Adaptive Persistence • Master Artisan • Enhanced Form • Truth Seeker
• Adaptive Resilience • Perceive Weakness • Feline’s Grace • Vastayan Precision
• Arcane Blood • Pickpocket • Half-Vastaya Variant • Wraith Variant
• Bloodblade • Prestidigitator • Hextech Variant • Years of Sho’ma
• Combat Distraction • Primal Agility • Marai Magic Spark
• Commander • Primal Fighter
• Deep Meditation • Pyromaniac Yordle
• Detect Weakness • Rigid Skin
• Evasive Fighter • Runic Hyperactivity • Chemtec Variant • Hextech Variant
• Exotic • Silky Voice • Colossus Variant • Iceborn Variant
• Exotic Weapons Master • Skilled • Extrovert • Wraith Variant
• Graciousness • Son of the Darkness • Fey Teleport
• Insightful Mind • Stubborn
• Ki Cultivation • Summon Aid
• Light Sleep • Tactical Master
• Magic Spark Heritages by Region
• Trained Vision
Depending on the region where you were born or grew up, you may
have some characteristics typical of that place, these Heritages are
Heritages by Origin available at the time of the creation of your character.
Origin Heritages are only available when your character is created, they
reflect which traits common to your Origin were passed on to you. Bilgewater

• Fortune’s Bless • Marine Life


Anthroplantæ

Demacia
• Ancient • Fruit Shrub
• Chemtec Variant • Hextech Variant
• Colossus Variant • Intoxicating Spores • Mageseeker • Magical Resistance
• Floral Arsenal • Master of Vines • Demacian Training
• Forest Magic • Wraith Variant
Freljord
Construct
• Ancient Ice • Frost Resistance
• Colossus Variant • Half-Vastaya Variant
• Chemtec Variant • Hextech Variant Ionia
• Electrical Discharge • Vastayan Blood
• Iceborn Variant • Wraith Variant • Ionian Magic Spark • Vastaya Lineage
• Iron Spirit

187
Ixtal Alpha Authority
Prerequisite: Noxian
• Elemental Aptitude
You are imbued with Noxian values, with that closely linked to your
being. You receive the following benefits:
Noxus
• Increase your Strength or Constitution score by +1, up to a maximum
• Alpha Authority • Noxian Terror of 20.
• You receive proficiency with Intimidation or Persuasion, if you already
have proficiency in the chose skill, you receive expertise with the chosen
Piltover skill.
• If a creature succeeds in an attack against you, you have an advantage
• Fair Authority • Renowned Inventor on melee attack rolls against that creature until the end of your next turn.
You can use this skill many times equal to the Ability modifier chosen for
Shurima this Heritage before taking a long rest.
Upon reaching the 4th level, your chosen ability score increases by +1,
• Nomadic Life • Resistance to the Sai up to a maximum of 21.

Targon Amphibian Variant


Prerequisite: Anthroplantæ, Construct, Human or Yordle
• Rakkor Bless • Targonian Fortitude
For some reason of inheritance, you are able to breathe underwater.
Zaun See more details in Chapter 5: Customization - Variant Heritages -
Amphibian.
• Secret Thief • Zaunite Experiment
Ancient
Prerequisite: Arboreal

Heritages in Alphabetical Order An elder of an ancestral species, you have wandered the world for
centuries, or you have seen many living souls pass by you, in time, you
Adaptive Persistence have become more resistant, both mentally and physically. You receive
Your physical and mental resistance can be irritating to those around the following benefits:
them. You receive the following benefits:
• Increase your Constitution or Wisdom score by +1, up to a maximum
• Increase your Constitution or Intelligence score by +1, up to a maximum of 20.
of 20. • You can use the druidcraft cantrip without using any verbal, somatic, or
• When you perform Death Save, you have one guaranteed success. material components. You can use this cantrip in this way many times
• Once per short rest, you gain resistance to the first attack received in equal to the Ability modifier chosen for this Heritage before taking a long
combat. rest.
• You can use the resistance cantrip in yourself without using any verbal,
Upon reaching the 4th level, your chosen ability score increases by +1,
somatic, or material components. You can use this cantrip in this way
up to a maximum of 21. many times equal to the Ability modifier chosen for this Heritage before
taking a long rest.
Adaptive Resilience
Accustomed to the most diverse situations, you were forced to create Upon reaching the 4th level, your chosen ability score increases by +1,
versatility to protect yourself. You receive the following benefits: up to a maximum of 21.
• Increase your Dexterity or Constitution score by +1, up to a maximum Ancient Ice
of 20. Prerequisite: Freljordian
• Choose between: instead of adding your Constitution modifier to your
Hit Points, you can use your Dexterity modifier or, you can, instead of You learn to summon ancestral ice to serve your commands. You receive
adding your Dexterity modifier to your AC (respecting the established the following benefits:
limits), add your Constitution modifier. • Increase your Intelligence or Charisma score by +1, up to a maximum
Upon reaching the 4th level, your chosen ability of 20.
• When you cause cold damage from any source that originates from you,
score increases by +1, up to a
you can re-roll any natural 1 on the cold damage die roll, you must use
maximum of 21. the new roll.
Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21.
Arcane Blood
The blood of mages from the past flows through
your veins, creating a special bond with magic.
You receive the following benefits:
• Increase your Constitution or
Charisma score by +1, up to a
maximum of 20.
• You can add your Charisma
modifier to the damage of your
weapon attacks and spells or use your
Constitution modifier as magic damage.
Upon reaching the 4th level, your chosen ability score
increases by +1, up to a maximum of 21.

Blessed Healer
An innate talent flows in your blood to heal the ailments

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that afflict the world. You receive the following benefits: Upon reaching the 4th level, your chosen ability score increases by +1,
• Increase your Wisdom or Charisma score by +1, up to a maximum of 20. up to a maximum of 21.
• You receive proficiency with Medicine, if you already have proficiency in
this skill, you receive expertise in it. Commander
• You learn the healing word spell, being able to cast it without spending a Your strategic vision is privileged, and this can be used by you and your
spell slot. Your spellcasting ability to this spell is the ability chose for this allies. You receive the following benefits:
Heritage. You can use this spell this way many times equal to the Ability
modifier chosen for this Heritage, before taking a long rest (minimum 1, • Increase your Strength or Charisma score by +1, up to a maximum of 20.
rounded down). • You receive proficiency with Intimidation or Persuasion, if you already
have proficiency in the chosen skill, you receive expertise with the chosen
Upon reaching the 4th level, your chosen ability score increases by +1, skill.
up to a maximum of 21. • You can use your Strength modifier instead of your Charisma when using
the Intimidation skill.
Bloodblade • As a bonus action, you can grant, for the next minute, to your allies that
"Violence is elegance". You receive the following benefits: can see or hear you a morale bonus in their attacks equal to half of the
chosen ability modifier for this Heritage (minimum 1, round down). This
• Increase your Strength or Dexterity score by +1, up to a maximum of 20.
bonus does not accumulate itself. You can use this skill many times equal
• Whenever you hit a critical strike with a slashing weapon, you can make
to the ability modifier chosen for this Heritage before taking a long rest.
a new attack against the same target.
Upon reaching the 4th level, your chosen ability score increases by +1,
Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21.
up to a maximum of 21.
Dancer
Boost Ability
Prerequisite: Lhotlan
Prerequisite: Shimon
You know how to get the attention of others by dancing. You receive
Your impulsive mannerisms have made it trivial for you to overcome any
the following benefits:
obstacles in your path. You receive the following benefits:
• Increase your Dexterity or Charisma score by +1, up to a maximum of 20.
• Increase your Dexterity or Wisdom score by +1, up to a maximum of 20.
• You receive proficiency with Acrobatics and Performance, if you already
• While you are barefoot, moving through difficult terrain does not cost
have proficiency in the chosen skill, you receive expertise with the chosen
extra movement.
skill.
• While you are making a grapple check against a creature, you can use
• Choose between Performance and Sleight of Hand, the chosen skill has
Acrobatics instead of Athletics, and you have advantage in that check.
a +5 bonus.
Upon reaching the 4th level, your chosen ability score increases by +1, • Your speed increases by 10 feet.
up to a maximum of 21. Upon reaching the 4th level, your chosen ability score increases by +1, up to a
maximum of 21.
Born of Kumungu
Prerequisite: Kiilash Deep Meditation
You have become adept at the high branches of the deepest forests. You You are used to keeping your mind calm, and your body relaxed. You
receive the following benefits: receive the following benefits:
• Increase your Constitution or Wisdom ability score by +1, up to a
• Increase your Strength or Dexterity score by +1, up to a maximum of 20.
maximum of 20.
• You can use Acrobatics to do climbing and jumping checks.
• When you take a long rest, your body enters a state of deep meditation,
• You double the feet you can cover with any jump.
remaining semiconscious for 4 hours. By resting in this way you receive
• You walk or run through branches, treetops, and vines as if they were
the same benefits as a long rest.
solid ground.
Upon reaching the 4th level, your chosen ability score increases by +1, Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21. up to a maximum of 21.

Chemtech Variant Demacian Training


You have been changed in one of Zaun's clandestine labs. Your body has Prerequisite: Demacian
undergone several experiments undergoing terrible mutations altering The army's strict training brought him an unusual adaptability for any
its shape or leaving you with terrible scars. and all combat. You receive the following benefits:
See more details in Chapter 5: Customization - Variant Heritages - • Increase your Strength or Dexterity score by +1, up to a maximum of 20.
Chemtech. • You have proficiency with melee martial weapons, light and medium
armor, and shields.
Colossus Variant Upon reaching the 4th level, your chosen ability score increases by +1,
For some reason, maybe genes, maybe magical influence, or just you up to a maximum of 21.
were built like that, you are an unusual size for your species, surpassing
most of those around you. Detect Weakness
See more details in Chapter 5: Customization - Variant Heritages - You are cold and calculating, almost like Tom Shell. You receive the
Colossus. following benefits:
• Increase your Strength or Intelligence score by +1, up to a maximum of
Combat Distraction 20.
Whether you have a very dirty mouth or a real provocateur, you • Choose between: you can add half of your Intelligence modifier to
know how to act to distract your opponents. You receive the following damage dealt by attacks or, you replace the Strength modifier with your
benefits: Intelligence modifier in your attacks.

• Increase your Wisdom or Charisma score by +1, up to a maximum of 20. Upon reaching the 4th level, your chosen ability score increases by +1,
• When a creature that can see or hear you perform an attack, you can up to a maximum of 21.
use your reaction to impose disadvantage on that creature's attack. You
can use this skill many times equal to the ability modifier chosen for this
Heritage before taking a long rest.

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Draconic Resilience Enhanced Form
Prerequisite: Half-Dragon Prerequisite: Oovi-Kat
Your ancestor possessed an incomparable resistance even among the Your Sho’Ma seems to resonate better with a particular Origin. You
Dragons, being able to go days without exhausting their own energy. receive the following benefits:
You receive the following benefits: • Increase your Intelligence or Charisma score by +1, up to a maximum
• Increase your Constitution or Wisdom ability score by +1, up to a of 20.
maximum of 20. • You can choose a Heritage that has a prerequisite to be from an Origin
• You receive proficiency with Survival, if you already have proficiency in other than Oovi-kat, as long as it is not a Variant Heritage, you do not
this skill, you receive expertise in it. receive the increase in the ability score of that Heritage.
• You can, once a long rest, remove an exhaustion point during a short rest. • You learn an additional language known by that Origin, if the origin can
choose any language, so you can.
Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21. Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21.
Dream Proficiency
Prerequisite: Fauhwoon Evasive Fighter
You are an expert in the most advanced and refined art of combat: Run
With a deep relationship with the magic of dreams, you have learned for your life! You receive the following benefits:
to... force them on others. You receive the following benefits:
• Increase your Dexterity or Wisdom ability score by +1, up to a maximum
• Increase your Wisdom or Charisma score by +1, up to a maximum of 20. of 20.
• You learn the sleep spell, being able to cast it without spending a spell slot. • When a creature approaches 5 feet from you, you can use your reaction
You can use this spell this way many times equal to the Ability modifier to move 10 feet in any direction. Moving this way does not cause
chosen for this Heritage before taking a long rest. opportunity attacks.
• Once per long rest, when you fail a Dexterity or Wisdom saving throw,
Upon reaching the 4th level, your chosen ability score increases by +1,
you can re-roll.
up to a maximum of 21.
Upon reaching the 4th level, your chosen ability score increases by +1,
Electrical Discharge up to a maximum of 21.
Prerequisite: Construct
Extrovert
When in combat, you have an automatic defense mechanism capable of
Prerequisite: Yordle
redirecting your energy to make electrical attacks on creatures hostile to
you. You receive the following benefits: You are a curious Yordle and interested in the cultures of the material
• Increase your Strength, Dexterity, or Constitution score by +1, up to a realm. You receive the following benefits:
maximum of 20. • Increase your Intelligence or Charisma score by +1, up to a maximum
• When you are under half your hit points, enemies that are within 15 feet of 20.
of you must perform a Dexterity saving throw DC 8 + your proficiency • You receive proficiency with History, if you already have proficiency in
bonus + your Constitution modifier, on a failure, they receive a discharge this skill, you receive expertise in it.
of 1d4 lightning damage. When a discharge occurs, a new discharge can • You learn an additional language of your choice from the Common
only occur in 1d4 turns. You can deal a number of discharges equal to Languages table in Chapter 4: Detailing.
your Constitution modifier per long rest. • You learn the mending cantrip. You can use these cantrips this way many
times equal to the Ability modifier chosen for this Heritage before taking
Upon reaching level 8, your damage becomes 1d8 and on 18th becomes 3d4.
a long rest.
Elemental Aptitude Your spellcasting ability to this spell is the ability chosen for this Heritage.
Prerequisite: Ixtali, spellcasting ability Upon reaching the 4th level, your chosen ability score increases by +1, up to a
maximum of 21.
You have a natural ability in relation to elemental spells, knowing how to
change their basic properties. You receive the following benefits: Exotic
• Increase your Intelligence or Charisma score by +1, up to a maximum Your appearance has very accentuated features that diverge from
of 20. the more common appearance of your origin. This trait makes them
• You have the ability to exchange the elements of the spells you have, in consider you more attractive or repulsive, depending on the eyes of the
doing so, you must previously declare to your master the new element viewer. You receive the following benefits:
being used. You must choose two elements to serve as a substitute for your
spells: Acid, Cold, Fire, Lightning, Poison, or Thunder. For example, when • Increase your Constitution or Charisma score by +1, up to a maximum
using the fire bolt cantrip, you can change your element to Lightning, of 20.
causing the spell to cause lightning damage instead of fire damage. • You receive proficiency with Intimidation or Persuasion, if you already
have proficiency in the chosen skill, you receive expertise with the chosen
Upon reaching the 4th level, your chosen ability score increases by +1, up to a skill.
maximum of 21. • You receive proficiency in an exotic weapon of your choice, being able to
use the ability modifier chosen for this Heritage to hit the chosen weapon.

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Upon reaching the 4th level, your chosen ability score increases by +1, Forest Magic
up to a maximum of 21. Prerequisite: Floral
You learn the magic of primitive forests, which are revered and protected
Exotic Weapons Master
by their people. You receive the following benefits:
No common weapon meets your needs during combat, your unique
fighting style needs something more. You receive the following benefits: • Increase your Wisdom or Charisma score by +1, up to a maximum of 20.
• Increase your Strength or Dexterity score by +1, up to a maximum of 20. • You learn the pass without trace spell, being able to cast it without
• Choose an exotic weapon of your choice, you receive proficiency with it. spending a spell slot. You can use this spell this way many times equal to
• Exotic weapons that you have proficiency in are considered martial the Ability modifier chosen for this Heritage before taking a long rest.
weapons.
Upon reaching the 4th level, your chosen ability score increases by +1,
Upon reaching the 4th level, your chosen ability score increases by +1, up to a up to a maximum of 21.
maximum of 21.
Fortune’s Bless
Fair Authority Prerequisite: Bilgewatrian
Prerequisite: Piltovan
Your people are extraordinarily lucky, which you have learned to lend
You have the necessary tools for law enforcement. You receive the mystically to your companions when you see them hesitate. You are not
following benefits: sure how to do it; you just wish, and it happens. Certainly, a sign of favor
• Increase your Intelligence or Charisma score by +1, up to a maximum of Fortune!
of 20. • Increase one ability score of your choice by +1, up to a maximum of 20.
• As long as you wear fine clothes, you have advantage in Intimidation and • When you or an ally you can see within 30 feet of you, roll a natural 1
Persuasion checks. on the d20 for an attack roll, a skill check, or a saving throw, you can
• You can use the thaumaturgy cantrip without using any verbal, somatic, use your reaction to allow the target to re-roll. The target must use the
or material components. You can use this cantrip in this way many times new result. You can use this skill this way many times equal to the Ability
equal to the Ability modifier chosen for this Heritage before taking a long modifier chosen for this Heritage before taking a long rest.
rest.
Upon reaching the 4th level, your chosen ability score increases by +1,
Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21.
up to a maximum of 21.
Frost Resistance
Feline’s Grace
Prerequisite: Freljordian
Prerequisite: Kiilash
The winter spirit has no pity on anyone but you... you learned to fight it.
Your reflexes and incredible stealth agility had improved. You receive the
You receive the following benefits:
following benefits:
• Increase your Constitution or Wisdom ability score by +1, up to a
• Increase your Strength or Dexterity score by +1, up to a maximum of 20. maximum of 20.
• You do not receive the first 10 + (5 X your proficiency bonus) feet of fall • You have advantage in saving throws related to freezing weather and in
damage unless you are Incapacitated. rolls against spells that do cold damage. Additionally, your movement in
• You receive a +2 bonus to your AC, as long as you are wearing light the sand increases by 10 feet and causes difficult terrain related to fine or
armor or none. deep snow to be ignored.
Upon reaching the 4th level, your chosen ability score increases by +1, up to a
Upon reaching the 4th level, your chosen ability score increases by +1,
maximum of 21.
up to a maximum of 21.
Fey Teleport
Fruit Shrub
Prerequisite: Yordle
Prerequisite: Anthroplantæ
Your combat study unlocked a fairy power that only a few yordles
Like the most diverse fruit plants, you can provide a sweet flavor to your
possess. You receive the following benefits:
allies. You receive the following benefits:
• Increase your Intelligence or Charisma score by 1, up to a maximum of 20.
• You learn to speak, read, and write Sylvan. • Increase your Constitution, Intelligence, or Charisma score by +1, up to
• You learn misty step spell and can cast it once without spending a spell a maximum of 20.
slot, it counts as a Yordle Innate Magic. You recover the ability to cast • You can use the goodberry spell without spending any spell slot without
it in this way when it finishes a short or long rest. Intelligence is your using any verbal, somatic or material components, you can use this spell in
spellcasting ability to this spell. this way many times equal to the Ability modifier chosen for this Heritage
before taking a long rest.
Upon reaching the 4th level, your chosen ability score increases by +1, up to a
maximum of 21. Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21.
Floral Arsenal
Prerequisite: Anthroplantæ Graciousness
Its movement and walk have a unique and natural grace. You receive the
Some plants have their thorns, but you have all of them. You receive the following benefits:
following benefits:
• Increase your Dexterity or Charisma score by +1, up to a maximum of 20.
• Increase your Constitution or Wisdom ability score by +1, up to a • If you choose Dexterity, you can perform the Dodge action using a bonus
maximum of 20. action, if you choose Charisma, you have proficiency in Charisma saving
• You can produce thorns resistant capable of being used as a weapon. You throws, if you already have proficiency you receive expertise.
are proficient with these thorns, and they deal 1d4 of piercing damage
and have the properties: light, finesse, and thrown (10/20 feet). You Upon reaching the 4th level, your chosen ability score increases by +1,
can create a number of thorns equal to your chosen ability modifier for up to a maximum of 21.
this Heritage per long rest (minimum 1). Creatures other than you have
disadvantage in attack rolls made with these thorns. Thorns created in Half-Vastaya Variant
this way are dry and brittle after 24 hours, becoming unusable. Prerequisite: Construct, Human, Minotaur or Vastaya
Upon reaching the 4th level, your chosen ability score increases by +1, You are the result of a “forbidden” relationship between a human and a
up to a maximum of 21. vastaya, a relationship that is considered taboo between the two species.
When choosing this Heritage, you must choose a Vastaya tribe.

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See more details in Chapter 5: Customization - Variant Heritages - Half- • Increase your Constitution or Wisdom ability score by +1, up to a
Vastaya. maximum of 20.
• Once per long rest, using an action, you spread these spores over your
Hextech Variant body, creatures up to 5 feet from you must perform a Constitution saving
throw DC 8 + proficiency bonus + your chosen ability modifier for this
You have been changed in one of Piltover's renowned laboratories. You
Heritage. On a failure, the creature is Stunned for the next minute, being
or your family probably have a lot of gears to be able to pay for the able to repeat the saving throw at the beginning of each of its turns in
procedures, maybe you just have a patron, or you are simply the result disadvantage, while on success, it is immune to this effect for the next 24
of a successful experiment. hours.
See more details in Chapter 5: Customization - Variant Heritages - Upon reaching the 4th level, your chosen ability score increases by +1,
Hextech. up to a maximum of 21.

Iceborn Variant Ionian Magic Spark


Prerequisite: Construct, Human, Minotaur or Yordle Prerequisite: Ionian
You have in your blood the strength of the Iceborns, an experiment You have a greater sense of the natural magic that courses throughout
carried out by the Frozen Watchers in Freljordians in the past, but which Ionia through the flow of spirits, learning to partially control the spiritual
still runs among those of today. magic of the place in your favor. You receive the following benefits:
See more details in Chapter 5: Customization - Variant Heritages - • Increase your Charisma or Wisdom ability score by +1, up to a maximum
Iceborn. of 20.
• You can cast druidcraft and guidance cantrips. You can use these cantrips
Insightful Mind this way many times equal to the Ability modifier chosen for this Heritage
Your knowledge and reasoning work very well together, being able to before taking a long rest.
access your knowledge quickly and effectively. You receive the following Upon reaching the 4th level, your chosen ability score increases by +1,
benefits: up to a maximum of 21.
• Increase your Intelligence or Wisdom score by +1, up to a maximum of
20. Iron Spirit
• You receive proficiency with Investigation or Insight, if you already have Prerequisite: Construct or Minotaur
proficiency in the chosen skill, you receive expertise with the chosen skill.
Your resistance is much higher than the others, curiously, when wearing
• You can choose to substitute the Investigation and Insight skills ability for
Intelligence or Wisdom. glasses, friends have difficulty to recognize you. You receive the
following benefits:
Upon reaching the 4th level, your chosen ability score increases by +1,
• Increase your Strength or Constitution score by +1, up to a maximum
up to a maximum of 21.
of 20.
• When an attack roll against you is a critical hit, you can use your reaction
Intoxicating Spores to deny the critical hit, causing the attack to be treated as a normal hit.
Prerequisite: Arboreal You can do this once per long rest.
You can create a pheromone in your body capable of stunning the senses Upon reaching the 4th level, your chosen ability score increases by +1,
of creatures close to you. You receive the following benefits: up to a maximum of 21.

Ki Cultivation
You have learned to channel your own body's energy to perform almost
supernatural effects. You receive the following benefits:
• Increase your Strength or Wisdom score by +1, up to a maximum of 20.
• If you already have a Ki pool, you add +1 to it or receive 2 ki points if you
don’t have it.
• You can choose a General Sutra or a Bodhisattva Sutra since you meet its
prerequisites.
Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21.

Light Sleep
Like a feline, you don't trust anything around you by keeping an eye on
even your hours of sleep. You receive the following benefits:
• Increase your Constitution or Wisdom ability score by +1, up to a
maximum of 20.
• You have advantage in saving throws to resist effects that would make
you Unconscious.
• As long as you have not been forced to receive the Unconscious condition,
attacks on you in this condition are not made with advantage, and if it hits
you, it is not considered a critical hit.
Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21.

Mageseeker
Prerequisite: Demacian
You have received special training to use against spellcasters. You receive
the following benefits:
• Increase your Dexterity or Constitution score by +1, up to a maximum
of 20.
• If a creature within 5 feet of you casts a spell, you can use your reaction to

192
• Increase your Dexterity or Constitution score by +1, up to a maximum
of 20.
• You have an advantage in Athletics checks related to swimming, and
you ignore difficult terrain related to water.
• You have a swimming speed equal to your walking speed.
• You have an advantage in saving throws to withstand the effects of
being at Sea.
Upon reaching the 4th level, your chosen ability score increases
by +1, up to a maximum of 21.

Master Artisan
"I made this hammer, it was so good that I called it...
Hammer”. You receive the following benefits:
• Increase one ability score of your choice by +1, up to a maximum of 20.
• You gain proficiency in an Artisan’s Craft of your choice.
• You receive expertise with the chose Craft.
• The time and cost of creating an item using this Craft are reduced by half.
Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21.

Master of Vines
Prerequisite: Floral
perform a melee attack against it.
• You imply disadvantage to the concentration of a creature if you hit. You have mastered the ability to create Thorny Vines with your body,
• You have an advantage in saving throws against spells cast up to 5 feet which can cause damage with them, Thorny Vines do 1d6 slashing
from you. damage and have the following properties: Finesse, Light, and Range
(10 feet). You receive the following benefits:
Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21. • Increase your Dexterity or Wisdom ability score by +1, up to a maximum
of 20.
Magic Spark • You gain a +1 bonus on attack rolls made with a Thorny Vine.
• While you are wielding a Thorny Vine, other creatures provoke an
Magic flourished in you when you were young, and it is up to you to
opportunity attack when they are on the reach of your Thorny Vine.
explore this skill or not. You receive the following benefits: • You have advantage in skill checks and attacks made to disarm or grab
• Increase your Intelligence or Charisma score by +1, up to a maximum enemies when using your Thorny Vine as part of the test or attack.
of 20.
• You have access to a 1st-level spell of your choice, you can use it once per
Vines can be destroyed or burned and last for only one day. To create
long rest. Your spellcasting ability to this spell is the ability chosen for this a new thorny vine, you must spend 1 hour. Alternatively, you can take
Heritage, you don’t spend a spell slot, so cast it. 1d6 damage and create a new vine instantly.
Upon reaching the 4th level, your chosen ability score increases by +1, Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21. up to a maximum of 21.

Magical Resistance Mediator


Prerequisite: Demacian and can not be able to cast spells "I'm gonna make him an offer he can't refuse." Okay, godfather. You
receive the following benefits:
Years in a city made of stones capable of absorbing magic have caused
their arcane abilities to be impaired. You receive the following benefits: • Increase your Wisdom or Charisma score by +1, up to a maximum of 20.
• You receive proficiency with Deception, Intimidation, Insight, or
• Increase your Constitution or Intelligence score by +1, up to a maximum Persuasion, if you already have proficiency in the chose skill, you receive
of 20. expertise with the chosen skill.
• You have an advantage in Saving Throws to resist magic effects, but you • You have an advantage in social interactions with creatures that are
cannot cast any spells. hostile towards you or your allies.
Upon reaching the 4th level, your chosen ability score increases by +1, Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21. up to a maximum of 21.

Marai Magic Spark Nomadic Life


Prerequisite: Marai Prerequisite: Shuriman
You have learned to adapt both on the surface and in the depths. You Ya know tha things! You receive the following benefits:
receive the following benefits:
• Increase your Constitution or Wisdom ability score by +1, up to a
• Increase your Intelligence or Charisma score by +1, up to a maximum maximum of 20.
of 20. • You have proficiency in Survival, if you already have proficiency with it,
• You learn the create or destroy water spell, being able to cast it without you receive expertise in this skill.
spending a spell slot. You can use this spell this way many times equal to • You have an excellent memory for maps and geography of the desert and
the Ability modifier chosen for this Heritage before taking a long rest. arid lands, you can always retrieve the general plan of terrain, settlements,
or other features around you. Also, you can find food and freshwater in
Upon reaching the 4th level, your chosen ability score increases by +1, the desert for you and up to five other people each day.
up to a maximum of 21.
Upon reaching the 4th level, your chosen ability score increases by +1,
Marine Life up to a maximum of 21.
Prerequisite: Bilgewatrian
Noxian Terror
Much of your life was around the sea, the smell of the sea and the Prerequisite: Noxian
sensation of the waves at your feet bring you incredible comfort. You
receive the following benefits: When you are angry, you can radiate threat. You receive the following
benefits:

193
• Increase your Strength, Constitution, or Charisma score by 1, up to a Prehensile Tail
maximum of 20. Prerequisite: Shimon, Oovi’Kat, Half-Vastaya Shimon or Oovi'Kat
• You can use your action to intimidate your enemies by forcing a creature
of your choice within 30 feet of you to perform a Wisdom saving throw Your tail is almost a third hand and arm for you. You receive the
DC 8 + your proficiency bonus + your Charisma modifier. A target following benefits:
automatically succeeds in the saving throw if it cannot hear or see it. In
• Increase your Strength or Dexterity score by +1, up to a maximum of 20.
a failure, the target is Frightened by you for 1 minute. If the Frightened
target takes any damage, it can repeat the saving throw, ending the effect As a bonus action, you can perform the following actions with your tail.
on success.
• Catch or hold an object that weighs up to 1 kilo with your tail. If you do
Upon reaching the 4th level, your chosen ability score increases by +1, this while stealing, you receive advantage on the Sleight of Hand check.
up to a maximum of 21. • Open and close doors.
• Use locksmith's tools.
Perceive Weakness • Receive advantage in Grapple checks.
For you, weaknesses in your enemies are natural, almost like a shiny • Use Help action to a friendly creature within 5 feet of you.
• Hang up.
point drawing your attention. You receive the following benefits:
• Increase your Strength or Wisdom score by +1, up to a maximum of 20. Upon reaching the 4th level, your chosen ability score increases by +1,
• Choose between: you can add half of your Wisdom modifier to damage up to a maximum of 21.
dealt in attacks, or you replace the Strength modifier with Wisdom in
attacks. Premature Breath
Prerequisite: Half-Dragon
Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21. Having a growth rate even faster than many dragons, your body
developed prematurely. You receive the following benefits:
Perceptive • Increase your Constitution or Wisdom ability score by +1, up to a
Prerequisite: Human or Vastaya maximum of 20.
Your ability to perceive the world around you is beyond what most can • You are able to use the breath weapon of your origin from a very young
age. Your breath weapon deals 2d4 damage and can be used a number
imagine. You receive the following benefits:
of times equal to half your Constitution modifier (minimum 1) for a long
• Increase your Intelligence or Wisdom score by +1, up to a maximum of rest. Your Breath Weapon's DC receives a +2 bonus. Upon reaching level
20. 2, the damage is the same as in the hybrid form +1d6, moving to +2d6 on
• You have a +2 bonus on your Passive Perception. the 10th level, +3d6 on the 15th level, and +4d6 on the 19th level.
• Once per long rest, if you fail a perception check, you can roll again and
use the second test. Upon reaching the 4th level, your chosen ability score increases by +1,
• If you are Blind, once per long rest, you can use an action to obtain up to a maximum of 21.
blindsight of 15 feet for up to 1 hour or until you can see again, whichever
comes first. This feature is disabled if you are deaf and cannot be activated Prestidigitator
while you are deaf. Agility has never been an issue for you, your ability to
deflect attacks with your own hands, and your
Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21.

Pickpocket
As if you were a child raised on the streets, you learned to train your
vision for things of value, knowing who and where to practice your
skills. You receive the following benefits:
• Increase your Dexterity or Charisma score by +1, up to a maximum of 20.
• You receive proficiency with Sleight of Hand, if you already have
proficiency in this skill, you receive expertise in it.
• You have advantage on Sleight of Hand checks whenever you are
trying to steal someone's small object.
• Other creatures have disadvantage on Investigation or Perception
checks to perceive a hidden object in their hands.
• You can spend 1 minute watching a creature out of combat,
by doing this, you can find out if it has any valuables that cost at least 1
GP, such as an earring, a necklace, or a jewel.
Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21.

Power from Healing


Prerequisite: Ottrani
You have learned to control your Sho'ma better so that when it is
induced by external sources to accelerate your healing process, you
receive a temporary improvement in your physique. You receive the
following benefits:
• Increase your Strength or Wisdom ability score by +1, up to a
maximum of 20.
• While in combat, receiving healing from any source, you can
make your next melee attack an advantage, and if you hit it, you
can add your proficiency bonus to the damage. You can use
this ability as many times as your chosen Ability modifier
for this Heritage per long rest.
Upon reaching the 4th level, your chosen ability
score increases by +1, up to a maximum of 21.

194
speed of reaction is something to impress even a Noxian general. You Renowned Inventor
receive the following benefits: Prerequisite: Piltovan
• Increase your Dexterity or Intelligence ability score by +1, up to a You are or have known one of Piltover's great inventors, learning more
maximum of 20. about Hextech technology and applying it to your body. You receive the
• You receive proficiency with Sleight of Hand, if you already have following benefits:
proficiency in this skill, you receive expertise in it.
• When receiving a melee attack, you can use your reaction to make a • Increase your Dexterity or Intelligence ability score by +1, up to a
melee attack against the creature that hit you or perform a Disarm action. maximum of 20.
You can use this skill many times equal to the ability modifier chosen for • You receive proficiency with Technology, if you already have proficiency
this Heritage before taking a long rest. in this skill, you receive expertise in it.
• You receive a +5 bonus on any roll that uses Technology.
Upon reaching the 4th level, your chosen ability score increases by +1, • Choose an Advantage from the Hextech list in Chapter 5: Customization
up to a maximum of 21. - Variants.

Primal Agility Upon reaching the 4th level, your chosen ability score increases by +1,
You have a very distant relationship with Vastaya or a very strong up to a maximum of 21.
connection to your instincts. You receive the following benefits:
Resistance to the Sai
• Increase your Dexterity or Constitution score by +1, up to a maximum Prerequisite: Shuriman
of 20.
• When you roll any check to resist the Grappled or Prone conditions, you Ya r the best of the desert, pal! You receive the following benefits:
roll it with an advantage • Increase your Strength or Constitution score by +1, up to a maximum
• If it is Fallen, getting up only costs 5 feet of movement. of 20.
Upon reaching the 4th level, your chosen ability score increases by +1, • You have advantage in saving throws related to the desert climate and in
up to a maximum of 21. rolls against spells that cause fire damage. Additionally, your movement
in the sand increases by 10 feet and causes difficult terrain related to fine,
coarse, or windy sand to be ignored.
Primal Fighter
Your instincts are highly developed, either because of your aggression in Upon reaching the 4th level, your chosen ability score increases by +1,
combat that is similar to that of a predator or because of the familiarity up to a maximum of 21.
you have with irrational creatures. You receive the following benefits:
Rigid Skin
• Increase your Strength or Constitution score by +1, up to a maximum
of 20. Your thick skin is capable of unbelievable acts. You receive the following
• You are proficient in one of the following skills: Animal Handling, benefits:
Intimidation, Nature or Survival, if you already have proficiency in the • Increase your Constitution or Strength score by +1, up to a maximum
chosen skill, you receive expertise with it. of 20.
• While not wearing armor, your AC becomes 10 + your Dexterity modifier • Choose a type of damage from Bludgeoning, Piercing, or Slashing. You
+ your Constitution modifier (minimum 1). If you receive the unarmed become resistant to it. If you already have resistance or receive it, you are
defense feature from any source, you ignore the ability of this Heritage. immune to that damage.
• When you hit a creature that hasn't yet taken damage, you deal 1d4 + •
your proficiency bonus as additional damage.
Upon reaching the 4th level, your chosen ability score increases by +1,
Upon reaching the 4th level, your chosen ability score increases by +1, up to a maximum of 21.
up to a maximum of 21.
Runic Hyperactivity
Pyromaniac Runic natural energy travels through your body more easily than other
With your eyes seeing only the red of the flames, you keep wanting people. You receive the following benefits:
the heat closer and closer and smell the charred meat. You receive the
following benefits: • Increase your Intelligence or Dexterity score by +1, up to a maximum
of 20.
• Increase your Strength or Charisma score by +1, up to a maximum of 20. • Once for a long rest, you can use a Rune you own without using one of
• You receive proficiency in Intimidation, if you already have it, you receive the Rune's uses.
expertise. • Whenever you are wearing light armor or none, you receive +1 AC.
• You receive proficiency with Flamethrower.
• Using your Flamethrower DC adds your proficiency bonus. Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21.
Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21. Savage
Prerequisite: Minotaur
Rakkor Bless
Prerequisite: Targonian Your horns are stronger than other Minotaurs. You receive the following
benefits:
Your inner fury burns tirelessly. You receive the following benefits:
• Increase your Strength or Constitution score by +1, up to a maximum
• Increase your Strength or Constitution score by +1, up to a maximum of 20.
of 20. • When you use the Dash action on a creature, it must perform a Strength
• When you hit an attack using a simple or martial melee weapon, you can saving throw, or it will fall.
roll one of the weapon's damage dice once additionally and add the result • Attacks you make with your horn deal 2d6 + Strength modifier of
to the attack. The type of damage is the same as the original weapon. piercing damage.
Once you use this feature, you can't use it again until you finish a short
or long rest. Upon reaching the 4th level, your chosen ability score increases by +1,
• Immediately after using this Heritage, you can use your reaction to up to a maximum of 21.
perform an additional melee attack with a weapon.
Upon reaching the 4th level, your chosen ability score increases by +1, Saving-IIP-Throw
up to a maximum of 21. Prerequisite: Fauhwoon
"Now, just wait for my confidence to grow again." You receive the
following benefits:
• Increase your Wisdom or Charisma score by +1, up to a maximum of 20.

195
• You learn the bless spell, being able to cast it without spending a spell slot. • When you miss an attack in an area of dim light or darkness, you can use
You can use this spell this way many times equal to the Ability modifier your reaction to perform a Hide action.
chosen for this Heritage before taking a long rest. • You learn the darkness spell, being able to cast it without spending a
spell slot. You can use this spell this way many times equal to the Ability
Upon reaching the 4th level, your chosen ability score increases by +1, modifier chosen for this Heritage before taking a long rest.
up to a maximum of 21.
Upon reaching the 4th level, your chosen ability score increases by +1,
Secret Thief up to a maximum of 21.
Prerequisite: Zaunite
Summon Aid
Your brilliant mind is superior to that of others. You receive the following For some reason, you probably don't even know, a creature has
benefits: sympathy for you, coming to your aid when needed. You receive the
• Increase your Intelligence or Wisdom score by +1, up to a maximum of following benefits:
20.
• Increase your Wisdom or Charisma score by +1, up to a maximum of 20.
• You can cast message and vicious mockery cantrips and use them without
• You learn the find familiar spell, being able to cast it without spending a
verbal, somatic, or material components. You can use these cantrips in
spell slot. You can use this spell this way many times equal to the Ability
this way many times equal to the Ability modifier chosen for this Heritage
modifier chosen for this Heritage, before taking a long rest.
before taking a long rest.
Upon reaching the 4th level, your chosen ability score increases by +1,
Your spellcasting ability to this spell is the ability chosen for this Heritage.
up to a maximum of 21.
Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21.
Support Caster
Prerequisite: Marai and Spellcasting Ability
Silky Voice
Your voice sounds like a melody to those who don't know you, making You always prepare for the next danger you may encounter. You receive
you look like an extremely important person within any society. You the following benefits:
receive the following benefits: • Increase your Intelligence or Charisma score by +1, up to a maximum
• Increase your Intelligence or Charisma score by +1, up to a maximum of 20.
of 20. • When you choose this Heritage, it allows you, once for a long rest, to cast
• You have an advantage in Persuasion checks against strangers who are two spells at once with a single action, with the maximum spell levels that
not hostile to you. can use. Both spells need to have a casting time of 1 action, instantaneous
duration and at least one of them need to hit an ally creature but can not
Upon reaching the 4th level, your chosen ability score increases by +1, deal with damage to it.
up to a maximum of 21.
Upon reaching the 4th level, your chosen ability score increases by +1,
Skilled up to a maximum of 21.
You know how to do a little of everything, but you are bad at everything?
Your problems are over! You receive the following benefits: Stellar Contemplation
Prerequisite: Ottrani
• Increase the score of one ability by +1, up to a maximum of 20:
• You receive proficiency in up to 3 crafts, musical instruments, set of You’ve learned how to slightly influence Sho’ma around a creature,
games, or skills of your choice. making it more difficult to have a certain image of its position. You
receive the following benefits:
Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21. You can choose this Heritage more than once. • Increase your Dexterity or Wisdom ability score by +1, up to a maximum
of 20.
Son of the Darkness • When healing a creature, until the end of its next turn, opportunity attacks
made against it will have disadvantage and the next attack it makes will
"So you think that darkness is your ally? You only adopted her, I was born
have advantage.
into her, I was shaped by her, I only saw the light after becoming an adult, all
she did was blind me". You receive the following benefits: Upon reaching the 4th level, your chosen ability score increases by +1,
• Increase your Intelligence or Wisdom score by +1, up to a maximum of up to a maximum of 21.
20.
Stubbornness
"Nicole, you made it wrong" "No... I did not!". You receive the following
benefits:
• Increase your Constitution or Intelligence score by +1, up to a maximum
of 20.
• You have advantage in saving throws to resist effects that would make
you Charmed or Frightened.
• When a creature tries to read your mind through some magical means,
you will immediately know what is going on and will have advantage in
the saving throw to resist the magic. If you succeed in the saving throw,
you can show a false thought or memory to the creature that is trying to
read your mind.
Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21.

Tactical Master
Strategy and a firm grip are the things that dictate the course of a fight,
and you know how to take advantage of both. You receive the following
benefits:
• Increase your Strength or Intelligence score by +1, up to a maximum of
20.
• Choose a Combatant Technique of your choice.
• Your Combat Techniques DC increases by 2.

196
Upon reaching the 4th level, your chosen ability score increases by +1, • Increase one ability score of your choice by +1, up to a maximum of 20.
up to a maximum of 21. • You can, once per long rest, use an action to heal yourself or another
creature within 20 feet of you, in total hit points equal to 5 x your
Targonian Fortitude proficiency bonus. Additionally, you have an advantage in Medicine
checks.
Prerequisite: Targonian
Upon reaching the 4th level, your chosen ability score increases by +1,
You have the blood of Targon's heroes running through your veins. You
up to a maximum of 21.
receive the following benefits:
• Increase your Strength or Constitution score by +1, up to a maximum Vastayan Precision
of 20. Prerequisite: Vastaya
• Whenever you perform the Dodge action in combat, you can spend a Hit
Dice to heal yourself. Roll the dice, add your Constitution modifier, and You have an unusual sight. You receive the following benefits:
recover a number of hit points equal to this total (minimum 1).
• Increase your Dexterity or Wisdom ability score by +1, up to a maximum
Upon reaching the 4th level, your chosen ability score increases by +1, of 20.
up to a maximum of 21. • When you have an advantage on an attack roll, you roll three d20s
instead of two and use the higher of the three rolls.
Trained Vision Upon reaching the 4th level, your chosen ability score increases by +1,
After years of training through dark woods or special rooms, you up to a maximum of 21.
learned to deal with threats that you were unable to see, and your eyes
were able to adapt to the darkness. You receive the following benefits: Warmog’s Bless
• Increase your Dexterity or Wisdom ability score by +1, up to a maximum Prerequisite: Troll
of 20. Inside of you, run the blood of the legendary Warmog, the most
• You have no disadvantage on Perception checks when you are in Dim
important Troll of the Rune Wars age. This blood blesses you with
Light.
• You get darkvision of 15 feet, if you already have darkvision, it increases
impressive regeneration. You receive the following benefits:
by 15 feet. • Increase your Strength or Constitution score by +1, up to a maximum
of 20.
Upon reaching the 4th level, your chosen ability score increases by +1, • You recover hit points equal to half your Constitution modifier at the
up to a maximum of 21. beginning of each of your turns. If you receive acid or fire damage, this
Heritage will not work until the beginning of your next turn. You die or
Truth Seeker become unconscious only if you start your turn with 0 hit points and
Prerequisite: Lhotlan cannot regenerate.
You have trained diligently to gather secrets actively and passively. You Upon reaching the 4th level, your chosen ability score increases by +1,
have a gift for remembering, and you know exactly the right questions up to a maximum of 21.
to ask when looking for information. You receive the following benefits:
• Increase your Intelligence or Wisdom score by +1, up to a maximum of
Warmog’s Fury
20. Prerequisite: Troll
• You have an excellent memory, and you can accurately recall most of You are an incarnation of Warmog's fury, a legendary Troll from the
the things you saw and heard, including the text of a book you casually
Rune Wars age. And you are dedicated to honoring that. You receive
flipped through, a long list of names you read, or the number of pronouns
used in a book or of a speech you heard. Small details may require an
the following benefits:
Intelligence check with the DC set by your GM.
• You receive the ability to read lips from a distance of 100 feet. • Increase your Strength or Constitution score by +1, up to a maximum
• You have proficiency with Perception and receive +1 bonus on your of 20.
Passive Perception. If you already have proficiency in Perception, you • When using two-handed melee weapons, you add your proficiency
receive expertise.. bonus to the weapon's damage, and the critical range made with these
weapons decreases by 1, that is, if it's 20 becomes 19, or if it's 19, becomes
Upon reaching the 4th level, your chosen ability score increases by +1, 18.
up to a maximum of 21.
Upon reaching the 4th level, your chosen ability score increases by +1,
up to a maximum of 21.
Vastaya Lineage
Prerequisite: Ionian
Wraith Variant
Although you are human, there is still Vastaya magic running in your You died. However, he was unable to overcome his own death by
blood. becoming a spirit that still seeks something in the realm of the living, be
• Increase your Wisdom or Charisma score by +1, up to a maximum of 20.
it vengeance, guilt, or some other reason. Be careful, Kindred are after
• You have advantage in saving throws to resist being Charmed, and spells you.
cannot put you to sleep. See more details in Chapter 5: Customization - Variant Heritages -
Upon reaching the 4th level, your chosen ability score increases by +1, Wraith.
up to a maximum of 21.
Years of Sho’ma
Vastayan Blood Prerequisite: Oovi-Kat
Prerequisite: Human or Construct You have always used Sho'ma to be able to live in a society without
You have Vastayan descent, any of your ancestors, perhaps one of your being persecuted, and nobody to this day is sure of your true form. You
grandparents or even before, was Vastaya. This means that, although receive the following benefits:
you are from another Origin and have no apparent traits that link you
to the Vastaya, you have a different spiritual charge. Perhaps it was • Increase your Charisma or Wisdom ability score by +1, up to a maximum
of 20.
something that skips generations until it manifests itself in you, or maybe
• You receive proficiency with Deception or Perception, if you already have
it is something that, although your relatives have, it did not find the right proficiency in the chosen skill, you receive expertise with the chosen skill.
condition to manifest it. Vastaya perceive this in you, and although a • Choose between Perception and Stealth, the chosen skill has a +5 bonus.
Half-Vastaya is taboo, it does not apply to people with vastaya blood. • You have advantage in Insight checks to know if a creature is telling the
You receive the following benefits: truth.

197
Upon reaching the 4th level, your chosen ability score increases by +1, Advantages:
up to a maximum of 21.
• Superior Sense. Technology-enhanced creatures have advantage in
Zaunite Experiment Perception checks through hearing, smell, or sight.
Prerequisite: Zaunite • Built-in Weapon. Technology-enhanced creatures can replace a limb in
their body with a melee or ranged weapon (must be one of their initial
You participated in one or more zaunite biological experiments. You weapons), requiring an action to use it.
receive the following benefits: • Natural Weapons. You have claws that deal 1d8 + your Strength
modifier, and fangs that deal 1d6 + your Strength modifier.
• Increase one ability score of your choice by 1, up to a maximum of 20. • Poisoned Skin. Any creature that grapples you ou enters in direct
• You gain proficiency in a Craft of your choice. contact with your skin, must do a Constitution saving throw DC 12 or
• Choose a skill of your choice that you are not proficient at. becomes Poisoned for 1 minute. A Poisoned creature that is not in contact
• Choose an Advantage from the Quimtec list in Chapter 5: Customization with your skin anymore can repeat the saving throw at the end of its turn,
- Variants. ending the effect on a success.
• Chromatic epidermis. You have advantage in Stealth checks that you
Upon reaching the 4th level, your chosen ability score increases by +1, do to hide. Additionally, while without armor, you can try to hide even
up to a maximum of 21. without having light or heavy cover, as long as you remain still.
• Ink Bag. You can, as an action, make a ranged special attack to blind a

Variant Heritages creature in your line of sight within 15 feet from you. If you’re able to
make multiple attacks with the Attack action, this attack replaces one of
them. Creatures that do not require sight are not affected by this attack.
Although members of a species are similar to each other, often external This ability works differently underwater: as a bonus action, you can
or even genetic factors can present certain members of that origin with create a heavy obscuration area within 5 feet from you. Once you use this
feature, you can't use it again until you finish a short or long rest. You can
a huge divergence within what is general for that species.
choose this ability more than once.
The Variants are Heritages that describe certain members that were • Patagium. You have membranes that act like fins and can be used as wings
modified by some factor, be it genetic or magical, or even in some to slow your fall or allow you to glide. If you fall and are not Incapacitated,
magical way that affects genetics. you can subtract up to 100 feet from the fall damage calculation. You can
also move 2 feet forward for every 1 foot you are falling.
These members are usually visibly different from other members of their • Climbing Adaptation. You have a climbing speed equal to your walking
species, either because they are exaggerated in size or even because they speed.
have some characteristic that is clearly not standard for that species. • Aquatic Adaptation. You can breathe both air and water and your swim
speed is equal to your walking speed.
Each Variant costs one Heritage Point, but you can only choose one of • Carapace. Your skin has additional coverage. You gain +1 AC while not
them. Humans can choose up to 2 Variants. These Heritages can only be wearing heavy armor.
chosen by specific Origins, check the List of Heritages by Origin to find
out which Variants can be chosen by your character.
Disadvantages:

Amphibian • Overload. If you take 1 on the die, roll another d20, if you drop a number
less than 7 you get 1 Exhaustion level. You can remove 1 Exhaustion level
per long rest.
Whether you have a connection with some Marai ancestor in your
• Pipes and Smoke. You have pipes coming out of your body and smoke
blood, because you were built with that in mind, or even because you comes out of them. When you roll a Stealth check you have disadvantage
are from a family of Yordles who has adapted to life underwater, you can due to smoke from the pipes.
breathe both under it and on land. You can breathe underwater, and take • Death's Face. You have suffered an accident, whether or not due to
no penalty for submerged combat. Your swim speed is 35 feet and you your modification, causing facial deformity. You have disadvantage in
have no penalty for difficult terrains made up of water. You are proficient Persuasion and Deception checks.
in using the net, spear, and trident.
• Increase your Dexterity or Constitution score by +1, up to a maximum
of 20.
Level 4. After reaching the 4th level, your swim speed increases by
15 feet. While underwater, your darkvision is doubled. Also, you
have advantage in Dexterity saving throws against being Grabbed
or Restrained.

Chemtech

You have been changed in one of Zaun's clandestine labs. Your


body has undergone several experiments undergoing terrible
mutations altering its shape or leaving you with terrible scars.
• Increase your Strength or Wisdom score by +1, up to a
maximum of 20.
Chemical Source. You have a source of energy from a
chemtech liquid found somewhere in your body.
Enhancements' Variety. After you choose the
Chemtech Variant, you can choose 2 advantages
and 1 disadvantage.
Level 4. After reaching the 4th level, you
can choose another advantage and another
disadvantage.

198
• Voice Modulator. You are not able to speak. Because of that, you use a action to transform, gaining the transformed creature's appearance,
device that replaces your voice. You have disadvantage in Performance including its clothes and voice. If you become an enemy, you can
checks related to voice. try to deceive them into not attacking you. You have advantage in
• Shapeshifters. Your appearance differs greatly from humans, whether
the Deception check. If you are attacked, the disguise ends and you
you are a human with animal characteristics or an animal with human
characteristics.
need a long rest before you can use it again. Your transformation
lasts 1 + your Charisma modifier in hours.
Level 4: Sho’ma Clone. An Oovi-Kat can use his Sho'ma to, with
Colossus Variant a bonus action, create a duplicate of themselves or a creature that
they are disguised. This clone lasts until the end of your next turn
You have an unusual size for your species, surpassing most of those and moves as long as it can in a direction you choose. An enemy
around you. Your size for the purposes of carrying capacity and weight must make a Perception or Arcane check DC 6 + your proficiency
that you can push, drag or lift, counts as a category above, your Strength bonus + your Charisma modifier, to find out who is the real one. If
increases by +1, up to a maximum of 21, and your melee attacks deal 1 attacked, the clone disappears.
additional damage. In contrast, your clothes, armor, and weapons cost
50% more rounded up.
Half-Marai
This Heritage can be chosen a second time (only). In this case, you
increase in a size category, your Strength value increases by +1 again, up
Amphibian. You can breathe both underwater and out of it.
to the limit of 22, your melee attack and damage rolls gain a +2 bonus
Besides that, battling underwater do not cause you any penalties
and all your clothes, weapons, and armors cost twice as much.
or movement disadvantages. While underwater, you have 60 feet
Note: Large size creatures have several social difficulties such as entering of darkvision.
establishments, finding clothes, in addition to spending more on food
Level 4: Sonar. The Marai communicate through sonar under
and hardly finding mounts.
high depths. These sonars can be used as weapons on the surface.
Level 4. Your Constitution score increases by +1 for each Colossus A number of times equal to your Constitution modifier (minimum
Heritage you have up to a maximum of 21 and 22, respectively, and of 1) per long rest, you can create a 10-foot cone that deals 1d4
you gain +2 hit points per level for Colossus Heritage. + your proficiency bonus + your Constitution modifier in thunder
damage. All creatures in the range must make a Constitution saving
throw DC 8 + your proficiency bonus + your Constitution modifier​​
Half-Vastaya Variant or take this damage. Deaf creatures have advantage in this saving
throw.
You are the result of a “forbidden” relationship between a Human and a
Vastaya, a relationship that is considered taboo by both species. If you
are already a Vastaya, you cannot choose a Variant Heritage from the Half-Shimon
same tribe as yours.
• The ability score that is linked with the chosen lineage increases by +1, up
Simian Fury. You can increase your attack's damage modifier by
to a maximum of 20. half of it (rounded down) a total of times equal to 2 times your
proficiency bonus per long rest.

Half-Oovi-Kat Level 4: Adaptability. Increase the score of one of the following


abilities by +1, up to a maximum of 20: Strength, Dexterity, or
Constitution.
Sho’ma. The Oovi-Kat have a special manner to communicate, as
they feel the spiritual essence of a being, the Sho'ma. Because of
that, they can transform themselves into a different being, know Half-Fauhwoon
their name, feel their emotions, and learn some of their recent
memories. To transform into a being you are seeing for the first Horns. The Fauhwoon has large and resistant horns capable of
time, you have to spend 10 minutes watching it You can use your breaking wood easily (sometimes even their enemies’ bones).

199
The damage dealt by the horns is 1d6 + your Strength modifier in (rounded up) in the last round or to deal additional damage equal to
bludgeoning damage. twice your Strength modifier in your next attack. Your maximum
ferocity is equal to 10 - half your proficiency bonus (rounded
Level 4: Dear ones of Nature. Fauhwoon are naturally attracted
down).
to protect the local fauna and flora. You can summon the power
of nature to deal additional damage to your attacks, causing 1d6 +
half your proficiency bonus (rounded down) in force damage. You Half-Lhotlan
can do this a number of times equal to your Wisdom modifier for
long rest. Feather-blades. You can use a bonus action to create 2 sharp
feathers and use them like daggers. You can do this up to three
Half-Ottrani times your Constitution modifier (minimum 1) at each short or
long rest, you can keep a number of Plumadagas equal to half your
Constitution score rounded down.
Rescue. Because of their strong connection with the spirits of living
beings, the Ottrani have natural healing abilities. Using an action, Level 4: Versatility. You can increase one of your ability scores by
you can touch a creature within 5 feet of you to heal it in an amount +1, being able to surpass the maximum of 20.
equal to your proficiency bonus + half your Wisdom modifier. You
can use this skill as many times as half your Wisdom modifier per
long rest. Hextech Variant
Level 4: True Healing. The Ottrani, as a tribe, are direct disciples You have been changed in one of Piltover's renowned laboratories. You
of Soraka and, as a result, have a direct inclination to heal and or your family probably have a lot of gears to be able to pay for the
rescue Runeterra's creatures and lives. When they use their healing procedures, maybe you just have a patron, or you are simply the result
skills, they are not only healing the body but also the spirit of their of a successful experiment.
targets. When using abilities, spells, or Runes that heal a creature,
you can add half your Wisdom modifier + your proficiency bonus • Increase your Dexterity or Intelligence ability score by +1, up to a
maximum of 20.
to the healing. Also, whenever an Ottrani rolls a die to heal a
creature, if it falls 1 or 2 on the roll, the die can be rolled again while Hex. Core You have a source of energy from a hextech crystal
maintaining the new result, even if it falls 1 or 2 again. Also, you found somewhere in your body.
have proficiency in Medicine, and cures done on living constructs
Enhancement Variety. After you choose the Hextech Variant, you
are not cut in half.
can choose 1 advantage.
Level 4. After reaching the 4th level, you can choose another
Half-Kiilash advantage.

Claws. You have proficiency in unarmed attacks using your claws.


They’re considered light and cause 1d6 + your proficiency bonus + Advantage:
your Strength or Dexterity modifier in slashing damage.
• Superior Sense. Technology-enhanced creatures have advantage in
Level 4: Ferocity. You are a born predator, when in combat, your Perception checks through hearing, smell, or sight.
instinct has spikes that strengthen your attacks. During combat, • Built-in Weapon. Technology-enhanced creatures can replace a limb in
each attack you hit generates one ferocity stack. Upon reaching their body with a melee or ranged weapon (must be one of their initial
maximum ferocity, you can choose to heal half the damage taken weapons), requiring an action to use it.
• Frozen Age. Your physical age may not correspond to the years you
have lived, different from an ordinary human.
• Adaptative Defense. You can send a command to your core as a bonus
action, causing it to emit a field that protects you from attacks for 1
minute. When sending this command, you have to direct it to physical or
magical attacks. These attacks have disadvantage against you. You can
use this skill many times equal to your proficiency bonus for long rest.
• Chromatic epidermis. You have advantage in Stealth checks that you
do to hide. Additionally, while without armor, you can try to hide even
without having light or heavy cover, as long as you remain still.
• Climbing Adaptation. You have a climbing speed equal to your walking
speed.
• Aquatic Adaptation. You can breathe both air and water and your swim
speed is equal to your walking speed.

Iceborn

You have in your blood the strength of the Iceborn, an experiment


carried out by the Cold Watchers in Freljordans in the past, but which
still runs in their veins nowadays.
You increase +1 in your Constitution score until the maximum of 21 and
gain resistance to cold weather and vulnerability to psych attacks.
Also, you ignore exhaustion levels caused by the prolonged
exposure to freezing temperatures.
Level 4. After reaching the 4th level, you gain
again +1 in your Constitution ability score
(maximum of 22) and the capability to use
True Ice without tests. You can see more
about True Ice in Chapter 6: Equipment -
Rare Materials.

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Wraith

You died. However, you have not been able to overcome your own
death by becoming a spirit that still seeks something in the realm of the
living, whether it be revenge, guilt, or some other reason.
• Increase your Constitution or Wisdom score by +1, up to a maximum
of 20.
Expel and Destroy Undeads. As they are undead, wraiths are
susceptible to spells that affect this type of creature, this includes
the Effluvium responsible for Turn or Destroy Undead. However,
the mechanics for this are slightly different.
For the Turn Undead from the Acolyte of the Nagakaborous Rite
feature, if you fail the saving throw, instead of running away in the
best possible way, you are just Frightened by whoever used the skill
and will avoid approaching it.
For the Destroy Undead from the Acolyte of the Nagakaborous
Rite feature, if you fail the saving throw, you take damage based on
the CR that the ability could destroy according to the table below.

Damage Table for Destroy Undead


Destroy CR Undead Damage Taken
1/2 or less 1d10 of radiant damage
1 or less 2d10 of radiant damage
2 or less 3d10 of radiant damage
3 or less 4d10 of radiant damage
4 or less 5d10 of radiant damage

Shadows Resilience. You are immune to natural diseases and


poisons, receive only half the value with spells and healing effects,
and when receiving necrotic damage, instead of receiving damage,
heal at half the value, have resistance to poisoning, but are
vulnerable to radiant damage, gold and silver weapons.
Level 4: Phasing. Your body and equipment become incorporeal.
You can, as an action, move through other creatures and objects as
if they were difficult terrain. For 1 minute you become immune to
non-magic attacks and are still able to cast spells, but you are unable
to perform physical attacks. If you end your turn inside a creature
or object, you take 1d10 force damage. You can do this as many
times as your Constitution modifier (minimum 1) per long rest.

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Enhancements Armored
Prerequisites Proficiency with medium armor
An Enhancement represents a gift or specialty in an area that gives the You trained for years so that no one could hit you in battle, receiving the
character special abilities. It embodies training, experience, and skills following benefits:
beyond what a class allows. • Increase your Strength score by 1, up to a maximum of 20.
You must meet the prerequisites specified in the Enhancement to • You receive proficiency with heavy armor
purchase it. If you lose an Enhancement prerequisite, you will not be Artist
able to use it until you have recovered the prerequisite. For example, Expert in mimics and dramaturgy, you receive the following benefits:
Defensive Duelist Enhancement requires Dexterity 13 or greater. If your
• Increase your Charisma score by 1, up to a maximum of 20.
Dexterity score is reduced below 13, for some reason - perhaps due to • You have an advantage in Deception and Performance checks when
a curse - you will not be able to receive the benefits of Defensive Duelist you're trying to pass yourself off as a different person.
Enhancement until you restore your Dexterity. • You can mimic the articulation of another person or the sounds made by
other creatures. You must have heard the person speaking or heard the
Enhancement List creature making the sound for at least 1 minute. A successful Intuition
check contested by your Deception check allows a listener to determine
• Agile • Great Weapons Expert that the sound is fake.
• Ambidextrous • Heavy Armor Specialist
• Archer • Interpreter Athlete
• Armor-plated • Iron Hands You have undergone hard physical training to receive the following
• Armored • Medium Armor Specialist benefits:
• Artist • Natural Explorer
• Athlete • Navigator Sense • Increase your Strength or Dexterity score by 1, up to a maximum of 20.
• Attentive • Perspicacious • When you are Prone, getting up requires only 5 feet of movement.
• Beginner Arcanist • Polearms Expert • You can climb without costing additional speed.
• Brutal Striker • Resistant • You can perform a long jump or a high run by moving just 5 feet instead
• Canny • Ritualist of 10 feet.
• Coated • Robust • You receive an addition of 5 feet in your speed.
• Combat Fullness • Rowdy Attentive
• Combat Surgeon • Scholar of Arms
You are an observant and attentive person and receive the following
• Crossbower • Skilled
• Defensive Duelist • Sniper benefits:
• Elements Controller • Unique Mind • When you roll the initiative, you add +5 to the rolled result.
• Esquire • Unstoppable Charge • As long as you are conscious, you will not suffer the effects of a surprise
• Firearms Expert • Vigilant round.
• Fortunate • War Caster • Hidden creatures don’t have advantage when attacking you.
• Grand-Caster • You receive a +1 bonus on your Passive Perception.
Beginner Arcanist
Choose one of the following classes: Acolyte, Arcane, Pilgrim. You learn
Enhancements in Alphabetical Order two cantrips of your choice from the chosen class’s spell list. Also, choose
a 1st level spell from the same list. You learn this spell and can only
Agile
cast it at the lowest possible level. Once you cast it, you need
You have mobility beyond the ordinary. You receive the following
to end a long rest before you can cast it again. This restriction
benefits:
applies only to spells acquired through this Enhancement.
• Your speed increases by 10 feet.
• Moving over difficult terrain does not cost you extra speed. The class you choose also determines the spellcasting
ability of these spells: Charisma for Pilgrim,
Ambidextrous Charisma or Intelligence (whichever is
Your hard training has made you master two-weapon fighting, you greater) for Arcane, and Wisdom for
receive the following benefits: Acolyte.
• While wielding a melee weapon in each hand, you gain a +1 AC bonus.
Brutal Striker
• Even if the one-handed weapon you are wielding is not light, you can use
Two-Weapon Fighting. Once per turn, you can add
• With a free action you can save and draw two weapons you carry, your damage proficiency
normally you would be able to save or draw one at a time. bonus, and when you roll 1
• When performing an opportunity attack, you can roll a second attack damage dice for a melee
with your other hand with disadvantage. attack, you can roll the
Archer damage dice again.
Thanks to your extensive practice with bows, you receive the following Canny
benefits: Prerequisite: Dexterity
• Being 5 feet from a hostile creature does not impose a disadvantage on 13
your ranged attack rolls made with bows. You are particularly
• Once per turn, you can use an Attack action to shoot two arrows in the
skilled at sneaking
bow, the second arrow rolls with a disadvantage.
through the shadows.
Armor-plated You receive the
Prerequisite: Proficiency with light armor following benefits:
You trained for a few months so that you could have greater resistance • When trying
in combat, receiving the following benefits: to hide from a
creature, being
• Increase your Strength score by 1, up to a maximum of 20. slightly obscured,
• You receive proficiency with medium armor and shields. you have an
advantage on your
Stealth check.

202
• Miss a ranged attack while hiding will not reveal your location to the Incapacitated, you can add your shield's AC bonus for Dexterity and
target. Strength saving throws.
• You don’t receive disadvantaged on Perception checks related to vision • You receive proficiency with shields.
when in the dim light.
Firearms Expert
Coated Prerequisite: Proficiency with Firearms
You have trained for some time so that armor does not hinder your
Thanks to your extensive practice with firearms, you receive the
movements, you receive the following benefits:
following benefits:
• Increase your Strength score by 1, up to a maximum of 20.
• You receive proficiency with light armor. • You ignore the firearm loading property you are proficient with.
• Being 5 feet from a hostile creature does not impose a disadvantage on
Combat Fullness your ranged attack rolls made with firearms.
Whether serving in the army or training with a professor, you have • When you use the Attack action and attack with a one-handed weapon,
learned some combat maneuvers. You receive the following benefits: you can use your bonus action to attack with a loaded firearm that you
are wielding.
• Increase your Strength or Dexterity score by 1, up to a maximum of 20.
• Choose one of the Combat Techniques of the Guardian’s Honor or the Fortunate
Armaster’s Honor. If the technique used forces the target to perform a You seem to be blessed with supernatural luck that seems to act at the
saving throw, the DC will be equal to 8 + your proficiency bonus + your most opportune times.
Strength or Dexterity modifier (at your choice).
You have 2 + half of your proficiency bonus as fortune points. When
Combat Surgeon performing an attack roll, ability check, or saving throw, you can spend
You are a skilled surgeon, allowing you to treat wounds quickly, bringing a fortune point to roll an additional d20. This spending can be made after
your allies back to the fray. You receive the following benefits: rolling the initial die but not after knowing the result of the play. When
• When you use a first aid kit to stabilize a dying creature, the creature making this additional roll, you choose which die to use as a result.
regains 1 life instead.
When you are the target of an attack, you can spend a fortune point to
• With an action, you can spend a use of the first aid kit to treat a creature
and restore 1d6 + 4 hit points plus additional hit points equal to the roll a d20 and choose whether the attack against you will use the original
creature's total hit dice. The creature cannot restore hit points through die or the die you rolled; Fortune points spent by different creatures to
this Enhancement again until it has ended a short or long rest. influence a roll to cancel each other out and no additional die is rolled.
Every time you spend a fortune point and roll a d20, if you roll a natural
Crossbower 1, you must roll 1d100 and receive an effect from the Yordle Magic table.
Thanks to your extensive practice with crossbows, you receive the Fortune points are recovered after finishing a long rest.
following benefits:
Grand-Caster
• You ignore the beast loading property you are proficient with.
Prerequisites Ability to cast at least one spell
• Being 5 feet from a hostile creature does not impose a disadvantage
on your ranged attack rolls made with crossbows. You have learned conjuring techniques with certain types of
• When you use the Attack action and attack with a one-handed spells, gaining the following benefits:
weapon, you can use your bonus action to attack with a
loaded hand crossbow that you are wielding. • Spells and cantrips that require a hit have their
range doubled.
Defensive Duelist • Your hit-requiring spells ignore half cover or
Prerequisites Dexterity 13 three-quarters of cover.
• You learn a cantrip that requires an attack
When you are wielding a finesse weapon that you are roll. Choose the cantrip from the Pilgrim,
proficient with and another creature hits you with Acolyte, or Arcane spell list. Your spellcasting
a melee attack, you can use your reaction to add ability for this cantrip depends on which class
your proficiency bonus to your AC for that attack, spell list you chose the cantrip: Charisma for
potentially making the attack miss. Pilgrim, Charisma or Intelligence (whichever is
greater) for Arcane, and Wisdom for Acolyte.
Elements Controller
Prerequisites Ability to cast at least one spell Great Weapons Expert
You have learned to control the weight and balance of
Your elemental control flourishes in one element. your weapon to your advantage. You receive the following
• You master the aspects of an element, benefits:
having greater control and power in spells
• When you hit a critical strike with a heavy melee weapon
that use that element. When selecting this
or reduce a creature's to 0 hit points, you can perform a melee
Enhancement, choose one of the following
attack with a heavy weapon with a bonus action.
types of elemental damage: acid, cold, electric,
• Before you perform a melee attack with a heavy weapon
fire, or thunder.
with which you are proficient, you can choose to receive a -2
• Spells of the chosen element, when cast, ignore
penalty on your attack roll. If this attack hits the target, you add
the resistance and in case of immunity, the
1 damage die + your proficiency bonus to your weapon damage.
damage is reduced by half instead of causing no
damage. Also, damage die that falls as 1 is treated Heavy Armor Specialist
as 2. Prerequisites Proficiency with heavy armor
• This Enhancement can be chosen several times, each
time with different elemental damage. You become almost unbeatable... while in armor. You receive
the following benefits:
Esquire
You know how to use shields both to defend and • Increase your Strength score by 1, up to a maximum of 20.
to attack. You receive the following benefits while • When you are wearing heavy armor, you reduce all
physical damage taken by 3.
wielding a shield:
• When performing a melee attack against a Interpreter
creature, you can try to use your shield to knock You have extensive knowledge of several languages and
it down with a bonus action, the creature must codes, receiving the following benefits:
perform a Strength saving throw against your • Increase your Intelligence score by 1, up to a maximum
Strength check. of 20.
• As long as you are conscious and not • You learn three common languages, of your choice.

203
• You can create complex codes and ciphers. Creatures attempting to die for this attack is a d6 and the attack deals bludgeoning damage.
decipher these codes must succeed in an Intelligence saving throw (DC • While you are wielding a glaive, halberd, quarterstaff, spear, pike, trident,
equal to your Intelligence score + your proficiency bonus) or use a spell or naginata, enemies cause an opportunity attack when they come within
to decipher it. your range.
Iron Hands Resistant
Prerequisite: Strength 15 You receive the following benefits:
You become proficient with war gauntlets and they will count as • Increase the score of one of the following abilities by +1, up to a maximum
Bodhisattva weapons. Also, you deal 1 additional damage with it, of 20: Strength, Dexterity, or Constitution.
increasing the total to +2. • You have proficiency in saving throws with the chosen ability.

Medium Armor Specialist Ritualist


Prerequisites Proficiency with medium armor Prerequisite: Intelligence or Wisdom 13

You are used to using medium armor, which gave you some benefits: You have learned many spells that you can cast as rituals. They are
written in a ritual book that must be in your hands while you cast one
• You don’t disadvantage on Stealth checks while wearing medium armor. of these spells.
• When you are wearing medium armor, you have no limit on your
Dexterity modifier to these armors. When you choose this Enhancement, you get a ritual book that contains
two 1st level spells of your choice. Choose one of the following classes:
Natural Explorer
Acolyte, Arcane, Pilgrim. You must choose your spells from the spell
You have a natural facility to find hidden passages, treasures, and traps.
list from the chosen class and the spells you choose must have the ritual
You receive the following benefits:
descriptor. The class you choose also determines the spellcasting ability
• You have advantages in Investigation and Perception checks to find of these spells: Charisma for Pilgrim, Charisma or Intelligence (whichever
hidden passages or traps additionally you have advantage in Dexterity is greater) for Arcane, and Wisdom for Acolyte.
saving throws to avoid a trap.
• Traps deal half the damage to you. If you find a spell in written form, such as that contained in a spell scroll
• As you travel, you can look for traps set up on your way without slowing or an Erudite Arcane's grimoire, you can add it to your ritual book. The
down. spell must be on the spell list of the chosen class, the spell level cannot
Navigator Sense be more than half your level (rounded up), and must contain the ritual
You have a memory like no other. You receive the following benefits: descriptor. The process for copying the spell in your ritual book takes
2 hours per spell level and costs 50 gp per level. The cost represents
• Increase your Intelligence score by 1, up to a maximum of 20.
• You always know the position of all cardinal points.
the material components you spend to experience the magic until you
• You know the exact amount of time for sunrise or sunset, regardless of master it, as well as the fine inks used to write it.
the time of year. Robust
• You can say exactly anything you have seen or heard in the past month.
You gain half your hit dice at your maximum life points on the 1st level,
Perspicacious whenever your life increases when you level up, if you take less than 1
You have a great perception of your surroundings and the people in + half the hit dice, you can roll the dice again and choose the highest
them. You receive the following benefits: number between the two.
• Increase your Wisdom score by 1, up to a maximum of 20. Rowdy
• You can read the lips of a creature that you can see. If it is speaking in a Used to bar fights using anything like weapons, and in the absence of
language that you understand, you can interpret her words. them, fists, you gain the following benefits:
• You have a +5 bonus on your Passive Perception.
• Increase your Strength or Constitution score by 1, up to a maximum of
Polearms Expert 20.
You are a powerful enemy while using polearms. You receive the • Your unarmed strikes deal 1d4 additional damage.
following benefits: • When you hit a creature with an unarmed strike or an improvised weapon,
on your turn, you can use a bonus action to try to grab the target.
• When you perform an Attack action and attack with a glaive, halberd,
quarterstaff, spear, pike, trident, or naginata, you can use a bonus action Scholar of Arms
to perform a melee attack with the other edge of the weapon. This attack You have trained your skill with different types of weapons, you receive
uses the same ability modifier as the primary attack. The weapon damage the following benefits:
• Increase your Strength or Dexterity score by 1, up to a maximum of 20.
• You gain proficiency with four melee or ranged weapons, simple or
martial, of your choice.
Shield Expert
Prerequisites: Proficiency with shields
Your constant training with weapons and shields
gave you greater maneuverability in combat. You
receive the following benefits:

• You can now wear or remove a shield using a


bonus action.
• When you held the shield, you can attack
normally with a weapon that has the reach and
two-handed properties, if you are using a heavy
or tower shield, you are unable to receive
advantage in your attack, except by magic or
runes, if you have the Phalanx fighting style,
this unability no longer applies to polearms.
Skilled
You receive proficiency in up to 3
crafts, musical instruments, set of
games, or skills of your choice. You

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can take this Enhancement more than once. • You can perform the somatic components of a spell even when you have
weapons or a shield in one or both hands.
Sniper • You can use your reaction to cast a spell on a creature, instead of
You mastered the use of ranged weapons and can perform shots that performing an opportunity attack. The spell must have a cast time of 1
would be impossible for others. You receive the following benefits: action and must target only one creature.
• Attacking a target beyond normal range does not impose a disadvantage
on your attack rolls with ranged weapons.
• Your ranged weapon attacks ignore half cover and three-quarter cover.
• Before attacking with a ranged weapon that you are proficient in, you can
choose to take a -2 penalty on the attack roll. If the attack hits, you add 1
damage die to the attack.
Unique Mind
Your mind is unique, making your way of thinking very different from
your peers. You receive the following benefits:
• Increase the score of one of the following abilities by +1, up to a maximum
of 20: Wisdom, Intelligence, or Charisma.
• You have proficiency in saving throws with the chosen ability.
Unstoppable Charge
You can, after performing a Dash action, perform a melee attack or knock down
a creature with a bonus action.
If you run at least 10 feet in a straight line, you can choose to receive a +5 bonus
to hit a melee attack or have advantage to knock down a creature.
Vigilant
You have mastered techniques to gain advantages in combat, receiving
the following benefits:
• Upon hitting a creature with an opportunity attack, the creature's speed
becomes 0 for the rest of the turn.
• Creatures that leave of your reach, even using the action of Disengage,
cause attacks of opportunity.
• When a creature within 5 feet of you makes an attack that does not target
you, you can use your reaction to perform a melee attack on the attacking
creature.
War Caster
Prerequisites Ability to cast at least one spell
You are experienced in casting spells in the middle of combat, learning
techniques that grant you the following benefits:
• You have an advantage in Constitution saving throws to maintain your
concentration on a spell when you take damage.

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Runes Runes use one Runic power at a time, regardless of
whether it is a Spark, a Flow, a Vortex, or an
Level Features Explosion unless the description of the rune says
One of Runeterra's greatest powers are the Global 1st Runic Pulse
otherwise. In addition to improvements, each rune
Runes that can modify nations and have capabilities 2nd Runic Spark
receives other automatic improvements when you
that the beings of Runeterra have not yet fully 3rd Runic Spark Improvement
4th Runic Spark Improvement master that rune.
understood in all their contacts with them, which
5th Runic Spark Mastery
almost always ended up creating global catastrophes Every rune has 1 use for a long rest by default,
6th -
taking the world close to destruction. 7th Runic Flow unless it says otherwise. Normally after being
8th Runic Flow Improvement used, runic powers require a long rest before
In Runarcana these Global Runes have a very their use can be restored. There are powerful
9th Runic Flow Improvement
important role in the story, according to the League 10th Runic Flow Mastery artifacts that can enhance the use of Runes, others
of Legends lore, but they also present a new layer 11th - that can awaken new paths and powers, but all the
adapting the game's powers to your adventure table. 12th Runic Vortex
knowledge that exists on this subject is very rare and
13th Runic Vortex Improvement
Global Runes have no concepts of good and evil, 14th Runic Vortex Improvement in many places, the simple mention is enough to put
they are not intelligent, but powers that can be used 15th Runic Vortex Mastery your life at risk or just make whoever mentions them
for any purpose. Although contact with the Global 16th - the target of complete ridicule.
Runes is not the target of this chapter, here we will 17th Runic Explosion
Normally Runic Powers cannot be used when their
talk about a feature caused by them. 18th Runic Explosion Improvement
19th Runic Explosion Improvement holders are Unconscious or Incapacitated, unless the
When starting a life of adventure, or even simply at 20th Runic Explosion Mastery power declares otherwise.
some very important moment, such as defending Lone Rune Attack: Proficiency Bonus + Charisma
your life, defending loved ones, or facing a dangerous threat, the Runic modifier or Spellcasting DC, if spellcaster (whichever is greater)
Pulse innately manifests itself even without the person having any
connection with these Runes, proximity or even awareness of their Saving Throws: Unless the rune describes another rule, the save DC to
existence. avoid your rune is 8 + half your character level rounded down
(minimum 1) + your proficiency bonus
This means that the power of the Global Runes affects all living beings in
Runeterra, either by the air they breathe, by the nutrients they receive in WARNING!
their food, or just by being in the sunlight.
Except if specified on the rune itself, Runic powers don't
The reverb of the Runic Pulses travels across the planet and affects all receive or are affected by critical hits.
living creatures, even creatures without any intelligence, or artificial
creatures. Ex. Morgan is a Brute with the Runic Spark: Energize Attack, in his turn he
can choose between making a melee attack in conjunction with the Rune or
As these beings evolve through battles and adventures, the rune energy he can choose to make an attack and use the Lone Rune as a bonus action.
in them also intensifies and creates increasingly powerful effects. In the first example, he makes the normal attack roll and if he succeeds, he
Divided into five potencies, the powers of the runes are: adds +1d6 to his damage, in case of failure, the use of the Rune is spent
normally. If he prefers to use the second way, he makes his attack normally
• Runic Pulse. It is the runic awakening, innate energy that acts passively,
without the adventurer's control, and adds effects to their actions. and as a bonus action he uses the Rune, for that, making an attack roll based
• Runic Spark. Small manifestations of runic powers that can be directed on his Charisma, if he hits, he deals 1d6 + his proficiency bonus as damage,
and used voluntarily. if miss, the use of the rune is consumed.
• Runic Flow. They represent access to an even more restricted level of
power than Runic Sparks. Runic Pulse
• Runic Vortex. Since the energy of the Runes runs through all lives, some
achieve a greater understanding of them. The Runic Pulse is a natural attunement that reverberates in every
• Runic Explosion. Runic Explosions are outbreaks of runic power that adventurer, it is a natural talent under which he has almost no control, he
overflow from adventurers. Legendary powers that can dramatically is aware of the existence of this ability, but cannot improve it. Practically,
change the course of a battle. the Runic Pulses represent the “passive” abilities of the Champions of
In addition to the powers of the Runic Potencies, each receives two League of Legends, which are additional talents that the characters have
improvements in a row, followed by mastery. When you pass the level access to at level 1 and will accompany you during your adventures and
you must choose the Runic Power or the desired Improvement. The journeys.
levels of mastery consolidate the power of the Rune and present new Aegis Protection
improvements for them. Prerequisite: Proficiency with shields
This is only active when you have a shield equipped. When an attack
Use of Runes doesn't hit you, you gain a charge. After 4 charges you automatically
block the next attack that would hit you, taking no damage from that
The mechanics for using the Runes are divided into two, the lone use attack and an ally within 10 feet of you receives a shield that mitigates
and the combined use, while the lone use can be done through a bonus damage equal to twice your proficiency bonus for many turns as your
action, the combined use can be done as a free action in addition to proficiency bonus.
another action or following the rule described in the rune.
Agile Fighter
Melee Runes can be used in a lone way as a bonus action in a reach of Prerequisite: Dexterity 13
touch, or conjugated through unarmed strikes or melee weapons, while
ranged runes can be used in a lone way through a bonus action with a This Runic Pulse has no effect if you are overwhelmed. You can move
range of 20 feet + your proficiency bonus x 5 (at level 1 you have a through occupied spaces (but do not end your turn on them), and
range of 30 feet), or in conjunction with a ranged attack, which can be while you move, you receive damage reduction equal to your Dexterity
done by firearm, arrows, bolts or magic. Throwing weapons larger than modifier + half your proficiency bonus rounded down (minimum 1). Ex.
a dagger can be used by both melee and ranged runes. If you have Dexterity 18 (+4), proficiency +2 and would take 6 damage
while moving, you only receive 1.
When using a rune in a lone way, you must use attack using your
proficiency bonus + your Charisma modifier or your spellcasting Arcane Potence
modifier, if you are a spellcaster (whichever is greater). You can only Casting a spell causes your next two attacks to deal additional damage

206
equal to your proficiency bonus. attack it takes until the end of your next turn. After the end of this round,
the target is immune to this effect for the next minute.
Augmented Fury
Prerequisite: Cannot have spellcasting Cursed Touch
Your physical melee attacks curse an enemy for 1 minute, causing them
For each ¹/₄ of maximum hit points you lose, you deal half your
to receive half your proficiency bonus, rounded down, in additional
proficiency bonus, rounded down, as additional damage to your melee
necrotic damage from you. Only 1 enemy can be cursed at a time.
attacks. If it is below 10%, you deal double the proficiency bonus as
additional damage. You are unable to cast spells.
Duelist’s Dance
Prerequisite: Proficiency with a finesse weapon
Backstab
Your melee attack has advantage when hitting an enemy in the back, If you use only one weapon in hand, with the finesse property, once per
add your proficiency bonus to the damage. turn, you can choose an attack with this weapon. If you succeed in this
attack you deal additional damage equal to half your proficiency bonus
Battle Fury on all attacks this turn and can recover half of your proficiency bonus
Receive fury for each attack that hits, up to a maximum of 5. Fury (rounded down) in hit points for each hit.
increases your chance of critical strike until you reach the natural 15.
When making a critical hit with the modified critical range, you add Energy Ammunition
your proficiency bonus to the damage and the counter restarts. If 1 turn Prerequisite: Proficiency with ranged weapons
passes without hitting an attack, the counter restarts.
Ranged weapons attacks deal half your proficiency bonus, rounded
down, as additional force damage.
Call of the Freljord
Prerequisite: Freljordian
Essence of War
When you hit a critical melee attack, add your proficiency bonus as Each attack that you hit the target, the hit converts to temporary hit
extra damage to you and an ally, and increase your speed by 5 feet for points equal to half your proficiency bonus rounded down.
three turns.
Ionian Fervor
Companion When you hit an enemy, you gain a charge, up to a maximum of 3
Prerequisite: Have a Familiar charges. Upon reaching the maximum charges, it causes a total of 3
times your proficiency bonus, rounded down, of force damage, and
Whenever you cast a damage spell against an enemy your familiar (if
the counter restarts. Passing a turn without hitting an attack resets the
present) casts a weakened version of the spell (if he is not Incapacitated)
counter.
that deals your proficiency bonus as damage with the same type of
damage as the spell cast if your spell hit the target.
Essence Theft
Prerequisite: Ability to cast at least one spell
Chosen of the Storm
When taking damage that would drop your life below 1, you heal half Whenever you use a spell that damages an enemy, you gain a charge.
your maximum health over the next turns. When this happens, you heal Reaching maximum charges, they are spent and you regain hit points
¹/₄ of your maximum hit points, rounded down, instantly. Additionally, for 10 + your proficiency bonus + spell attack modifier. The maximum
at the beginning of each of your turns, you heal an equal number to charges you can have are 13 - your proficiency bonus.
your Constitution modifier (minimum 1) until you complete ¹/₄ of your
maximum hit points. Fleet of Foot
When you hit a melee attack on an enemy you gain an explosion of
That is, if you have a Constitution score of 14 and 30 maximum hit
10 feet of additional movement for 1 minute and temporary hit points
points, and you have 5 current hit points. When you take 10 damage,
equal to half your proficiency bonus rounded down. This effect is not
you automatically heal 7 life, getting 2 instead of -5, and at the beginning
cumulative, after 1 minute it can be renewed if you hit another melee
of your next turns you heal 2 until you complete the remaining 8 life,
attack.
totaling 15 life healed by that rune. This effect happens only once for
long rest. Flurry
Prerequisite: Bodhisattva
Clockwork Windup
Prerequisite: Construct After spending 2 Ki points, your next 2 unarmed strikes deal an additional
1d4 damage.
Your successful attacks against the same target cause half your
proficiency bonus, rounded down, as additional lightning damage, this Frost Shot
damage accumulates when attacking the same target up to a maximum Prerequisite: Proficiency with ranged weapons
of 5 times your proficiency bonus. When attacking a new target, or
taking a turn without causing damage to that target, that additional Each time you hit a target with a ranged weapon, it makes a Constitution
damage returns to 0. saving throw, if it misses, the target's speed decrease by 5 feet for many
turns equal to half your proficiency bonus (rounded down) and it takes
Concussive Blows half your proficiency bonus (rounded down) as additional cold damage.
Prerequisite: Proficiency with a bludgeoning weapon
Get Excited!
When attacking an enemy, you mark it with a concussive charge, each You receive 5 feet of speed and 1 additional damage for each enemy you
time you or an ally deals bludgeoning damage to a marked enemy, it kill, this effect stacks up to 5 times. This effect ends at the end of every
increases by one charge. Upon reaching 4 charges, the next attack that combat. When attacking a new enemy for the first time, after killing an
the enemy receives that causes damage, Stuns the target until the end enemy, you deal bonus damage equal to half your proficiency bonus
of the next round if it does not succeed a Constitution saving throw. A rounded down.
target that is Stunned in this way becomes immune to this effect for 10 -
your proficiency bonus in turns. Gift of the Drowned Ones
When stealthy, you regenerate half of the damage taken in the most
Cursed Attack recent attack (it cannot have happened for more than 3 turns) + half of
When dealing melee damage to a target, you make it take half your your proficiency bonus rounded down.
proficiency bonus, rounded down, as additional damage from any

207
Hemorrhage Mana Barrier
Prerequisite: Proficiency with a slashing weapon Once per long rest, when taking damage that leaves your hit points
below zero, you receive temporary hit points equal to your Constitution
Each time you deal slashing damage to an opponent with a melee
modifier (minimum 1) times your proficiency bonus. Also, you gain
attack, you gain a charge against that enemy. Upon reaching 5 charges,
resistance to spell attacks for the duration of the barrier, the barrier,
all slashing damage you deal against him is maximized (ex. 2d6 always
and these temporary hit points last until the temporary hit points are
deals 12 damage) until the target heals at least 1 hit point and zeroes the
removed or after 1 minute.
charges. Each turn that the target does not receive a new charge, the
charges are reduced by 1 point.
Martial Cadence
For every 4 melee attacks you make, the fourth deals one more weapon
Hunting Mark
damage die (ex. 1d6 becomes 2d6) plus your proficiency bonus as
Each consecutive attack on a target deals 1 point of additional damage,
additional damage, after causing that additional damage, this bonus is
1 on the second, 2 on the third, thus successively up to a maximum of 5
zeroed.
times your proficiency bonus. When attacking a new target, or taking
a turn without causing damage to that target, that additional damage
Martial Poise
returns to 0.
When making a melee attack, you can make a movement of up to 5
feet that does not cause an attack of opportunity, also, when moving
Illumination
you receive temporary hit points equal to half your proficiency bonus,
Prerequisite: Ability to cast at least one spell
rounded down, until the next turn.
Your damage spells that hit a target charge it with energy for 1 turn.
The next attack or spell you hit on that target ignites the energy, causing Mercy
your proficiency bonus as additional radiant damage to the target. This You deal 1d6 damage + your proficiency bonus on additional damage
effect does not apply to the same target for the next minute. to enemies with some debilitating condition like Blinded, Incapacitated,
Prone, Stunned, etc.
Ki Barrier
Prerequisite: Bodhisattva Might Discipline
Prerequisite: Proficiency with a martial weapon
After casting a Ki skill, you receive a +1 AC shield for a number of turns
equal to your proficiency bonus. This effect is not cumulative. When you attack with a melee martial weapon, you can add half your
proficiency bonus (rounded down) to the dealt damage. If your last
King’s Tribute attack was against the same target, you will now cause your proficiency
When enemies die within 100 feet of you, you regain health equal to bonus as damage.
1d4 + your proficiency bonus.
Night Hunter
Living Forge Blessing When in darkness or invisible, you have twice your speed and your
Upon receiving healing you can add your proficiency bonus to the attacks deal additional damage equal to 1.5 times your proficiency
healing received, additionally, you receive +1 AC for 1 minute, plus spell bonus.
safeguard advantage for many turns equal to your proficiency bonus,
none of these bonuses are cumulative. Nimble Fighter
Opportunity attacks have a disadvantage on you and every opportunity
Love Tap attack that hits you has its damage reduced by the value of your
When making ranged weapon attacks, you deal your proficiency bonus proficiency bonus. When taking damage from an attack of opportunity,
as additional damage whenever you attack a different target of your last you gain resistance to physical attacks for a number of turns equal to
attack. your proficiency bonus.

Perseverance
If you have not taken damage in the last 2 turns and you are
not Incapacitated, you heal half your proficiency bonus
(rounded down) in hit points per turn. This
Runic Pulse does not work outside of combat.

Pyromania
After using 4 fire damage conjurations,
the next fire damage conjuration will stun
the target for many turns equal to your
proficiency bonus if the target fails a
Constitution saving throw. The target
can redo the save at the beginning
of each of their turns to end this
condition.

Reign of Anger
During combat, you gain 1 fury
point for each successful melee
attack, up to a maximum of 10
fury. This fury can strengthen
your attacks by increasing
your damage by the amount
of your proficiency for
every 5 fury accumulated.
You receive 1 additional
fury when you are less

208
than half your hit points and can spend all your fury at any time as a Improvements
bonus action and recover your fury amount times half your Constitution Use: +1 use per improvement
modifier (rounded down) as hit points. At 10th level your maximum Duration: +1 turn of duration per improvement
fury increases to 15 and at 20th level increases to 20. Mastery: +1 use and the DC is increased by +2

Relentless Assault
Displacement
Rach melee attack you make against an enemy you gain 1 charge,
When moving, you can use this Runic Spark to gain +30 feet of
upon completing 5 charges, they restart and you gain the Extra Attack
additional movement the turn you cast it and receive +1 AC for 2 turns.
feature until the end of your next turn and add your proficiency bonus
to the damage of that extra attack. If you already have the Extra Attack Improvements
feature, it is added 1 attack instead. Use: +1 use per improvement
Speed: +15 feet of speed per improvement
Salvation Mastery: AC bonus increases by +2 and +1 use
You run faster towards low health allies. Your walking speed increases
by 5 feet for each hit die your target has lost up to a maximum of an Energized Shot
additional 20 feet. When you approach an ally who was originally more When using this Runic Spark, you can choose a ranged attack (or
than 20 feet from you and heal it, you add your proficiency bonus to offensive spell) and add 1d8 damage to it.
the healing. Lone: When used in a lone way, this rune fires a projectile of runic
energy with the same range as that of a lone rune. If it hits, it deals
Sap Magic
1d8 + your lone cast modifier of runic damage.
Prerequisite: Anthroplantæ
Physical attacks heal you by 1d4 + your proficiency bonus for every 5 Improvements
spells you cast or if hit by one. Damage: +1 damage dice per improvement
Use: +1 use per improvement
Soul Eater Mastery: +1 damage dice and +1 use
When you hit a melee attack, you recover half your proficiency bonus,
rounded up, as hit points. Elemental Attack
When choosing this Rune, you must choose between: acid, cold, fire,
Soul Siphon
lighning, poison, or thunder. When using this Rune, your next melee
Whenever you deal necrotic damage to an enemy, you heal half the
attack deals an additional 1d10 damage based on the chosen element
damage dealt (rounded down and minimum 1) + half your proficiency
and you receive damage resistance from that element until the start of
bonus (rounded down) in hit points.
your next turn.
Lone: When used in a lone way, this rune projects a color line attached
Umbra Blades
to the chosen element in a line reaching half your speed hitting
Every 3 successful melee attacks, the next melee attack that hits an
the first target. It deals 1d8 + your lone modifier of damage of
enemy deals your proficiency bonus as necrotic damage in an area of 5
the same type chosen and you gain damage resistance from that
feet around you and heals you with a value equal to the dealt damage.
element until the start of your next turn.
Targets in the area can make a Constitution save to take only half the
damage.
Improvements
Damage: +1 damage dice per improvement
Voracity
Each time an enemy is defeated up to 35 feet from you and you dealt Use: +1 use per improvement
melee damage in it at the last turn, you can, with your reaction, make an Mastery: +1 damage dice and +1 use
additional melee attack, the maximum number of melee attacks that you
can do this way is equal to your proficiency bonus. Energize Attack
When using this Runic Spark, you can choose a ranged attack (or
Warpath offensive spell) and add 1d10 damage to it.
Prerequisite: Proficiency with martial weapons Lone: When used in a lone way, this rune casts an invisible force on a line
in the range of half your speed hitting the first target. It deals 1d8
If you are not Prone and use a martial weapon, your melee attacks deal
+ your lone modifier of runic damage.
additional damage equal to half your proficiency bonus (rounded down)
for every 15 feet of speed (Ex. If you have a 30 feet walking speed, and
Improvements
proficiency 2, you deal +2 damage).
Damage: +1 damage dice per improvement
Use: +1 use per improvement
Mastery: +1 damage dice and +1 use
Runic Spark
Improve Healing
The Runic Spark is the first manifestation of the runic powers that can
When using a skill or spell that heals a target, you can choose to add 1d6
be controlled, they are small spasms of runic energy that overflows in
to that healing with this Runic Spark.
adventurers and allows them to perform some additional feats.
Lone: When used in a lone way, this rune heal a target in 1d4 + your
lone rune modifier at the lone rune range.
Blind
When performing a ranged hit attack with a weapon or spell, you can Improvements
use this rune to blind your target enemy. This enemy must perform a Healing: +1 healing dice per improvement
Constitution save, if it fails it will be Blinded for 1 turn and will take 1d6 Use: +1 use per improvement
psychic damage. Mastery: +1 healing dice and +1 use
Lone: When used in a lone way, this rune fires a projectile at lone rune
range. The hitted creature must perform a Constitution save, if it
fails it will be Blinded for 1 turn and will take 1d4 psychic damage.

209
Particle of Fear Improvements
You can use this rune using a bonus action so that a creature you attack Healing: +1 healing dice per improvement
performs a Wisdom save, if it fails, the creature is Frightened by you for Duration: +1 turn of duration per improvement
2 turns. This creature takes 1d8 psychic damage if it fails to save, this Mastery: +2 healing dice and +1 turn of duration
damage only applies once.
Lone: When used in a lone way, this rune fires a projectile of dark energy Dehydration
in the lone rune range. The affected creature must perform a When performing a weapon or magic attack, you can force a hit creature
Wisdom save, in a failure it is Frightened by you for 2 turns. It to receive a blast of burning energy that inflicts 3 Exhaustion points and
deals 1d6 + your lone modifier of psychic damage. 1d8 necrotic damage if it fails a Constitution saving throw.
Lone: When used in a lone way, you fire a sand-like projectile with
Improvements
the same range as a Lone Rune. A target hit must perform a
Damage: +1 damage dice per improvement
Constitution save, if it fails it receives 3 points of Exhaustion and
Use: +1 use per improvement takes 1d6 necrotic damage.
Mastery: +1 damage dice and +1 use
Improvements
Shield Use: +1 use per improvement
When you receive an attack, you can, with a reaction, receive resistance Difficulty: +1 on DC per improvement
to the type of damage received, +2 AC for 2 turns and an additional 10 Mastery: If a target fails the save, the target also fall Prone
feet. Consecutive uses don’t increases your AC. You can do this once
per a long rest. Elemental Shield
Improvements When choosing this Runic Flow, you must choose between: acid, cold,
Duration: +1 turn of duration per improvement fire, lighning, poison, or thunder. As a bonus action you can trigger this
Use: +1 use per improvement runic flow and a shield of this energy surrounds your body for 2 turns,
Mastery: AC bonus increases by +3 and +1 use attackers approaching 5 feet from you take 1d8 elemental damage of the
chosen element type. You gain resistance to that type of damage for the
duration, and you gain +3 AC for the duration against ranged attacks.
Steal Life
When using this Rune, your next melee attack deals 1d8 increased Improvements
damage and you recover half the damage dealt. Damage: +1 damage dice per improvement
Lone: When used in a lone way, this rune projects a line of red energy Use: +1 use per improvement
on a line in the range of half your speed hitting the first target. It Mastery: +1 damage dice and the duration increase to 5 turns
deals 1d6 + your lone modifier of runic damage and you recover
half the damage dealt. Enhanced Armament
Prerequisite: Runic Spark - Energize Attack
Improvements
Damage: +1 damage dice per improvement When you get this Runic Flow, choose between one of the following
Use: +1 use per improvement types: acid, cold, fire, lightning, poison, or thunder. You can coat your
Mastery: +1 damage dice and +1 use melee weapon (including natural weapons) and for 2 turns, the weapon
has a +1 bonus to attack rolls and deals 3d10 additional damage of the
chosen element type.
Trumple
Lone: When used in a lone way, this rune projects energy in a line at half
When you move and make a melee attack against a creature larger than
your speed, creatures in that line must perform a Dexterity save
you, you can use this Runic Spark. You must declare the usage before
whose DC is equal to your save for Runes +2. It deals 3d8 + your
making the hit roll. If hit, the target is forced to perform a Strength
lone rune modifier of the chosen element type.
save DC 8 + attack damage. If fails, the target fall Prone and takes
1d10 additional damage. You also overpass the target by reaching the
Improvements
opposite side.
Duration: +1 turn of duration per improvement
Lone: When used in a lone way, this rune casts an invisible force on a line
Damage: +1 damage dice per improvement
in the range of half your speed hitting the first target. The target
must perform a Strength save DC 8 + attack damage. It deals 1d8 Mastery: +2 turn of duration and +1 damage dice
+ your lone modifier of runic damage.
Earth Venom
Improvements When performing a successful ranged attack, you can use a bonus
Damage: +1 in the damage category per improvement action to inflict 2d6 of additional po ison damage and create a 5-foot
Use: +1 use per improvement poison area around the creature hit, creatures in that area must perform
Mastery: +1 in the damage category and +1 use a Constitution save if they fail they get Intoxicated. The target can redo
the saving throw at the beginning of its turns to end this condition.
Lone: When used in a lone way, this rune fires a greenish projectile that
Runic Flow creates a circle with a 5-foot radius in an area within your lone
rune range, enemies in that circle must perform a Constitution
With the adventurers' evolution, the runic energy starts to flow even
save, or they will be Intoxicated and take 1d6 poison damage.
better through them, providing the Runic Flows, they are very rare
manifestations that are usually capable of turning into incredible
Improvements
situations and deeds.
Damage: +1 damage dice per improvement
Range: +5 feet of range per improvement
Breath of the Drowned Ones Mastery: +2 damage dice and +5 feet of range
Prerequisite: Spellcasting Ability
As a bonus action, you can use this rune to heal yourself in 1d8 and, also, Lancinating Roar
you become invisible for 2 turns, attack or take damage while you are Prerequisite: Proficiency with a bludgeoning weapon
invisible, end the effect prematurely. When performing a melee attack with a bludgeoning damage weapon,
you can declare to use your bonus action on this rune to create a 15-foot

210
line, enemies on that line must perform a Dexterity saving throw or they Improvements
will be Stunned for 1 turn and receive 1d6 of thunder damage. Duration: +1 turn of duration per improvement
Lone: When used in a lone way, this rune fires a line of violet energy, Damage: +1 in the damage category per improvement
enemies in that line must perform a Dexterity saving throw or Mastery: +2 turn of duration and +1 damage dice
they will be Stunned for 1 turn and take 1d4 of thunder damage.
Watcher’s Bless
Improvements
This Runic Flow allows you, as a bonus action, to choose an ally or
Damage: +1 damage dice per improvement
yourself and use the runic energy to provide resistance to bludgeoning,
Duration: +1 turn of duration per improvement piercing, and slashing non-magical damage for 3 turns.
Mastery: +2 damage dice and the range increase for 20 feet
Improvements
Duration: +1 turn of duration per improvement
Piercing Lightning
Prerequisite: Proficiency with a piercing weapon Use: +1 use per improvement
Mastery: +1 use and +1 turn of duration
You can use a melee attack to project runic energy from your weapon
in a 15-foot line (the range increases by 10 feet for weapons with reach
property). Enemies in this line must make a Dexterity saving throw, Runic Vortex
if they fail they receive 3d8 lightning damage and have their speed
A higher manifestation of Runic power, it is a power that acts even
decreased by 10 feet for 1 turn. This Rune can be fused with a Runic
stronger than the Runic Flow and, therefore, even rarer. Their
Spark of melee attack.
manifestations are usually impressive and anyone who witnesses this
Lone: When used in a lone way, you fire a piercing energy projectile at a
will have stories to tell.
line with your lone rune range, enemies in that line must perform
a Dexterity saving throw, if they fail, receive 3d6 + your lone rune
modifier as lightning damage and have their speed decreased by Blessing of the Crimson Elder
10 feet for 1 turn. Prerequisite: Proficiency with a martial weapon

Improvements You can use this rune 2 times for a long rest to energize your melee
Damage: +1 damage dice per improvement attacks with a martial weapon with necrotic energy, your attacks until
the end of your next turn receive 1d8 additional necrotic damage, while
Use: +1 use per improvement
this rune lasts you receive temporary hit points equal to the damage you
Mastery: Range increases by 10 feet and +1 damage inflict and additionally you gain resistance to necrotic damage.

Star Blessing Improvements


Prerequisite: Charisma 13 Damage: +2 damage dice per improvement
Use: +1 use per improvement
By choosing this Runic Flow, you can make the energy of the runes flow Mastery: +2 damage dice and +1 use
from the ground into restorative energy. Choose up to 5 creatures in a
10 foot radius sphere centered on you, each target recovers 2d8 + your
proficiency bonus. This Runic Flow can be used in conjunction with a Demolishing Wrath
healing spell. Prerequisites: Strength 15 and Runic Flow - Lancinating Roar

Improvements You can, 2 times per long rest, use your melee weapon to fire a
Use: +1 use per improvement devastating attack that hits a 20-foot cone area that causes 11d8 of
thunder damage, targets in that area must perform a Dexterity saving
Healing: +1 healing dice per improvement
throw, in a failure they take full damage, and in success only half the
Mastery: +1 healing dice and +1 use damage. You take half the damage dealt in temporary hit points and 1
point of exhaustion. This rune can be used in conjunction with a Runic
Voracious Shots Spark.
When you get this Runic Flow, choose between one of the following Lone: When used in a lone way, this rune fires a surge of thundering
types: acid, cold, fire, lightning, poison, or thunder. You can coat your
ranged weapon (including ofensive spells) and for 2 turns, the weapon
deals 2d8 additional damage of the chosen element type.
Lone: When used in a lone way, this rune fires a projectile of runic
energy with the same range as that of a lone rune. If it hits, it deals
2d8 + your lone rune modifier of the choosen element damage.

211
energy in an area of a 20-foot cone, targets in that area must of exhaustion. The shield moves along with you, plants and animals in
perform a Dexterity saving throw or receive 9d8 + your lone that area also take damage and everything that dies from that damage
rune modifier as thunder damage. You take half the damage dealt seems to have its life sucked into becoming dry, while the shield lasts you
in temporary hit points and 1 point of exhaustion. have resistance to necrotic damage and fire damage. At the end of the
shield duration you receive 1 point of exhaustion. This rune can be used
Improvements in conjunction with another shield rune.
Damage: +2 damage dice per improvement
Improvements
Difficulty: +2 on DC per improvement
Damage: +1 damage dice per improvement
Mastery: +2 damage dice and +1 on the DC
Duration: +1 turn of duration per improvement
Mastery: +1 damage dice, +1 use, and +1 turn of duration
Elegy
Prerequisite: Charisma 15
Luminary Spear
You can imbue a ranged weapon attack with necrotic energy. Upon Prerequisites: Dexterity 15 and Runic Flow - Energized Shot
hitting a creature with this attack a 10-foot nebulous area centered on
You can, 2 times per long rest, use a ranged weapon to fire a devastating
its target is created, creatures that are within that area, or start their
shot that does 11d8 radiant damage and the target must make a
turns within it, must perform a Constitution saving throw, in a failure
Constitution saving throw whose DC is increased by +1, if it fails the
they will receive 2d8 necrotic damage. This fog lasts for 3 turns and
save, thee target is Blinded. Using this rune inflicts you 1d8 damage that
moves 10 feet away in a direction of your choice at the beginning of
cannot be mitigated. This rune can be used in conjunction with a Runic
each of your turns. A strong wind is capable of dissipating this area.
Spark.
Lone: When used in a lone way, this rune casts greenish energy in a line
Lone: When used in a lone way, this rune fires a projectile of radiant
in the range of lone rune range hitting the first target. Upon hitting
energy with the same range as your lone rune range at a target,
a creature with this attack a 10-foot nebulous area centered on its
the creature must make a Constitution saving throw whose DC
target is created, creatures that are within that area, or start their
is increased by +1, if it fails it receives the Blinded condition and
turns within it, must perform a Constitution saving throw, if they
9d8 radiant damage. Using this rune inflicts you 1d8 damage that
fail they will receive 1d8 + your lone rune modifier of necrotic
cannot be mitigated.
damage. This fog lasts for 3 turns and moves 10 feet away in a
direction of your choice at the beginning of each of your turns. A
Improvements
strong wind is capable of dissipating this area.
Damage: +2 damage dice per improvement
Improvements Difficulty: +2 on DC per improvement
Damage: +2 damage dice per improvement Mastery: +2 damage dice and +1 on the DC
Duration: +2 turn of duration per improvement
Mastery: +2 damage dice and +1 turn of duration Reckless
Prerequisite: Constitution 15 and Runic Flow - Watcher’s Bless
Hellish Aegis You can, as a free action, use this rune. By doing this, your body receives
Prerequisites: Constitution 15 and Runic Flow - Watcher’s Bless a slight golden glow, for 2 turns you become immune to all types of
damage and receive an additional 10 feet movement. At the end of the
As a bonus action, you can summon a shield of hellish flame 10 feet
duration, you receive 1 point of exhaustion.
radius from you, the shield lasts for 3 turns. When summoning
this shield, creatures in this area must perform a Dexterity Improvements
saving throw or take 9d8 necrotic damage and 1 point Duration: +1 turn of duration per improvement
of exhaustion. Creatures entering this area for the Use: +1 use per improvement
duration automatically take damage and 1 point Mastery: Additional movement of 30 feet for the duration and
does not receive the point of exhaustion.

Shadowy Wind
Prerequisite: Runic Spark - Particle of Fear
You can use this rune twice for a long rest to make a ranged weapon
attack. The creature hit and the enemy closest to it, up to 10 feet, must
perform a Constitution saving throw, if they fail they will receive 4d8 +
your lone rune modifier as necrotic damage and will be Incapacitated
for 2 turns. If there is an enemy creature within 10 feet of the
second target hit, it must also perform this save, this is repeated
for up to 4 creatures in addition to your primary target.
Lone: When used in a lone way, this rune casts
greenish energy in a line in the range of lone rune
range hitting the first target. The creature hit
and the enemy closest to it, within 10 feet,
must perform a Constitution saving
throw, if they fail they will receive
3d8 necrotic damage and will
be Incapacitated for 2 turns.
If there is an enemy

212
creature within 10 feet of the second target hit, it must also Blessing of the Warlord
perform this save, this is repeated for up to 4 creatures in addition When you invoke this Runic Explosion for 2 turns, your ranged attacks
to your primary target. start firing, in conjunction with them, 3 runic projectiles that deal 4d8
runic damage.
Improvements
Improvements
Duration: +2 turn of duration per improvement
Damage: +1 damage dice and +1 projectile per improvement
Damage: +2 damage dice per improvement
Use: +2 uses per improvement
Mastery: +2 damage dice and +1 turn of duration
Mastery: +1 turn of duration and restores 1d8 hit points for each
attack and projectile hit
Starlight
Prerequisite: Charisma 15 or Constitution 15
Brutal Potency
You can use this rune as an action to heal up to 5 creatures within a 15- Prerequisites: Strenght 18 and Runic Spark - Energize Attack
foot radius centered on you, creatures in that area receive 11d8 healing.
With this Runic Explosion, you can choose a melee attack 2 times per
When you do this you receive 1 point of exhaustion. You can use this
long rest to energize it, causing an additional 16d10. The creature hit by
rune 2 times per long rest.
this attack must make a Constitution saving throw, if successful it takes
Improvements half the damage.
Healing: +1 healing dice per improvement Lone: When used in a lone way, this rune casts an invisible force on a line
Use: +1 use per improvement in the range of half your speed hitting the first target. It deals 14d8
Mastery: +2 healing dice and +1 use + your lone rune modifier as runic damage.

Verdant Link Improvements


You can use this rune 2 times for a long rest using a bonus action to root Use: +2 uses per improvement
creatures in a 30-foot line starting at you. Creatures on this line must Difficulty: +2 on DC per improvement
perform a Dexterity saving throw, if they fail they receive 1d8 of slashing Mastery: +3 damage dice and +1 use
damage and will be Restrained for 2 turns.
Call of the Lady of Fury
Improvements
This runic explosion can be invoked on a melee weapon (or natural
Damage: +2 damage dice per improvement
melee weapons). During 4 turns all your attacks deal 1d10 additional
Difficulty: +2 on DC per improvement
psychic damage. The target must perform a Wisdom saving throw, if it
Mastery: +2 turn of duration and +1 damage dice fails, the target will receive 3 points of exhaustion only on the first attack
it hits. Each successful attack leaves a charge and each charge removes 1
Waning Moon Seal AC from the target for up to 2 turns after the blessing ends.
You can use this rune with a bonus action to exhaust an enemy within 5
feet of you. Your target must perform a Constitution saving throw, if it Improvements
fails, during 2 turns you and your allies have an advantage in attack rolls Damage: +1 damage dice per improvement
on the creature, it deals 1d8 less damage, its AC decreases by -3, and its Duration: +1 turn of duration per improvement
speed drops by 10 feet. Mastery: You have twice as much damage dice, the decrease in
Lone: When used in a lone way, this rune casts an invisible force on a the target's AC lasts up to 3 turns after the blessing and you gain
line in the range of half your speed hitting the first target. Your +1 use
target must perform a Constitution saving throw, if it fails, during
2 turns you and your allies have an advantage in attack rolls on Exhaust
the creature, it deals 1d6 less damage, its AC decreases by -3, and Prerequisites: Constitution 18 and Runic Flow - Dehydration
its speed drops by 10 feet.
When performing an attack with a weapon or spell, you can cause a
hit creature to receive a blast of blazing energy that causes 5 points of
Improvements
Exhaustion and Blinded (Blinded lasts 3 turns) if it fails a Constitution
Use: +2 uses per improvement
saving throw. You can use this rune twice for a long rest, but you cannot
Duration: +2 turn of duration per improvement
use it twice on the same creature.
Mastery: The target deals 2d10 less damage and its speed drops Lone: When used in a lone way, you fire a gray-looking projectile
by 20 feet instead of 10 with the same range as a Lone Rune. A target hit must perform
Runic Explosion a Constitution saving throw, if it fails it receives 5 points of
Exhaustion and is Blinded for 3 turns.
The summit of the runic innate power is the Runic Explosion, this
power is rare and only the most legendary heroes can manifest them by Improvements
achieving also legendary deeds. Use: +2 uses per improvement
Difficulty: +2 on DC per improvement
Aegis of the Ascendants Mastery: +1 on DC and you can now reach 2 additional creatures
When you get this Runic Explosion, choose between one of the
following types: acid, cold, fire, lightning, poison, or thunder. You can Living Nightmare
direct the rune explosion to create a cloud of the chosen element that Prerequisite: Charisma 18
fires beams at a 15-foot sphere centered on you. Each enemy creature
By invoking this Runic Explosion you can disfigure your own face
in the range must perform a Dexterity saving throw, if it fails it will take
reflecting your targets' nightmares. A creature of your choice, up to 40
5d8 damage from the chosen element and only half on a success. This
feet that can see your face, must succeed in a Wisdom saving throw or
cloud lasts for 2 turns.
is affected by one of the effects below by your choice. Each turn for the
Improvements duration of the explosion, you can choose another creature, but not one
Use: +1 use per improvement that has already been successful on the save. This rune has a duration of
Duration: +1 turn of duration per improvement 3 turns, at the end of which you receive 1 point of exhaustion.
Mastery: +2 damage dice and allies in the cloud area receive Asleep. The target falls Unconscious. The target wakes up if it
resistance to the chose element by the duration takes any damage or if another creature uses his action to shake the

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sleeper until wakes it up. Triumph of Twilight
Prerequisite: Charisma 18
Terrify. The target is Frightened. On each of its turns, the frightened
creature must perform the Dash action and move away from you You can use, twice for a long rest, a bonus action to create a 15-foot
on the shortest safe route available, unless there is nowhere to aura around you that lasts for 3 turns, you and allies in that area receive
move. If the target moves to a place at least 60 feet away from you invisibility and 5d8 increased damage of runic damage while being
where it can no longer see you, this effect ends. within this area. If an allied attack in this area it will be temporarily visible
till the beginning of your next turn.
Improvements
Improvements
Use: +1 use per improvement
Damage: +2 damage dice per improvement
Duration: +1 turn of duration per improvement
Duration: +2 turn of duration per improvement
Mastery: range goes up to 60 feet and you can choose up to an
Mastery: +2 damage dice and +2 turn of duration
additional target in the first, third and fifth round (if it lasts)

Weaken
Shadow Memento
Prerequisites: Constitution 18 and Fagulha Runic - Steal Life
Prerequisites: Dexterity 18 and Runic Flow - Energized Shot
When performing a weapon or spell attack, you can make an affected
When using this Runic Explosion, you can choose a ranged attack (or
creature extremely vulnerable, if it fails a Constitution save the creature
offensive spell) twice for a long rest, a creature affected by this attack
will be vulnerable to all types of damage for 3 turns. You can use this rune
must perform a Dexterity saving throw, if it fails it will take 14d8 runic
twice for a long rest, but you cannot use it twice on the same creature.
damage and will be Frightened for you, plus you heal for half the damage
Lone: When used in a lone way, you fire a gray-looking projectile
dealt.
with the same range as a lone rune. A target hit must perform
Lone: When used in a lone way, this rune fires a projectile of runic
a Constitution saving throw, if it fails it will be vulnerable to all
energy with the same range as that of a lone rune. A creature hit
types of damage for 3 turns.
by this attack must perform a Dexterity saving throw, if it fails it
will take 12d8 runic damage and be Frightened by you, also you
Improvements
heal for half the damage dealt.
Use: +2 uses per improvement
Improvements Difficulty: +2 on DC per improvement
Use: +2 uses per improvement Mastery: +1 on DC and you can now reach 2 additional creatures
Damage: +2 damage dice per improvement
Mastery: +2 damage dice and +2 on the DC

Stellar Restoration
This Runic Explosion is a surge of energy that recovers a target's life
within 120 feet of you, you can summon it by recovering 6d8 hit points
+ your proficiency bonus. This surge of energy can be invoked alone,
with some healing ability, spell, or rune.
Improvements
Use: +1 use per improvement
Healing: +2 healing dice per improvement
Mastery: It can be cast on 2 targets at the
same time.

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Runessence Mastery: +1 use and +1 turn of duration

As previously mentioned, the Global Runes reverberate their energy in Runic Flow: Brood Form
Prerequisite: Runic Spark - Brood Birth
all Runeterra existences, from the inanimate to the living and thinking.
The Flow - Brood Form, makes it able to temporarily transform into an
The power of the Runes was not very developed through the ages by animal-like shape based on your litter for 1 minute, you can cancel this
the great oscillation of powers of the Global Runes being used for the effect at any time. For example, if you have chosen the Spider in the
most diverse purposes, making the Runic Nature of all beings not to Brood Birth then you can turn into a spider as described below:
remain stable enough for that. Spider: While in your spider form, you can turn into a giant spider
for the duration. Additionally, you have permanent immunity to
By itself the Global Runes can rewrite the rules of reality, so even its
Frightened condition.
study was never a tradition kept anywhere (unless it is known).
Snake: While in your spider form, you can turn into a giant
However, some great powers, such as Deities, really powerful Arcane, poisonous snake for the duration. Additionally, you have
and other creatures of immense power ended up developing some permanent immunity to poison damage.
understanding of this principle of Runic Nature, managing to model this
inherent force from all beings, thereby conquering a harmony between Improvements
these powers, managing to extract even more of them, these are the Duration: +1 turn of duration per improvement
Runessences. Life: +5 hit dices in the brood form per improvement
Mastery: +1 minute of duration and +5 hit dices in the brood
Besides the Runic Potencies which are natural manifestations and can be
form
channeled, the runic nature is sometimes manifested through resonant
patterns, in some structures that align with some particular runic
essences, these patterns are the Runessences. Runic Vortex: Brood Essence
Prerequisite: Runic Flow - Brood Form
Like Runes, Runessences are also measured in Potencies, with each
Runessence normally being formed by a Spark, a Flow, a Vortex, and an The Runic Vortex - Brood Essence expands your connection with the
Explosion, these powers are usually connected, and for that same reason mystical source, giving you supernatural senses that manifest differently
have prerequisites. Most Runessences require some narrative situation according to each mystical source. Besides that, you gain access to a skill
so that they can be chosen, such as pacts, access to Global Runes, related to that source.
connection with powers beyond the magical and mundane. Spider: You receive 30 feet of tremorsense and can use “Cocoon”.
Snake: You receive an additional 15 feet of blindsight and can
Runessence can be chosen when creating a character under the approval use “Poison”.
of the GM, but once they have been chosen, they cannot be changed Cocoon: As a bonus action, you can fire a spiderweb cocoon
within the game... normally. in a line of up to 30 feet that explodes on contact with the first
Through narrative and the discovery of the world and Runic capabilities, target, it must perform a Dexterity saving throw DC 12 + half your
players are often exposed to new powers, entities, and even patrons. character level rounded down (minimum of 1) + your proficiency
A truly powerful patron can refine someone's Runic Nature by bonus, if the target fails it receives the condition Grappled for 2
transforming it into Runessence, however, this process can only be turns, in the second round it can perform a Strength saving throw
carried out in agreement by all parties, and cannot be imposed on with the same DC, if he passes, it is no longer Grappled.
anyone. Poison: As a bonus action, you can spit poison in a 30 feet line
hitting the first target, which must perform a Constitution saving
throw, if it fails, it takes 7d8 of poison damage and is Poisoned,
Runessence of the Brood Mystic taking 1d4 poison damage, for up to 2 turns. If successful, the
target takes only half the damage. At the beginning of the next
The Brood Mystic develops his runessence in contact with a Brood entity, turn of the duration, the target can repeat the saving throw, if
these entities connect to creatures with this type of organization, such it succeeds, it takes only half the damage from the Poisoned
as snakes, spiders, and others. To develop this essence, it is necessary to condition and ends the condition.
have contact with a Mystical Patron, under his instruction it is possible
to become a channel of power for that entity. Improvements
Use: +1 use per improvement
Initially, there are two broods to which you can attach your runessence,
Duration: +1 turn of duration per improvement
that of the Spider and that of the Snake, they are very similar with some
Mastery: +2 turns of duration and +1 use
minor differences in access to certain mystical invocations.
Runic Spark: Brood Birth Runic Explosion: Brood Leader
Contact with the entity when established becomes a connection Prerequisites: Runic Vortex - Brood Essence - Charisma 15
between you and the entity, a connection that will grow as your power
expands, further increasing the entity's ability to act on the physical The potency of the Runic Explosion raises the connection with the
plane. Initially, this contact gives you the ability to invoke, as action, a mystical source of the brood to a level where the boundary between
spiderling or a snakeling, depending on your brood, that lasts 1 minute, individual and brood is blurred. Your physical form is permanently
until it is dispelled or killed. Additionally, you receive traces of the brood. changed to a non-human hybrid form that expands on all the previous
Spider: You get two spider legs that come out of your back and benefits received in other potencies of this Runessence. When you have
they can retract, hiding, you can use them as natural weapons, access to this rune, you receive proficiency with Intimidation, if you
they deal 1d4 + your Dexterity modifier of piercing damage. already have it, it becomes expertise, and you increase your Constitution
They cannot be used to hold anything. Also, you get two pairs score by +2 up to a maximum of 22. Your hands become Claws, with
of pseudo-eyes on your forehead and under your eyes, or your which you are proficient and they deal 1d6 + your Strength modifier as
eyes turn red. slashing damage.

Snake: You gain 15 feet of blindsight and your eyes become Spider: Twice for a long rest, using an action you can reverse
cracked, besides having the sclera of a visibly non-human color. gravity inside a cylinder of 15 feet radius and 100 feet high at up
to 60 feet from you for 2 turns. All creatures and objects that are
Improvements not tied to something in that area in any way fall upward and
Use: +1 use per improvement reach the top of the area. Creatures in this area must perform
Duration: +1 turn of duration per improvement a Dexterity saving throw to hold on to something to avoid

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the condition, the DC for this save is 7 + half your character Runessence of the Frost Mystic
level rounded down (minimum 1) + your proficiency bonus,
additionally, in a failure, it receives the Stunned condition because The Frost Mystic connects to the mysteries of the never-melting ice, the
of the gravitational pressure created. True Ice, by learning about the properties of this material considered
If a solid object (such as a ceiling) is found during this fall, falling divine in some Freljord tribes. One of the most brilliant Frost Mystics
objects and creatures hit it, just as they would during a normal fall. is Lissandra, the queen of the Præglacius, perhaps the second highest
If an object or creature reaches the top of the area without hitting authority in this matter, second only to the demigod Anivia.
anything, it will remain there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back Runic Spark: Frost Spear
down. When using this rune, you receive 1 point of exhaustion. As a bonus action, you can throw a Dark Ice spear in a 15-foot line that
Snake: Twice for a long rest, using an action you can create a stops at the first creature, that creature must perform a Constitution
poisonous cloud of 15 feet radius up to 60 feet from you during saving throw, if it fails it takes 2d6 of cold damage, and its speed
2 turns. The cloud spreads, passing through cracks and walls, decreases by 20 feet until the end of the next turn. Upon hitting a
and generates darkness. At the beginning of each turn, the cloud creature, the projectile shatters, and creatures in a 10-foot cone behind
moves 10 feet in a direction of your choice. All creatures within the first creature hit must perform a Dexterity saving throw, if they fail
the cloud when it is created, or when a creature starts its turn they will take half the damage and their speed will decrease by 15 feet.
within it or crosses it on its turns, must perform a Constitution
Improvements
saving throw, the DC for this save is 6 + half your character
Damage: +1 damage dice per improvement
level rounded down (minimum 1) + your proficiency bonus. In
Use: +1 use per improvement
a failure, it takes 5d8 of poison damage, becomes Intoxicated,
taking 2d8 of poison damage, and Poisoned for up to 2 turns. If Mastery: You receive the Iceborn Heritage if you don't already
successful, the target takes only half the damage. At the beginning have it. If you already have the Iceborn Heritage, you receive +1
of the next turn of the duration, a creature can repeat the save, damage dice and +1 use
if it passes, it takes only half the damage and ends the conditions.
When using this rune, you receive 1 point of exhaustion. Runic Flow: Dark Ice Claws
Prerequisite: Runic Spark - Frost Spear
Improvements As a bonus action, you can summon claws made of ice that advance
Difficulty: +2 on DC per improvement in a 30-foot line starting at you, creatures in that line must perform a
Duration: +2 turn of duration per improvement Constitution saving throw, if they fail they will take 4d8 cold damage
Mastery: +1 use and +2 on all saves DC of this runessence and their speed will decrease by 20 feet until the end of the next turn.
Additionally, at any time until the start of your next turn, if you can
move, you can use a free action to reactivate this Runic Flow to transport
yourself to any point on the line with no cost on your movement, you
can only do this once.
Improvements
Damage: +1 damage dice per improvement
Use: +1 use per improvement
Mastery: +1 damage dice and +1 use

Runic Vortex: Ice Servants


Prerequisite: Runic Flow - Dark Ice Claws
You can use this rune to create a servant made of ice up to 30 feet from
you, this servant can only move and will obey all your commands, it
has 10 AC, 1 hit point, and 20 feet of walking speed, this servant will
last for 2 turns. If the servant falls to 0 hit points or ends its duration the
servant will shatter into a shrapnel of ice, creatures up to 5 feet away
from the servant must perform a Dexterity saving throw, if they fail they
will receive 5d8 of cold damage and their speed will decrease 20 feet.
Additionally, all creatures that die within 30 feet of you will automatically
become Ice Servants.
Improvements
Damage: +2 damage dice per improvement
Difficulty: +2 on DC per improvement
Mastery: +2 damage dice and +1 turn of duration

Runic Explosion: Precursor of Dark Ice


Prerequisite: Runic Vortex - Ice Servants
Achieving this potency of this Runessence effectively changes your
nature, you start to appear to be made of Dark Ice and your presence
alone removes the heat from your surroundings. Your skin becomes
bluish permanently, also, through your body you can see purple or black
veins. You receive immunity to cold and fire damage, additionally, all
your attacks, whether melee, ranged, or with spells, deal an additional
of 3d8 cold damage, your Intelligence increases by +1 up to a maximum
of 21.
Frozen Tomb: Once for a long rest, you can use a bonus action
to freeze a creature within 30 feet of you. This creature must

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perform a Constitution saving throw, if it fails the creature will or two-handed characteristics, the total cost of this weapon
be trapped in a prison of Dark Ice, being Incapacitated and taking cannot trespass 150 GP and that weapon becomes an invocation.
3d8 of cold damage at the beginning of each of its turns for 2 Alternatively, you can choose to imbue your own body with this
turns, being able to repeat the saving throw at the beginning of feature, allowing your unarmed strikes to become your Familiar
each turn, besides that, a frozen area is created up to 15 feet from Weapon. You can also use an existing weapon as a Familiar
the trapped creature. Enemy creatures that are or begin their turn Weapon. Ammunition weapons continue to require ammunition,
in that area must perform a Constitution saving throw or receive but the damage caused by these projectiles receives all Familiar
2d8 of cold damage and their movement decreases by 20 feet. Weapon bonuses.
Alternatively, you can choose to freeze yourself, increasing the Summoned weapons have an aspect linked to your patron,
damage from the frozen area around you to 3d8, and healing having a unique appearance, and must be weapons that you
yourself 3d8 at the start of each turn while frozen. During these are proficient in. They deal damage equal to that of an ordinary
turns, you cannot take any action but you cannot become the weapon. Only you can use this weapon, on the other hand, they
target of an attack. are used at a disadvantage regardless of the training of whoever
wields them. Your familiar can only hold one invocation at a time,
Improvements it is necessary for your familiar to rest for 8 hours to cast a new
Damage: +2 damage dice per improvement one. If your familiar dies, those invocations disappear.
Duration: +2 turn of duration per improvement Mystical Ray: Your pact allows you to manifest a Mystical
Mastery: +2 damage dice and +2 turn of duration Ray. As a bonus action, you can cast a beam of energy linked to
your pact on a 20-foot line that hits the first enemy, an affected
creature must perform a Dexterity save, on a failure it takes 2d8
of damage the type according to your pact.
Runessence of the Pact Mystic
Dark Ray. If your patron is a demon, your ray deal necrotic
The Runessence of the Pact Mystic connects you to a powerful spiritual damage.
and mystical entity that cannot act directly in the physical realm. This Fey Ray. If your patron is a fey, your ray deal radiant damage.
essence links your rune powers to this creature, linking the development
of your runessence to this mystical essence. Improvements
This spiritual connection causes physical effects, so your eyes are no Damage: +1 damage dice of the ray per improvement
longer normal, having an aspect connected to your patron. This trait Use: +1 use of the ray per improvement
is not eye-catching, it is necessary to pay attention to perceive it, but
Mastery: +1 damage dice of the ray and +1 use of the ray
whenever you use any ability related to this Runessence, your eyes shine
in a supernatural color. The Runessences of the Pact Mystic, as well as
other Runessences, are made up of Spark, Flow, Vortex, and Explosion. Demonic Pact
When choosing a Spark from your pact, you will receive a unique
resource from that pact in the form of a ray that, when choosing runes Demons exist perhaps even before the creation of the universe, essences
from the pact of higher potencies, receives an improvement in this ray, linked to fear, agony, addiction, secrets, and even nightmares. These
besides a unique resource in the form of points that will serve as fuel for essences often have a mentality incompatible with human beings, it is
some of your abilities. not even possible to communicate, however, there are different types of
demons and everyone has an interest in the mortal world. Occasionally,
Runic Spark: Mystic Pact they ally themselves with mortals, or may even enslave them under their
Prerequisite: Charisma 13 will to become the representatives of their will in Runeterra. These are
just a few ways in which demonic pacts are born.
When choosing this rune, you must choose between the Demonic Pact
and the Fey Pact.
Familiar: When choosing this Runessence, you receive a Pact Runic Flow: Hand of Corruption
Familiar, being a Demonic Familiar for the Demonic Pact, or a Prerequisite: Runic Spark - Mystic Pact: Demonic
Fey Familiar for the Fey Pact, that familiar connects you to the Once for a long rest, your Demonic Pact allows you to fire a beam of
powers of your patron. If your familiar dies, they are sent back to dark energy that binds hit targets. As a bonus action, you can cast a
the spiritual realm and you receive a -2 penalty on your Charisma beam of dark energy in a 20-foot line, creatures in that line must perform
score until your familiar is fully recovered. The familiar needs 8 a Dexterity save, if they fail they will be Restrained for 2 turns and will
hours to restore their energies and create a new physical body to take 3d8 necrotic damage. Creatures that fail can redo the save at the
return to the mortal realm, during the time your familiar recovers beginning of each of their turns. Additionally, you can at any time for
you are not able to use your runes of the pact mystic, additionally, the duration of this rune, reactivate it once to pull creatures hit by 10
you are not able to use your Mystical Ray. feet towards you, these creatures must perform a Strength save to avoid
Your familiar assumes the physical appearance of a Small or Tiny being pulled.
Beast, if it is a Demonic Familiar, in the case of a Faerie Familiar, Dark Points: They are similar to temporary hit points but can
it is also capable of taking on the appearance of a fey creature. accumulate and end at the end of 1 minute. When the duration is
The creature that these family members take shape cannot be over, half of your remaining Dark Points rounded down become
greater than CR 2. As long as your family member is alive, you heal for you. Alternatively, you can use your action to activate
have your senses shared with them, making it necessary to use a this healing prematurely, resetting your Dark Points. The Dark
bonus action to see and feel what they see and feel, in case you Points are parallel to temporary hit points and do not accumulate
receive damage, you must perform a save DC 10 to keep your with each other.
senses shared. Dark Ray: You receive +1 use and +1 damage dice to your Dark
Additionally, while your familiar is alive, you have 60 feet of Ray and you can spend your proficiency bonus as hit points for
darkvision, your weapon attacks have 1d8 additional damage of additional uses (regular uses do not cost hit points). Half the
the type related to your Mystic Ray, and you receive proficiency in damage dealt by your Dark Ray becomes Dark Points. Besides
one of the following skills: Animal Handling, Arcana, Deception, that, you can use your Dark Rays in conjunction with attacks
History, Insight, Intimidation, Investigation, Medicine, Nature, made with your Familiar Weapon, dealing damage only if the
Perception, Performance, Persuasion, Religion, or Survival. weapon hits the target and spending a use of your Dark Ray or
Familiar Weapon: Your familiar can cast up to two weapons your proficiency bonus as hit points, as explained earlier.
of your choice or just one weapon if it has the versatile, heavy,

217
Improvements Improvements
Damage: +1 damage dice of the hand of corruption per Damage: +1 damage dice of the eye per improvement
improvement Use: +1 use of the eye and +10 feet of range per improvement
Difficulty: +1 on the Hand of Corruption DC per improvement Mastery: +1 damage dice and +1 use of the eye, and +1 damage
Mastery: +2 damage dice and +1 on the DC of the Hand of dice of the demonic mark
Corruption
Runic Explosion: Demonic Ascension
Runic Vortex: Demonic Vision Prerequisite: Runic Vortex - Demonic Vision
Prerequisite: Runic Flow - Hand of Corruption
The essence of the demonic mystic is a path where the strength of
Once for long rest, as a bonus action, you can cast a sphere of dark a demon is lent to a receptacle through a dark pact, the Demonic
energy in the shape of a demonic eye, receiving a vision from an area Ascension is the crown of this pact, in which you become the host of
of 10 feet of radius at a distance up to 60 feet from you, crossing walls that demon, no longer having your powers linked to the familiar. You
or any solid object. Creatures within that area must perform a Dexterity can still use it normally, but if it dies, you keep your powers attached to
save, if they fail they will take 3d8 necrotic damage and will be left with that essence normally, the same goes for Familiar Weapon.
a Demonic Mark. Invisible creatures or objects that fail the save will be Transvocation: Twice for a long rest, you can assume a hybrid
revealed, losing their invisibility. If a marked creature uses invisibility, you form related to the demon in which you made your Demonic
can still see it. Pact, for example, if the demon you allied with has a tail and
Demonic Mark: For 10 minutes, you know exactly the position horns, you will also have them, or if it has wings and a deformed
of a marked creature. Additionally, attacks you make against a appearance, you will also have them.
marked creature deal an addition of 2d8 necrotic damage. If the Entering this demonic form will deal 5d8 necrotic damage in a
creature falls to 0 hit points before the end of that duration, this 15-foot radius circle centered on you for 2 turns, when the form
effect ends. You can end this effect at any time. is activated creatures within the area, entering or attempting to
Dark Ray: Your skill with the Dark Ray expands, choose one of traverse it will take the damage. The dealt damage is converted
the two options below: to Dark Points, enemies that are within this area must perform
Dark Armament. Your Dark Ray can now be done by either a a Constitution save, in success, they take only half the damage.
bonus action or an action, and you can use the ray more than At the end of the duration, this form explodes and causes your
once per turn. Also, attacks made with your Familiar Weapon current Dark Points as necrotic damage in a 15-foot circle
deal 1 additional damage dice and are considered magic. centered on you, when this occurs your Dark Points are reset.
Enhanced. Your Dark Ray becomes a 20-foot cone area Receiving the Incapacitated condition prematurely executes the
instead of a 20-foot line. explosion.
Dark Ray: You receive +1 use of Dark Ray and +1 damage dice,
and all damage caused by your Dark Ray becomes Dark Points.
Improvements
Damage: +2 damage dice of Transvocation per improvement
Duration: +2 turn of duration of Transvocation per improvement
Mastery: Transvocation range increases to 20 feet radius and DC
increases by 2

Fey Pact
The pact with a fairy being is based on the empathy it has towards you,
granting you part of its powers. A fey familiar is nothing more than a
reduced and weak form of your patron, when talking to your familiar
you will be talking directly to your patron.

Runic Flow: Fairies Shield


Prerequisite: Runic Spark - Mystic Pact: Fey
You can use your bonus action to grant you or an ally within 20 feet
of you a luminous shield for 2 turns. This shield grants 3d8 temporary
hit points, 20 feet of additional movement, and immunity to necrotic
damage for the duration. Half of all damage absorbed by the shield is
converted to Luminous Points.
Luminous Points: You have an initial amount of Luminous
Points equal to your maximum hit points (this is not affected
by temporary hit points), this initial amount can be normally
exceeded. Luminous points are fuel for the use of this rune, it is
derived from your rune essence in interaction with your spirit. At
the end of every long rest, your Luminous Points return to their
initial amount.
Fey Ray: You receive +1 use and +1 damage dice to your Fey Ray
and you can spend your proficiency bonus as Luminous Points
for additional uses (regular uses do not cost Luminous Points).
Improvements
Use: +1 use of the shield per improvement
Shield: +1 temporary hit points dice per improvement
Mastery: +2 temporary hit points dice and +1 turn of duration
of the shield

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Runic Vortex: Polymorph cannot change it. If you have more than one creature, you can change
Prerequisite: Runic Flow - Fairies Shield these senses during a long rest.
You can use a bonus action to cast the polymorph spell, but the duration Using a bonus action you can transform yourself or get out of the form
for this spell becomes 5 turns instead of 1 hour. The DC for this spell of the chosen beast. If you are in combat, you can stay in this animal form
is 10 + half your character level rounded down (minimum 1) + your for up to 20 turns, regardless of how many beasts you have. In combat,
proficiency bonus. when entering the animal form, you consume 1 turn of transformation,
Fey Ray: Your skill with the Fey Ray expands, choose one of the at the end of your subsequent turns, if you are still transformed, you
two options below: consume 1 more turn. Out of combat, every 3 minutes transformed, you
Fey Armament. Your Fey Ray can now be done by either a consume 1 transformation turn (totaling 1 hour with 20 turns), when
bonus action or an action, and you can use the ray more than you deplete your transformation turns you revert to your original form.
once per turn. Also, attacks made with your Familiar Weapon When you transform, the following rules apply:
deal 1 additional damage dice and are considered magic.
• Your game statistics are replaced by the beast's statistics, but you
Enhanced. Your Dark Ray becomes a 20-foot cone area maintain your alignment, personality, and scores of Constitution,
instead of a 20-foot line. Intelligence, Wisdom, and Charisma. You also maintain your proficiencies
in all your skills and saving throws, in addition to receiving the creature's
Improvements proficiencies. If the creature has the same proficiency as you and the
Use: +2 uses of polymorph per improvement bonus in its stat block is greater than yours, you will use the creature's
bonus instead of yours.
Duration: +2 turn of duration of polymorph per improvement
• When you transform, you keep your hit points and hit dices. If you drop
Mastery: +1 turn of duration and +1 use of polymorph, +1 to 0 hit points you will have to perform a death save as you normally
damage dice of Fey Ray would, dying in the form of a beast means the death of your character.
• You cannot cast spells and your ability to speak or perform any action
Runic Explosion: Fey Ascension that requires hands is limited by the capabilities of the beast's form you
have assumed. Transforming does not interrupt your concentration on
Prerequisite: Runic Vortex - Polymorph
a spell you have already cast, nor does it prevent you from performing
The runessence of the fey mystic is a path where the strength of a actions that are part of the cast, such as call lightning spell that you have
powerful fey being is lent to you by empathy, the Fey Ascension is the already cast.
culmination of that friendship, in which you become one with your fey • You keep the benefits of all characteristics of the class, Origin, or other
sources, and can use them if the new form is physically capable of doing
source, no longer having your powers linked to yours familiar. You can
so. You can choose whether your belongings magically disappear into
still use it normally, but if it dies, you keep your powers attached to that their shape, whether they fall to the floor or whether they are left intact.
essence normally, the same goes for Familiar Weapon. • While you are in your native region you have an additional 15 feet of
Union: Upon reaching this peak, your appearance changes to the speed of your primary speed, walking for land creatures, swimming
for sea creatures, or flying for winged creatures. Also, your travel pace is
something supernaturally beautiful. You receive +2 in your
considered fast but does not deal disadvantage in your Stealth.
Charisma score (which can exceed 20) and you receive colored
wings (according to the personality of your patron), thus Improvements
receiving a fly speed of 30 feet. Additionally, your eyes have a Additional Beast: You can choose 1 additional primal beast per
golden hue, giving you the ability to have 60 feet of Truesight. improvement
Fey Essence: Twice for long rest, you can use your Fairies Shield Duration: +10 turn of duration per improvement
rune in an area of up to 15 feet radius centered on you, protecting
Mastery: +10 turns of duration and you can transform and get
all friendly creatures in range. Alternatively, you can use your
out of your animal form as a free action
Luminous Points to heal your allies in that area by the number
of points you have, distributed among creatures, resetting your
Luminous Points. Runic Flow: Balsam
Fey Ray: You receive +1 use of Fey Ray and +1 damage dice, and Prerequisites: Runic Spark - Vastayan Ancestor and Wisdom 13
all damage caused by your Fey Ray becomes Luminous Points. You learn to channel better and to use the healing capacity of your
vastaya blood, or Heritage, through the spirits. Instead of healing
Improvements
your proficiency bonus, you become able, with a bonus action, to
Damage: +2 damage dice of the ray per improvement
heal a target by 3d8 hit points, many times equal to your proficiency
Use: +2 use of the ray per improvement
Mastery: +30 feet of fly speed and you can use Fey Essence in a
circle of 10 feet radius that is up to 120 feet from you

Runessence of the Vastayan Awaken

This Runessence involves learning about your Vastaya


heritage, allowing you to achieve better control of your
Vastayashai'rei ancestry, increasing your connection to
the Spiritual Realm and the Sho'ma that inhabits all things.

Runic Spark: Vastayan Ancestor


Prerequisites: Vastaya Origin or one of the following
Heritages: Vastaya Lineage or Vastayan Blood
When choosing this Runic Spark you must choose one
of the Primal Beasts from the table Vastaya Awaken
- Primal Beast, with that, if the creature has any
special sense like blindsight, tremorsense, darkvision,
or advantage in some Perception test related to some
sense, you receive these characteristics as if they
were natural to you. Once you choose a beast you

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Vastaya Awaken - Primal Beast
2d20 Beast Hybrid Form Abilities 2d20 Beast Hybrid Form Abilities
2 Primal Killer Whale Ecolocation and Swim (40 feet) +1 Str & +2 Con 22 Primal Gorilla Fist and Rock +2 Str & +1 Con
3-4 Primal Eagle Fly (30 feet) and Claws +2 Dex & +1 Wis 23 Primal Hyena Bite +2 Dex & +2 Wis
5 Primal Elk Ram and Charge +1 Str & +2 Wis 24 Primal Boar Charge and Tusk +2 Str & +1 Dex
6-7 Primal Spider Spider Climbing and Web +1 Dex & +2 Wis 25-26 Primal Lizard Bite +2 Dex & +2 Wis
8 Primal Vulture Fly (30 feet) and Claws +2 Str & +1 Wis 27 Primal Lion Claws and Bite +2 Str & +1 Dex
9 Primal Goat Ram and Charge +2 Str & +1 Dex 28-29 Primal Wolf Claws and Bite +2 Dex & +1 Wis
10 Primal Camel Bite +1 Con & +2 Wis 30 Primal Bat Echolocation and Fly (60 feet) +1 Dex & +2 Wis
11 Primal Crab Amphibian and Claws +2 Dex & +1 Con 31-32 Primal Panther Pounce and Claws +1 Str & +2 Dex
12-13 Primal Horse Trampling Charge and Hooves +2 Str & +1 Dex 33-34 Primal Rat Bite +2 Dex & +2 Wis
14 Primal Constrictor Snake Bite and Constrict +2 Str & +1 Con 35 Primal Rhinoceros Charge and Gore +2 Str & +1 Con
15 Primal Poisonous Snake Bite +2 Dex & +1 Wis 36 Primal Toad Standing Leap and Swallow +2 Dex & +1 Wis
16-17 Primal Owl Fly (60 feet) and Claws +1 Dex & +2 Wis 37 Primal Tiger Pounce and Claws +1 Str & +2 Dex
18 Primal Crocodile Bite +2 Str & +2 Con 38 Primal Shark Bite and Swim (30 feet) +2 Str & +1 Con
19-20 Primal Weasel Bite +2 Dex & +2 Wis 39 Primal Bear Bite and Claws +2 Str & +1 Con
21 Primal Wasp Fly (50 feet) and Sting +1 Str & +2 Dex 40 Primal Elephant Trampling Charge and Gore +1 Str & +2 Con

bonus, either to you or to a target up to 30 feet from you, the target also
receives an additional 10 feet speed for 1 turn.

Improvements
Healing: +1 healing dice per improvement
Speed: +10 feet of speed per improvement
Mastery: Healed target gains 1 extra action for 1 turn

Runic Vortex: Hunter’s Eyes


Prerequisites: Runic Flow Balsam and Wisdom 15
You have improved the connection you have with your vastayan
ancestor, giving you 30 feet of darkvision, or increasing it by 30 feet if
you already have one. Additionally, three times for a long rest, when
hitting an enemy you can leave it with a Prey Mark.
Prey Mark: For 10 minutes, you know exactly the position of a
marked creature. Additionally, attacks you make against a marked
creature deal 3d8 additional force damage and if it is invisible, you
will continue to see it normally until the end of this duration. If the
creature falls to 0 hit points before the end of that duration, this
effect ends. You can end this effect at any time.
Control Form: While out of combat, your animal form doesn’t
spend turn of transformation.
Improvements
Damage: +1 damage dice per improvement
Vision: +10 feet of darkvision per improvement
Mastery: +1 use and +10 feet of darkvision

Runic Explosion: Vastaya Ascension


Prerequisites: Runic Vortex Hunter’s Eyes and Wisdom 17
Your connection with your ancestor reaches its peak, you become able
to maintain your humanoid form and acquire traces of your Primal
Beast. Twice for a long rest, you can change your shape for a minute
and receive the features of your beast in the Hybrid Form column and
its Abilities.

Improvements
Use: +2 use per improvement
Duration: +2 minutes of duration per improvement
Mastery: your hybrid form becomes permanent

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Sutras the character's Wisdom modifier, with
this reduction capping at 50%.
Assimilating Vel-Sutras
Vel Level Assimilation
Magic flows through everything in Runeterra. Sometimes such magic In cases where a number of Ki is a Time
can manifest itself as a physical and energetic force rather than a magical prerequisite, this number will become ◆ 8 hours
or spiritual one. Sutras are abilities similar to magic but are cast through Inactive Ki. When a Vel is assimilated, it ◆◆ 3 days
starts being known by the practitioner, ◆◆◆ 15 days
a combination of physical energy and spiritual strength and not through
◆◆◆◆ 1 month
mana or runes. They are not magic, don't cause magical damage, so he can deactivate this Vel during a
◆◆◆◆◆ 3 months
generally don't affect, and are not affected by magic and aren't affected long rest. ◆◆◆◆◆◆ 6 months
by magic canceling effects but can be stopped by physical means. To deactivate a Vel without a long rest,
Sutras are, in truth, the instructions towards a technique. These a character must use its bonus action and spend 1 hit dice, representing
techniques are executed through the combination of 4 components on a the body expelling the Ki formation from inside the practitioner. When
5 element variation. Sutras are typically registered on books, scrolls, and a Vel is deactivated, it instantaneously unlocks the Inactive Ki points,
other objects, and they can be taught through training. To perform a which can therefore be used normally.
Sutra, it is necessary to know all the elements and components required If he wants to activate it again in the future, he must spend 1 whole day
by it. dedicating himself to it for each Vel level.

The Sutra Ki
While one learns to develop his Ki, he is able to learn Ki consuming The Ki is the comprehension of the internal and external energy and its
techniques, the Sutra. These techniques and this knowledge are taught relationship with the actual being, which transcends the mundane. The
at both Doctrines and Orders. Doctrines and Orders might teach other Ki is a common principle to every form of existence, whether physical or
Sutra. Every Sutra requires an action to be activated, except when noted ethereal, living or dead. Plants have their Ki and blossom much intensely
otherwise in its description. when they emanate it. Even the dead and decomposing corpses have
their Ki.
Vel-Sutra
A number of Ki points represents your access to this energy. Your class
The Vel-Sutras, or just Vel, are the applied form of additional Sutras level dictates the number of points you have, as shown on the Ki column
which are assimilated by the practitioner's body and spirit. The Vel on your class' table.
level refers to how many Vel "points" it requires to be maintained.
Additionally, they have requirements that must be met to be used. A You can spend these points to sustain many of the Ki characteristics.
character who finds a Vel and does not meet the criteria is unable to When you spend a Ki point, it becomes unavailable until you finish a
assimilate it. short or long rest. Then, you regain all the points you spent. You must
spend at least 30 minutes of your long rest meditating to recover your
The Vel is assimilated by the practitioner’s body and spirit and is codified Ki points.
in his Ki through flux manipulation. For this reason, there is a limit to the
amount of Vel-Sutras a body can maintain in harmony at any one time, Some Ki characteristics require your target to make a saving throw to
although there are rumors of artifacts and pacts with spiritual entities resist the effect of the characteristic. The saving throw DC is calculated
that allow the practitioner to break this limit. The authenticity and price as follows:
of such rumors do differ between sources. While some state this can Ki resistance DC = 8 + proficiency bonus + your Wisdom modifier.
cost your own fulfillment, others name this as the only way to be truly
fulfilled. Inactive Ki
To assimilate a Vel, it is needed that the practitioner dedicates himself Some uses and techniques can deactivate some of your Ki points, which
to it for some time, which can be seen on the table Assimilating Vel- means they are decreased directly from your Ki total. For example: If you
Sutras. During this time, the practitioner will dedicate himself entirely have 5 total Ki points and 1 inactive Ki point due to a specific technique,
to understanding and assimilating this Vel while not being you will only be able to use 4 Ki points until it is released.
allowed to perform other activities. The required
time is decreased by 10% in proportion to Besides lasting Sutras, it is possible to inactivate Ki points with Shinpu
maintained beyond the 48 hours and Vel-Sutras, which have some
inactive Ki points as a prerequisite.

Components

Although they are not magic, just like them, Sutras


require components and the spending of Ki to be
used correctly.
Such components are taught only to those
who go through monastic training. These are
Bodhisattvas, Ninjas, and Combatants, who
have obtained the Combat Technique called
Monastic Combatant.
The level requirement for some Sutras is
a reflection of the level of mastery and
training needed to complete some of these
components, such as the somatic, verbal,
respiratory, and material used to prepare the
Shinpu.

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(V) Mantra: Verbal Component 48 hours of its crafting. To keep a Shinpu active for longer than 48
hours, it is necessary to lock 1 Ki point for each Shinpu.
Most Sutras require the chanting of specific words, the Mantras. During
the chant, the words give specific commands for your spirit to get in If a Shinpu is not utilized, the materials used in its crafting can be used
harmony with the local spirits, creating effects predetermined by the again to create a new Shinpu. However, this new Shinpu still takes up
chanted Mantra. Thus, a character who is gagged or in an area of silence the place of one of the Shinpus a Ki practitioner can have.
(such as one made by spell silence) is unable to use a Sutra that requires
a Mantra. (R) Hara: Respiratory Component
Mantras do not need to be cast in a loud manner. A character can try to When necessary, the Hara is probably one of the essential components
do it almost silently by succeeding on a Stealth check. of the Sutra. It leads its own energy in convergence with the Ki for
the performing of the Sutra. A character who is losing his breath or is
(S) Mudra: Somatic Component underwater(and can't breathe in it) will not be able to use a Sutra with a
Respiratory component. On top of that, if a character is already using a
The channeling of a Sutra often requires a specific sequence of hand
Sutra with a Respiratory Component and has its breathing stopped, the
movements that direct your Ki flux so you can use a Sutra. If your Sutra
Sutra will be ended prematurely.
requires a Somatic component, your character can't have his hand
movements impaired and needs to have at least one free hand to be able
to execute a Mudra. Elements
An opponent that knows the Sutra can make a Perception check with
disadvantage to try to identify the Sutra being executed. There are five primary components, the five Traditional Elements: Water,
Earth, Fire, Wind, and Lightning. Each one of these elements has its own
(M) Shinpu: Material Component unique properties and several ways they can be used. When combined,
these elements become even more versatile in their uses, being able to
A Shinpu is a piece of paper prepared in advance in which a practitioner create new elements or to be used in conjunction to potentialize each
of Sutras uses his Ki to inscribe a symbol relative to an element or a other.
number of them. When utilized by a Sutra, you channel your Ki through
it to release the inscribed element in the Shinpu. When using a Sutra that When they are used to attack, each one of these elements deals a
needs a Material component, you spend the magic of a Shinpu, and it different type of damage:
dissolves. You must then create a new one. Other elements can be created besides the ones shown on the Elemental
Combinations table, such as Magnetism (Earth + Wind), Gravity (Earth
Crafting Shinpus + Lightning), and Crystal (Fire + Earth).
During a long rest, you can meditate to create new Shinpus. At the Besides the symbols of the five traditional Elemental Damage
1st level, you can create up to 5 Shinpus of elements of your choice. elements, there are also symbols for Element Damage Type
Shinpus with more than one element, occupy the space of two the combined elements. Beyond those, Water Piercing
inscribed Shinpus. some symbols have been forgotten or Earth Bludgeoning
are only known by a handful of specific Fire Fire
If you are a Ninja or have the Monastic Combatant technique, you Wind Slashing
can create one additional Shinpu when you reach level 5, 10, 15, Orders. One of those is the symbol of
Lightning Lightning
and 20. If you are a Shugenja via, you will be able to create two the element of Shadows, which, while
additional Shinpu instead of one for each of these levels. Meanwhile, being of common knowledge, requires
a Bodhisattva can create three additional Shinpus when he reaches an external element to be used, known only to the Order of Shadows.
levels 5, 10, 15, and 20. Elemental Combinations
A Shinpu loses its special properties if it's not used within the next Water Earth Fire Wind Lightning
Water Water Wood Steam Ice Electricity
Earth * Earth Magma Sand Iron
Fire * * Fire Ash Energy
Wind * * * Wind Storm
Lightning * * * * Lightning

The secret to using the Shinpu of Shadows isn't summarized to the


technique, it also involves the shadow Ichor, which is only kept by the
members of this Order.
The crafting of this Ichor is a secret known only by Zed, the leader of the
Order of Shadows. This itself is probably known only by a small circle
of disciples.

Yanlei
Yanlei is both the name given to the Order of
Shadows and the Shadow Ichor, also known as
"shadow tear". This Ichor is a materialized
liquid form of magical spiritual energy linked
to the Shadow element. Its manipulation
is extremely dangerous since it can
change both the psychological and
physical form of a living being
into something inhumane,
similar in form to azakanas,
allowing its negative
emotions to emerge.

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Sutra List deal 2 additional damage die, and creatures hit must succeed on a
Constitution saving throw or be Stunned until the end of your next turn.
Here's the list of general Sutras for each class and subclass:
Create Element
General Components: V, S, M, R

Air Compression Hawk Step


You can spend a bonus action, 1 Ki point, and consume 1 Shinpu of a
Concussive Palm Lupine Ferocity traditional element to create 1 liter of water, 1kg of earth, 1 gust of wind,
Create Element Shadow Clone 1 bonfire-sized flame, or 1 lightning bolt. They all deal 1d4 damage
Elemental Bite Shining Lotus corresponding to the chosen element if the target fails a Dexterity saving
Elemental Breath Smoke Screen throw, for which the DC equals your Ki resistance DC.
Elemental Infusion

Bodhisattva Doctrines Cyclone


Prerequisite: Level 9 Bodhisattva of the Doctrine of Wuju Art and a Polearm
Blade Dance Sonic Wave
Components: V, S, R
Red Blade Spirit Walker
Spearhead Gentle Spirit If you are wielding a polearm weapon, you can use an action, and 3 Ki
Hakensai Technique Spiritual Enhancement
points to create a strong wind on a 10 feet area around you that follows
Agile Weapon Wuju Art
Stunning Blow Cheating Fighter
you as you move. Enemies inside this area must succeed on a Dexterity
Shojin Monastery Cyclone saving throw or be thrown 15 feet in the air and take your weapon's
Draconic Protection damage. On a success, they only take the damage.

Ninja Vias Draconic Protection


Prerequisite: Level 9 Bodhisattva of the Doctrine of Shojin Monastery
Kinkou Order Via of Twilight
Nature Sight Ghost Strike Components: V, S, R
Spiritual Jump Twilight Step
Order of Shadow Via Noctigen You can spend 3 Ki points to manifest the primordial energy of the
Light Diversion Shadow Light Blast Dragon, calling for its protection. During the next minute, your AC is
Shadow Ascension Shadow Spear increased by 3. If you spend 2 additional Ki points, you can move to an
Via of Elements Via Obscura
ally you can see within 15 feet and grant him this effect.
Element Taming Ephemeral Essence
Elemental Orb Shadow Step
Via of Protection Via Noctigen
Element Taming
Harmony Shadow Light Blast
Spiritual Shield Shadow Spear
Prerequisite: Ninja of the Via of Elements
Components: V, S, R
You can spend 1 Ki point to control a traditional element of your choice
for 1 turn. You can tear a hole on the earth or a wall, shape flames, fold
Agile Weapon a lightning bolt, or even control 1 liter of water with your hands with
Prerequisite: Level 5 Bodhisattva of the Doctrine of Hakensai Technique no need for a container. This Sutra can be used as a reaction to mitigate
Components: V, S, R damage from an elemental attack. In this case, by spending 1 Ki point,
you cancel an amount of damage equal to your Neio and Neiyar damage
You can spend 1 Ki point to advance 10 feet in the direction of an enemy with this element, even if the attack comes from a magical source.
(without spending any of your regular movement) and make a melee
weapon attack as part of your attack action. Additionally, you can also
spend 2 more Ki points to make a circular attack, dealing damage to all Elemental Bite
adjacent creatures. All creatures must make a Dexterity saving throw Prerequisite: Create Element Sutra
with a DC equal to your Ki resistance DC. Components: V, S, M, R
You can spend 1 Ki point to turn a Shinpu with a prepared inscription of
Air Compression a traditional element into a ranged weapon. When this weapon is shot or
Components: S, R thrown against a target, it explodes, dealing its elemental damage. Make
You can spend a bonus action and 1 Ki point to accumulate Ki in your a ranged weapon attack, on a hit, you deal 1d8 damage of the chosen
fists and create pressure in the air around you, turning your unarmed type, and creatures on a 5 feet radius from the target must succeed on a
strikes into ranged attacks with a 15 feet range. If you spend 3 Ki points, Dexterity saving throw or take 2d4 damage of the same type. For each
your unarmed strikes retain this form until the end of your next turn. Ki, point spent the damage increases by 1d8 on the main target and 1d4
on the secondary ones.

Cheating Fighter
Prerequisite: Bodhisattva of the Doctrine of Wuju Art Elemental Breath
Components: V, S, M, R
Components: V, S, R
You can spend 3 Ki points and your action to exhale destructive energy.
You can spend 1 Ki point to create a clone of yourself that takes your You consume a Shinpu of the chosen traditional element and exhale a
place, and you become invisible until the start of your next turn. You can 15-foot cone of this element. Enemies in a 15-foot cone from you must
spend 2 Ki points to allow your clone to make one attack. make a Constitution saving throw. On failure, they take 4d6 damage
of the chosen elemental type. If they succeed, they only take half the
Concussive Palm damage.
Components: S, R
You can spend 4 Ki points to fill your body with energy and enhance Elemental Infusion
your strikes’ potency. Until the end of your turn, your unarmed strikes Components: V, M, R

223
You can imbue elemental force into your unarmed strikes or your melee the harmony of any organism, be it material or spiritual, granting it 3d8
weapon, granting them elemental damage after concentrating for one + 3 times your Wisdom modifier worth of hit points. If the target is
turn. If you spend 1 Ki point, you can add your martial damage dice (or charmed the effect is dispelled and angered creatures calm down.
your Neiyo and Neiyar dice) worth of elemental damage to your attacks
for 3 turns. You can spend 1 more Ki point before the effect ends to
Hawk Step
increase the duration for 5 turns.
Components: V, S, R
While in combat, you can spend 1 Ki point and your bonus action to
Elemental Orb
gain a flying movement speed equal to your walking movement speed.
Prerequisite: Ninja of the Via of Elements
This benefit works as small bursts of movement: if you end your turn in
Components: S, M the air and have nothing to hold on to, you will fall.
You can spend 3 Ki points and your action to throw a small sphere at a
creature within 60 feet of you. You must make a ranged attack, on a hit, Light Diversion
the creature takes 2d8 damage of your Elemental Spirit's type. Prerequisite: Ninja of the Order of Shadow
Components: V, S, R
Ephemeral Essence
You can spend 2 Ki points to create an area of dim light on a 10 feet
Prerequisite: Ninja of the Via Obscure
radius from you. This area deviates most of the light directed to you,
Components: V, S giving you resistance to radiant damage for the dim light duration. The
dim light lasts a number of turns equal to twice your Wisdom modifier.
As a reaction, you can spend 1 Ki point to swap places with your
shadow when attacked avoid the damage. For each additional Ki point
that you spend, you can create a new shadow, up to 4 shadows. These Lupine Ferocity
shadows last 1 turn for each Ki point spent beyond the first, and you can Components: V, S, R
command them to move independently. Each one of them looks exactly
You know how to attack your enemies and exploit their distractions. If
like you. While your shadows are up, roll a d20 each time a creature
your target is Incapacitated, Surprised, or another or its enemies is at
targets you with an attack to determine if it targets you or one of the
5 feet from them, you can spend your bonus action and 1 Ki point to
duplicates. If you have four duplicates, you must roll a 4 or higher to
knock down a Large or smaller creature to the floor when you hit them
change the duplicate target. With three duplicates, you must roll a 6
with an unarmed strike.
or higher. With two duplicates, you must roll an 8 or higher. With 1
duplicate, you must roll an 11 or higher.
Nature Sight
Prerequisite: Ninja of the Kinkou Order
Gentle Spirit
Prerequisite: Level 6 Bodhisattva of the Doctrine of Spiritual Walker Components: S, R
Components: V, S You can spend 1 Ki point to locate a specific type of creature or plant if
it is present on a 4-mile radius.
You can spend 1 Ki point to call upon the animal spirits for help. For the
next minute, you gain the ability of an Animal Spirit that you don't have
yet. Red Blade
Prerequisite: Level 6 Bodhisattva of the Doctrine of Blade Dance
Ghost Strike Components: V, S, R
Prerequisite: Level 6 Ninja of the Via of Twilight
You can spend 4 Ki points to enhance your attacks during the next two
Components: V, S, R rounds, making them heal you for half of the damage you deal.
By spending 2 Ki points, you can use your bonus action to create an
illusory attack against a target, making it lower its guard, Shadow Ascension
granting your attack a +2 bonus to hit, and Prerequisite: Ninja of the Order of Shadow
reducing your critical range by 4. This
illusion vanishes when you successfully Components: V, S, R
hit your target or by the end of your You can use your action to concentrate for a turn and
turn, whichever happens first. spend 5 Ki points to summon a pair of shadow arms that
appear on your back. These limbs can be used normally
as functional arms and can be used to make two
Harmony
extra attacks as a bonus action. These arms deal
Prerequisite: Level 9 Ninja
your unarmed strike damage + 1 Neio and
of the Via of Protection
Neiyar damage dice. The arms last for a
Components: V, S, R total of turns equal to twice your Wisdom
modifier, and during this time, you have
You can spend your
2 inactive Ki points.
action and 2 Ki
points in order to
reestablish Shadow Clone
Components: V, S, R
You can spend 1 Ki point to
create a Shadow Clone that
looks exactly like you and
knows everything you know,
including your attacks. The
clone has 1/10 of your hit
points (minimum of 1) and

224
vanishes if its hit points are reduced to 0. This clone lasts up to 1 hour smoke screen can't see anything beyond 5 feet of them, while creatures
and, during this time, keeps 1 of your Ki points inactive (on top of the on the outside can only see shapes and have disadvantage if they attack
one used to summon it). At the end of this duration or if the clone is anyone inside it.
destroyed, all the knowledge obtained by it returns to you.
Benefits granted to you do not pass through to your clone. If you are Spiritual Enhancement
affected by the Haste spell, your clone will not get the spell effect. The Prerequisite: Level 9 Bodhisattva of the Doctrine of Spiritual Walker
same concept applies to techniques in action or Sutras. Any resources
Components: V, S, R
spent by the Shadow Clone like Ki, Runes, and Spell slots are deducted
from the practitioner's total. While concentrating on your own energy, you can spend 3 Ki points
to give one of your spiritual animals an enhancement. If it is already
When it is created, the clone can carry a copy of a ninja weapon that
enhanced, the effects will stack. If your animal is a lion, other creatures
you are carrying. These copied weapons do not have special properties
have a -5 penalty on his roar saving throw.
like spells and enchantments and disappear with the clone.
Each clone after the first spends 1 additional Ki point and also keeps
1 additional Ki point inactive. The second clone costs 2 Ki points and Spiritual Shield
blocks 2 points, the third one costs 3 and blocks 3 more Ki points. This Prerequisite: Ninja of the Via of Protection
way, making 2 clones costs 3 Ki points and turns 3 more points inactive. Components: V, S, R
You can spend your reaction and 1 Ki point to create an invisible Ki
Shadow Light Blast barrier that protects you until the start of your next turn. You gain a +5
Prerequisite: Ninja of the Via Noctigen bonus to your AC that also applies against the attack that triggered the
Sutra and don’t take any damage from projectiles.
Components: V, M, R
You can use a Shinpu with the Shadow element and spend 1 Ki point to
fire a blast of shadow light at a creature within a 30 feet range. The target Sonic Wave
must make a Dexterity saving throw and takes 1d6 necrotic damage Prerequisite: Level 6 Bodhisattva of the Doctrine of Shojin Monastery
on a failure. For every additional Ki point you spend, the damage dice Components: V, S, R
increases by one category (up to a d12), the blast deals one additional
damage dice, and the range of this Sutra increases by 5 feet. You can spend 2 Ki points to enhance your Ki Blast, giving it the Sound
element. The Ki Blast can pass through walls and objects no thicker than
5 feet, it hits the first enemy it finds and deals thunder damage equal to
Shadow Spear one dice category higher than your Martial dice. As a bonus action, you
Prerequisite: Level 9 Ninja of the Via Noctigen can advance in the enemy's direction and attack once, but you can't pass
through solid objects.
Components: V, S, R
You can spend 3 Ki points to throw a shadow spear at a target. The
target must succeed in a Dexterity saving throw or take 5d8 necrotic Stunning Blow
damage. Additionally, it must make a Constitution saving throw or be Prerequisite: Bodhisattva of the Doctrine of Hakensai Technique
Poisoned and have its movement reduced by 10 feet and treat all terrain Components: V, R
as difficult terrain until the spear is removed. The spear's material deals
1d6 necrotic damage on contact if it touches unprotected skin. When you hit a target, you can spend your bonus action and 1 Ki point
to reverberate the damage through its body. The target must succeed on
a Constitution saving throw or lose its next action.
Shadow Trap
Prerequisite: Ninja of the Via Noctigen
Components: V, S, R
You can spend 2 Ki points to use your action to force the shadows on
a 30 feet radius from your to attack an enemy from multiple directions.
The target must make a Dexterity saving throw. On a failure, the target
takes 2d8 necrotic damage and is Restrained until the end of your next
turn. For every 2 additional Ki points you spend, the damage increases
by 2d8, and the duration increases by 1 turn.

Shining Lotus
Components: V, S, M
You concentrate and spend 3 Ki points to use a Fire element Shinpu
that triggers a bright attack dealing 2d8 radiant damage and
blinding enemies on a 20 feet cone in front of you. Enemies in
that area must succeed on a Dexterity saving throw to avoid
being blinded. The saving throw DC equals your Ki resistance
DC.

Smoke Screen
Components: V, S, M, R
You can spend an action to concentrate and use an Ash Element
Shinpu, which is incinerated by spending 2 Ki points, releasing a
smoke screen on a 15 feet by 50 feet line on any place up to 100 feet
from you. The smoke screen lasts for a minute, it’s impossible to see
through and blocks the vision of anyone inside it. Creatures inside the

225
Shadow Step Might of Gong ◆
Prerequisite: Level 6 Ninja of the Via Obscure Prerequisite: Strength 13
Components: V, S, R A talisman shaped like a clenched fist made of carved wood with an
You can spend 2 Ki points to hide in your own shadow and reappear inscription about strength running through the fingers. Some sort of
in another one that is within 30 feet of you. If you reappear behind a ancient puzzle in which the word’s sequence is linked to certain Mudras.
creature within 5 feet of you, you can use your reaction to make an Your unarmed strikes deal 1 additional point of damage.
unarmed strike or a melee weapon attack with advantage against this
creature.
Serpent's Gift ◆
Prerequisite: Dexterity 13 and 1 Ki point
Spiritual Jump
Prerequisite: Level 6 Ninja of the Kinkou Order An old belt made of an old serpent skin removed without any damage. It
has a weird inscription on its side as if it was always part of the serpent's
Components: V, S, R skin.
You can spend 3 Ki points to open a rift into the Spiritual Realm through Your unarmed strikes have an additional range of 5 feet.
which you can enter and come out at a nearby location. When you pass
through this rift, you can exit at an unoccupied place within 120 feet of Cost ◆ ◆
your initial location. For every 3 additional Ki points spent, you can take
one additional creature with you.
Draconic Transfer ◆ ◆
Prerequisite: Constitution 15
Spearhead
Prerequisite: Level 2 Bodhisattva of the Doctrine of Blade Dance This small manual contains one of the tales of the Dragon, ancient
teachings from the Shojin monastery. Some of the letters have a crimson
Components: S, R color to them. The manual must be deciphered to gain this Sutra.
You can spend 2 Ki points to increase the range of your Navori Blades You can spend 1 Ki point and 1 hit point when you hit a target
attacks by 20 feet until the end of your next turn. with a Bodhisattva weapon or an unarmed strike and deal one
additional damage dice.
Twilight Step
Prerequisite: Ninja of the Via of Twilight Lotus Palm ◆ ◆
Components: V, S, R Prerequisite: Strength 15
While in combat, you can spend 1 Ki point and your bonus action to A piece of the Bodhisattva's broken gauntlet made of bronze and worked
gain an increase of 5 feet on your movement and +1 AC during one with silver details. It has the design of a lotus flower before blooming and
turn. While this is active, your movement does not provoke opportunity some inscriptions that could be studied.
attacks. You can use your bonus action to manifest oscillating energy
on your hand and make an attack. The target must make a
Umbral Suffocation Constitution saving throw, on a failure, they are knocked down
Prerequisite: Ninja of the Via Noctigen to the floor, unable to stand up for a number of turns equal to
your Wisdom modifier.
Components: V, S, R
You can spend 2 Ki points to extend your shadow to an enemy within Stoneskin ◆ ◆
30 feet of you. When doing so, your enemy must make a Constitution Prerequisite: Constitution 15 and 2 Ki points
saving throw. On a failure, the target is unable to breathe until the start of
your next turn, taking 2d8 necrotic damage. You can spend 2 additional On the Wuju monastery stands the statue of a monkey with a staff. On its
Ki points to prolong the suffocation by one turn. The creature must base, there are inscriptions about agility and how synchrony with the natural
make a new saving throw for each additional turn. If the suffocation magic can
lasts 5 turns, the target falls unconscious.

Vel-Sutra List

The Vel-Sutra list that follows is nothing but a suggestion of some that
might be found during a campaign. Vel-Sutras are always formulas
of Ki manipulation and are always recorded on objects of cultural,
historic,al or sentimental value.

Cost◆

Light Pilfer◆
Prerequisite: Intelligence 13
A small manuscript has an old symbol for the word
"shadow" with inscriptions around it and a black
satin ribbon that seems immune to the detriments
of time.
You get darkvision up to 15 feet, if you
already have darkvision, it increases
by 15 feet.

226
hastely regenerate wounds. An old painting about the anatomy of an unknown flying animal. It
has some images with encrypted writings about the Shroud’s art and
You gain +1 AC and recover 1d4 hit points at the start of your
discusses the Shadow Tear.
turn for every 3 enemies adjacent to you.
If you fall unconscious, your shadow raises and protects your
Cost ◆ ◆ ◆ body. This shadow has all of your stats and class features and
is resistant to nonmagical physical damage, necrotic and poison
damage. It is vulnerable to radiant damage and immune to all
Buffalo Force ◆ ◆ ◆ conditions but can not leave its place. If it falls to 0 hit points, it
Prerequisite: Strength 15 and 1 Ki point returns to being just a shadow. When your shadow returns to
What appears to be just a decorative object molded on soapstone normal, all the information, it acquired returns to you.
actually reveals ancient inscriptions and characters that lead towards an
understanding of how to turn Ki into brute force. Cost ◆ ◆ ◆ ◆ ◆
Your Strength score increases by 2.
Blessing of the First Lands ◆ ◆ ◆ ◆ ◆
Prerequisite: Ionian, Wisdom 18 and 4 Ki points
Monkey King's Stealing ◆ ◆ ◆
Prerequisite: Level 5 Bodhisattva A censer made of stone and glass with some inscriptions only visible
when exposed to intense heat, revealing the story of the First Lands
A small scroll rolled with silk bands sits inside an ornate vase from a
from a distant past. The story is a children's tale about the time when the
forgotten temple of Tevasa. It tells the story of an extraordinarily agile
spiritual and material world was the same.
and cunning Shimon vastaya that became the leader of his tribe by
defeating his opponents by racing them. The spirits of the First Lands have a certain regard for you, and
many of them accompany you on your travels. Once for short or
You can manifest oscillating energy on your hand and attack with
long rest, when you suffer damage that would leave you with less
it. The target must make a Constitution saving throw, on a failure
than 1 hit point, the spirits will aid you, making you ignore the
this attack causes slow to the target, reducing their movement
damage and becoming invulnerable to all damage for two turns.
speed by 25 feet for a number of turns equal to your proficiency
bonus. You gain this speed as additional movement speed for the
duration. Golden Herald ◆ ◆ ◆ ◆ ◆
Prerequisite: Strength 18 and 5 Ki points
Soft Fist ◆ ◆ ◆ This pair of gold rings have inscriptions on their interiors that reveal a
Prerequisite: Wisdom 15 and Dexterity 15 poem when aligned about strength and how it is wasted on senseless
acts.
A mother-of-pearl jewel that has in its frame an old chant to an old and
forgotten Bodhisattva whose great feats were abruptly stopped by the Targets that suffer damage from your unarmed strikes must
coming of an unprecedented threat in his youth. succeed on a Constitution saving throw or suffer double damage.
The DC equals 20 + your Wisdom modifier.
Your unarmed strikes temporarily reduce your target's strength.
Each unarmed strike that hits a target removes 1 point from its
Strength score if it fails a Constitution saving throw. The DC Mercurial Lantern ◆ ◆ ◆ ◆ ◆
equals 18 + your Wisdom modifier. The removed points are Prerequisite: Dexterity 16 and 4 Ki points
restored after the target finishes a long rest.
This lantern contains in its interior a silver substance similar to mercury.
When its wick is lit, the lantern will shine a calming spectral light. When
Cost ◆ ◆ ◆ ◆
it is placed above the right paper, it is possible to read a text in an ancient
language.
Chalice of Broken Crystal ◆ ◆ ◆ ◆ While you are not in darkness or dim light, you are immune to
Prerequisite: Wisdom 15 and 4 Ki points surprise attacks. If you are already immune to them, you can
This crystal chalice was broken and rebuilt using gold to bond its broken add your proficiency bonus to any roll that uses Dexterity. Your
pieces. A chalice that once belonged to a noble and was gifted to him proficiency bonus is doubled for these rolls, and you always roll
by an exceptional artisan, grateful to the noble for using his fortune to them with advantage. Additionally, your ranged weapon attacks
restore the lands from a terrible blight. Its base is an acknowledgement gain +3 to hit, and you add a number of d12 to the damage equal
to the noble, written in characters only readable when certain liquids are to your Wisdom modifier that deals radiant damage.
poured into the chalice.
Cost ◆ ◆ ◆ ◆ ◆ ◆
You emanate a healing aura on a 50-foot radius around you. You
and all of your allies inside this area gain double hit points from
healing effects. Dagger of the Gray Man ◆ ◆ ◆ ◆ ◆ ◆
Prerequisite: Wisdom 18 and 8 Ki points
Dragon Scales ◆ ◆ ◆ ◆ An ornate dagger from a lost age. Its edge is blunt and has no use other
Prerequisite: Constitution 15 and 3 Ki points than decoration. Legends say it was created by the Gray Man himself
and ended up in the hands of men, seeding strife where it went. It was
Written on some kind of lizard's skin, there is a poem about the Dragon's
then decorated with two jewels: a black opal and a diamond. Only then
determination that switches from a very polite speech to a very mundane
its energies gained harmony and respite.
one, as if it was a dialogue between two people of different backgrounds.
Your skin becomes as hard as the most resistant steel. All Ki costs can be converted into hit point costs.
You gain +2 to your Constitution score and invulnerability to fire
and slashing damage. Focus Flash ◆ ◆ ◆ ◆ ◆ ◆
Prerequisite: Constitution 18, Strength 18, and 6 Ki points
Shadow Watch ◆ ◆ ◆ ◆ An ancient silver chain that contains in its rings inscriptions made of
Prerequisite: Wisdom 15, 2 Ki points, and Ninja of the Order of Shadow jade. Once part of a Bodhisattva statue, it is said the original statue held

227
the secret to fighting giants.
A rush of speed and strength transforms the Bodhisattva into a
destruction machine. His movements become quicker, granting
focus and precision. You gain half your movement speed as bonus
movement speed, and for each strike you hit, you add the triple
of your proficiency bonus as damage to your unarmed strikes or
melee weapon attacks.

Shojin Grace ◆ ◆ ◆ ◆ ◆ ◆
Prerequisite: Strength 18, Dexterity 18, and 6 Ki points
This manual is more than 300 pages long, and tells lost tales about the
Dragon's wisdom amidst spiritual alchemy formulas on a language long
lost. Your Strength score becomes 22 in case it was lower.
As a reaction, you can activate the internal force of this Vel-Sutra,
covering your body with some sort of golden metallic armor that
works like a second skin. It grants you +3 AC and makes all your
unarmed strikes deal an additional number of d10 equal to your
Wisdom modifier as thunder damage.

228
Multiclassing
Multiclassing allows you to gain levels in multiple classes. Doing so lets
you mix the abilities of those classes to realize a character concept that
might not be reflected in one of the standard class options. With this
rule, you have the option of gaining a level in a new class whenever
you advance in level, instead of gaining a level in your current class.
Your levels in all your classes are added together to determine your
character level. For example, if you have three levels in Arcane and two
in Combatant, you’re a 5th-level character. As you advance in levels,
you might primarily remain a member of your original class with just
a few levels in another class, or you might change course entirely,
never looking back at the class you left behind. You might even start
progressing in a third or fourth class. Compared to a single-class
character of the same level, you’ll sacrifice some focus in exchange for
versatility. You receive only the equipment from your first class.

Prerequisites
To qualify for a new class, you must meet the ability score prerequisites for
both your current class and your new one, as shown in the Multiclassing
Prerequisites table. For example, a Brute who decides to multiclass into
the Acolyte class must have both Strength and Wisdom scores of 13 or
higher. Without the full training that a beginning character receives, you
must be a quick study in your new class, having a natural aptitude that is
reflected by higher-than-average ability scores.

Multiclassing Prerequisites
Class Ability Score Minimum
Acolyte Wisdom 13
Arcane Charisma 13 and Intelligence 13
Bodhisattva Dexterity 13 and Wisdom 13
Brute Strength 13
Combatant Strength 13 or Dexterity 13
Hunter Dexterity 13 and Wisdom 13
Marksman Dexterity 13 and Wisdom 13
Mercurial Dexterity 13
Ninja Dexterity 13 and Wisdom 13
Pilgrim Charisma 13
Techmaturge Intelligence 13

Experience Points
The experience point cost to gain a level is always based on your total
character level, as shown in the Character Advancement table, in
Chapter 1, not your level in a particular class. So, if you are an Acolyte
6/ Combatant 1, you must gain enough XP to reach the 8th level before
you can take your second level as a Combatant or your seventh level as
an Acolyte.

Hit Points and Hit Dice


You gain the hit points from your new class as described for levels after
1st. You gain the 1st-level hit points for a class only when you are a 1st-
level character. You add together the Hit Dice granted by all your classes
to form your pool of Hit Dice. If the Hit Dice are the same die type, you
can simply pool them together. For example, both the Combatant and
the Hunter have a d10, so if you are a Combatant 5/ Hunter 5, you have
ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep
track of them separately. If you are a Hunter 5/ Acolyte 5, for example,
you have five d10 Hit Dice and five d8 Hit Dice.

Proficiency Bonus
Your proficiency bonus is always based on your total character level, as
shown in the Character Advancement table, in Chapter 1, not your level
in a particular class. For example, if you are a Combatant 3/ Mercurial
2, you have the proficiency bonus of a 5th-level character, which is +3.

Proficiencies
When you gain your first level in a class other than your initial class, you
gain only some of the new class’s starting proficiencies, as shown in the
Multiclassing Proficiencies table.

229
Multiclassing Proficiencies
Class Proficiencies Gained
Acolyte Light and medium armors, shields
Arcane -
Marksman Light armor, firearms
Bodhisattva Simple weapons, shortsword
Brute Simple and martial weapons, shields
Hunter Light and medium armors, shields, simple and martial weapons, one skill from the class’
skill list
Combatant Light and medium armors, shields, simple and martial weapons
Mercurial Light armors, one skill from the class’ skill list, locksmith’s craft
Ninja Simple weapons, ninja weapons, one skill from the class’ skill list
Pilgrim Light armor, one skill of your choice, craft with one musical instrument of your choice
Techmaturge One type of firearm, one skill from the class’ skill list, one craft from the class’ craft list

Class Features
When you gain a new level in a class, you get its features for that level.
You don’t, however, receive the class’s starting equipment, and a few
features have additional rules when you’re multiclassing: Extra Attack,
Unarmored Defense, and Spellcasting.

Extra Attack
If you gain the Extra Attack class feature from more than one class, the
features don’t add together. You can’t make more than two attacks with
this feature unless it says you do (as the Combatant’s version of Extra
Attack does).

Unarmored Defense
If you already have the Unarmored Defense feature, you can’t gain it
again from another class.

Spellcasting
Your capacity for spellcasting depends partly on your combined levels
in all your spellcasting classes and partly on your levels in those classes.
Once you have the Spellcasting feature from more than one class, use
the rules below. If you multiclass but have the Spellcasting feature from
only one class, you follow the rules as described in that class.

Spells Known and Prepared. You determine what spells you know and
can prepare for each class individually as if you were a single-classed
member of that class. If you are a Hunter 4/ Arcane 3, for example, you
know three 1st-level Hunter spells based on your levels in the ranger
class. As 3rd-level Erudite Arcane, you know three Arcane cantrips, and
your spellbook contains ten Arcane spells, two of which (the two you
gained when you reached the 3rd level as an Arcane) can be 2nd-level
spells. If your Intelligence is 16, you can prepare six Arcane spells from
your spellbook. Each spell you know and prepare is associated with one
of your classes, and you use the spellcasting ability of that class when
you cast the spell. Similarly, a spellcasting focus, such as a holy symbol,
can be used only for the spells from the class associated with that focus.

Spell Slots. You determine your available spell slots by adding together
all your levels in the Acolyte, Arcane, and Pilgrim classes, and a third of
your levels (rounded down) in the Brute, Combatant, Hunter, Marksman,
Mercurial and Techmaturge classes. Use this total to determine your spell
slots by consulting the Multiclass Spellcaster table. If you have more than
one spellcasting class, this table might give you spell slots of a level that
is higher than the spells you know or can prepare. You can use those
slots, but only to cast your lower-level spells. If a lower-level spell that
you cast, like burning hands, has an enhanced effect when cast using
a higher-level slot, you can use the enhanced effect, even though you
don’t have any spells of that higher level. For example, if you are the
aforementioned Hunter 6/ Arcane 3, you count as a 5th-level character
when determining your spell slots: you have four 1st-level slots, three
2nd-level slots, and two 3rd-level slots. However, you don’t know any
3rd-level spells, nor do you know any 2nd-level Hunter spells. You can
use the spell slots of those levels to cast the spells you do know — and
potentially enhance their effects.

230
Multiclasse para Conjurador
Espaço de Magia por Nível de Magia
Nível 1º 2º 3º 4º 5º 6º 7º 8º 9º
1º 2 - - - - - - - -
2º 3 - - - - - - - -
3º 4 2 - - - - - - -
4º 4 3 - - - - - - -
5º 4 3 2 - - - - - -
6º 4 3 3 - - - - - -
7º 4 3 3 1 - - - - -
8º 4 3 3 2 - - - - -
9º 4 3 3 3 1 - - - -
10º 4 3 3 3 2 - - - -
11º 4 3 3 3 2 1 - - -
12º 4 3 3 3 2 1 - - -
13º 4 3 3 3 2 1 1 - -
14º 4 3 3 3 2 1 1 - -
15º 4 3 3 3 2 1 1 1 -
16º 4 3 3 3 2 1 1 1 -
17º 4 3 3 3 2 1 1 1 1
18º 4 3 3 3 3 1 1 1 1
19º 4 3 3 3 3 2 1 1 1
20º 4 3 3 3 3 2 2 1 1

Ki
If you choose to receive levels in Bodhisattva and Ninja, your Ki points
are summed, for example, a Ninja 5/ Bodhisattva 5 will have 3 Ki points
for being Ninja and 7 for being Bodhisattva, totaling 10 points. However,
if your Via Ninja is Shugenja, you have 4 Ki instead of 3, totaling 11 Ki
points.

Sutras. Sutras slots in your class can only be used to obtain Sutras from
that class.

Vel Sutras. The Vel slot is summed together, with the Vel slot coming
from Ninja receiving -1. For example, if you are a Bodhisattva 10/ Ninja
5, you will have a total of 5 Vel points (5 Bodhisattva and 1 (-1) Ninja).
However, if your Via Ninja is Shugenja, you now have 6 Vel points (5 for
Bodhisattva and 2 (-1) for Ninja).

231
232
Chapter 6: Equipment currencies. Instead, the gold piece is the measurement standard for
values, but the actual exchange is performed on gold bars, credit cards,
or valuable goods.
Every adventure and adventurer needs tools that allow the goals to be
achieved. The markets of all cities teem with people trading every day, One piece of gold is worth ten pieces of silver, the predominant coin
whether they are residents in need of daily supplies or adventurers in among commoners. The silver piece buys a dice set, a bottle of lamp oil,
need of equipment and services. Each large region has at least one large or a night's rest in a poor inn. One silver piece is worth ten copper pieces.
market, either searching for a blacksmith to arrange weapons and armor, A single piece of copper buys a candle, a torch, or a portion of chalk.
a craftsman to repair a torn backpack, all needs can be met as long as the Also, unusual coins made of other precious metals sometimes appear
right amount is paid. From weapons to exotic spices, daily rations, and in piles of treasures. The electrum piece (EP) and the platinum piece
even a simple teddy bear, the markets are essential for adventurers to (PP) originate from fallen empires and lost realms and sometimes
have what they need so that their lives do not depend on an unrealized raise suspicion and skepticism when used in transactions. One piece of
purchase. electrum is worth five silver pieces, and one platinum piece is worth ten
gold pieces.
Starting Equipment The standard coin weighs about 10 grams, so a hundred coins weigh
approximately one kilogram.
During the creation of your character, your basic equipment is formed
by your past in addition to those of the class. An alternative rule is to
begin having an initial amount in money, based on your class, and you
can use this amount to build your own set of basic equipment. Standard Exchange Rates
Coin CP SP EP GP PP
The Starting Wealth by Class table determines this, together with Copper (CP) 1 1/10 1/50 1/100 1/1000
your Game Master, you can decide what equipment to buy and how it Silver (SP) 10 1 1/5 1/10 1/100
happened. Maybe you want a specific weapon not found in your region, Electrum (EP) 50 5 1 1/2 1/20
Gold (GP) 100 10 2 1 1/10
perhaps you have a different eating habit that requires a little more
Platinum (PP) 1000 100 20 10 1
searching, or simply you stole this equipment at some point, following
its course since then. Anyway, the basic sets were formed thinking about
the general needs of the characters, but maybe you have somewhat "
peculiar " needs.
Alternative Coinage
Starting Wealth by Class
Class Starting Wealth
Acolyte 5d4 x 10 GP In the world of Runeterra, there are not only standard coins, several
Arcane 4d4 x 10 GP regions have different coinage or currencies, but that have the same
Bodhisattva 5d4 GP commercial value as the standard coins in that region. When you are
Brute 2d4 x 10 GP traveling, be careful with your money, it may not be valid in that region,
Combatant 5d4 x 10 GP and at the time you go to make the exchange, a currency may be worth
Hunter 5d4 x 10 GP
Marksman 4d4 x 10 GP
more or less than its original value, it's up to the game master to say.
Mercurial 4d4 x 10 GP For example, in Bilgewater, only two coins are commonly used, the
Ninja 5d4 GP
Silver Serpent (SP) and the Golden Kraken (GP). However, if you try to
Pilgrim 5d4 x 10 GP
Techmaturge 8d4 x 10 GP
use them in Noxus, their original value will decrease.

Wealth
Although each major city-state of Runeterra has its own currency,
gold and silver are universal when operating across the economic
borders of the regions. The role of money can be fulfilled by other
commercial goods such as jewelry, precious stones in various states of
cutting, animals, and even art objects, however, when we talk about
nobility, the scale of this goes up immensely, with shipments of gold,
rights over a mine or even the use of ports, leading positions in large
institutions among many other forms of negotiation. Thus, the scale in
which currencies are counted one by one basically serves for trading
adventurers and traders.

Coinage

Common coins exist in several different denominations based


on the relative value of the metal they are minted. The three most
common coins are the gold piece (GP), the silver piece (SP), and the
copper piece (CP).
With a gold piece, a character can buy a quiver, 15 feet of good rope, or
a goat. A skilled (but not exceptional) craftsman can earn one gold coin
a day. The gold piece is the standard unit of measurement for wealth,
even if the currency itself is not typically used. When traders discuss
business involving goods or services worth hundreds or thousands of
gold pieces, transactions do not usually affect the exchange of individual

233
Regions and their Currencies Shurima. There is a high rate of mercenaries in Shurima, they are
willing to do anything... for the right amount of gold, even invade
In Runeterra, in most places, it is more common to work with the the tomb of their ancestral capital. Animals, silk, clay, glass, and
exchange of goods, however, each region has more value to one material gold are widespread in Shurima, and perhaps you can find a gold
than another. For example, in Freljord, items such as leather, skin, and gauntlet pulled from a lost arm in the desert.
meat are more valued due to the cold climate hostile to ordinary life; Targon. The Rakkor have several animals in which they remove
while in Ionia, things such as wheat, cotton, or silk have more value wool, milk, and leather, besides the wealth that the Mountain gives
because they are not aggressive with the local fauna and flora. them. His weapons are made of gold or silver, and his blacksmiths
In regions like Demacia that their common currency is only one coin, are incredibly skilled, sometimes imbuing the weapon with magic
they have the same in abundance, having their prices higher standards, and selling it for hundreds of gold pieces.
for example, a short sword that generally costs 10 GP, in Demacia it will Zaun. Here you find not so conventional and even destructive items,
cost 50 GP. it's not a good idea to try to pass the leg on a Zaunite merchant, he
In the table below, you will find the most common coinage for each might end up wanting for you to turn around... to stab you.
region.

Regions and their Coinage Trade


Region Currency Cost Goods
Bilgewater Silver Serpent and Golden Kraken 1 CP 0.5 kg of wheat
Bandlecity Trade of goods 2 CP 0.5 kg of flour or one chicken
Demacia Standard Coins 5 CP 0.5 kg of salt
Freljord Trade of goods 1 SP 0.5 kg of iron or 10 ft² of canvas
Ionia Trade of goods 5 SP 0.5 kg of cooper or 10 ft² of cotton cloth
Ixtal Electrum Pieces and Platinum 1 GP 0.5 kg of ginger or one goat
Pieces
2 GP 0,5 kg of cinnamon or pepper, or one sheep
Noxus Standard Coins
3 GP 0.5 kg of cloves or one pig
Piltover Golden Hex, Silver Cog, Golden
5 GP 0.5 kg of silver or 10 ft² of linen
Washer
10 GP 10 ft² of silk or one cow
Shadow Isles Non-existent
15 GP 0.5 kg of saffron or one bull
Shurima Copper, Silver, and Gold Securi
50 GP 0.5 kg of gold
Targon Trade of goods and Gems
500 GP 0.5 kg of platinum
Zaun Golden Hex, Silver Cog, Golden
Washer

Armors
Trading

Merchandise can be found worldwide; however, not all regions trade in Armaduras Leves
the same way.
Made from supple and thin materials, Light Armor favors agile
Bilgewater. Bilgewater has a sea route that trades with almost all adventurers since it offers some Protection without sacrificing mobility.
regions of the world, except Ixtal, in Bilgewater, you can find all If you wear Light Armor, you add your Dexterity modifier to the base
kinds of goods and currency. The price of products in Bilgewater number from your armor type to determine your Armor Class.
vary according to the seller, many may be trying to trick you into
getting more gold for themselves. Padded. Padded Armor consists of quilted layers of cloth and
batting.
Bandlecity. It is not known how the commerce works in Bandlecity,
or even if it exists. And if it exists, it must be something very strange. Leather. The Breastplate and shoulder protectors of this armor are
made of leather that has been stiffened by being boiled in oil. The
Demacia. No "official" trading is allowed with the common people rest of the armor is made of softer and more flexible materials.
of Demacian, however, the crown buys goods from other places
and resells to the population, controlling the entire local market. Studded Leather. Made from tough but flexible leather, studded
Demacia does not trade with Noxus. leather is reinforced with close-set rivets or spikes.

Freljord. Hardly a Freljord tribe commercializes with another rival


tribe, however, all accept goods from abroad.
Ionia. Ionia's trade is mainly between producers, as many years Medium Armor
ago, Ionia was a peaceful civilization. Its plantations, fabrics, and
medicinal products are its primary sources of exchange. However, Medium Armor offers more Protection than Light Armor, but it also
with the Noxian invasion, it started to trade weapons for the impairs Movement more. If you wear Medium Armor, you add your
personal defense of its population. Dexterity modifier, to a maximum of +2, to the base number from your
armor type to determine your Armor Class.
Noxus. Probably Noxus has the largest variety of products for sale,
with the expansion of the empire and land ownership, Noxus has a Hide. This crude armor consists of thick furs and pelts. It is
variety ranging from Eka'sul (common Shurima animals) to Black commonly worn by Barbarian tribes, evil Humanoids, and other
Steel. folk who lack access to the tools and materials needed to create
better armor.
Piltover. You can easily find expensive clothes and hextech
weapons in Piltover, as well as negotiate with merchants who have Chain Shirt. Made of interlocking metal rings, a Chain Shirt is worn
traveled the world in search of new products for their store. between layers of clothing. This armor offers modest Protection to
the wearer’s upper body and allows the sound of the rings rubbing
Shadow Isles. One day there must have been a kind of trade
against one another to be muffled by outer layers.
inside the cursed islands, but today it is unknown if there is a living
soul inside the Shadow Islands, only that there are several hidden Scale Mail. This armor consists of a coat and leggings (and perhaps
treasures from the past and extraordinary magic items. a separate skirt) of leather covered with overlapping pieces of
metal, much like the scales of a fish. The suit includes gauntlets.

234
Armor
Name Cost Armor Class Strength Stealth Weight
Light Armors
Padded 5 GP 11 + Dexterity Modifier - Disadvantage 4 kg
Leather 10 GP 11 + Dexterity Modifier - - 5 kg
Studded Leather 45 GP 12 + Dexterity Modifier - - 6.5 kg
Medium Armor
Hide 10 GP 12 + Dexterity Modifier (max +2) - - 6 kg
Chain Shirt 30 GP 13 + Dexterity Modifier (max +2) - - 10 kg
Scale Mail 50 GP 14 + Dexterity Modifier (max +2) - Disadvantage 22.5 kg
Breastplate 400 GP 14 + Dexterity Modifier (max +2) - - 10 kg
Half Plate 750 GP 15 + Dexterity Modifier (max +2) - Disadvantage 20 kg
Heavy Armors
Ring Mail 30 GP 15 - Disadvantage 20 kg
Chain Mail 75 GP 16 13 Disadvantage 27.5 kg
Splint 200 GP 17 15 Disadvantage 30 kg
Plate 1.500 GP 18 15 Disadvantage 32.5 kg
Shields
Buckler 1 GP Special - - 1 kg
Light Shield 5 GP 1 - - 3 kg
Heavy Shield 15 GP 2 13 - 7 kg
Tower Shield 50 GP 2+, Special 15 Disadvantage 15 kg

Breastplate. This armor consists of a fitted metal chest piece Light Shield. This wooden shield is worn strapped to your forearm,
worn with supple leather. Although it leaves the legs and arms letting your hand free. You can carry other items in that hand,
relatively unprotected, this armor provides good Protection for the although you cannot use Weapons with it.
wearer’s vital organs while leaving the wearer relatively
Heavy Shield. This steel shield is strapped to the
unencumbered.
forearm and must be held firmly, preventing
Half Plate. This armor consists of shaped the user from using that hand. While using
metal plates that cover most of the wearer’s this shield, you lose 5 feet of your movement
body. It does not include leg Protection speed.
beyond simple greaves that are attached
Tower Shield. This massive wooden Shield
with leather straps.
is nearly as tall as you are. A tower shield
cannot be used while mounted. While using this
shield, creatures 5 feet behind it receive a half cover
bonus, including you, however, you do not receive
Heavy Armor an advantage in Dexterity checks. While using this
shield you lose 5 feet of your movement speed, your
Of all the armor categories, Heavy Armor offers the best dexterity checks and saving throws, passive or not,
Protection. These suits of armor cover the entire body and receive disadvantage.
are designed to stop a wide range of attacks. Only proficient
warriors can manage their weight and bulk. Heavy Armor
doesn’t let you add your Dexterity modifier to your Armor
Class, but it also doesn’t penalize you if your Dexterity Hanging a Shield
modifier is negative. Excepit for Bucklers, every shield has a strap, so you can
Ring Mail. This armor is Leather Armor with heavy rings sewn hang it on your back.
into it. The rings help reinforce the armor against blows from
Swords and axes. Ring Mail is inferior to Chain Mail, and it's usually
worn only by those who can’t afford better armor. Getting Into and Out of Armor
Chain Mail. Made of interlocking metal rings, Chain Mail includes a The time it takes to don or doff armor depends on the armor's category.
layer of quilted fabric worn underneath the mail to prevent chafing
and to cushion the impact of blows. The suit includes gauntlets. Don. This is the time it takes to put on armor. You benefit from the
armor's AC only if you take the full time to don the suit of armor.
Splint. This armor is made of narrow vertical strips of metal riveted
to a backing of leather that is worn over cloth padding. Flexible Doff. This is the time it takes to take off armor. If you have help,
Chain Mail protects the joints. reduce this time by half.

Plate. Plate consists of shaped, interlocking metal plates to cover


the entire body. A suit of plate includes gauntlets, heavy leather
Donning and Doffing Armor
boots, a visored helmet, and thick layers of padding underneath the
Category Don Doff
armor. Buckles and straps distribute the weight over the body. Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes
Shield 1 action 1 action
Shields

Buckler. This small metal Shield is worn strapped to your forearm,


letting your hand free to use an item and wield a weapon, when
attacked, you can use your reaction to gain +1 AC bonus until the
beginning of your next turn.

235
Weapons large for a Small and Tiny creature to use effectively.
Light. A light weapon is small and easy to handle, making it ideal
Your class grants proficiency in certain weapons, reflecting both the for use when fighting with two weapons.
class’s focus and the tools you are most likely to use. Whether you Loading. Because of the time required to load this weapon, you
favor a longsword or a longbow, your weapon and your ability to can fire only one piece of ammunition from it when you use an
wield it effectively can mean the difference between life and death while action, bonus action, or reaction to fire it, regardless of the number
adventuring. The Weapons table shows the most common weapons of attacks you can normally make.
used in the fantasy gaming worlds, their price and weight, the damage
they deal when they hit, and any special properties they possess. Every Range. A weapon that can be used to make a ranged attack has
weapon is classified as either melee or ranged. A melee weapon is used a range in parentheses after the ammunition or thrown property.
to attack a target within 5 feet of you, whereas a ranged weapon is used The range lists two numbers. The first is the weapon’s normal range
to attack a target at a distance. in feet, and the second indicates the weapon’s long range. When
attacking a target beyond normal range, you have disadvantage on
Damage Scale. The damage scale reflects a weapon's destructive the attack roll. You can’t attack a target beyond the weapon’s long
power. Whenever it goes up a damage category, it follows this range.
structure (it works for both firearms and other types of weapons):
Reach. This weapon adds 5 feet to your reach when you attack
with it. As well as when determining your reach for opportunity
Damage Scale attacks with it.
1d4 1d6 1d8 1d10 1d12 2d8 2d10 2d12 3d10 3d12 4d12 5d12 Special. A weapon with the special property has unusual rules
governing its use, explained in the weapon’s description (see
Weapon Properties “Special Weapons” later in this section).

Many weapons have special properties related to their use, as shown in Thrown. If a weapon has the thrown property, you can throw the
the Weapons table. weapon to make a ranged attack. If the weapon is a melee weapon,
you use the same ability modifier for that attack roll and damage
Ammunition. You can use a weapon with the ammunition roll that you would use for a melee attack with the weapon. For
property to make a ranged attack only if you have ammunition to example, if you throw a handaxe, you use your Strength, but if you
fire from the weapon. Each time you attack with the weapon, you throw a dagger, you can use either your Strength or your Dexterity,
expend one piece of ammunition. Drawing the ammunition from since the dagger has the finesse property.
a quiver, case, or other container is part of the attack. At the end
of the battle, you can recover half your expended ammunition by Two-Handed. This weapon requires two hands when you attack
taking a minute to search the battlefield. You need a free hand to with it. This property is only relevant when you attack with the
load a one-handed weapon. weapon, not while just holding it.

Finesse. When making an attack with a finesse weapon, you use Versatile. This weapon can be used with one or two hands. A
your choice of your Strength or Dexterity modifier for the attack damage value in parentheses appears with the property — the
and damage rolls. You must use the same modifier for both rolls. damage when the weapon is used with two hands to make a melee
attack.
Gauntlet. A weapon with the gauntlet property is treated like
a glove that must be worn in your hands. When using a weapon Firearm Properties
with this property, you can choose to use other weapons with
your hands, if you do it you cannot attack with the gauntlet. All firearms have the ammunition and loading properties, even if not
Alternatively, as long as you are not using a weapon with two- specified in the Firearms table.
handed or heavy properties, you can attack with a gauntlet using a Capacity. The capacity of a firearm is the number of shots it can
bonus action, when you do it, your attribute modifier is not added store at a time. When a firearm is fired a number of times equal to
to the gauntlet damage roll unless that this modifier is negative. its capacity, it must be reloaded using an action before firing again.
Heavy. Small and Tiny creatures have disadvantage on attack rolls Dispersion. Firearms with this property shoot spheres in a cone
with heavy weapons. A heavy weapon’s size and bulk make it too up to their maximum distance. All creatures in the cone area must

236
Simple and Martial Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Club 1 SP 1d4 bludgeoning 1 kg Light
Dagger 2 GP 1d4 piercing 0.5 kg Finesse, light, thrown (range 20/60 feet)
Greatclub 2 SP 1d8 bludgeoning 5 kg Heavy, two-handed
Handaxe 5 GP 1d6 slashing 1 kg Light, thrown (range 20/60 feet)
Harpoon 3 SP 1d6 piercing 0.5 kg Finesse, thrown (range 20/80 feet)
Javelin 5 SP 1d6 piercing 1 kg Thrown (range 30/120 feet)
Light Hammer 2 GP 1d6 bludgeoning 1 kg Light, thrown (range 20/60 feet)
Mace 5 GP 1d6 bludgeoning 2 kg -
Quarterstaff 2 SP 1d6 bludgeoning 2 kg Versatile (1d8)
Sickle 1 GP 1d4 slashing 1 kg Light
Spear 1 GP 1d6 piercing 1.5 kg Thrown (range 20/60 feet), versatile (1d8)
Simple Ranged Weapons
Crossbow, light 25 GP 1d8 piercing 2.5 kg Ammunition (range 80/320 feet), loading, two-handed
Dart 5 CP 1d4 piercing 0.1 kg Finesse, thrown (range 20/60 feet)
Shortbow 25 GP 1d6 piercing 1 kg Ammunition (range 80/320 feet), two-handed
Sling 1 SP 1d4 bludgeoning - Ammunition (range 30/120 feet)
Martial Melee Weapons
Battleaxe 10 GP 1d8 slashing 2 kg Versatile (1d10)
Flail 10 GP 1d8 bludgeoning 1 kg -
Glaive 20 GP 1d10 slashing 3 kg Heavy, reach, two-handed
Greataxe 30 GP 1d12 slashing 3.5 kg Heavy, two-handed
Greatsword 50 GP 2d6 slashing 3 kg Heavy, two-handed
Halberd 20 GP 1d10 slashing 3 kg Heavy, reach, two-handed
Lance 10 GP 1d12 piercing 3 kg Reach, special
Longsword 15 GP 1d8 slashing 1.5 kg Versatile (1d10)
Maul 10 GP 2d6 bludgeoning 5 kg Heavy, two-handed
Morningstar 15 GP 1d8 piercing 2 kg -
Pike 5 GP 1d10 piercing 4 kg Heavy, reach, two-handed
Rapier 25 GP 1d8 piercing 1 kg Finesse
Scimitar 25 GP 1d6 slashing 1.5 kg Finesse, light
Shortsword 10 GP 1d6 piercing 1 kg Finesse, light
Trident 5 GP 1d6 piercing 1 kg Thrown (range 20/60 feet), versatile (1d8)
War Gauntlet 1 GP Special* 0.5 kg Gauntlet
War Pick 5 GP 1d8 piercing 1 kg -
Warhammer 15 GP 1d8 bludgeoning 1 kg Versatile (1d10)
Whip 2 GP 1d4 slashing 1.5 kg Finesse, reach
Martial Ranged Weapons
Blowgun 10 GP 1d4 piercing 0.5 kg Ammunition (range 25/90 feet), loading
Crossbow, hand 75 GP 1d6 piercing 1.5 kg Ammunition (range 30/120 feet), light, loading
Crossbow, heavy 50 GP 1d10 piercing 4.5 kg Ammunition (range 90/400 feet), heavy, loading, two-handed
Longbow 50 GP 1d8 piercing 1 kg Ammunition (range 150/600 feet), two-handed
Net 1 GP - 1.5 kg Special, thrown (range 5/15 feet)

Ninja Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Chijiriki 1 GP 1d6 piercing 1.5 kg Thrown (range 20/60 feet), versatile (1d8)
Goad 5 SP 1d6 piercing 1 kg Thrown (range 30/120 feet)
Jitte 1 SP 1d4 piercing 1 kg Light
Kama 1 GP 1d4 slashing 1 kg Light
Kunai 2 GP 1d4 piercing 0.5 kg Finesse, light, thrown (range 20/60 feet)
Simple Ranged Weapons
Shuriken 1 CP 1d4 slashing 0.1 kg Finesse, thrown (range 20/60 feet)
Martial Melee Weapons
Katana 15 GP 1d8 slashing 1.5 kg Versatile (1d10)
Kawanaga 2 GP 1d4 slashing 1.5 kg Finesse, reach
Naginata 20 GP 1d10 slashing 3 kg Heavy, reach, two-handed
Wakizashi 10 GP 1d6 piercing 1 kg Finesse, light

Exotic Weapons
Name Cost Damage Weight Properties
Exotic Melee Weapons
Ancient God Idol 10 GP 1d8 bludgeoning 5 kg Heavy, two-handed
Chakram, small 3 GP 1d4 slashing 1 kg Finesse, light, thrown (range 15/60 feet)
Chakram, medium 6 GP 1d8 slashing 3.5 kg Finesse, thrown (range 30/90 feet)
Chakram, large 12 GP 1d12 slashing 7 kg Finesse, reach, two-handed
Khopesh 20 GP 1d10 slashing 2 kg Finesse, versatile (1d12)
Navori Blade 15 GP 1d6 slashing 1.5 kg Light, reach, special, thrown (range 20/60 feet)
Exotic Ranged Weapons
Repeating Crossbow 150 GP 1d6 piercing 1.5 kg Ammunition (range 60/300 feet), capacity 4
Repeating Crossbow, heavy 400 GP 1d8 piercing 5 kg Ammunition (range 60/300 feet), capacity 6

237
Firearms
Name Cost Damage Weight Error Range Properties
Light - - - - - -
Flintlock Pistol 75 GP 1d6 piercing 2 kg 4 60/250 feet Capacity 1, strength 13
Garrucha 100 GP 1d6 piercing 2 kg 3 60/250 feet Capacity 2, strength 13
Derringer 500 GP 1d6 piercing 1 kg 0 20/50 feet Capacity 2, strength 11, light, special
Revolver 1000 GP 1d8 piercing 2 kg 3 60/250 feet Capacity 5, strength 13
Pistol 5000+ GP 2d6 piercing 2 kg 2 100/300 feet Capacity 10, strength 11
Medium - - - - - -
Carbine 125 GP 1d6 piercing 3.5 kg 4 10/30 feet Capacity 1, dispersion, two-handed, strength 13
Coach gun 250 GP 1d8 piercing 3.5 kg 3 15/25 feet Capacity 2, dispersion, two-handed, strength 13
Sawn-off Shotgun 275 GP 1d10 piercing 3.5 kg 3 10/20 feet Capacity 2, dispersion, two-handed, strength 13
Shotgun 750 GP 1d12 piercing 4 kg 2 15/25 feet Capacity 4, dispersion, two-handed, strength 15
Long - - - - - -
Musket 125 GP 1d12 piercing 4 kg 3 150/640 feet Capacity 1, two-handed, strength 13
Fusil 500 GP 1d10 piercing 4 kg 2 200/800 feet Capacity 1, two-handed, strength 13
Rifle 3000 GP 1d12 piercing 6 kg 2 200/800 feet Capacity 15, two-handed, strength 11
Sniper Rifle 5000+ GP 1d10 piercing 7 kg 2 500/1000 feet Capacity 4, precision x4, two-handed, strength 11
Cannons - - - - - -
Handcannon 125 GP 1d6 bludgeoning 8 kg 2 60/250 feet Capacity 1, two-handed, strength 13
Cannon, medium 350 GP 1d8 bludgeoning 10 kg 3 80/340 feet Capacity 1, two-handed, strength 15, explosive (10 feet)
Cannon, heavy 1000 GP 1d10 bludgeoning 14 kg 2 150/640 feet Capacity 2, two-handed, strength 17, explosive (15 feet)
Cannon, huge 2500 GP 3d12 bludgeoning 25 kg 2 300/900 feet Capacity 1, two-handed, strength 21, explosive (20 feet)
Grenade Launcher, simple 1000 GP 1d6 bludgeoning 4 kg 1 60/250 feet Capacity 2, two-handed, strength 11, explosive (5 feet)
Grenade Launcher, medium 1500 GP 1d8 bludgeoning 5 kg 2 80/340 feet Capacity 2, two-handed, strength 13, explosive (10 feet)
Grenade Launcher, heavy 2500 GP 1d10 bludgeoning 7 kg 1 150/640 feet Capacity 4, two-handed, strength 15, explosive (15 feet)
Flamethrower - - - - - -
Flamethrower, simple 350 GP 1d8 fire 14 kg - 10 feet cone Special, strength 17, two-handed, charge 10
Flamethrower, compact 750 GP 1d8 fire 4 kg - 15 feet cone Special, two-handed, charge 4
Inferno 3000 GP 2d8 fire 8 kg - 15 feet cone Special, strength 13, two-handed, charge 7

Ammunitions weapon cannot fire until repaired.


Ammunition Cost Weight Broken. When a firearm is broken not only cannot fire until it
Cannon Ammunition (12) 6 GP 3 kg is fixed but its repair requires that some part be replaced or redone.
Light Ammunition (20) 2 GP 0.75 kg Magic weapons can only be broken with extremely powerful effects
Long Ammunition (14) 4 GP 1 kg
or if they suffer extensive damage in an antimagic or similar field.
Medium Ammunition (20) 4 GP 1.5 kg
Simple Tank (1) 2 GP 2.5 kg Destroyed. A destroyed weapon cannot be repaired, the
Compact Tank (1) 1 GP 1 kg shooter can use the Craft and gunsmith's tools with a DC 10 +
Inferno Tank (1) 5 GP 5 kg
error value, if successful he can recover some parts of the weapon
perform a Dexterity saving throw (DC = 8 + attacker's Dexterity worth 10% of the value of the weapon. Magic weapons can only be
modifier + proficiency bonus), taking complete damage on failure broken with extremely powerful effects or if they suffer extensive
and only half on success. Creatures beyond short range, but still in damage in an antimagic or similar field.
the area have an advantage in this saving throw. If the attacker is
Precision. Weapons with precision add your Dexterity or
not proficient with firearms, all creatures making this saving throw
Intelligence modifier (whichever is greater) and your proficiency
have advantage.
to the damage. In addition, your critical margin decreases by
Error. If your attack roll with the firearm fails at or below the 1, if 20 becomes 19, if 19 becomes 18 and so on. The value that
error margin, you suffer a shooting failure. Your attack misses, any accompanies the property is the critical hit dice multiplier.
ammunition used in the attack is spent and your weapon gets stuck.
Silent. When fired, a silent weapon makes no more noise than a
You must repair a stuck weapon before using it again.
bow or crossbow.
Explosive. Firearms with this property fire ammunition that
explode in an area from the point of impact in a circle. All creatures Additional Rules to Firearms
in the circle area must perform a Dexterity saving throw (DC =
Ammunition and Water. If your ammo gets wet, there is a 50%
8 + attacker's Dexterity modifier + proficiency bonus), taking
chance that it will turn into a blank ammunition. You roll 1d100 to
full damage as fire damage on a failure and only half on success.
determine if a cartridge is blank ammunition when shot. If it falls
The creature that is the target of a weapon with this property, in
between 1 and 50, it is a blank ammunition and does not fire.
addition to taking damage from the weapon, will take damage from
the explosion, without being able to perform the saving throw to Firearms and Water. If your firearm gets wet, you must use
prevent that damage. If the shot is made in an area and not at a your gunsmith's tools to disassemble the gun, clean it and make
target, the creatures in range of the explosion must make the same it functional again. Dismantling it does not require an attribute
saving throw, but in case of success, they receive no damage. test, but it does require gunsmith’s tools. You cannot load or fire a
Creatures beyond short range, but still in the area have advantage weapon underwater without magical assistance, unless otherwise
in this saving throw. If the shooter is not proficient with firearms, all stated.
creatures making this saving throws have advantage.
Noise. When fired, a firearm makes a very loud noise, similar to
Strength. Light firearms that have the “strength X” property two stones hitting and breaking at high speed. This sound is easily
require the attribute score to be used without disadvantage with audible by any creature within 0.3 miles of the shot.
one hand. These weapons can be used using two hands with -2 in
Strength score to keep the absence of disadvantage. Improvised Weapons.
Integrity. Firearms are subject to the following integrity conditions: Sometimes characters don’t have their weapons and have to attack with
whatever is at hand. An improvised weapon includes any object you can
Stuck. A stuck firearm cannot fire until it is repaired.
wield in one or two hands, such as broken glass, a table leg, a frying
Unusable. Firearms are subject to problems, an unusable pan, a wagon wheel, or a dead razorfin. Often, an improvised weapon

238
is similar to an actual weapon and can be treated as such. For example, a attack with a net, you can make only one attack regardless of the
table leg is akin to a club. At the GM’s option, a character proficient with number of attacks you can normally make.
a weapon can use a similar object as if it were that weapon and use his or
her proficiency bonus. An object that bears no resemblance to a weapon Special Firearms
deals 1d4 damage (the GM assigns a damage type appropriate to the
All firearms have the Ammunition and Recharge characteristics, even if
object). If a character uses a ranged weapon to make a melee attack or
not specified in the Firearms table.
throws a melee weapon that does not have the thrown property, it also
deals 1d4 damage. An improvised thrown weapon has a normal range Derringer. A small pistol designed for short-range surprise attacks,
of 20 feet and a long range of 60 feet. the derringer is the killer's best friend. Derringers guarantee their
holders a great advantage with Sleight of Hand in the serve, and
Goldened and Silvered Weapons can attack from less than 5 feet without disadvantage.
Some monsters that have immunity or resistance to nonmagical weapons Flamethrower. Every flamethrower has a tank attached to it, that
are susceptible to silver or gold weapons. So cautious adventurers invest tank has a flammable liquid that after a certain number of uses
extra coin to plate their weapons with silver or gold. You can silver a needs to be changed, for the Flamethrower, it can be used a number
single weapon or 10 pieces of ammunition for 100 GP to 500 GP. This of times described in the characteristic “charge ”. When using a
cost represents not only the price of the silver or gold but the time and flamethrower, you do not make an attack roll, instead, creatures
expertise needed to add silver to the weapon without making it less within the weapon cone range must perform a Dexterity saving
effective. throw DC 8 + your proficiency bonus + your Dexterity modifier,
in a success, the targets receive only half the damage. If you are
Exotic Weapons not proficient with this weapon, you receive a -7 penalty on that
weapon's DC.
These weapons are unique and very unusual to be used in training
soldiers or to be learned alone, it is very rare for a person to learn to use Inferno. The Inferno weapon works in the same way as a
an exotic weapon without someone having given him specific training flamethrower, but its tank has a sticky flammable liquid, if a
for that weapon. creature fails to the flamethrower save, it will take 2d4 fire damage
additional, at the beginning of each turn, the creature receives
Ancient God Idol. This idol is made of stone, wood, and bronze
2d4 fire damage again until the liquid is removed. For each turn,
that represents the faith of an Acolyte of the Nagacaburos’ Rite.
the creature is covered by the liquid takes fire damage, the damage
Because of the way in which it is done, this idol has unique spiritual
per turn of the liquid increases by 1d4. To remove the liquid, it is
properties that only Acolytes of this Rite can use.
necessary for the affected creature to use its action and succeed in a
Chakram, small. This small weapon has a circular shape, and saving throw DC 15, removing the liquid on a success.
because it has sharp edges when hitting spears or other weapons,
it can cut them.
Chakram, medium. This Chakram is slightly larger, and due to its
weight, it becomes more difficult to be handled, requiring more
practice to be used.
Chakram, large. This weapon is capable of reaching the size of a
person, a master of that weapon usually stays inside the weapon,
using acrobatic blows with his own body to enhance his attacks.
Khopesh. The Khopesh is a scythe-shaped sword that evolved
from battle axes. The weapon's internal curve can be used to hold
an opponent's arm or pull his shield.
Navori Blade. Navori Blades have unique properties, they are
blades that can float around the user if the user can control the Ki
of the Blades. Being from the Doctrine of Blade Dance, you learn to
control these unique weapons, being able to control up to 6 at once
with ki. You have a disadvantage when using Navori Blade other
than the Doctrine of Blade Dance. In addition to not being able to
control the Blades properly, using only one at a time, and when
using this weapon that does not have any kind of grip, you receive
1d6 of slashing damage for each attack you perform, whether it is
a success or not.
Repeating Crossbow. A Repeating Crossbow is capable of firing
multiple bolts without the need for constant reloading.

Special Weapons
Weapons with special rules are described here.
Lance. You have disadvantage when you use a lance to attack a
target within 5 feet of you. Also, a lance requires two hands to
wield when you aren’t mounted.
Net. A Large or smaller creature hit by a net is restrained until it is
freed. A net has no effect on creatures that are formless or creatures
that are Huge or larger. A creature can use its action to make a DC
10 Strength check, freeing itself or another creature within its reach
on a success. Dealing 5 slashing damage to the net (AC 10) also frees
the creature without harming it, ending the effect and destroying
the net. When you use an action, bonus action, or reaction to

239
Equipment a creature or object, treating the acid as an Improvised Weapon. On
a hit, the target takes 2d6 acid damage.
No adventurer could survive long without the right equipment, Alchemist’s fire. This sticky, adhesive fluid ignites when exposed
depending on skill alone may not be enough. to air. As an action, you can throw this flask up to 20 feet, shattering
it on impact. Make a ranged attack against a creature or object,
Below are some pieces of equipment that can help the characters in their treating the Alchemist's Fire as an Improvised Weapon. On a hit,
adventures in the most diverse environments, besides, the general values the target takes 1d4 fire damage at the start of each of its turns. A
of these products in common markets are also exemplified. creature can end this damage by using its action to make a DC 10
However, there is not always availability of these pieces of equipment or Dexterity check to extinguish the flames.
even the certainty of finding them for an honest value, after all, the law Antitoxin. A creature that drinks this vial of liquid gains advantage
of supply and demand ends up modifying these prices in a sensitive way. on Saving Throws against poison for 1 hour. It confers no benefit to
Undead or Constructs.
Adventuring Gear Arcane Focus. An arcane focus is a Special item— an orb, a
Crystal, a rod, a specially constructed staff, a wand-like length of
Acid. As an action, you can splash the contents of this vial onto wood, or some similar item— designed to channel the power of
a creature within 5 feet of you or throw the vial up to 20 feet, arcane Spells.
shattering it on impact. In either case, make a ranged attack against
Ball bearings. As an action, you can spill these tiny metal balls from

Equipment
Item Cost Weight Item Cost Weight
Abacus 2 GP 1 kg Emblem 5 GP -
Acid (flask) 25 GP 0.5 kg Reliquary 5 GP 1 kg
Alchemist’s fire (flask) 50 GP 0.5 kg Holy water (flask) 25 GP 0.5 kg
Ammunition Hourglass 25 GP 0.5 kg
Sling bullets (20) 4 CP 0.75 kg Hunting trap 5 GP 12 kg
Blowgun Needles (50) 1 GP 0.5 kg Ink (1 ounce bottle) 10 GP -
Arrows (20) 1 GP 0.5 kg Ink pen 2 CP -
Crossbow bolts (20) 1 GP 0.75 kg Jug or Pitcher 2 CP 2 kg
Arcane Focus Kit, climber’s 25 GP 6 kg
Quarterstaff 10 GP 1 kg Ladder (10-foot) 1 SP 12 kg
Staff 5 GP 2 kg Lamp 5 SP 0.5 kg
Crystal 10 GP 0.5 kg Lantern, Bullseye 10 GP 1 kg
Orb 20 GP 1.5 kg Lantern, Hooded 5 GP 1 kg
Wand 10 GP 0.5 kg Lock 10 GP 0.5 kg
Wooden staff 5 GP 2 kg Magnifying glass 100 GP -
Sprig of mistletoe 1 GP - Manacles 2 GP 3 kg
Totem 1 GP - Mess kit 2 SP 0.5 kg
Yew wand 10 GP 0.5 kg Mirror, steel 5 GP 0.25 kg
Antitoxin (flask) 25 GP - Oil (flask) 1 SP 0.5 kg
Backpack 20 GP 2.5 kg Paper (1 sheet) 2 SP -
Ball bearings (bag of 1,000) 1 GP 1 kg Parchment (one sheet) 1 SP -
Barrel 2 GP 30 kg Perfume (flask) 5 GP -
Basket 4 SP 1 kg Pick, miner’s 2 GP 5 kg
Bedroll 1 GP 3.5 kg Piton 5 GP 0.125 kg
Bell 1 GP - Poison, basic (vial) 100 GP -
Blanket 5 SP 1.5 kg Pole (10-foot) 5 CP 3.5 kg
Block and tackle 1 CP 2.5 kg Pot, iron 2 GP 5 kg
Book 25 GP 2.5 kg Potion of Healing 50 GP 0.25 kg
Bottle or mug 2 CP 0.5 kg Pouch 5 SP 0.5 kg
Bottle, glass 2 GP 2.5 kg Quiver 1 GP 0.5 kg
Bucket 5 CP 1 kg Ram, Portable 4 GP 16 kg
Caltrops (bag of 20) 1 GP 1 kg Rations (1 day) 5 CP 1 kg
Candle 1 CP - Robes 1 GP 2 kg
Case, Crossbow Bolt 1 GP 0.5 kg Rope, hempen (50 feet) 1 GP 5 kg
Case, Map or Scroll 1 GP 0.5 kg Rope, silk (50 feet) 10 GP 2.5 kg
Chain (10 feet) 5 GP 5 kg Sack 1 GP 0.25 kg
Chalk (1 piece) 1 CP - Scale, merchant’s 5 GP 1.5 kg
Chest 5 GP 12 kg Sealing wax 5 SP -
Clothes, Common 5 GP 1.5 kg Shovel 2 GP 2.5 kg
Clothes, costume 5 2 kg Signal whistle 5 CP -
Clothes, fine 15 GP 3 kg Signet ring 5 GP -
Clothes, traveler’s 2 GP 2 kg Soap 2 GP -
Component pouch 25 GP 1 kg Spellbook / Grimoire 50 GP 1.5 kg
Crowbar 2 GP 2.5 kg Spikes, iron (10) 1 GP 2.5 kg
Fishing tackle 1 GP 2 kg Spyglass 1.000 GP 0.5 kg
Grappling hook 2 GP 2 kg Tent, two-person 2 GP 10 kg
Hammer 1 GP 1.5 kg Tinderbox 5 SP 0.5 kg
Hammer, sledge 2 GP 5 kg Torch 1 CP 0.5 kg
Healer’s Kit 5 GP 1.5 kg Vial 1 GP -
Holy Symbol Waterskin (capacity 2l - 2.5 Kg full) 2 SP 0.5 kg
Amulet 5 GP 0.5 kg Whetstone 1 CP 0.5 kg

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their pouch to cover a level, square area that is 10 feet on a side. A
creature moving across the covered area must succeed on a DC 10
Dexterity saving throw or fall prone. A creature moving through
the area at half speed doesn’t need to make the save. Equipment Packs
Block and tackle. A set of pulleys with a cable threaded through The Starting Equipment you get from your class includes a collection of
them and a hook to attach to Objects, a Block and tackle allows you useful Adventuring gear, put together in a pack. The contents of these packs
are listed here. If you are buying your Starting Equipment, you can purchase
to hoist up to four times the weight you can normally lift.
a pack for the price shown, which might be cheaper than buying the items
Book. A book might contain poetry, historical accounts, individually.
information pertaining to a particular field of lore, diagrams and Burglar’s Pack (16 GP). Includes a Backpack, a bag of 1,000 Ball bearings,
notes on Gnomish contraptions, or just about anything else that can 10 feet of string, a bell, 5 candles, a Crowbar, a Hammer, 10 pitons, a Hooded
be represented using text or pictures. A book of Spells is a Spellbook lantern, 2 flasks of oil, 5 days Rations, a Tinderbox, and a Waterskin. The
(described later in this section). pack also has 50 feet of Hempen rope strapped to the side of it.

Caltrops. As an action, you can spread a bag of Caltrops to cover a Diplomat’s Pack (39 GP). Includes a chest, 2 cases for maps and scrolls, a
square area that is 5 feet on a side. Any creature that enters the area set of Fine clothes, a bottle of ink, an Ink pen, a lamp, 2 flasks of oil, 5 sheets
of paper, a vial of Perfume, Sealing wax, and soap.
must succeed on a DC 15 Dexterity saving throw or stop moving
this turn and take 1 piercing damage. Taking this damage reduces Dungeoneer’s Pack (12 GP). Includes a Backpack, a Crowbar, a Hammer,
the creature’s walking speed by 10 feet until the creature regains at 10 pitons, 10 torches, a Tinderbox, 10 days of Rations, and a Waterskin. The
least 1 hit point. A creature moving through the area at half speed pack also has 50 feet of Hempen rope strapped to the side of it.
doesn’t need to make the save. Entertainer’s Pack (40 GP). Includes a Backpack, a Bedroll, 2 costumes, 5
candles, 5 days of Rations, a Waterskin, and a Disguise Kit.
Candle. For 1 hour, a Candle sheds bright light in a 5-foot radius
and dim light for an additional 5 feet. Explorer’s Pack (10 GP). Includes a Backpack, a Bedroll, a Mess kit, a
Tinderbox, 10 torches, 10 days of Rations, and a Waterskin. The pack also
Case, Crossbow Bolt. This wooden case can hold up to twenty has 50 feet of Hempen rope strapped to the side of it.
Crossbow bolts.
Ninja's Pack (10 GP). Includes a backpack, a bag of 20 caltrops, 10 feet of
Case, Map or Scroll. This cylindrical leather case can hold up to wire, a crowbar, 4 flasks of oil, 4 candles, 3 days of ration, 3 flasks and 50
ten rolled-up sheets of paper or five rolled-up sheets of Parchment. feet of hempen rope.

Chain. A chain has 10 Hit Points. It can be burst with a successful Priest’s Pack (19 GP). Includes a Backpack, a Blanket, 10 candles, a
Tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of
DC 20 Strength check.
Rations, and a Waterskin.
Climber’s Kit. A climber’s kit includes Special pitons, boot tips, Scholar’s Pack (40 GP). Includes a Backpack, a book of lore, a bottle of ink,
gloves, and a harness. You can use the climber’s kit as an action to an Ink pen, 10 sheets of Parchment, a little bag of sand, and a small knife.
anchor yourself; when you do, you can’t fall more than 25 feet from
the point where you anchored yourself, and you can’t climb more
than 25 feet away from that point without undoing the anchor.
chain to an immobile object, such as a tree or a spike driven into
Component pouch. A Component pouch is a small, watertight the ground. A creature that steps on the plate must succeed on a
leather belt pouch that has compartments to hold all the material DC 13 Dexterity saving throw or take 1d4 piercing damage and
Components and other Special items you need to cast your Spells, stop moving. Thereafter, until the creature breaks free of the trap,
except for those components that have a specific cost (as indicated its movement is limited by the length of the chain (typically 3 feet
in a spell's description). long). A creature can use its action to make a DC 10 Strength check,
Crowbar. Using a Crowbar grants advantage to Strength checks freeing itself or another creature within its reach on a success. Each
where the crowbar’s leverage can be applied. failed check deals 1 piercing damage to the trapped creature.

Fishing tackle. This kit includes a wooden rod, silken line, corkwood Lamp. A lamp casts bright light in a 15-foot radius and dim light
bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1
pint) of oil.
Healer’s Kit. This kit is a leather pouch containing bandages, salves,
and splints. The kit has ten uses. As an action, you can expend one Lantern, Bullseye. A Bullseye lantern casts bright light in a 60-foot
use of the kit to stabilize a creature that has 0 Hit Points, without cone and dim light for an additional 60 feet. Once lit, it burns for 6
needing to make a Wisdom (Medicine) check. hours on a flask (1 pint) of oil.

Holy Symbol. A holy Symbol is a representation of a god or Lantern, Hooded. A Hooded lantern casts bright light in a 30-foot
pantheon. It might be an Amulet depicting a Symbol representing radius and dim light for an additional 30 feet. Once lit, it burns for
a deity, the same Symbol carefully engraved or inlaid as an Emblem 6 hours on a flask (1 pint) of oil. As an action, you can lower the
on a Shield, or a tiny box holding a fragment of a sacred relic. An hood, reducing the light to dim light in a 5-foot radius.
Acolyte can use a holy Symbol as a Spellcasting focus. To use the Lock. A key is provided with the lock. Without the key, a creature
Symbol in this way, the caster must hold it in hand, wear it visibly, proficient with thieves’ tools can pick this lock with a successful
or bear it on a Shield. DC 15 Dexterity check. Your GM may decide that better locks are
Holy Water. As an action, you can splash the contents of this available for higher prices.
flask onto a creature within 5 feet of you or throw it up to 20 Magnifying glass. This lens allows a closer look at small objects.
feet, shattering it on impact. In either case, make a ranged attack It is also useful as a substitute for flint and steel when starting fires.
against a target creature, treating the Holy Water as an Improvised Lighting a fire with a Magnifying glass requires light as bright as
Weapon. If the target is a fiend or undead, it takes 2d6 radiant sunlight to focus, tinder to ignite, and about 5 minutes for the fire
damage. A Cleric or Paladin may create Holy Water by performing to Ignite. A Magnifying glass grants advantage on any ability check
a Special ritual. The ritual takes 1 hour to perform, uses 25 gp worth made to appraise or inspect an item that is small or highly detailed.
of powdered silver, and requires the caster to expend a 1st-level
spell slot. Manacles. These metal restraints can bind a Small or Medium
creature. Escaping the Manacles requires a successful DC 20
Hunting trap. When you use your action to set it, this trap forms Dexterity check. Breaking them requires a successful DC 20
a saw-toothed steel ring that snaps shut when a creature steps Strength check. Each set of Manacles comes with one key. Without
on a pressure plate in the center. The trap is affixed by a heavy the key, a creature proficient with thieves’ tools can pick the

241
Rope. Rope, whether made of hemp or silk, has 2 Hit Points and can
be burst with a DC 17 Strength check.
Container Capacities
Container Capacity Scale, merchant’s. A scale includes a small balance, pans, and a
Backpack 1 cubic foot/30 pounds of gear suitable assortment of weights up to 2 pounds. With it, you can
Barrel 40 gallons liquid, 4 cubic feet solid measure the exact weight of small objects, such as raw precious
Basket 2 cubic feet/40 pounds of gear
metals or Trade Goods, to help determine their worth.
Bottle 1½ pints liquid
Bucket 3 gallons liquid, 1/2 cubic foot solid Spellbook / Grimoire. Essential for wizards, a Spellbook is a
Chest 12 cubic feet/300 pounds of gear leather-bound tome with 100 blank vellum pages suitable for
Flask or Tankard 1 pint liquid
Jug or Pitcher 1 gallon liquid
recording Spells.
Pot, iron 1 gallon liquid Spyglass. Objects viewed through a Spyglass are magnified to
Pouch 1/5 cubic foot/6 pounds of gear
twice their size.
Sack 1 cubic foot/30 pounds of gear
Vial 4 ounces liquid Tent. A simple and portable canvas shelter, a tent sleeps two.
Waterskin 4 pints liquid
* You can also strap items, such as a Bedroll or a coil of rope, to the outside of a Tinderbox. This small container holds flint, fire steel, and tinder
Backpack. (usually dry cloth soaked in light oil) used to kindle a fire. Using it to
light a torch—or anything else with abundant, exposed fuel—takes
manacles’ lock with a successful DC 15 Dexterity check. Manacles an action. Lighting any other fire takes 1 minute.
have 15 Hit Points. Torch. A torch burns for 1 hour, providing bright light in a 20-foot
Mess kit. This tin box contains a cup and simple cutlery. The box radius and dim light for an additional 20 feet. If you make a melee
clamps together, and one side can be used as a cooking pan and the attack with a burning torch and hit, it deals 1 fire damage.
other as a plate or shallow bowl.
Oil. Oil usually comes in a clay flask that holds 1 pint. As an action,
you can splash the oil in this flask onto a creature within 5 feet
of you or throw it up to 20 feet, shattering it on impact. Make a
ranged attack against a target creature or object, treating the oil as
an Improvised Weapon. On a hit, the target is covered in oil. If the
target takes any fire damage before the oil dries (after 1 minute),
the target takes an additional 5 fire damage from the burning oil.
You can also pour a flask of oil on the ground to cover a 5-foot-
square area, provided that the surface is level. If lit, the oil burns for
2 rounds and deals 5 fire damage to any creature that enters the
area or ends its turn in the area. A creature can take this damage
only once per turn.
Poison, Basic. You can use the poison in this vial to coat one
slashing or piercing weapon or up to three pieces of Ammunition.
Applying the poison takes an action. A creature hit by the Poisoned
weapon or Ammunition must make a DC 10 Constitution saving
throw or take 1d4 poison damage. Once applied, the poison retains
potency for 1 minute before drying.
Potion of Healing. A character who drinks the magical red fluid
in this vial regains 2d4 + 2 Hit Points. Drinking or administering a
potion takes an action.
Pouch. A cloth or leather pouch can hold up to 20 Sling bullets or
50 Blowgun Needles, among other things. A compartmentalized
pouch for holding spell components is called a Component
pouch (described earlier in this section).
Quiver. A Quiver can hold up to 20 Arrows.
Ram, Portable. You can use a portable ram to break down
doors. When doing so, you gain a +4 bonus on the Strength
check. One other character can help you use the ram, giving you
advantage on this check.
Ration. Rations consist of dry foods suitable for extended
travel, including jerky, dried fruit, hardtack, and nuts.

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Crafts Craft's Tools
Item Cost Weight
Artisan’s tools
Crafts are similar to professions, they are occupations, skills, or Cartographer’s tools 15 GP 3 kg
knowledge that a character has in different aspects of life, and that is Cobbler’s tools 5 GP 2.5 kg
usually practiced as jobs. Even adventurers in their frantic rush to save Cook’s utensils 1 GP 4 kg
the world, eliminate creatures, or just make a profit, usually develop Forgery kit 15 GP 2.5 kg
some skills that are not directly linked to adventures. Especially due to Glassblower’s tools 30 GP 2.5 kg
Inventor’s tools 60 GP 5 kg
adventures and life similar to wanderers', it is difficult for adventurers to
Jeweler’s tools 25 GP 1 kg
dedicate themselves to the crafts to the point of becoming recognized Leatherworker’s tools 5 GP 2.5 kg
in the area. However, a professional can become an adventurer too, this Makeup kit 25 GP 1.5 kg
can be part of your past. Mason’s tools 10 GP 4 kg
Painter’s supplies 10 GP 2.5 kg
Usually, crafts are skills formed from a set of practical skills with Potter’s tools 10 GP 1.5 kg
something, such as Cobbler, Jeweler, Smith, Tinker, among many others. Smith’s tools 20 GP 4 kg
A character who chooses a craft also has access to the tools, kits, or Tinker’s tools 50 GP 5 kg
instruments of this craft. Weaver’s tools 1 GP 2.5 kg
Woodcarver’s tools 1 GP 2.5 kg
In adventures, many times this knowledge and skills prove useful and Game Sets
may have synergy with the Skills, for example, a Glassblower can very Dice set 1 SP -
well analyze an empty glass bottle and, through their skills, realize that it King’s Gambit 1 GP -
is a bottle prepared to receive some acid, while an Herbalist or Poisoner Playing cards 5 SP -
Gunsmith’s tools 60 GP 5 kg
can analyze traces of its content and tell if what was there was a healing
Herbalism kit 5 GP 1.5 kg
potion, an elixir or even a poison. Another example is a character with Locksmith’s tools 25 GP 0.5 kg
a Jeweler Craft, if he is a mage, he can analyze a gem or precious stone Musical Instruments
and find out if there is any enchantment in it without even using magic. Bagpipes 30 GP 3 kg
Dulcimer 25 GP 5 kg
Your origin, region, class, background, or enhancements can give you Drum 6 GP 1.5 kg
proficiency in some Craft. Proficiency with a Craft allows you to add Flute 2 GP 0.5 kg
your proficiency bonus to any skill that interacts with that trade. The Horn 3 GP 1 kg
use of the Crafts is not linked to a unique skill since the proficiency in it Lute 35 GP 1 kg
represents a broader knowledge of its use. For example, the GM may ask Lyre 30 GP 1 kg
Pan flute 12 GP 1 kg
you to make a Dexterity check to carve a fine detail using your Carver's
Shawn 2 GP 0.5 kg
Craft and in possession of your carver tools, or a Strength check to do Violin 30 GP 0.5 kg
something on particularly hardwood. Navigator’s tools 25 GP 1 kg
Poisoner’s kit 50 GP 1 kg
Possess a craft kit, tools, or instrument does not give you proficiency
Vehicles (land or water) * *
with that Craft. Any test done with a set whose Craft is not of your * See the section “Mounts and Vehicles”.
proficiency is done with disadvantage.

Craft’s Equipment of divergence between historical reports.


Nature. Your knowledge of geography helps you to determine
All Crafts have a series of equipment connected to it. For a mason, a problems related to the formation and functioning of the terrain
good construction spoon is essential, for a jeweler, it will probably be around you.
useless. Each kit, supply, utensil, or tool describes items that are common
Survival. You can find paths in unknown regions with an
to be found in these sets, however, adventures that are dedicated a little
understanding of geography and geographic accidents, you can
more to interpretive issues and with greater realism can specify in detail
infer where settlements may exist due to the practicality and
what exists in each set.
proximity of natural resources, especially by knowing patterns of
demographic distribution and settlement as well as understanding
Artisan’s Crafts trade routes and caravan.
All Crafts have a series of equipment connected to it. For a mason, a
Cartographer’s Tools
good construction spoon is essential, for a jeweler, it will probably be
The cartographer tools are used to create maps of the most varied
useless. Each kit, supply, utensil, or tool describes items that are common
types, from political to topological maps, among many other
to be found in these sets, however, adventures that are dedicated a little
possibilities. You can create suitable reproductions that capture
more to interpretive issues and with greater realism can specify in detail
directions and dimensions well, making it easier to guide yourself
what exists in each set.
when using them.
Content: Cartographer’s tools are usually some form of writing,
Cartographer's Craft such as a pen, or pen and ink, as well as papers or parchments
When you receive proficiency with this craft, you can add your (perhaps even blank books) in addition to compasses, rulers,
proficiency bonus to rolls made with cartographer’s tools. tweezers, compasses, and in rare cases, even an astrolabe.
Create a map. You can, throughout your trip, draw a map of the
places you have visited together with your cartographer’s tools
Cartographer’s Tools
and perform other activities at the same time.
Activity DC
Synergies: In conjunction with cartographer’s tools, you can use this Determine the age and origin of a map 10
craft with the following skills, allowing some effects: Estimate direction and distance to a location 15
Check the authenticity of a map 15
Arcana, Religion. By analyzing maps, you can understand Complete a missing part of a map 20
arcane or religious contexts linked to maps, personal annotations,
as well as being able to find codes and patterns.
History. With the cartographer’s tools, you can compare maps
with each other, old maps with the present ones, and find points

243
Cobbler’s Craft Cook’s Craft
When you receive proficiency with this craft, you can add your When you receive proficiency with this craft, you can add your
proficiency bonus to rolls made with cobbler’s tools. proficiency bonus to rolls made with cook’s utensils.
Shoe Conservation. You can fix your shoes and your teammates' Prepare Meals. During a short rest, you can prepare a tasty and
during a long rest, making that up to 6 creatures able to travel for nutritious meal that helps your teammates to regain their strength.
10 hours without making a saving throw against exhaustion. You and up to five creatures of your choice regain 1 extra life
point for each Hit Dice spent during a short rest, assuming you
Create Secret Compartment. You are able, with 8 hours of
have access to your cook’s utensils and enough food.
work, to add a secret compartment to a pair of shoes or boots,
with the capacity to store something up to 3 inches long and 1 Synergies: In conjunction with cook’s utensils, you can use this craft
inch wide and deep, and that is not fragile, like glass. To fabricate with the following skills, allowing some effects:
it, you must make an Intelligence check using your proficiency
History. You are aware of the customs and eating habits of other
with this craft to determine the Investigation check CD needed to
peoples at other periods.
find the compartment.
Medicine. You know the healing property of regular foods, and
Synergies: In conjunction with cobbler’s tools, you can use this craft
you can, when administering treatment, turn a bitter or sour
with the following skills, allowing some effects:
medicine into a pleasant-tasting mixture.
Arcana, History. You are able to identify shoes and boots with
Survival. When searching for food, you can find alternative
exotic components that may be the focus of magic, you can
ingredients in addition to being able to analyze the meat of
recognize legendary and ancient boots as well as which nation
venomous and/ or poisonous creatures and make it possible to
and time they belonged to.
consume them without risk.
Investigation. Through your knowledge and information
Cook’s Utensils
gathered in research, you can tell what terrain a boot or shoe was
Any adventurer knows that life often leads them to spend days away
in, what material it appears to be, the height and weight of the
from any civilization, unforeseen times happen, and food becomes
wearer if they have been used recently, and if there is damage,
scarce. With a cook throughout the day, your meals will be much
what caused this damage.
better than the typical mix of dried meat and dehydrated fruits, as
Cobbler’s Tools well as better distributed, and avoiding waste.
Armies have already been defeated by spinnerets and blisters on Content: Cook’s utensils can contain at least one versatile metal pot
their feet, perhaps the cobbler profession may seem simplistic to that can also serve as a pan, some kitchen knives, some cutlery, at
an adventurer, but a good pair of boots can make a difference to a least one spoon to mix, and at least one ladle.
character in a rugged wilderness and through deadly dungeons.
Content: Cobbler’s tools usually include a hammer, hole punch,
knife, shoe holder, cutter, replacement leather, yarn, leather Cook’s Utensils
needles, lining fabrics, and more. Activity DC
Cook a common meal 10
Replicate an already tried meal 10
Find poison or impurities in food 15
Cobbler’s Tools
Cook a fine meal 20
Activity DC
Determine the age and origin of a shoe, the height, and weight of the wearer, or 10
the terrain that the shoe has been through
Find a secret compartment in a shoe 15 Forger’s Craft
Determine the existence of a secret compartment in a shoe or boot worn by 20 When you receive proficiency with this craft, you can add your
someone
proficiency bonus to rolls made with a forgery kit.
Other Crafts. Having proficiency with other crafts can help your
forgeries become more and more realistic. For example, you can
use your proficiency with a forgery kit and jeweler's tools to create
an ornament with a fake gemstone.
Quick Forgery. You can create fake documents with no more than
one page using a forgery kit during a short rest. In a long rest, you
can falsify a more complex document. Your check using this kit
determines the CD to identify that the document is false.
Synergies: In conjunction with the forgery kit, you can use this craft
with the following skills, allowing some effects:
Arcana. Assists in identifying the veracity of a magic item.
Deception. By creating a well-made forgery, it can assist you in
Deception checks to have credibility in a lie.
History. Using your knowledge of history can help you detect
and create false historical documents.
Investigation. The forgery kit has some items
that can help you identify documents and
genuine objects.

Forgery Kit
This small box contains a variety of papers
and scrolls, feathers and inks, seals and
sealing wax, gold and silver leaves, and other

244
supplies needed to create convincing forgeries of physical documents. Arcana, History. Together with your knowledge, you can
Proficiency in this kit allows you to add your proficiency bonus to any analyze an item or technological artifact to determine its origin
skill check to create a physical forgery of a document. This kit gives you and functioning, as well as whether it is a magic item or not.
tools so you can fake official signatures, duplicate documents, and wax
Technology. You can use these tools as part of a long rest,
seals.
to repair a damaged construct, it can receive 2d10 + your
Content: Inside a forgery kit, you can find different types of ink,
Technology bonus.
parchments, and papers, in addition to stamp wax, metallic tools
to fake stamps, a magnifying glass, some gold and silver feathers, Inventor’s Tools
and leaves. With the inventor’s tools, you can perform various actions, such as
creating small trinkets made of scrap, disassembling and reassembling
Forgery Kit any invention, removing parts from an unusable object, and can even
Activity DC repair a damaged Construct.
Imitate writing of a manuscript 15
Fake a wax seal 20
Content: Inventor’s tools are composed of several tools, such as 5
Cook a fine meal 20 wrenches, screwdrivers, a small hammer, and a variety of screws,
nails, nuts, bolts, springs, and gears in addition to a portable
blowtorch with fuel.
Glassblower’s Craft
Inventor’s Tools
When you receive proficiency with this craft, you can add your Activity DC
proficiency bonus to rolls made with glassblower’s tools. Analyze the origin of a technological object 15
Build a Creation 20
Identify Weakness. Using 1 minute of study, you can identify
weaknesses in a glass object, causing any damage caused by
reaching the object's weak point to be doubled. Jeweler’s Craft
Synergies: In conjunction with glassblower's tools, you can use this When you receive proficiency with this craft, you can add your
craft with the following skills, allowing some effects: proficiency bonus to rolls made with jeweler’s tools.
Arcana, History. Your knowledge of glassmaking techniques Identify Gems. You can identify fake gems and determine their
can help you examine objects made of glass, such as a potion value for sales and purchases.
bottle, mirrors, pots, and other glass items found in a treasure.
You can study how a glass potion bottle was made to allocate its Synergies: In conjunction with jeweler’s tools, you can use this craft
contents, be able to help determine the effects of a potion that is with the following skills, allowing some effects:
in it or the residue left by one. Arcana. When using the jeweler’s tools with this skill, you can
Investigation. When investigating an area, your knowledge can find information about enchantments in gems, evaluate the
help you if the clues include broken glass or glass objects. possibility of a gem receiving an enchantment.

Glassblower’s Tools Investigation. You can inspect gems and objects with inlaid
The skill of a glassmaker is not only about shaping glass, but also its gems, you can find clues about what happened to it, assess
manufacture and the methods for creating functional objects made whether they were in contact with any specific substance.
of glass. Technology and Arcana. You can evaluate a hextech crystal
Content: In glassblower’s tools, you can find at least one blower, a and find out if it is synthetic or true, also, you can estimate its
small graphite plate, blocks, and tongs. To work the glass, you energetic capacity.
need a constant and stable heat source to melt the raw material
Jeweler’s Tools
and shape it with the blower and the tongs.
Jeweler's tools allow you to techniques for cutting, polishing,
Glassblower’s Tools cleaning, and all other processes necessary to
Activity DC embellish a gem and enhance it. With
Identify the origin of the glass and its composition 10 them, you can evaluate
Determine what was in a glass or how it was damaged 15 and even
identify
them.
Inventor’s Tools
When you receive proficiency with this craft, you can add your
proficiency bonus to rolls made with inventor’s tools.
Creation. As long as you have the necessary materials, you can
create a Techmaturge Creation for twice the price and time
(Techmaturges create their Creations for the normal time
and price).
Synergies: In conjunction with the inventor’s tools, you
can use this craft with the following skills, allowing
some effects:

245
Content: In jeweler’s tools, you can find magnifying glass and lenses, Performance. You can improve a disguise by using cotton or other
a small saw, sandpaper, polishing ointments in addition to a mouth fillers to modify your voice, among other ways that improve
hammer, pliers, tweezers, and a series of chromatic films. your performance, meeting your goals.
Jeweler’s Tools Deception. When trying to deceive someone with a disguise, your
Activity DC case provides resources so that you can do it more successfully.
Modify the appearance of a gem and cut it 15
Determine the origin location of a gem 20
Intimidation. You know how to apply shadows on your face to
look more frightening or even how to make a really impressive fake
scar, among other effects.
Leatherworker’s Craft Persuasion. You can adapt your clothes to emulate that of a
When you receive proficiency with this craft, you can add your different authority or even a different social class in order to
proficiency bonus to rolls made with Leatherworker’s Tools. persuade someone.
Synergies: In conjunction with leatherworker’s tools, you can use
this craft with the following skills, allowing some effects: Makeup Kit
This cosmetic bag, hair dye, and small props allow you to create
Arcana, Investigation. You can use your leatherwork
costumes that change your physical appearance. Proficiency in this set
knowledge to determine the origin of some technique used in
allows you to add your proficiency bonus to any skill test to create a
worked leather, besides receiving additional information or a clue
visual disguise. A makeup kit allows you to change your appearance,
related to an item made of leather.
whether it be someone unknown or trying to copy someone who exists.
Leatherworker’s Tools Content: Inside a disguise case, you can find makeup, brushes to use it,
With your leatherworker’s tools, you can, from making leather items cotton, wigs, small objects like brooches, watches, clothes, and
to repairing torn and damaged items, besides being able to take care maybe even some stuffing, besides rubber that can be modeled
of them to increase their durability and quality. Also, you can analyze for prostheses.
leather and fur, understanding their qualities and weaknesses.
Content: Leatherworker’s tools usually include a set of very sharp Makeup Kit
Activity DC
knives, a small maul, cutter, perforator, thread, leather scraps,
Cover wounds or scar marks 10
some paints, and even some adornments in addition to rivets. Realize a disguise being used by someone else 15
Copy the appearance of a humanoid 20
Leatherworker’s Tools
Activity DC
Modify the appearance of an item made of leather 10
Determine the origin of a particular leather 20
Mason’s Craft
When you receive proficiency with this craft, you can add your
proficiency bonus to rolls made with mason’s tools.
Makeup Artist Craft
Demolition. With your understanding of buildings, you can
When you receive proficiency with this craft, you can add your identify weak points in brick and concrete walls. Your damage to
proficiency bonus to rolls made with a makeup kit. these structures when using an appropriate weapon is doubled.
Create a Disguise. During a long rest, you can create a disguise, Synergies: In conjunction with mason’s tools, you can use this craft
especially for one situation. It takes you 1 minute to put on this with the following skills, allowing some effects:
disguise after its creation. You cannot carry with you more than
one complete outfit at a time, just in a cart, or leave it in a large History. You can identify when a building was made, its
backpack. Each costume set weighs 500 grams. A disguise made usefulness, and the techniques used to build it.
without preparation takes 10 minutes to change its appearance Investigation, Perception. You can get additional information
slightly and 30 minutes to change it completely. when you inspect areas within stone buildings, understand their
Synergies: In conjunction with a makeup kit, you can use this craft with purpose, find unevenness that could indicate secret passages and
the following skills, allowing some effects: traps.
Mason’s Tools
With mason’s tools, you are able to build stone, cement, and
reinforced concrete structures, including walls and buildings made
of bricks.
Content: In mason’s tools, you can find trowels, hammer, chisel,
brush, square, trowel, plumb, line, and usually a bucket.
Mason’s Tools
Activity DC
Build a wall or make a small hole in a stone wall 10
Find weaknesses in a wall or building 15

Painter’s Craft
When you receive proficiency with this craft, you can add your
proficiency bonus to rolls made with painter’s supplies.
Painting and Drawing. During a short or long rest, you can
produce simple artwork, requiring several sessions to produce
something complex. Quick works lack precision, but you can still
capture an image or scene or make a quick copy of a work of art
you have seen.
Synergies: In conjunction with painter’s supplies, you can use this
craft with the following skills, allowing some effects:

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Arcana, History, Religion. Your knowledge of art and art history Potter’s Tools
helps you discover information that is linked to works of art, such Activity DC
as a painting representing something magical or religious, as well Determine the common content of a container 10
as if a painting has magical properties, what they are, in addition Create a vase or ceramic object 15
to being able to know the origin of a strange mural or painting. Finding construction flaws in ceramic objects 20

Investigation, Perception. When inspecting a painting or


visual artwork, your knowledge of the creation’s practices can Smith’s Craft
guarantee additional information such as how long ago that
When you receive proficiency with this craft, you can add your
painting was made, what materials were used, what technique
proficiency bonus to rolls made with smith’s tools.
was employed, etc.
Repair. As long as you have access to a flame hot enough to
Painter’s Supplies
soften metal, you can use your smith's tools to recover, every
Proficiency in painter’s supplies represents your ability to paint and
hour of work, 10 hit points from a metallic object.
draw in addition to providing you with compression of art history,
which can assist you in examining works of art. Synergies: In conjunction with smith’s tools, you can use this craft
Content: Painter's supplies typically include an easel, sheets, paints, with the following skills, allowing some effects:
brushes, charcoal sticks, crayons, pastels, and a palette, among Arcana, History, Investigation. Your mastery of metalwork
other regional items. guarantees additional information, clues, or deductions as long
Painter’s Supplies as they are related to works made of metal. Expertise gives you
Activity DC additional information about these areas when examining metal
Paint an accurate or important detailed portrait 10 objects, such as weapons.
Create a painting or drawing with a hidden message 15
Smith’s Tools
With smith’s tools, you can perform various actions, such as creating
Potter’s Craft weapons and armor made of metal, as long as you have a place to
heat the metal, work ingots, and even an anvil to shape them.
When you receive proficiency with this craft, you can add your Content: Blacksmith tools include hammers, tongs, coal, metal
proficiency bonus to rolls made with potter’s tools. scraps, and whetstone.
Reconstruction. You can reconstruct a ceramic object by
Smith’s Tools
carefully examining a piece and using raw material at your
Activity DC
disposal. Sharpen a dull blade 10
Synergies: In conjunction with potter’s tools, you can use this craft Repair an armor 15
Break a non-magic metal object 15
with the following skills, allowing some effects:
History. You can use your tools to determine when an object
made of clay or ceramic was created or even extract information Tinker’s Craft
about the culture in which it was produced. When you receive proficiency with this craft, you can add your
Investigation, Percepção. By examining ceramics, vases, and proficiency bonus to rolls made with tinker’s tools.
clay objects, you are able to receive additional information, Repair. With Tinker tools, you are able to repair 10 hit points of
uncovering clues that others would not come to when observing a damaged object for every hour you work on it. It is necessary
small irregularities. that you have access to raw material equal to that of the object in
Potter’s Tools question, and, in the case of metal objects, you must have access
Potter's tools can be used to create various ceramic objects, in to some flame hot enough to make the metal malleable.
particular pots, vases, and similar objects. Synergies: In conjunction with tinker’s tools, you can use this craft
Content: Potter's tools usually include some paints, ceramic markers, with the following skills, allowing some effects:
spatulas, scrapers, reinforcement material, specialized knives,
tweezers, and a wheel.

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History. In possession of even just a few pieces of an object, Nature. You can determine the quality of a tree's wood using
you are able to know something about it, such as age, origin, woodcarver’s tools.
usefulness, how used it was, what types of damage it received,
Woodcarver’s Tools
and when.
With woodcarver’s tools, you can carve out of wood, creating
Investigation. By inspecting a damaged object, you can infer artistic, religious, or purely decorative works, also, you can create
how it was damaged, perhaps even how it used to be used and arrows and bolts.
whether it was used frequently. Content: Carver tools include a knife, chisel, and a small saw.
Tinker’s Tools Woodcarver’s Tools
Tinker’s tools are used to repair everyday items, mundane things like Activity DC
torn clothing, sharpening household items, and even weapons, fixing Create a small totem or wooden idol 10
a pan that has been punctured or a jug that has been broken. Carve an intricate pattern in the wood 15
Content: Tinker’s tools include various tools for handicrafts, such as
needles, thread, whetstone, glue, sometimes a little clay, a candle,
some low melting metal, glue, fabric scraps, leather pieces. Conductor’s Craft
When you receive proficiency with this craft, you can add your
Tinker’s Tools
proficiency bonus to rolls made with land or water vehicles or mechas,
Activity DC
Temporarily reactivate a disabled device 10
one of your choice. You can own this craft more than once for additional
Repair an item in half the time 15 vehicles. Check out later on in this chapter on Techmaturge’s Creations
Improvise a temporary item using scrap 20 to know more about Mechas.
Conduct Vehicles. When conducting, you can add your
Weaver’s Craft proficiency bonus at vehicle’s AC and saving throws.

When you receive proficiency with this craft, you can add your Synergies: You can use this craft with the following skills, allowing some
proficiency bonus to rolls made with weaver’s tools. effects:

Create Clothes. If you have access to enough fabric and thread, Arcana. When you study a magic vehicle, your proficiency in this
you can create a garment for a medium-sized creature as part of craft helps you to unravel information, determine how the vehicle
a long rest. works, or even pilot it.

Repair. During a short rest, you can use your tools to repair a Investigation, Perception. When inspecting a vehicle for clues
simple fabric object that is damaged or change its appearance or hidden information, your proficiency helps you to notice things
with the consumption of raw materials. that others would miss, also, you can get information about where
that vehicle was previously or even if it loaded any heavy cargo
Synergies: In conjunction with weaver’s tools, you can use this craft recently.
with the following skills, allowing some effects:
Arcana, History. Your weaving knowledge gives you additional Land and Water Vehicles
information when examining fabrics, including cloaks and robes, Proficiency with land vehicles covers a wide range of options, from
and even flags. carriages and palanquins to wagons and buggies and even motor
Investigation. Your knowledge of the fabric creation process vehicles that may exist. Proficiency with water vehicles covers any
can be used to find clues and make deductions that others may form of navigable transport on water. Proficiency with vehicles
not notice when examining tapestries, upholstery, clothing, and guarantees knowledge necessary to operate vehicles of a certain type,
other fabric items. as well as knowledge for repairs and maintenance. Also, a character
with proficiency in water vehicles knows everything a sailor is familiar
Weaver’s Tools with, such as information about the sea and islands, making knots, and
With weaver’s tools, you are able to use fabrics and threads to create, assessing the climate and sea conditions.
adapt, repair, and even recycle garments.
Content: Weaver tools include thimble, various types of threads, Vehicles
various needles of different sizes, scraps of fabric, buttons, and Activity DC
other metal props. You also know how to work on a loom and Riding on difficult terrain or water or fixing a vehicle with a slight problem 10
other rewiring machines, but this equipment is too big to be Assess the condition of the vehicle or fix a medium problem 15
transported. Do a difficult maneuver at high speed or fix a more serious problem having pieces 20
for it
Weaver’s Tools
Activity DC
Reuse fabrics and fix a hole in a piece of fabric 10 Gamer’s Craft
Create a garment 15
Upon receiving proficiency with this craft, you can add your proficiency
bonus to rolls made with a game set of your choice. You can own this
Woodcarver’s Craft craft more than once for an additional game set.

When you receive proficiency with this craft, you can add your Synergies: In conjunction with a game set, you can use this craft with
proficiency bonus to rolls made with woodcarver’s tools. the following skills, allowing some effects:

Repair. Using woodcarver’s tools, you can repair minor damage History. You can demonstrate some historical knowledge or
to an object made of wood. important event that has something to do with the game or use it to
report something historical in a slightly theatrical way.
Create arrows. As long as you have enough wood, you can
create up to 5 arrows on a short rest and 20 on a long rest. Insight. When playing with someone, you can take readings of their
personality, understand wits and tics that allow you to understand
Synergies: In conjunction with woodcarver’s tools, you can use this the person better, their tones of voice speaking the truth or lie, or
craft with the following skills, allowing some effects: perceiving mood fluctuations.
Arcana, History. Due to your specialization, you can receive Sleight of Hand. You can use your set to cheat, either in-game or
additional information related to any wooden object. by using the set’s contents to trick someone.

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Game Sets Gunsmith’s Tools
This item encompasses a wide range of game pieces, including dice and With your gunsmith’s tools, you can repair damaged firearms, in
decks of cards. Some common examples appear in the Tools table, but addition to being able to maintain and care for them to increase their
there are other types of games. If you are proficient with a particular durability and quality. Also, you can analyze combustible components
game, you can add your proficiency bonus to the skill checks you to create propellants.
perform to play with that set. Each type of game set requires a separate Content: Gunsmith tools usually include a small amount of coal, sulfur,
proficiency. A game set applies to one type of game, such as the king's and saltpeter in addition to grease, small gears, lubricating oil,
gambit, playing cards, or some other game of chance that uses dice. a set of precision wrenches, mold for capsules, fuses, cleaning
Content: Inside a game box, there are all the pieces needed for a specific brushes, a few grams of lead, a small press demountable, metal
game, which can be from stones, dice, board pieces, or just a card with a low melting point, a precision knife for manual work.
deck.
Gunsmith’s Tools
Game Set Activity DC
Activity DC Add engraving to a firearm 10
Catching a player by cheating 15 Analyze the origin of a firearm 15
Get an insight into a player's personality 15

Herbalist’s Craft
Gunsmith’s Craft When you receive proficiency with this craft, you can add your
When you receive proficiency with this craft, you can add your proficiency bonus to rolls made with herbalism kit.
proficiency bonus to rolls made with gunsmith’s tools.
Identify Plants. It helps you more easily identify medicinal plants
Unstuck. Together with your gunsmith’s tools, you can use an and herbs by their appearance, compared to other samples, and
action to unstuck a firearm performing a check DC 10 + shot error by smell, either through reagents applied directly or through some
number. In success, the weapon is no longer considered stuck and infusion, burning or other process.
can be used again normally.
Synergies: In conjunction with herbalism kit, you can use this craft with
Repair Unused Weapon. To pack a firearm, you can use an action the following skills, allowing some effects:
to perform a check with your gunsmith's tools with a CD 10 + shot
Arcana. It allows you to magically study plants and helps identify
error number. This takes an hour, and if successful, the weapon is no
potions.
longer considered unusable and can be used normally again.
Investigation. You can collect clues and details in areas of
Repair Broken Weapon. To repair a broken firearm, as long as
you have access to a flame hot enough to soften the metal, you can
use an action to perform a check with your gunsmith's tools with a
DC 10 + shot error number. You need to spend half the weapon's
value on parts for repair. This process takes up to four hours, and if
successful, the weapon is no longer considered broken.
Synergies: In conjunction with gunsmith’s tools, you can use this craft
with the following skills, allowing some effects:
Arcana, History, Investigation. His mastery
of the craft of Gunsmith guarantees you
additional information, clues, or deductions
as long as they are related to work
done with firearms. Specialization
gives you additional information
about the weapon's constitution
and the type of material used.
Technology. You are able to find
substitutes for propellants in the absence
of saltpeter, coal, and sulfur. In addition to
being able to understand new technologies
used in weapons made in other regions or
with more advanced technology.

249
vegetation with this kit. Investigation and Perception. Your knowledge and experience
seem to give you a keen instinct when looking for traps, as you have
Medicine. It assists in the manufacture of medicines made from
learned a variety of common signs that reveal your presence and
medicinal plants to treat diseases and heal wounds.
can see signs of traps that have already been activated.
Natureza and Survival. Some plants can be used as food after
undergoing some purification or filtering processes.
Locksmith’s Tools
Locksmith’s tools, although the Locksmiths can use them, the tools
Herbalism Kit can also be used by adventurers who know it is necessary at times to
This set contains a variety of instruments such as scissors, mortar and open locks in a dungeon or disarm traps. Proficiency in this tool also
pestle and bags used by herbalists to create medicines and potions. guarantees you a general knowledge of locks and traps.
Proficiency with this kit allows you to add your proficiency bonus to Content: The locksmith tools usually include a small sandpaper, a set of
any skill check to identify or apply herbs. Also, proficiency with this kit lock picks, a small mirror in a metal frame, a set of narrow blades
is necessary to create antitoxins and healing potions. A herbalism kit of scissors, a pair of pliers, some wires, and other objects.
allows a character with proficiency in it to identify plants and poisons,
in addition with it the character can collect parts of plants and poisons Locksmith’s Tools
safely. Activity DC
Open a lock or padlock Variable
Content: The herbalism kit contains small bags for storing herbs, Repair a trap and rearm it Variable
scissors and cutters as well as leather gloves to collect plants. It
is common to have a mortar in addition to several glass jars of
different sizes. Musician’s Craft
Herbalism Kit Upon receiving proficiency with this craft, you can add your proficiency
Activity DC bonus to rolls made with one musical instrument of your choice. You can
Identify plants and herbs 15 own this craft more than once for additional musical instruments.
Identify poison 20
Compose a Song. During a long rest, you can compose a new song
and lyrics for your instrument. You can use this ability to impress a
Locksmith’s Craft nobleman, spread scandalous rumors with a catchy song, or even
stimulate your audience with some idea or thought.
When you receive proficiency with this craft, you can add your
proficiency bonus to rolls made with locksmith’s tools. Synergies: You can use this craft with the following skills, allowing some
effects:
Set a Trap. In the same way that you are able to disarm traps, you
can also set them. During a short rest, you can create a trap using History. Your specialization can help you to remember information
items at your disposal. The total result of your creation test is the related to your instrument, old and regional music, as well as
DC for someone trying to find or defuse your trap. The trap does understand music that can bring the record of some knowledge.
appropriate damage to the material that was used in its creation
Performance, Persuasion. Your ability to put on a good show is
(such as a poison or a weapon) or damage equal to half of its total
improved when you incorporate an instrument into your act, in
check, or whatever the DM deems appropriate. You can, also
addition, you can try to plant a subconscious idea in your audience.
during a short rest, assemble the structures of a trap to set it later,
this takes 10 minutes.
Musical Instruments
Synergies: In conjunction with locksmith’s tools, you can use this craft
Many of the most common types of musical instruments are shown
with the following skills, allowing some effects:
in the table as examples. If you are proficient with a particular musical
History. Your knowledge of history includes common traps in instrument, you can add your proficiency bonus to any skill checks
certain regions and peoples, this gives you information that can you take to play music with the instrument. A Pilgrim can use a musical
help you find or disarm. instrument as a spellcasting focus. Each type of musical instrument

250
requires a separate proficiency. Besides, proficiency with a musical from objects, traps, and handle it with care. Also, you can use it to
instrument indicates that you are familiar with the techniques used to investigate possible outbreaks of poisoning.
play it. You also know some common songs played with the instrument.
Medicine. With your kit, you may have a better chance of treating
Musical Instruments a poisoned, intoxicated victim, or even using it to create some
Activity DC medicine.
Identify a song 10
Improvise a song 20 Natureza, Survival. You can extract raw material for poisons and
Stimulate an audience to some action or thought 25 antidotes from plants, animals, minerals, fungi, etc.

Navigator’s Craft Poisoner’s Kit


A poisoner’s kit includes the bottles, chemicals, and other equipment
When you receive proficiency with this craft, you can add your
needed to create poisons. Proficiency with this kit allows you to add
proficiency bonus to rolls made with navigator’s tools.
your proficiency bonus to any skill check you make to create or use
Synergies: In conjunction with navigator’s tools, you can use this craft poisons. This is a kit that you don't want to be known to have, especially
with the following skills, allowing some effects: since it is linked to thieves, murderers, and other offenders, it is possible
Survival. Your knowledge of navigation tools can help you avoid to create poisons using other materials, and there are ways to inoculate
getting lost and also ensure information about the most likely route or fight them.
to roads and settlements, as well as finding location signs left behind. Content: You find syringes, glass bottles, mortar, glass rods, and other
organic materials in addition to chemicals.

Navigator’s Tools Poisoner’s Kit


This set of instruments is used for navigation at sea. Proficiency with Activity DC
Perceiving a poisoned object 10
navigator’s tools allows you to trace a ship's course and follow navigation Determine the effects of a poison 15
charts. Besides that, these tools allow you to add your proficiency bonus
to skill checks performed to avoid getting lost at sea. Also, you can orient
yourself by observing the stars. It also guarantees you information on
graphs and maps while working on your sense of direction.
Content: Navigation tools usually include a sextant, a compass,
tweezers, a ruler, scrolls, ink, and a quill.
Navigator’s Tools
Activity DC
Determine an efficient course 10
Find your position on a nautical chart or try to chart a more efficient course than 15
another vessel

Poisoner’s Craft
When you receive proficiency with this craft, you can add your
proficiency bonus to rolls made with a poisoner’s kit.
Synergies: In conjunction with a poisoner’s kit, you can use this craft
with the following skills, allowing some effects:
History. If someone famous has been poisoned, you can use your
knowledge to recall facts about it, perhaps ways to cancel it or even
to minimize its effect.
Investigation, Perception. You can use your kit to extract poison

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Rare Materials being stable like real crystals, they have a capacity and power close
to true crystals.
In Runeterra, magic affects even inanimate objects, transforming and Through various chemo-arcane processes, a crystal is produced, but
giving them magical properties, often becoming permanent properties. it ends up leaving several chemical residues of its creation, which are
As magic exists everywhere, it’s common to find interesting objects with dumped in the underground city of Zaun. These residues are what
different properties and exotic materials with fantastic characteristics. give rise to Chemtech technology.
Although many of these materials and objects are the only ones of their
Chemtech
"kind", there are some exotic materials about which knowledge exists at
different levels depending on the location. With the chemical residues of a not-so-stable artificial crystal, Zaun's
inventors were able to use the properties of these acidic and toxic
Be it the Iceborns' True Ice, capable of freezing a person in seconds,
chemicals in a way that became useful and powerful and can be used
or even the Petricite found in Demacia, many materials have innate
as a source of power for various creations, body modifications, and
properties different from similar materials, sometimes the difference
chimeric creatures. Many of the creatures that come into contact
between a common and an exotic material is so sublime that even
with the pure chemical source (without the processes to make it
experts end up making mistakes.
useful) end up having their bodies deformed, altered, or with reduced
life expectancy when not corroded by the liquid.
Hextech Crystals
These energy crystals made in Piltover were made from the fusion of True Ice
magic and technology, creating a practically inexhaustible source of
True Ice is different from any other form of natural ice, it’s magical ice
arcane energy. Thanks to this technological advance, Piltover was able
from mystical and powerful sources of Freljord. True Ice is known never
to progress exponentially, creating weapons, vehicles, and an entire
to melt and is extremely powerful when used in combat. However, the
network of electric power in the city from Hextech crystals.
use of it can only be done by Iceborns, human beings who have gone
However, there are two types of Hextech crystals, True and Synthetic. through a magical process made by the Ice Watchers, or one of their
descendants who have the same capacity.
True Hextech Crystals When attempting to use an item made of True Ice, you must perform
a Constitution saving throw CD 30 if you do not have the Iceborn
The true Crystals come from an extremely rare creature from
Heritage. In a failure, the True Ice spreads through your bloodstream
Shurima's deserts, the Brackern. These giant crystal scorpions have
and causes death in X turns where X is the value of your Constitution
a crystalline jewel that grows on their bodies, this jewel has a high
modifier. In success, you can manipulate the item for one turn, and you
capacity for storing elemental energy. The race of the brackerns are
have to perform the saving throw again after that turn.
mostly in a state of hibernation under the sands, by removing the
If you have the Iceborn Heritage, the Constitution saving throw DC is
jewel from the body of these scorpions, you are also removing part
25, if successful, you can use the True Ice item for X turns, where X is the
of their soul and killing the creature in the process. It was from the
value of your Constitution modifier + your proficiency bonus. At the
junction of these jewels with the technological knowledge of the
end of these turns, you must perform a new saving throw. In a failure,
inventors of Piltover that it was possible to create several utensils
you take 1d4 non-absorbable damage and instantly drop the item.
using this energy.
Dark Ice
Synthetic Hextech Crystals
The power of the Watchers and the Void has spread through the
With further observations on the functioning of a Bracken jewel, and True Ice that holds them in an eternal ice tomb. From this corruption
how it could store practically infinite energy, it was possible to create comes the Dark Ice, covered with dark veins, a crystal of Dark Ice
the Synthetic Hextech Crystals. Despite having lower quality and not carries inverted elemental power. As much as it is made from True
Ice, Dark Ice can be used by anyone and has high healing properties.
However, those who use it frequently, and have a weak mind, end up
being corrupted by the Void energy present in the ice crystals.

Moonstones
Moonstone is perhaps the rarest material of all, even within the Rare
Materials. Exceptionally difficult to find since the only ones who
know this material are the ancestral cult of the Lunari and some Marai
priestesses. The Lunari are a people who live in worship of the sacred
light of the Silver Moon. They practice their beliefs in secret, hiding from
the Solari, who seek to expel the Lunari forever from existence.
The only things that are known about the Moonstone are that
it can considerably slow down the advance of Voidborns, in
addition to creating the most varied types of weapons.

Moonsilver
Moonsilver is produced by a secret formula among
Lunari, using the purest silver possible, it is irradiated
by small pieces of Moonstone, causing weapons made
of Moonsilver to do twice as much damage to voidborn,
besides, if the weapon requires some type of saving throw,
voidborn have a disadvantage in this save. Blades made of
Moonsilver never lose their edge and deal lunar damage.

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Relic Stone Voidborn Chitin
These stones of unknown origin are used by the Sentinels of Light, they Void creatures usually have extremely tough shells, sometimes even
grant them the ability to transform their spiritual energy into luminous immune to magic. Upon entering Runeterra, these creatures normally
energy, which is capable of injuring those who do not wish to die. have a gooey, white cape that, in contact with Runeterra's air, solidifies
and acquires a dark black tone with purple shadow, this substance is
With a weapon made of Relic Stone, you can convert your own spiritual
Chitin Vastinata, produced by the Void organisms whose composition
energy so that it can cause radiant damage, and these weapons are
is completely unknown.
considered magical for the purpose of overcoming resistance. Armors
that are partly made of this stone cause that when undead perform an Entomologists who have contact with the substance can be sure that the
unarmed strike against the bearer of the armor to have half of their composition is quite similar to normal insects, however, on an impressive
damage countered and converted to radiant damage for the attacking scale and in a ratio of hardness and resistance far superior to the most
undead. resistant insect.
One of the substances that seem to be effective against Voidborn Chitin
Petricite is the very entrails of the Void creatures, for this very reason, it is difficult
Petricite is a material with unique properties, different from what many to obtain samples since many creatures explode when killed, leaving no
Demacians believe, petricite can not only cancel magic but actually trace of it.
absorbs it. All petricite comes from Petricite Trees, which are nothing
more than fossilized trees due to the Global Runes during the Rune Voidborn Chitin Armors
Wars. These white trees, as well as their golden leaves, are hard as stone.
Voidborn Chitin is Voidborn Chitin Resistance
The early settlers of Demacia discovered Petricite Absorption found in Void creatures Category AC Hit Points
Weight Spell Level Unarmored (second skin) 15 25 (5d10)
a petrified forest that can dispel magic that arrive in Runeterra, Light 17 50 (10d10)
1 kg 1
and mixed this wood with ash and lime 5 kg 2
but there is no one Medium 19 75 (15d10)
into the resistant material that is called 10 kg 3 known who has even Heavy 21 100 (20d10)
Petricite. From this innovation, the 15 kg 4 managed to collect Shields 15 40 (8d10)
walls of Demacia were established. The 20 kg 5 enough plates to shape Weapons 15 20 (4d10
material used by Demacians in defensive 25 kg 6 any type of armor
30 kg 7
walls, military, and public security. It is made of this substance. It is extremely resistant, having resistance to
35 kg 8
also used in Demacian architecture due 40 kg 9
magical and non-magical damage, besides, they are incredibly light;
to its white and elegant appearance. 45 kg Magic Item In contrast, the vulnerabilities of Voidborn Chitin are quite severe,
Spells that hit parts of items made with having a vulnerability to acid and lunar damage. Voidborn Chitin
pieces of Petricite have their effects absorbed into the material. Every Armor has hit points for damage caused by these sources, and
Petricite has a maximum absorption capacity, defined by its purity and without a voidborn host that can regenerate it naturally, they
quantity. A Petricite that has reached its capacity has the chance to have become useless after receiving this total damage. The maximum hit
an overload of magic. When Petricite goes into overload, it peels and points of armor depend on its category.
waves abnormally, items made with this material fall apart and lose their
If the chitin armor is not being worn, it has an object AC equal to the
absorption properties.
Voidborn Chitin Resistance table. However, if it is being used, its AC
Absorbed spells can be used by creatures who have spellcasting ability will become the AC of its holder.
and knowledge of how petricite works. To obtain this knowledge, it is
If you are the target of an attack that causes acid or lunar damage,
necessary to learn from someone who already has it or to read a book
your AC and that of your armor are different. Ex. An acid attack that
about how it works.
has a roll of 17 may not hit you, but if you wear a “second skin” or
A material can absorb spells according to the "Petricite Absorption" light armor, it takes damage with vulnerability.
table. A material with 25 kilos can absorb 1 spell of 6th level, 1 spell of
Thanks to its unique properties, a legendary or divine artisan would
5th level, and one of 1st or 6 spells of 1st level.
be able to create really heavy armor made of this material, something
like that would be an incredibly agile battleship, perhaps like the
Runesteel Queen of some desert creatures or a certain World Eater.
Runesteel is also known as Demacian steel or silver steel. This material
is valued throughout Runeterra because of its magic-resistant Voidborn Chitin Weapons
properties. The secret of the production of this metal is kept by the
Void creatures, Voidborn, usually have natural weapons, such as
smiths of Demacia, but rumors say that this metal alloy is bathed in
claws, tusks, tweezers, and other shapes that can be used by really
sacred waters for cooling.
skilled artisans.
Items made entirely of rune steel negate 50% of all magic damage
taken. If a mage casts a damage or healing spell while holding or
wearing an item made of Runesteel, all damage or heal is halved.
Weapons made of Runesteel are very rare, as the technique for
making them is extremely complex when compared to armor.
Weapons made of Runesteel deal 1 additional damage dice to
creatures that can cast magic. Also, creatures attacked by
Runesteel weapons lose their ability to cast for a turn after being
hit.
Also, it is possible to use weapons made of Runesteel
to mitigate magic damage with a Parry
maneuver. If successful, you are able
to negate 50% of the damage
dealt by the spell.

253
Voidborn Chitin Armors* Mounts and Other Animals
Name Price AC Weight Mount Cost Speed Carrying Capacity
No Armor Camel 50 GP 50 feet 218 kg
Voidborn Second Skin ? 12 + Dex 0,25 kg Donkey or mule 8 GP 40 feet 190 kg
Light Armor Elephant 200 GP 40 feet 600 kg
Voidborn Breastplate ? 16 + Dex 2 kg Horse, draft 50 GP 40 feet 245 kg
Medium Armor Horse, riding 75 GP 60 feet 218 kg
Voidborn Plate ? 19 + Dex 3 kg Warhorse 400 GP 60 feet 245 kg
Heavy Armor Mastiff 25 GP 40 feet 88.5 kg
Voidborn Shell ? 23 + Dex (max 2) 10 kg Pony 30 GP 40 feet 40 feet
Shield
Voidborn Targe ? 3 1 kg
* Armor made of Voidborn Chitin has no minimum Strength requirement and does not affect Waterborne Vehicles
stealth. Vehicle Cost Speed
Galley 30.000 GP 4 mph
Keelboat 3.000 GP 1 mph
A weapon made of voidborn chitin is extremely lighter, in piercing Longship 10.000 GP 3 mph
Rowboat 50 GP 1 1/2 mph
and slashing weapons, this is a benefit, whereas in bludgeoning
Sailing ship 10.000 GP 2 mph
weapons, this is bad since most of the damage caused by these Warship 25.000 GP 2 1/2 mph
weapons is related to their weight.
Piercing and slashing weapons raise their damage die by 1 category, Tack, Harness, and Drawn Vehicles
however, for bludgeoning weapons, their damage die falls by 1 Item Cost Weight
category. Like armor, they are extremely vulnerable to acid and lunar Barding X4 X2
Bit and bridle 2 GP 0.5 kg
damage.
Carriage 100 GP 300 kg
Weapon creation with Voidborn Chitin is an extremely complex skill, Cart 15 GP 100 kg
with no known artisan being able to craft one, either due to the lack Chariot 250 GP 50 kg
Feed (per day) 5 CP 5 kg
of technique to create a cutting edge or even structural reinforcement
Saddlebags 4 GP 4 kg
to create a piercing weapon. Saddles
Exotic 60 GP 20 kg
Military 20 GP 20 kg

Mounts and Lifestyle


Pack 5 GP 7.5 kg
Riding 10 GP 12 kg
Sled 20 GP 150 kg
A good mount can help you move more quickly through the wilderness, Stabling (per day) 5 SP -
Wagon 35 GP 200 kg
but its primary purpose is to carry the gear that would otherwise slow
you down. The Mounts and Other Animals table shows each animal’s
speed and base carrying capacity.
Trade Goods
An animal pulling a carriage, cart, chariot, sled, or wagon can move
weight up to five times its base carrying capacity, including the weight
of the vehicle. If multiple animals pull the same vehicle, they can add Most wealth is not in coins. It is measured in livestock, grain, land, rights
their carrying capacity together. to collect taxes, or rights to resources (such as a mine or a forest).

Mounts other than those listed here are available in fantasy gaming Guilds, nobles, and royalty regulate trade. Chartered companies are
worlds, but they are rare and not normally available for purchase. granted rights to conduct trade along certain routes, to send merchant
These include flying mounts (silverwings, for example) and even aquatic ships to various ports, or to buy or sell specific goods. Guilds set prices
mounts (giant sea horses, for example). Acquiring such a mount often for the goods or services that they control and determine who may or
means securing an egg and raising the creature yourself, making a may not offer those goods and services. Merchants commonly exchange
bargain with a powerful entity, or negotiating with the mount itself. trade goods without using currency. The Trade Goods table shows the
value of commonly exchanged goods.
Barding. Barding is armor designed to protect an animal’s head,
neck, chest, and body. Any type of armor shown on the Armor table
can be purchased as barding. The cost is four times the equivalent Expenses
armor made for humanoids, and it weighs twice as much.
When not descending into the depths of the earth, exploring ruins for lost
Rowed Vessels. Keelboats and rowboats are used on lakes and
treasures, or waging war against the encroaching darkness, adventurers
rivers. If going downstream, add the speed of the current (typically
face more mundane realities. Even in a fantastical world, people require
3 miles per hour) to the speed of the vehicle. These vehicles can’t
basic necessities such as shelter, sustenance, and clothing. These things
be rowed against any significant current, but they can be pulled
cost money, although some lifestyles cost more than others.
upstream by draft animals on the shores. A rowboat weighs 45
kilos, in case adventurers carry it overland.
Lifestyle Expenses
Saddles. A military saddle braces the rider, helping you keep your
Lifestyle expenses provide you with a simple way to account for the
seat on an active mount in battle. It gives you advantage on any
cost of living in a fantasy world. They cover your accommodations,
check you make to remain mounted. An exotic saddle is required
food and drink, and all your other necessities. Furthermore, expenses
for riding any aquatic or flying mount.
cover the cost of maintaining your equipment so you can be ready when
Vehicle Proficiency. If you have proficiency with a certain kind adventure next calls.
of vehicle (land or water), you can add your proficiency bonus
At the start of each week or month (your choice), choose a lifestyle from
to any check you make to control that kind of vehicle in difficult
the Expenses table, and pay the price to sustain that lifestyle. The prices
circumstances.
listed are per day, so if you wish to calculate the cost of your chosen
lifestyle over a thirty-day period, multiply the listed price by 30. Your
lifestyle might change from one period to the next, based on the funds
you have at your disposal, or you might maintain the same lifestyle

254
throughout your character’s career.
Self-sufficiency
Your lifestyle choice can have consequences. Maintaining a wealthy The expenses and lifestyles described here assume that you are spending your
lifestyle might help you make contacts with the rich and powerful, time between adventures in town, availing yourself of whatever services you
though you run the risk of attracting thieves. Likewise, living frugally can afford — paying for food and shelter, paying townspeople to sharpen
might help you avoid criminals, but you are unlikely to make powerful your sword and repair your armor, and so on. Some characters, though, might
connections. prefer to spend their time away from civilization, sustaining themselves in the
wild by hunting, foraging, and repairing their own gear. Maintaining this kind
Wretched. You live in inhumane conditions. With no place to call home, of lifestyle doesn’t require you to spend any coin, but it is time-consuming. If
you shelter wherever you can, sneaking into barns, huddling in old you spend your time between adventures practicing a profession, you can eke
crates, and relying on the good graces of people better off than you. out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you
A wretched lifestyle presents abundant dangers. Violence, disease, and live at the equivalent of a comfortable lifestyle.
hunger follow you wherever you go. Other wretched people covet your
armor, weapons, and adventuring gear, which represent a fortune by Food, Drink, and Lodging
their standards. You are beneath the notice of most people.
The Food, Drink, and Lodging table gives prices for individual food
Squalid. You live in a leaky stable, a Lifestyle Expenses items and a single night’s lodging. These prices are included in your total
mud-floored hut just outside town, Lifestyle Price/ Day lifestyle expenses.
or a vermin-infested boarding house Wretched -
in the worst part of town. You have Squalid 1 SP Food, Drink, and Lodging
shelter from the elements, but you Poor 2 SP Item Cost
Modest 1 GP Inn stay (per day)
live in a desperate and often violent
Confortable 2 GP Squalid 7 CP
environment in places rife with Wealthy 4 GP Poor 1 SP
disease, hunger, and misfortune. Aristocratic 10 GP minimum Modest 5 SP
You are beneath the notice of most Comfortable 8 SP
people, and you have few legal protections. Most people at this lifestyle Wealthy 2 GP
level have suffered some terrible setbacks. They might be disturbed, Aristocratic 4 GP
marked as exiles, or suffer from disease. Banquet (per person) 10 GP
Meat, chunk 3 SP
Poor. A poor lifestyle means going without the comforts available in Ale
a stable community. Simple food and lodgings, threadbare clothing, Mug 4 CP
and unpredictable conditions result in a sufficient, though probably Gallon 2 SP
Bread, loaf 2 CP
unpleasant, experience. Your accommodations might be a room in a Cheese, hunk 1 SP
flophouse or in the common room above a tavern. You benefit from Meals (per day)
some legal protections, but you still have to contend with violence, Squalid 3 CP
crime, and disease. People at this lifestyle level tend to be unskilled Poor 6 CP
laborers, costermongers, peddlers, thieves, mercenaries, and other Modest 3 SP
disreputable types. Comfortable 5 SP
Wealthy 8 SP
Modest. A modest lifestyle keeps you out of the slums and ensures that Aristocratic 2 GP
you can maintain your equipment. You live in an older part of town, Wine
renting a room in a boarding house, inn, or temple. You don’t go hungry Fine (bottle) 10 GP
Common (pitcher) 2 SP
or thirsty, and your living conditions are clean, if simple. Ordinary people
living modest lifestyles include soldiers with families, laborers, students,
priests, hedge wizards, and the like.
Comfortable. Choosing a comfortable lifestyle means that you can
afford nicer clothing and can easily maintain your equipment. You live in
a small cottage in a middle-class neighborhood or in a private room at a
fine inn. You associate with merchants, skilled tradespeople, and military
officers.
Wealthy. Choosing a wealthy lifestyle means living a life of luxury,
though you might not have achieved the social status associated with
the old money of nobility or royalty. You live a lifestyle comparable to
that of a highly successful merchant, a favored servant of the royalty,
or the owner of a few small businesses. You have respectable lodgings,
usually a spacious home in a good part of town or a comfortable suite at
a fine inn. You likely have a small staff of servants.
Aristocratic. You live a life of plenty and comfort. You move in circles
populated by the most powerful people in the community. You have
excellent lodgings, perhaps a townhouse in the nicest part of town or
rooms in the finest inn. You dine at the best restaurants, retain the most
skilled and fashionable tailor, and have servants attending to your every
need. You receive invitations to the social gatherings of the rich and
powerful and spend evenings in the company of politicians, guild leaders,
high priests, and nobility. You must also contend with the highest levels
of deceit and treachery. The wealthier you are, the greater the chance
you will be drawn into political intrigue as a pawn or participant.

255
Darkin Weapons Senses
Darkin weapons have 60-foot blindsight, normal hearing, and vision
The greater the glory, the greater the fall. Champions loved by their with a 30-foot range.
homeland in the past, the Darkin achieved the maximum grace of
the Shuriman, went through the process of Ascension, and became Alignment
powerful creatures imbued with fantastic features provided by the Solar
Every Darkin weapon has an evil alignment, you can choose between
Disk. However, after a long period in the dark in Shurima with their
orderly, neutral, or chaotic. Or roll in the table below:
Emperor’s absence, these Ascended ones came together and decided to
take power by turning into tyrants. Darkin Weapon Alignment
No longer wrapped in glories, but in fear and tyranny, they came to be d100 Alignment
called Darkin, what became known as "The Darkin Wars" was a bloody 1-33 Lawful
34-66 Neutral
period of horrors that was largely responsible for the dispersion of the 67-00 Chaotic
Shuriman people, during this period, they controlled with an iron hand,
often going into conflict with each other and making the people pay
for it. Abilities
The great salvation came from the stars, or at least she said so, Myisha,
Darkin Weapon Abilities
the Twilight aspect, brought the humans the necessary secret to get rid
of these tyrants with divine powers, through magic, it was possible to INT WIS CHA
4d6 + Dominance 4d6 + Dominance 4d6 + Dominance
imprison them in their weapons, and thus the Darkin Weapons were
born.
Only three Darkin are known in the most recent days of Runeterra, Greater Feature
Aatrox, Varus, and Rhaast, however, there may be many more Every darkin weapon has one or two greater features.
around the world waiting to be awakened, the following rules
aim at building Darkin Weapons and should be used with Hypnotic speech: The bearer can talk to non-hostile
caution, as a rule, these magic weapons tend to unbalance creatures, they make a Wisdom saving throw against
the power curve. (8 + proficiency + Carrier Charisma modifier). If they
fail, they will be charmed by the character for one
Darkin Weapon Creation day, and then they will be immune to this effect for
24 hours after he finishes. If a creature succeeds in
Every Darkin weapon is by nature a cursed item the saving throw, it will not be enchanted and will
that requires tuning to perform any bonus, from be immune to this effect for 24 hours. You can do
the moment you tune in to the weapon you can no this once per long rest.
longer drop it. A Darkin weapon tuned to its normal
domination state receives hit and damage bonuses Conjurer: The bearer magically polymorphs
based on its Awakening. himself into a humanoid or beast with a Challenge
Rate no higher than a quarter (rounding up) of his
In appearance, a Darkin weapon always differs character level. He returns to his true form if he
from any other weapon. For experts, they always goes unconscious. Any equipment you are using
have something different from a normal magic or carrying is absorbed or supported by the new
weapon, in its dormant aspect, it only brings some form (the bearer's choice). In a new form, the bearer
picturesque traits that indicate at least a predilection maintains his alignment, Hit Points, Hit Dice, ability to
for a frightening appearance for the weapon. Already in speak, skills, resistance, and values of Intelligence,
an awakened state, they clearly differentiate themselves Wisdom, and Charisma. Your stats, abilities, and
by having common traits that refer to an organic being, attacks are replaced by those of the new form,
with eyes and mouths being the main traits. except for any class characteristics, multiple
The bearer of a Darkin weapon also receives some attacks, and legendary actions of that form.
traits in its aspect that vary according to the Flight: The bearer (if he has wings) gains the ability
integration with the weapon, when the dominion to fly at a speed equal to twice his walking speed.
is greater for the weapon, these traits refer to the
original form of the Darkin since when the bearer is Enhancement: The bearer receives an
dominating it, the traits refer to its glory as ascendants. enhancement to which he qualifies, you can select
this trait several times.
Darkin Names: Saving Throw: The bearer is proficient in one of the
Female: A’at, Aahset, Aamunet, Aaneksi, Aatet, Baaketamon, following saving throws: Intelligence or Charisma.
Intaakaes, Joba, Kermaanub, Maaia, Meritaamen, Nebetah, Additional Runic Flow: The bearer receives an additional Runic
Qalhata, Taakhat, Tarset, Taaweret Flow, which can be improved according to the character’s level, you can
Male: Aahmose, Akhom, Amaasis, Amenemhet, Aanen, Baanefre, select this trait several times.
Hekaaib, Horwedjaa, Huya, Kaagemni, Kawaab, Kenamon, Additional Runic Explosion: The bearer receives an additional Runic
Kewaap, Khaafra, Masahaarta, Nebaamun, Nebetkaa, Pakhom, Explosion, which can be improved according to the character’s level,
Paawah, Paawero, Raamose, Saabaf, Shabaaka, Thaaneni you can select this trait several times.

Communication Minor Feature:


The Darkins weapons can speak, read and understand Ancient Shuriman Darkin weapons have up to four minor features.
and the languages of his mastered bearers. Also, it can communicate
Additional Runic Pulse: The bearer receives an additional Runic Pulse.
telepathically with any character who is carrying or holding it.
Additional Runic Spark: The bearer receives an additional Runic Spark,
which can be improved according to the character’s level.

256
Proficiency: The bearer receives 1 skill (that does not have proficiency) process by feeding on the blood of enemies.
of his choice to gain proficiency, you can select this feature several times.
The state of dormancy is variable and works as follows, each point
Language: The bearer receives a new language, you can select this trait of damage caused by it is accumulated until it reaches the dormancy
several times. Sigh: The first time you choose this feature, the bearer has threshold, the variation can be between 100 points to 300 (at the
darkvision out to a range of 60 feet, the second time, he gains blindsight discretion of the master), depending on how long it remained
to a range of 10 feet. dormant.
Amphibian: The bearer can breathe, up to 10 minutes, underwater. If
you choose this trait a second time, the carrier can breathe underwater Awake
indefinitely.
Desert Walk: The bearer can move on desert terrain without having Awakened Darkin weapons already carry the original Darkin
to do an ability test. Difficult terrain, composed of sand, does not cost consciousness manifest, they already possess more powers, have a more
extra movement. characteristic appearance, and can communicate with the user. Darkin's
personality is the big differentiating factor here, while some may be
Fast: The bearer's speed increases by 10 feet, you can select this trait thirsty, direct, and without hiding what they really are, others may be
several times. more strategic and sneaky, pretending benevolence.
Swimmer: The bearer gets a swimming speed equal to his walking speed
Truce/ Control
Climbing: The bearer gets a climbing speed equal to his walking speed
After awakening, the process of Domination begins, which will
Immunity: Choose charmed, exhausted, feared, or paralyzed, the inevitably lead to the weapon’s exaltation or its Control, however,
bearer gains immunity to the chosen condition. You can select this trait before either party achieves full control, there are temporary
several times. victories, in which the bearer dominates or is dominated by it for a
short time.
Awaken State
During the Domination of the Weapon over the bearer, the character
Every Darkin weapon was once an intelligent being, imprisoned in its becomes an NPC, with general actions being controlled by the game
weapons with which they caused massacres and exercised tyranny, these master and with small flashes from the player. One way to execute
creatures remained conscious, however, some were completely locked in this is to make very impactful choices without the player knowing
arcane vaults, others buried at frightening depths, which caused them to exactly what is happening.
enter a state of numbness while others remained active switching users
regularly or even completely dominating a carrier. Darkin Weapons, When a Darkin weapon temporarily dominates its bearer, roll 1d4 +
when found, can be either dormant, looking like regular magic items, 8 to know how many days it stays under control. During this time,
or already awake, the process of domination begins when the weapon this control can be reduced by random factors that cause Darkin to
is tuned for the first time and always starts from scratch with each new lose control over his carrier.
carrier. In case of truce, the bearer benefits from some extra power
temporarily for 1d4 + 8 days, with this control may be lost in case of
Dormant attitudes that go against the character's principles. During this time,
the bearer does not need to make Dominance rolls.
Finding Darkin Weapons is in itself something extremely rare, however,
depending on where they are found, they may be dormant weapons, Exalted - Loss of Character Control
they are weapons that have been abandoned or trapped for a long time,
causing Darkin to enter a suspended state of animation until something To tune in with a Darkin weapon is to enter into a dispute against an
takes him out of this process, in which case when they start to be used ancient and evil entity, that dispute happens all the time, and the Darkin
they start the process of awakening. will be waiting to dominate and be able to manifest himself ultimately,
freeing himself from his prison. When Darkin takes control of his carrier,
Awakening Process the player character becomes an evil alignment NPC.
When found dormant, the Darkin Weapon initially has no personality,
and its visual aspect is not so different from regular magical weapons.
However, as it begins to be used in battle, it begins the awakening

257
Domination Dominance (Exalted or Dominated)
Points Feature Alignment.
The Dominance 8 Possessed by the Darkin CE
dispute has two 6 The weapon has +4 in its ability scores NE
destinies, when 4 Disadvantage in resistance checks for dominance, the LE
weapon can decrease or increase its damage based on
the bearer takes Darkin's interests (half of the damage caused up or down)
control, although 2 The weapon has +2 in its ability scores -
Darkin does not 0 Standard -
go into complete -2 Advantage on the first attack or +2 extra damage -
inactivity, he is -4 Advantage in resistance tests for dominance -
-6 Saving Throws +4 -
under the domain
-8 Darkin Subjugation -
of the bearer, with
the evil traits of his
personality being
Darkin Weapon Example
suppressed and
becoming a kind Maaia Battleaxe
of servant. This Requires attunement: 19 Strength if awake or 17 if dormant
way, the carrier can "Before becoming a Darkin, Maaia was a great Ascendant warrior of the
extract almost the full ancient Shuriman army, respected by all who saw her on a battlefield using
potential of the Darkin her extremely unbalanced axe. Her weapon was something that few could
weapon. or knew how to carry, her blade possessing an extremely high weight made
the attacks difficult to hit, but not for Maaia. Her strength was unmatched,
she learned to handle the axe as no other could.
Redeemed
In the great disaster of Icathia, her help was necessary, she won many
battles against the beings of emptiness, but at each battle, her mind
This is the highest state for the
corrupted a little more. Where her goodness and kindness gave room for
bearer and also the rarest of all,
Rage and contempt. She took possession of one of the fallen empire cities,
instead of dominating the weapon
commanding it with an iron hand, whoever opposed her had his fate plotted,
or being dominated by it, the bearer and
death was a certainty.
Darkin enter into communion, with Darkin
becoming aware of his acts and his mistakes, which led Her arrogance and supposed superiority blinded her, causing her not to see
him to be imprisoned in this way starting a search for redemption. It is the revolt that her "people" plotted, many died in battle to imprison her, but
practically a mythical state given that we are not aware of any case in with the help of the Aspect of Twilight, they were able to contain her in the
which this has occurred. weapon.
The few survivors hid the once admired axe in a tomb, with so many
Conflict obstacles that it would be impossible for anyone to possess the axe again.
The weapon has a will of its own, shaped by its destructive and But the city fell into oblivion and was buried by the sands.
dominating purpose, always seeking a way to control the bearer.
Some daring bounty hunters heard the rumors of a city beneath the sands of
If your bearer acts oppositely to his own conduct, for example, a
the great sai. When they approached the tomb, they heard a call, something
lawful character has a dishonorable or unfair attitude opens space for
ancient and powerful, Maaia was calling them.
the weapon to demand a test of will. When this occurs, the weapon
performs a Charisma + Dominance points test to try to dominate the The first shuriman who dared to lift the axe had his mind momentarily
resisted bearer by a Wisdom saving throw. possessed and killed some of his companions, but a young boy from Ionia
who was accompanying the group stabbed him in the back, taking the axe
If the weapon wins the dispute, it will receive one domain point, in case
for himself.
of critical failure, it receives two points or even more depending on the
severity, in case of success, the domain value remains unchanged. Little is known about the whereabouts of Sora and Maaia, some say that an
indomitable force was in Ionia during the Noxus invasion".
Also, truly "heroic" and/or self-sacrificing actions can modify the value
of Dominance. In addition, the weapon can make the following demand: Alignment: Chaotic Evil
The weapon requires its bearer to pursue its objectives to the detriment Base Abilities: Intelligence 12, Wisdom 16, Charisma 17
of all other objectives.
Languages: It can speak, read and comprehend Ancient Shuriman,
Dominance Shuriman, and Ionian; Has the ability to communicate telepathically
Every Darkin Weapon has a feature called Dominance, which starts Senses: Perception of 60 feet, sight, and hearing 30 feet
at 0 when awakened. When the bearer receives damage or loses
consciousness, he must make a Wisdom saving throw against the Minor Features
dominance of the weapon, the DC of this test is 10 + Dominion, which Proficiency: Intimidation
can be both positive and negative, specific situations can completely
modify the value of the test as Mental Dominance or Proximity of Death. Immunity: Frightened and Paralyzed
Additional Runic Spark: Trumple

Dominance Points Greater Features:


Outcome Dominance Flight: The bearer (if he has wings) gains the ability to fly at a
Natural 20 -2
Success -1 speed equal to twice his walking speed. If the bearer does not yet
Failure 1 have wings, shadowy wings grow on his back, granting him a
Natural 1 2 flight speed equal to his walking speed
Enhancement: Athlete

258
Truce Prosthetic Limbs
The bearer who can temporarily dominate the Maaia Battleaxe
receives a +2 increase in his Constitution and Strength for 1d4 days "Neither the flames nor the depths could claim me"
+ the inverse of the dominance value.
- Gangplank
Domination The beginning or end of many adventures had already happened when
adventurers suffered an arm or leg loss, either by losing that part of your
When dominated, the Axe grants its bearer dark wings that
body and with it the spirit of adventure, or even the beginning of a new
double its flight speed, an increase of +3 in its Strength, and +3
journey in search of a replacement.
in its Constitution. Besides giving the ability to possess the Runic
Explosion: "Call of the Lady of Fury". In Runeterra, restoration spells are not that common, so those who can
regenerate lost limbs are rare and many times out of any price range that
Redeemed can be paid.
When redeemed, the Axe grants its bearer dark wings that double However, Runeterra also is embedded in magic and technology, be it
its flight speed, an increase of +5 in its Strength, and +5 in its hextech, chemtech, or even lost tech from Shurima or Icathia.
Constitution. Besides giving the ability to possess the Runic Explosion: Thanks to it, it isn't weird that people from the whole world can recover
"Call of the Lady of Fury". lost limbs many times with an advantage when compared to the weak
flesh limb that they lost.
Each prosthetic limb has its own purpose and story, in each place of
Runeterra, they are seen in entirely different ways, while in some places,
they are a common sight, like Zaun, in others, like Demacia, they can
attract unwanted attention.
The origin of each prosthetic limb is by itself its own history, how did you
lose it in the first place? How was the way to find a substitute and the
price you had to pay for it?
The limbs can be made part of character creation with the GM's approval
but can also be part of an adventure to help a group member, maybe
something that will be found in a tomb or a lab of a mad scientist.
From true hextech masterpieces to simple wood limbs, the prosthetic
limbs are variable and depend on your origin and the price paid for them,
not always this price involves money, many times, the powers that those
limbs grant are worth more than that.

Table of Rarity
Rarity Level Bonus Score
Common 1 or higher - 50 - 100 Gp
Uncommon 1 or higher - 101 - 500 Gp
Rare 5 or higher 1 501 - 5.000 Gp
Very Rare 11 or higher 2 5.000 - 50.000 Gp
Legendary 17 or higher 3 50.001 GP +

The chart above serves to guide the GM with the prices of the Limbs,
this may now include the price of surgery (when needed) e can easily
change according to the origin of the same.
Places where the prosthetic limbs can be found are clinics in Piltover and
Zaun, some rare places in Noxus, they're not that common in Ionia but
still present, in Bilgewater surely in the black market and in the markets
of Shurima there are some "lost stuff" to be found. Besides that, in
ancient ruins for all Runeterra can be found anything from prosthetic
limbs to pieces of armor that work like it.

Commons
A simple limb is normally a substitute for an arm or a leg, made with
some common material like wood or metal, it usually doesn't perform
all the actions of the original limb, but they are useful for the day-to-
day necessities. They are the peg-legs, hook-hands, or other rustic
replacement methods like hands with inaccurate mechanisms to open
and close. They usually present disadvantages in their use in combat and
more complex action.
Hook-hand. You still can hold something with that hand, but it is
considered as if you have lost a finger, you cannot use a weapon with it
if it is not a two-handed weapon. It can be used for melee attacks, and it
does 1d4 + strength modifier of piercing damage.
Peg-leg. It counts as if you have lost a finger instead of a leg or foot.
Ear cone. You lose your disadvantage in perception checks that involve
hearing.

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Uncommon Minor Icathian Pearl
Wondrous item, rare
This reality is not accessible to all, the unusual limbs usually are magical,
they have functions of the original limb without adding to it any unusual It isn’t known if this pearl really has an Icathian origin, though the
perks, they still have some disadvantages like noise in mechanical limbs, salesmen use that name to sell it at higher prices. A purple and dark grey
lack of sensibility, limited use, the need of fuel or source of pearl, she restores the vision to its user.
power, with many others possibilities. One time a day, its user can summon the effect of true
sight, besides that, Voidborn seem to consider its user
Ferrobrasa Seed less threatening.
Wondrous item, uncommon
The bond of the Ionian with nature and magic can provide
some fantastic deeds, one of those is the Ferrobrasa Very Rare
Seed, a plant of the Ionian wildlife that can be planted in The difference between rare and very rare is
an organic body and rapidly grows a substitute limb, be primarily in the number of extra features, while rare
it an arm, leg or tail. Its appearance varies depending on limbs have one or two extra features, the very rare
the host, with the possibility to have a wood appearance prosthetics can have three or more, making these
in many colors, even having bright, vivid colors like petals. objects even more desirable and expensive. As a result,
The insertion of a Ferrobrasa Seed can only be made very rare limbs cost much more than a restoration of the
by an Ionian healer or mage that knows the seed’s properties original limb.
deeply. After being planted, it feeds itself with the host’s fluids as Heart of Scarlet Ruby
a symbiont, growing through the days and reaching its final state in 5 Wondrous item, very rare
days.
This wonderful piece is one of the most important Hextech creations
After that period, she enters a dormant state and integrates of Simon Aldhun, a Hextech independent genius that the Chem-Barons
herself completely into its host, replacing the member effectively. have fought for between themselves. A piece of enchanted Ruby
Healing spells e cure procedures work typically in the new limb, stimulated through a platinum composite, and Hextech crystal can be
for all events, it doesn’t count as a magical item but as a part of the body. implanted in a sick heart or completely replace it. After its insertion, the
chest region glows a weak red light.
In a situation where the limb is cut-off again, the Ferrobrasa seed
exits its dormant state and begins to grow again, regenerating the lost The user receives a +2 Constitution bonus and receives 10 extra
limb unless the new cut is made above the region in which the seed was temporary HP per long rest, besides that, he heals 1 HP per 10 minutes.
planted. Each day the heart is granted a charge, with the charge limit being equal
to the constitution modifier + proficiency bonus. Each charge can be
consumed to:
Hexmember Bronze 4 Series • 1 charge to cast weapon ward for 5 rounds only to itself.
Wondrous item, uncommon • 2 charges to cast neutralize poison by touch at any target.
• 3 charges to cast greater restoration at a target (including the user).
The hextech Artificers always do wonders with their technologies. The
Hexmember Bronze 4 Series is one of the simpler models available to
replace a lost member, they adapt themselves to the maximum size of a Arm of the Law
Large user. Its color is of aged bronze exactly like a usual member, but a Wondrous item, very rare
careful examination reveals runes that reflect something as a bright blue Built originally to replace the arm of an old law enforcement officer from
quite pale light that is almost imperceptible, not causing any visibility
problems in the dark. They can be found in the Leg version and Arm
version.
The user of the Hexmember Bronze 4 Series gains +1 strength
to the maximum of 19, besides that, your unarmed strikes receive +1 of
bonus damage.

Rares
For those who have the power or money, there is a kind of prosthetic
limb that is a rare sight, usually magical items with some special properties
when compared with the original limbs, being it extra strength, bonus
resistance, ways to hide your weaponry, and, in some cases, the ability
to cast spells. You may find some more complex organs in this class, like
eyes, hearts, lungs, and more.
Noxian Iron Hands
Wondrous item, rare
Although it has this particular name, the Noxian Iron Hand is a prosthetic
that originated in Zaun, made for powerful noxians to replace the hands
they've lost in the war. The Noxian Iron hand is black as coal and grants
to its user a powerful aura of oppression. When used in combat, it glows
with red veins.
The user of the Iron Hands receives Strength +2 (not being able
to surpass 20), deals +2 damage in unarmed strikes, and can summon
dark tentacles with DC 14 one time per long rest, besides that, the user
also has advantage in intimidation tests.

260
Piltover who lost it in the line of duty, this prosthetic was a secret project truesight, can use a normal action to use word of command. When he
of the city of Piltover in which many great inventors and scientists does it, he can see inside and through every solid matter for1 minute.
worked, each one of them adding their own signature that can be seen in This vision has a 30 feet radius. To the user, solid objects in this radius
a thorough inspection. Its visual is mostly gold, with aged gold and steel are translucent and don’t prevent light from passing through them. The
details. Some claim there is petricite in its composition, but those rumors eyesight can penetrate 1 foot of stone, 1 inch of common steel, or 3 feet
go against everything that is known about this material. of wood or dirt. More solid substances will block the eyesight, as a sheet
of lead.
The Arm of the Law grants its user a +2 strength and a +1
Constitution bonus. Once per week, the user can charge an immense Always, when the user uses the Eye in this way before performing
antimagic pulse using the antimagic field spell that does not affect a long rest, he must be successful in a saving throw of 15 DC or will
prosthetic limbs for an unknown reason. receive an exhaustion point. The user can end the effect with a bonus
action and won't suffer from exhaustion. The eye has 8 charges. The
user may use a normal action and spend 1 or more charges to cast one
Legendary of the following (saving throws of 18 DC) through it: clairvoyance (2
charges), evil eye (4 charges), disintegrate (4 charges), or control monster
Target of rumors and legends, usually the legendary prosthetics are not (5 charges). The eye recovers 1d4+4 charges spent daily by looking
more than delusional objects or stories told between sips in a bar talk. at the first time to the sun. The user may experience premonitions of
A legendary prosthetic can have any appearance, looking like a normal danger and, unless he is Incapacitated, he cannot be surprised.
limb, or even that easily can be seen as something special. The features
of the original part are added to the many other functions, power, and
many other possibilities.
Sun Disc Fragment
Wondrous item, Legendary
The stories say that this piece was part of a set of armor made with parts
of the Sun Disc after its fall. Although it cannot be confirmed, the piece
emanates an aura of bright power, not only by being made entirely of
gold, studded with rubies, and with sunny engravings that can be seen
in bas-relief, but because it can bring with itself some of the old glory of
Shurima. This armor can be placed in a healthy arm and even be docked
only in the should of an amputated arm.

The Sun Disc Fragment grants its user protection to radiant/fire


damage and immunity to the effects of the arctic weather, besides that,
the fragment holds one charge per day, being able to store 5 charges
simultaneously. The charges can be spent to cast fireball (1 charge), wall
of fire (2 charges), and flame strike (3 charges). Each additional charge
used raises the spell level by one.

Zaunite Black Lightning


Wondrous item, Legendary
This prosthetic leg already was owned by many Chem-Barons, some
have removed their previous limbs to replace it with the Zaunite Black
Lightning, without success. This prosthetic adapts itself to the need of
its user, replacing even an entire leg. The item seems to be made from
the Zaun's Gray itself, with a dark opaque black color and is surprisingly
light.
The walking speed of the user doubles, he is under permanent
effect of the spell haste being granted +2 AC, advantage in Dexterity
saving throws, and gain an additional action in each turn. Besides that,
the user also receives the effects of the spell jump. Also, the leg stores
50 charges, starting with 0 as soon as the round begins. You receive 3
charges for every 5 feet you walk in your turn. With an action, you can
spend the 50 charges and use the spell chain lightning, the initial target of
this spell must be in range for a melee attack. The DC for this spell is 15.

Artifacts
If the legendary ones are the subject of legend and rumors, Artifact
Members are the essence from which legends drink, are objects of
power outside the normal scale, usually having its own Intelligence and,
sometimes, many hidden powers, characteristics of organic evolution or
even capabilities that allow even the domination of its users.
Luminary Eye of the Blaze
Wondrous item, Artifact
This artifact has its origins in the ancient Blessed Isles, in a very advanced
city called Blaze long before becoming the Shadow Isles. This piece is
a golden orb with gloomy veins and intricate iris made in gold and a
precious dark gem.
The user of this piece is granted +1 in each ability score and has

261
Techmaturge's Creations Arcane Capsule
Techmaturges with an Arcane Reactor are capable of infusing magic into Elixir
Techmaturges are extremely creative inventors who can make the most Gun's capsules by inserting magic components into it during the activation
diverse creations. Most of its creations have unique abilities that can process of the capsules. When acquiring this feature, you can enchant your
only be used by a Techmaturge. However, some of its creations are an capsules with cantrips.
exception to this rule. As an action and using 1 Energy point for each cantrip or 1 additional point
for each spell level, you can imbue a capsule with arcane energy. When
In some places, you may find Gadgets, Devices, or Potions that can be
enchanting a capsule with a spell, you must have spell slots available for it,
purchased and used by you or your group. The purchase price of an item and once enchanted, that spell slot is spent. You can only charm a capsule
created by a Techmaturge may vary depending on the seller, the item’s with Techmaturge's spells or cantrips that require a hit. These spells cannot
level, and its materials. be of personal range. When shot by an arcane capsule, the spell inside
T e c h m a t u r g e ' s Techmaturge's Creations is automatically activated. Arcane Capsules only maintain their magical
Item Cost
Creations table gives an Gadgets
properties until the next long rest.
average notion for what Level 1 Gadget 10 - 25 Gp
is the locking metal of the capsule, among other aesthetic possibilities and
value you can purchase Level 2 Gadget 75 - 100 Gp
without mechanical relevance besides differentiating them.
one of these items. Level 3 Gadget 200 - 250 Gp
Level 4 Gadget 550 - 1000 Gp
Some items can be Level 5 Gadget 1500 - 5000 Gp Enhanced Elixir Gun
found more easily in Devices
Choose one update between the following:
one location than in Common Device 75 - 350 Gp
another, but there Enhanced Device 350 - 1000 Gp • Loading Improvement. The Elixir Gun can be fired twice before being
Advanced Device 1000 - 2500 Gp recharged.
are many swindlers,
Ultimate Device 2500 - 5000+ GP • Advanced Barrel. Your attack rolls with the Elixir Gun have +2 on hit.
cheaters, and even Potions Also, its range increases to 150/600 feet, and the gun does not produce
inventors who know the Level 1 Potion 60 Gp any sound when fired.
real production value of Level 2 Potion 120 Gp • Enhanced Arcane Capsules. When you choose this update, the
these items and refuse to Level 3 Potion 240 Gp maximum spell level that you can enchant your Arcane Capsules increase
pay more than 2 times by 1.
the production value. Yet, when they sell one of these items, they end up
charging exorbitant amounts to unwary travelers. Advanced Elixir Gun
Ask your GM the availability and whether it is possible to purchase one Choose one update between the following:
of the items listed below.
• Death's Little Taste. You can create a mixture in a capsule to have a
Some creations may require a saving throw, the saving throw DC is liquid that exhales a morbid and mortal air. Creatures hit by this capsule
defined as follows: take 1d8 necrotic damage and must make a Constitution saving throw.
On failure, this creature has its maximum hit points reduced by the
DC = 8 + proficiency bonus + Intelligence modifier taken damage until its next long rest. Also, the creature is Blind until the
beginning of your next turn.
• Ultra Braba. Creatures created by your Braba Capsule are cured by 1d10
Techmaturge's Devices instead of 1d8, and the cure is multiplied by your Intelligence modifier.
Alternatively, at the preparation moment of this Capsule, you can define
that it will remove one of the following conditions: Blind, Poisoned,
Elixir Gun Paralysed, or Deaf.
• Advanced Arcane Capsules. When you choose this update, the
An Elixir Gun is visually similar to a grenade launcher but modified, so maximum spell level that you can enchant your Arcane Capsules increase
it is possible to launch potions without destroying them when fired. by 1.
Your Elixir Gun follows the firearm’s rules, having the characteristics
capacity 4 (for potions and capsules) and two-handed. A Techmaturge Ultimate Elixir Gun
can recharge the Elixir Gun as a bonus action. A Techmaturge can use its
Intelligence modifier on this Gun's hit rolls instead of Dexterity. Choose one update between the following:
The capsules you use for this weapon must be previously crafted by a • Paralysis Inducer. When a creature is hit by an Alpha Capsule or Death's
Little Taste and fails in their respective saving throws, the creature gains
Techmaturge. They can be bought at a glass store, where you would get
an Exhaustion level.
5 capsules for 1 Gp, or can be made using glassblower's tools to make • Restoration Infuser. When a creature is hit by a Brava Capsule, it
10 capsules for 1 Gp. For these capsules to be functional, a Techmaturge recovers a number of hit points equal to your Intelligence modifier at
must spend 10 minutes adding ingredients (of negligible value) that the beginning of each of its turns for the next minute. This effect is not
activate these charges. After doing that, these capsules have one of the cumulative.
effects below: • Ultimate Arcane Capsules. When you choose this update, the maximum
spell level that you can enchant your Arcane Capsules increase by 1.
• Alpha Capsule. You can create a mixture in a capsule to have a toxic
liquid in contact with the skin. On a hit, this capsule deals 1d8 + your
Intelligence modifier of poison damage. Additionally, a hit creature must Explosive Transducer
do a Constitution saving throw, or it will be Poisoned until the start of This Device can synchronize with the Techmaturge's brain waves,
your next turn.
allowing it to detonate grenades through mental commands. This Device
• Brava Capsule. You can create a mixture in a capsule to have a restoring
liquid. If it hits a willing creature, it will recover hit points equivalent to
is a square 2 inches wide and tall and 1/2 inch long, with negligible
1d8 + your Intelligence modifier. weight.
• Charlie Capsule. You can create a mixture in a capsule to have a liquid You can buy 3 explosives capable of tuning to this device for 2 GP, or
that, when released, creates a small corrosive cloud in the affected area.
you can spend 2 GP and 10 minutes of labor to produce 6 explosives.
The hit target receives 1d6 + your Intelligence modifier of acid damage,
and creatures within 5 feet of the hit target must make a Constitution Each bomb has a range of 30 feet. When it hits a surface, this bomb
save. On a failure, they take 1d6 acid damage. explodes over an area of ​​10 feet radius. Creatures within that area must
• Arcane Capsule. You become able to create Arcane Capsules, as shown make a Dexterity saving throw. On a failure, they take 1d6 bludgeoning
in the Arcane Capsule table, when they are activated, gain a visual aspect damage. Damage increases to 2d6 on the Enhanced update, 3d6 on
that differs from each other and non-activated capsules. The difference Advanced, and 4d6 on Ultimate.
between them is given by the Techmaturge that makes them. It may be that
the liquid inside them has different colors; maybe the color that changes

262
area must make a Dexterity saving throw. On a failure, they take damage
from your explosive.

Ultimate Explosive Transducer


Choose one update between the following:
• Dangerous Explosives. Your explosives created using this Device have
their damage category increased by 1. Additionally, you deal additional
damage equal to twice your Intelligence modifier (minimum 2).
• Specialized Elementalist. When you choose this update, your Elemental
Grenades will have unique effects, and your damage category will
increase by 1.
◦ Acid. Creatures hit by an acid Elemental Grenade must make a
Dexterity saving throw. On a failure, the creature's AC decreases by a
number equal to half your Intelligence modifier.
◦ Lightning. Creatures hit by a lightning Elemental Grenade must make
a Constitution saving throw. On a failure, they take 1d8 of additional
lightning damage and gain the Stunned condition until the end of your
next turn.
◦ Fire. Creatures hit by a fire Elemental Grenade must make a Dexterity
Explosive Transducer Grenade saving throw. On a failure, they take 1d8 additional fire damage at the
beginning of each of their turns until they use an action to put out the
• Minefield. Using an action and an explosive, you can create an explosive
flames.
area of ​​10 feet radius up to 20 feet from you. Creatures in that area or
◦ Poison. Creatures hit by a poison Elemental Grenade must make a
that start their turns inside it must make a Dexterity saving throw. On a
Constitution saving throw. On a failure, they take 2d8 of additional poison
failure, they take 1d4 bludgeoning damage. This area lasts until the end
damage and gain the Intoxicated condition until the end of your next turn.
of your next turn.
• Bouncing Bomb. Using an action, an explosive, and 1 Energy point, • Mega Inferno Bomb. Using an action, 2 explosives, and 8 Energy points,
you can drop a bouncing bomb. When doing that, when a bomb hits a you can boost an explosive to its extreme. When doing that, you can
surface, it will bounce 3 times before it explodes. If it hits a creature, the launch this boosted explosive up to 120 feet from you. All creatures
bomb explodes prematurely. The bomb advances 5 feet for each jump, within a 30-foot radius of the explosion must make a Dexterity saving
reaching a maximum of 15 feet. throw. On failure, they receive 12d8 incinerating damage. On success,
• Elemental Grenade. Using an action, an explosive, and 1 Energy point, they take only half the damage.
you can change the damage of your explosives to acid, lightning, fire, or
poison. For each additional Energy point spent, the explosive’s damage Ignium
increases by 1d6 of the chosen element type. You can spend up to 3
additional Energy points using this ability. A two-handed weapon that can burn enemies and create smoke screens,
manipulating the battlefield in interesting ways. Unlike the flamethrower,
Enhanced Explosive Transducer the Ignium does not need fuel to work, creating a chemical reaction that
converts air into fuel.
Choose one update between the following:
• Fire Dart. Using an action, your flamethrower can create a flame line
• Flashbang. Instead of dealing damage, you create an explosive capable
using the air around you. Creatures in a 15-foot line in front of you must
of reproducing the effects of the spell daylight until the start of your next
make a Dexterity saving throw. On a failure, creatures hit take half your
turn. Creatures within the range of the bomb's explosion must make a
proficiency bonus times 1d8 fire damage.
Constitution saving throw. On a failure, the creature remains Blind until
• Local Incinerator. Using a bonus action and 1 Energy point, you can
the end of its next turn.
trigger an Ignium suction mechanism that quickly sucks in the air around
• Satchel Charge. Using a bonus action, an explosive, and 2 Energy points,
you within a radius up to 10 feet from the Ignium, working to dispel
you can launch a Satchel Charge. This charge deals 1d6 bludgeoning
clouds, mists, and other gases.
damage within a 5-foot radius. Targets hit by it must make a Strength or
• Smoke Screen. Using a bonus action and 1 Energy point, you make
Dexterity saving throw. On a failure, they are thrown backward 5 feet. If
your Ignium launch a cone of dense smoke. Your Ignium launches a toxic
you use the Satchel Charge next to you, you are launched 15 feet forward
cloud for 1 minute in a 15-foot cone in front of you, heavily obscuring
and take no damage.
the area for all creatures except you. Each creature in that area must
• Concussive Grenade. Using an action, an explosive, and 2 Energy points,
make a Constitution saving throw. On a failure, they gain the condition
you can launch a Concussive Grenade. Creatures within the range of the
Intoxicated.
bomb's explosion must make a Constitution saving throw. On a failure,
they take 2d6 additional thunder damage and become Deaf until the end
of your next turn. On a success, they only receive half of that damage. Enhanced Ignium
Choose one update between the following:
Advanced Explosive Transducer
• Fire Orb. Instead of firing a fire line with your Fire Dart, you fire a sphere
Choose one update between the following: within 30 feet from you. When it reaches its maximum range or hit a solid
boy, the sphere explodes in a 10-foot radius area, dealing damage to all
• Short Fuse. For every two explosives you throw, the third has its damage
creatures inside.
category increased by 1, its critical margin is reduced by 1, and its critical
• Scorching Cut. When you use the Fire Dart ability, you can choose to
is multiplied by 3 instead of 2. After launching the third explosive, the
spend 1 Energy point to concentrate the Ignium's flames like a blowtorch,
counter restarts.
reducing its range to a 10-foot line, making its damage increase to 2d6
• Butterfly Grenade. Using an explosive and 2 Energy points, you can
incinerating damage.
launch a floating grenade and have its explosion delayed until the start of
• Smoke of Peace. When using your Smoke Screen ability, you can choose
your next turn. The explosion can be commanded with a free action, and
to spend 1 additional Energy point and make that all creature that fails the
when exploding, creatures within a 30-foot radius of that grenade must
saving throw be Charmed by you instead of being Intoxicated.
make a Dexterity saving throw. On a failure, they are covered in an ultra-
colored paint that reveals invisible units and causes the Blind condition
temporarily, until the creature uses an action to remove the paint from its Advanced Ignium
eyes. To remove the paint completely, it takes 1 minute. Choose one update between the following:
• Mother Grenade. Using an action, an explosive, and 4 Energy points,
you throw a grenade at one point. When it explodes, it releases 4 • Persistent Fire Dart. When you use the Fire Dart ability, it starts dealing
submunitions that spread up to 15 feet from the center of the explosion d10 instead of d8 and leaves behind a fire wall that lasts until the end of
in directions opposite to each other. At the start of your next turn, these your next turn. Creatures that start their turns at this wall or that cross it
submunitions explode over an area of ​​10 feet in radius. Creatures in this takes 2d10 fire damage.

263
Device. A turret is a Construct, has the size category Tiny, and weighs
15 kilos. It has AC 10 + your Intelligence modifier, 5 hit points times the
creator's Techmaturge Level. A turret has its own initiative, using the
user's Intelligence modifier at the roll, but it uses the user's reaction to
activate some of its abilities. A turret can stay active up to 50 feet from
its user, but if the user is a Techmaturge, it can stay active up to 2 times
the Techmaturge's Energetic Range value.
A turret is immune to necrotic, psych, and poison damage, in addition
to being immune to the conditions Charmed and Frightened. The drone
has a Strength modifier -1 and a Dexterity modifier +2. It automatically
fails any other saving throw.
Using an action, you can deploy or remove a turret in a space adjacent
to you. An undeployed turret is a 6-inch box. Turrets are automated
firearms used to defend and support a user and its allies. Only one turret
can be deployed at a time.
• Shooting. Using your reaction, you can give a command for your turret
to shoot at an enemy within 30 feet of it that you can see. When doing
that, the turret makes a ranged attack against that creature. If it hits, it
takes 1d6 force damage.
• Automated Strike. Enemies entering a 25-foot radius around the turret,
or starting their turn in that area, must make a Dexterity saving throw. On
a failure, they take 1d4 force damage. A turret can only hit one target per
turn using this ability.
• Launch Net. Using your reaction and 1 Energy point, you can give a
command for your turret to shoot a net at a creature within 30 feet of
it that you can see. The target must make a Dexterity saving throw. On a
failure, the creature is Restrained, following the rules of a net.

Enhanced Magnetic Precursor


Choose one update between the following:
• Additional Turret. When you choose this update, you build an additional
Ignium turret using the expense of updating the device. All of your turrets have
the same abilities.
• Elemental Shooting. When using the Shooting ability, you can choose
to use 1 Energy point to deal 1d6 additional elemental damage of the type
chosen below. You deal 1d6 additional damage for each Energy point
• Incendiary Smoke. When using your Smoke Screen ability, you can
spent.
choose to spend 3 additional Energy points to, instead of releasing smoke,
release a great amount of fuel gas generated by Ignium in a 10-foot radius ◦ Lightning
area in front of you, that lasts until the end of your next turn. Any spark or ◦ Fire
flame can set this area on fire, causing an explosion of flames. Creatures in ◦ Cold
this area must make a Dexterity saving throw. On a failure, they take 5d6
• Electrified Net. When a target fails the Launch Net's saving throw, you
fire damage. On a success, they only receive half of that damage.
can choose to spend 3 Energy points to deal 4d6 lightning damage.
• Fireman. When targeted by any ability or spell that causes fire,
incinerating, poison, intoxicating, acid, or antimonic damage, you can use
your reaction to try to absorb its effects. For each 2 Energy points, you Advanced Magnetic Precursor
spend on this ability, you can absorb 2d8 of these types of damage.
Choose one update between the following:
Ultimate Ignium • Shooting Booster. When you choose this update, the damage's category

Choose one update between the following:


• Fast Explosion. Your Fire Dart ability now can be used as a bonus action
and starts dealing d12 instead d10.
• Elemental Converter. When you use your ability Fire Dart, you can
spend 2 Energy points to make it causes a different type of damage
between acid or poison for the following minute.
• Supercondensed Plasma. Using an action and 5 Energy points, you can
fire a mini-orb of extreme incendiary power against a target within 60
feet from you. A creature hit by this orb has to make a Dexterity saving
throw. On a failure, it takes 8d6 incinerating damage and becomes on fire,
taking 1d6 incinerating damage per turn until it uses its action to put out
the flames. On a success, they only receive half of that damage and are
not on fire.

Magnetic Precursor
This Device is the central part of turret control, and its proximity is
necessary for the turrets to work. In addition to providing energy for the
turrets’ operation, the Magnetic Precursor also power them. The turrets
can be destroyed, but as long as you have the Precursor, rebuilding them
costs half the construction price. This Device is a square, 2 inches wide
and tall and 1/2 inch long, with negligible weight.
Magnetic Precursor Turret
To build a turret, you spend half the price and time used to build a

264
of all turret's attacks increases by 1. • Cooled Chamber. Your Needler's chamber has more efficient heat
• Piercing Beam. When a turret hits an enemy with Shooting, you can dispersion properties, not overheating when executing the ability Spread.
spend 4 Energy to make a Piercing Beam attack. In doing so, enemies in • Primium Metal Alloy. The additional damage from your Elemental Bolts
a 15-foot cone from the turret must make a Dexterity saving throw. On becomes 1d6 + your Intelligence modifier instead of just 1d4.
failure, they receive 4d6 plasma damage. • Advanced Arcane Bolts. When you choose this update, the maximum
• Voltaic Arc. If your turret is within 30 feet of you, you can use 3 Energy spell level that you can enchant your Bolts increase by 1.
points to activate a voltaic arc between you and a turret or between
two turrets. Targets on the line between these two points must make a Ultimate Needler
Dexterity saving throw. On a failure, they take 2d6 of lightning damage
and gain the Stunned condition until the end of your next turn. The base damage of the Needler increases to 1d10. Choose one update
between the following:
Ultimate Magnetic Precursor • Recapitulate. You can choose a previous update from Needler that has
Choose one update between the following: not already been chosen.
• Run, Lola, Run. When spending 5 Energy points, you gain the effects of
• Mobility. Your turrets can move up to 20 feet under your command using the haste spell in a non-magic way.
your bonus action. You can command one or more turrets at a time. • Ultimate Arcane Bolts. When you choose this update, the maximum
• Fissure Core. With an action, or after a turret is destroyed, the turret spell level that you can enchant your bolts increase by 1.
initiates a self-destruct command. Creatures within 30 feet of the turret
must make a Dexterity saving throw. On a failure, you will receive 12d6 + Owl Drone
your Techmaturge level of bludgeoning damage.
• Morphism. Using 4 Energy points, your turret can activate an internal A Techmaturge that uses an Owl Drone created a little gadget that is
camouflage mechanism, becoming exactly like any other object. This used to sync the mental waves of the user to the Owl Drone (the creator
camouflage falls apart when it shoots at a target. must describe the appearance), giving it the capability to give mental
commands to the drone. While deactivated, the drone resembles to be
Needler only a decoration accessory, but, when activated, it looks like a living
The Needler is a repeating crossbow with a magnetic induction firing creature that has its own thoughts. Using an action, you can take off the
mechanism, which fires bolts. This Device follows the firearm’s rules, drone in a space adjacent to you.
having the characteristics capacity 5 (for bolts), two-handed, and An Owl Drone is a Construct, has the size category Tiny, and weighs
silenced. It deals 1d4 of piercing damage. 5 kilos. It has AC 10 + your Intelligence modifier, 5 hit points times the
• Spread. As an action, you can use a spread to rapidly shoot up to 5 creator's Techmaturge Level, and a fly speed of 30 feet. The drone has
bolts against the target, dealing the damage of all these bolts using a its own initiative, using the user's Intelligence modifier at the roll, but it
single attack. After using this ability, the Needler overheats and becomes uses the user's reaction to activate its abilities. A drone can move up to
unusable until the end of your next turn. 100 feet from its user, but if the user is a Techmaturge, it can move up to
• Elemental Bolts. When firing your Needler, you can spend 1 Energy 5 times the Techmaturge's Energetic Range value.
point to activate properties in only one bolt, dealing 1d4 additional
elemental damage of the chosen element during firing. A drone is immune to necrotic, psych, and poison damage, in addition
◦ Acid to being immune to the conditions Charmed and Frightened. The drone
◦ Lightning has a Strength modifier -1 and a Dexterity modifier +2. It automatically
◦ Fire fails any other saving throw.
◦ Poison
An Owl Drone can carry 10 darts that have to be prepared previously

using 1 Sp and 10 minutes of labor to produce them. The drone's attacks
• Arcane Bolt. You become able to create Arcane Bolts as shown in the have a distance of 30/120 feet.
Arcane Bolt table.

• Piercing Dart. Using your reaction, the Owl Drone makes a ranged
Arcane Bolt attack on a creature you can see, using a Piercing Dart. On a hit, it deals
A Techmaturge with an Arcane Reactor can cause bolts to be magically 1d8 piercing damage.
infused during firing. When acquiring this feature, you can enchant your bolts • Finding Dart Using. your reaction and 1 Energy point, your drone makes
with cantrips. a ranged attack on a creature you can see, using a Finding Dart. On a hit,
the dart marks the target. A marked target becomes outlined in bluish
As an action and using 1 Energy point for each cantrip or 1 additional point for light for the next minute, and the creature does not receive the benefits of
each spell level, you can imbue a bolt with arcane energy. When enchanting a Invisibility. A marked creature can make a Strength or Dexterity saving
bolt with a spell, you must have spell slots available for it, and once enchanted, throw at the beginning of its turns to remove your mark.
that spell slot is spent. You can only charm a bolt with Techmaturge's spells or • Drone's Camera. Using an action and 1 Energy point, you can concentrate
cantrips that are single target. These spells cannot be of personal range. When to see through the drone's sensors, similar to the spell clairvoyance. When
shot by an Arcane Bolt, the spell inside is automatically activated. Arcane Bolts doing that, you become unaware of your surroundings, but you can see
only maintain their magical properties until the next long rest. and hear what is in range of the Owl Drone. This ability requires you to
maintain concentration like a spell. A drone can move to up to 10 feet the
value of your Energetic Range using this ability. If you end the ability and
Enhanced Needler the Drone is beyond your reach, it will use all of its speed to return to the
user's reach.
The base damage of the Needler increases to 1d6. Choose one update
between the following: Enhanced Owl Drone
• Bolt Chamber. The Needler's capacity increases to 10 instead of 5, and Choose one update between the following:
the overheat only last until the start of your next turn
• Diffusion Chamber. After using 1 Energy point to activate Elemental • Chameleon Plating. When you choose this update, you create a
Bolts, you can energize a number of bolts equal to your Intelligence mechanism capable to camouflage your Owl Drone for 1 minute. Using
modifier. your reaction, the drone becomes invisible and does not make more noise
• Enhanced Arcane Bolts. When you choose this update, the maximum than a bird flying, and its speed is reduced to 20 feet. This invisibility is
spell level that you can enchant your bolts increase by 1. previously interrupted if the drone receives damage or makes an attack.
• Elemental Dart. Using your reaction, the drone can make a ranged attack
with an Elemental Dart that must be previously prepared using 5 Gp, 10
Advanced Needler minutes of labor, and 1 Energy point to make 10 elemental darts. These
The base damage of the Needler increases to 1d8. Choose one update darts, on a hit, deal 1d6 of additional elemental damage of the element
between the following: chosen during their preparation.

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lightning damage and is Prone.
• Pneumatic Pressure. Using an action and 1 Energy point, you can have
your shield propelled up to 10 feet forward. Creatures in that area must
perform an Athletics or Acrobatics DC check equal to your Techmaturge
DC. On a failure, the creature is pushed back 15 feet.

Enhanced Pneumatic Aegis


Choose one update between the following:
• Electrostatic Deflection. When obtaining success on the Static Field
saving throw, you can deflect the projectile to the creature that attacked
you. When doing that, you have to make a ranged hit roll against that
creature. If you hit, it receives the damage that would be taken by you.
• Electrostatic Projection. When you choose this update, the effect's area
of your ability Static Projection becomes a point with 5 feet radius that
Owl Drone is within 30 feet from you. All creatures in the area must make a Static
Projection saving throw.
• Electrostatic Interception. When an attack targets an ally that is within
20 feet from you, you can use your reaction and 2 Energy points to give
a command to your shield to protect it with an energy wave. An ally
protected by this ability is under the Static Field effect until the end of
its turn.

◦ Acid Advanced Pneumatic Aegis


◦ Lightning
Choose one update between the following:
◦ Fire
◦ Poison • Arcane Deflection. You can use your abilities Static Field and Electrostatic
Deflection to defend yourself from single-target ranged spells that target
• Enhanced Sensors. When you choose this update, the drone starts
you.
having 60 feet of darkvision and 15 feet of blindsight.
• Reintegration System. Using an action and 4 Energy points, you can
activate a healing energy wave that restores 3d6 hit points for you or
Advanced Owl Drone an ally within 5 feet behind the shield, removing effects that cause the
condition Incapacitated.
Choose one update between the following:
• Pressurized Wave. Using an action and 4 Energy points, you can move
• Advanced Engineering. When you choose this update, your drone your shield in one direction, causing a violent displacement of air that hits
gain +2 AC, its fly speed increases by 30 feet, and its Dexterity modifier all targets in a line 15 feet wide by 45 feet long. Targets in that area must
becomes +4 instead of +2. Also, your Piercing Darts and Elemental Darts make a Strength saving throw. On a failure, they are thrown back 15 feet,
deal one additional damage die. are Prone, and take 3d6 bludgeoning damage. On a success, they only
• Paralyzing Dart. Using your reaction, the drone can make a ranged receive half of that damage.
attack with a Paralyzing Dart that must be previously prepared using 1
Gp, 30 minutes of labor, and 1 Energy point to make 10 paralyzing darts.
A creature hit by the paralyzing dart must make a Constitution saving
throw. On a failure, the creature is Stunned until the end of your next turn. Ultimate Pneumatic Aegis
• Weakener Mark. Creatures marked by a Finding Dart, when attacked,
take 2d6 of additional damage while they're marked. Choose one update between the following:
• Reintegrating Aegis. Using an action and 5 Energy points, you create a
Ultimate Owl Drone regeneration circle with 20 feet of radius around you that affects all allies
in the area. Your ally is healed by 5d6 hit points and receive the effects of
Choose one update between the following: the spell lesser restoration.
• Artificial Intelligence. Your drone starts having its own actions, • Arcanostatic Dome. Using a reaction, action, or bonus action, you can
being able to use its abilities without requiring you to spend a reaction spend 2 Energy points and project an electrostatic dome with 10 feet of
to activate them. All of its abilities start requiring its action, except the radius around you. Until the end of your next turn, people that are inside
Drone's Camera ability. this dome cannot move out and people that are out cannot move in. For
• Tracking Mark. You always know the location of a creature marked by every 2 Energy points spent, the duration of this dome increases by 1 turn
a Finding Dart, as long as it is within the same plane. Also, the duration of and starts to function as the Arcane Deflection ability.
the mark caused by the dart increases to 24 hours, and the DC to remove • Pneumatic Arc. Using an action and 7 Energy points, you can create a
it increases by +2. displacement circle with 20 feet of radius around you. Enemies in that
• Holographic Projector. You can spend your reaction and 7 Energy points area must make a Strength saving throw with disadvantage. On a failure,
to replicate the effects of the spell project image in a non-magical way for they are thrown 25 feet backward, are Prone, and take 8d6 bludgeoning
up to 1 hour. You use your Techmaturge's DC to define this ability's DC. damage. On a success, they only receive half of that damage.
While this ability is active, your drone cannot make any attack. This ability
is immune to effects like True Sight and a creature cannot see through it, Projectile Irradiator
but still can pass through it normally.
An automated quiver with a capacity for 25 arrows, which, at its user’s
Pneumatic Aegis command, imbues its arrows' tips. The damage dealt is equivalent to the
bow's that the irradiated arrow is shot.
This huge shield was created both for defensive functions and to create
unexpected attacks against your enemies. A Pneumatic Aegis works like Without specialized work, the quiver works like any other. For the arrows
a Tower Shield, but it has to be used with two hands and weights 20 that are stored there to have special characteristics, a Techmaturge must
kilos. spend 10 minutes installing and configuring them and interfacing the
Irradiator with the mental pattern of its user. After doing that, these
• Static Field. When you are targeted by a weapon ranged attack, you can irradiated arrows have one of the effects below:
use your reaction to stop a projectile with your Aegis. When doing that,
you must pass on a Dexterity saving throw DC 8 + half of the projectile • Elemental Irradiation. The quiver irradiates the arrows stored in it.
hit roll. On a success, the projectile falls on the floor, in front of your shield. When using an irradiated arrow, you must shoot at a point that is within
• Static Projection. Using an action and 1 Energy point, you can make an the range of your bow. In doing so, creatures within an area of ​​5 feet
attack on a point within 20 feet from you using your Aegis. An enemy at radius of the arrow must make a Dexterity saving throw. On a failure,
this point must make a Dexterity saving throw. On a failure, it takes 1d6 they take 1d6 damage of the type chosen below:

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◦ Acid Technomancer Quarterstaff
◦ Lightning
◦ Fire The Technomancer Quarterstaff is made of an experimental alloy of
◦ Poison great strength and lightness and can serve as an energy conductor under
the total control of the Techmaturge. Your quarterstaff is considered a
• Tracking Irradiation. Spending 1 Energy point, the irradiated arrow
becomes a tracking arrow. When shooting at a point within the range of simple melee weapon with the properties light and finesse. It deals 1d6
your bow, until the end of your next turn, creatures within 60 feet of the of bludgeoning damage.
arrow are revealed to you with a reddish outline. This ability does not go • Lightning Absorption. When hit by an attack that would do lightning
beyond walls or solid surfaces, but it can reveal invisible creatures. damage, you can perform a Dexterity saving throw whose DC is defined
• Phantom Irradiation. Spending 1 Energy point, the irradiated arrow by the spell’s DC or the hit roll of the attack. On a success, the damage
becomes invisible after 10 feet away from the Irradiator. Add your that would be dealt to you is absorbed by the Quarterstaff, converting
Intelligence modifier to the hit roll, and the critical range of this attack half of the damage into Energy points to you, until the maximum of
decreases by 1. Energy points you have. On failure, you take half of the damage. Only
spells of 1st level or higher can be converted into Energy points.
Enhanced Projectile Irradiator • Repulsive Pulse. As an action, you can spend 1 Energy
point to force other creatures within 10 feet from you to
Choose one update between the following: make a Strength saving throw. Large creatures or larger
• Ricochet Shot. When you choose this update, the have advantage on this saving throw. On a failure, the
Irradiator acts on its arrows, making its shots able to creature becomes Prone.
ricochet on a solid surface. At the moment you shoot • Arcane Ray. As an action, while wielding the Quarterstaff,
one of your arrows, the arrow travels 30 feet more in the you can spend 1 point of Energy to perform a ranged
opposite direction of the surface that you hit. attack against a creature within 60 feet of you. On a hit, the
• Freezing Irradiation. When using an arrow with creature takes 1d6 of force damage per Energy point spent
Freezing Irradiation, you must spend 2 Energy points and up to the maximum of 3. You use your proficiency bonus
shoot at a point within the range of your bow. In doing and Intelligence modifier for attack rolls with this ability.
so, creatures within an area of ​​10 feet radius of the arrow • Efficient Repair. You can use the spell mending within a
must make a Dexterity saving throw. On a failure, they range of 30 feet. As long as you have your Quarterstaff in
take 2d6 cold damage, and their speed is reduced by 10 hand, you receive a +5 bonus to rolls using a Craft that you
feet until the end of your next turn. are proficient at.
• Arrow's Mother. When you choose this update, you
can, as an action, spend 2 Energy points to make the Enhanced Technomancer Quarterstaff
shot arrow divide into 3 arrows under your command. It
can hit up to 2 targets that are adjacent to your primary Choose one update between the following:
target. Creatures adjacent to their target must succeed • Defense Pulse. Using your reaction, when being targeted
in a Dexterity saving throw or take the same damage as by an attack, you can spend 1 Energy point or 1 1st level
the main arrow. spell slot to create a shield around you. It absorbs up to 10
times your Techmaturge's level in damage of any source
Advanced Projectile Irradiator and lasts until the beginning of your next turn.
• Focused Ray. For each consecutive turn that you use
Choose one update between the following: Arcane Ray, you add 1d6 to the damage, restarting to only
• Sprinter Irradiation. When choosing this update, your 1d6 if you stay a turn without using it.
arrow's range increases by 50% (both normal range and • Technomancer Fluid. As a bonus action on your turn,
maximum range), the damage's category increases by 1, you can expend one Techmaturge's spell slot and gain a
and the damage dealt becomes incisive damage. number of Energy points equal to the slot’s level. You can
• Energetic Irradiation. When using an arrow with also do the reverse process. For example, you can spend
Energetic Irradiation, you must spend 3 Energy points a 2nd level spell slot to gain 2 Energy points, or you can
and shoot on a 20-foot line. Creatures in this line must spend 2 Energy points to gain a 2nd level spell slot.
make a Dexterity saving throw. On a failure, they take
1d6 force damage. Advanced Technomancer Quarterstaff
• Spread Irradiation. When using an arrow with Spread
Irradiation, you must spend 4 Energy points. When you Choose one update between the following:
hit a target, the arrow explodes in dozens of pieces. • Detector Pulse. You can, as your bonus action, emit a
Targets in a 10-foot radius around the impact point must pulse in an area up to 5 feet in radius multiplied by your
succeed on a Dexterity saving throw or take half the
original damage and gain 1 Bleeding point. Technomancer Quarterstaff Techmaturge level. You know the exact location and size
of all life forms in that area until the start of your next turn.
• Energy Absorption. Your ability Lightning Absortion is
Ultimate Projectile Irradiator now able to absorb and convert force damage.
• Crescent Ray. Your Arcane Ray and Focused Ray increase
Choose one update between the following: in 1 in the damage category, adding your Intelligence
• Necroarrow. When using a Necroarrow, you must shoot modifier to the ray's damage. You start to use a bonus
at a point within the range of your bow. When you hit a creature, it will action or an action to attack, but it can only be used once per turn.
have to make a Constitution saving throw. On a failure, its Constitution
ability score decreases by a number equal to your Intelligence modifier Ultimate Technomancer Quarterstaff
until the beginning of your next turn.
• I am the Hunter. Using a bonus action and 6 Energy points, your next Choose one update between the following:
shot starts to deal damage in a line 15 feet wide and 80 feet long, being • Arcane Storage. This quarterstaff can store a spell up to the 8th level for
able to cross solid surfaces. Creatures in this line must make a Dexterity a week. The conjurer must spend the spell slot for the spell level you wish
saving throw. On a failure, they take 8d6 plasma damage. On a success, to store within the quarterstaff. After stored, you can use a bonus action
they only receive half of that damage. to cast it as usual, without spending an additional spell slot, or you can also
• Ancient Irradiation. Using 8 Energy points, your next arrow, when recover the spent spell slot.
shot, makes it be an automatic hit that cannot be deflected. However, you • Paralyzing Pulse. Using an action and 6 Energy points, you can emanate
still do the hit roll as usual. If you pass the target's AC, it's considered a a pulse in an area of ​​10 feet radius multiplied by your Techmaturge level.
critical hit, and if the roll is a natural 20, your damage is multiplied by 4 All the creatures hostile to you must make a Constitution saving throw.
instead of 2. For each time you use this ability after the first, you gain one On a failure, these creatures become Stunned until the end of your next
Exhaustion level. turn.
• Disintegrating Ray. Your Arcane Ray, Focused Ray, and Crescent Ray
increase in 1 in the damage category, and creatures hit by it must make

267
a Constitution saving throw. On a failure, they receive the condition the end of your next turn. For each additional Energy point spent, the
Weakened and 1 Exhaustion level. duration of this ability increases by 1 turn.

Vibrum Advanced Vibrum


Vibrum is a model applied to some type of melee weapon that already Choose one update between the following:
exists. This model has an internal ultrasonic vibration system that makes • Fatal Vibration. The damage category of your Vibrum increases by 1,
the contact piece move hundreds of thousands of times per second when and your critical range with this weapon decreases by 1.
activated, making the attacks made by it more profound and dangerous • Vibrational Arc. Using your action and 2 Energy points, you can launch
than those of a default weapon. an attack that shoots an arc in a 30-foot line. Creatures in that line must
make a Dexterity saving throw or take twice the damage from your
• Vibration. The Vibrum increases the damage dealt by the weapon in a
Vibrum as vibrational damage.
category, based on the base weapon. Once the Vibrum is made, it cannot
• Crescent Vibration. Using 5 Energy points, for the next minute, your
be modified or adapted to another weapon.
attacks that hit a target using your Vibrum leave a resonance mark on
• Turbo. Using an action and 1 Energy point, you amplify the vibrations of
that target. Upon reaching 3 marks, they burst, dealing 4d6 of additional
your Vibrum, increasing its destructive power. Until the end of your next
vibrational damage. A target that has had its marks blown becomes
turn, the damage caused by it increases by 1 die, and you add half your
immune to this effect for the next minute.
Intelligence modifier to your hit rolls with your Vibrum.
• Vibrational Wave. When you are hit by an effect that would decrease
your speed, you can use your reaction and 1 point of Energy to Ultimate Vibrum
reverberate the vibrational wave of your Vibrum through your body,
Choose one update between the following:
getting rid of effects that slow down your movement.
• Vibrum. The damage of Vibrum increases in a category, and all the
Enhanced Vibrum damage of your Vibrum becomes magical, becoming lacerating (cutting
case), incisive (piercing case), or crushing (bludgeoning case).
Choose one update between the following: • Vibrational Surge. Using 5 Energy points, until the end of your next
turn, all your attacks using your Vibrum deal damage 2 times (you do the
• Tear. When making an Attack action with your Vibrum, you can, with
two damage rolls separately for each successful attack).
your bonus action, try to perform a Disarm action on the target.
• Vibrational Wrath. Using 8 Energy points, for one minute, all your
• Elemental Vibration. Using 1 Energy point, your attacks made with your
successful attacks leave a mark on your targets. At the end of that minute,
Vibrum do 1d6 additional damage from one of the following elements
all marks burst, causing 2d8 vibrational damage per mark.
until the start of your next turn:
◦ Lightning
◦ Cold Techmaturge's Gadgets
◦ Fire
◦ Thunder Gadgets are Inventions with less capacity than Devices. While Devices
• Stellar. Using 2 Energy points, your Vibrum reaches a vibrational state typically operate continuously, gadgets often have disposable use,
that begins to emit lights. You add double your Intelligence modifier as becoming unusable after their energy cell is consumed.
luminary damage to your attacks made with your Vibrum weapon until
Level 1 Gadget

Climbing Hook
A hook system with an electromechanical converter that can
quickly rotate the rope for climbing. When you activate this
Gadget, for the next hour, you receive the following features:
• Your climbing speed is doubled.
• 1 Energy point. As an action, you gain the effects of the spell spider
climbing without needing to concentrate.

Disguise Mask
A completely gray mask made of an opaque material that can
receive mental waves to be modeled. When you activate this
Gadget, for the next hour, you receive the following features:
• You become proficient in Charisma saving throws.
• 1 Energy point. As an action, you can cast in a non-magical way the
spell disguise self.

Eagle Lenses
Some synthetic lenses that are discarded lenses for working with
lasers that have not reached the required quality. When you
activate this Gadget, for the next hour, you receive the following
features:
• Some synthetic lenses that are discarded lenses for working with lasers
that have not reached the required quality. When you activate this
Gadget, for the next hour, you receive the following features:
• 1 Energy point. Your next weapon attack has advantage.

Explorer Lenses
This pair of lenses has gone through a chemical process that
Vibrum - Glaive
makes them sensitive to the smallest amounts of light, even
converting waves that are not normally visible into visible waves.

268
When you activate this Gadget, for the next hour, you receive the capable of projecting an energy field. When you activate this
following features: Gadget you can use one of the following features.
• While using your Explorer Lenses, you have darksivion up to 120 feet and • As an action, a 5-foot by 5-foot shield is positioned in front of you and
have no disadvantage in sight-related Perception checks. cannot be moved. As long as you stay behind the shield, frontal attacks
that target you should hit the shield instead of you. The shield has 15 AC
• 1 Energy point. As an action, you can double your vision range for the
and 25 hit points. If it is not destroyed, the shield disappears after 1 hour.
next minute.
• 3 Energy points. As an action, a force field of hexagonal cells overlap
Mage Lenses your armor. You add your Intelligence modifier to your AC. The effect
ends in 1 hour or if you fall unconscious.
These lenses were made from a broken crystal ball. They seem to
contain some arcane energy from the mage who used it. When Holographic Cloak.
you activate this Gadget, for the next hour, you receive the
following features: While not activated, this cloak appears to be made of black
leather with details in a white iridescent material, like lines from
• As an action, you gain for the next minute the effects of the spell detect some mechanism that permeate the entire fabric. When you
magic without needing to concentrate. This effect is only effective if you
activate this Gadget, you receive the following features:
are using the Mage Lenses.
• While wearing this cloak, you receive a bonus to your Stealth equal to
• 1 Energy point. Spending 10 minutes observing an object, you gain the
your Intelligence modifier.
effects of the spell identify .
• 2 Energy points. When you become Incapacitated or use the Disengage
Mechanic Helmet action, you can use your reaction to remain invisible until the end of
your next turn. Also, you create 4 illusory duplicates of you that flee in
A helmet made of metal parts and some extremely rigid plastic opposite directions or take actions that would distract your enemy. These
that seems to interact with brain waves in almost invisible patterns duplicates lasts until the end of your next turn, but disappear instantly if
of colors. When you activate this Gadget, for the next hour, you they're attacked.
receive the following features: • 4 Energy points. As an action, you can cast in a non-magical way the
spell greater invisibility on yourself.
• You add 1 to your AC.
• 1 Energy point. As a bonus action, you can send a high frequency noise Master Artisan Gloves
from your helmet. All creatures within 10 feet from you must make a
Constitution saving throw. On a failure, they are Deaf until the start of This pair of gloves consists of an apparently delicate pair, made
your next turn. of a white fabric that darkens over time, but has an impressive
resistance. Also, an external structure similar to an exoskeleton
Medkit seems to provide greater precision for manual work. When you
activate this Gadget, you receive the following features:
This Gadget emits waves and a very intense green light, causing a
• You only use half the time to build mechanical items, including Gadgets
regenerative effect in organisms and even in machines. When you
and Devices.
activate this Gadget you choose one of the following features.
• 3 Energy points. The index finger of the glove pushes out a gas. As an
• As an action, you can use a charge from this Gadget to restore hit points action, you can release a spark, igniting that gas. Enemies in a 15-foot
of a creature that has at least 1 hit point. When doing that, you must cone from the turret must make a Dexterity saving throw. On failure, they
choose a target that is adjacent to yoy. This creature gain hit points equal receive 3d6 fire damage.
to 2 times your Intelligence modifier (minimum of 2). This feature has no
effect on an undead.
Omnitranslator
• 1 Energy point. As an action, you can use this Gadget to stabilize a
creature and heal this creature by 1 hit point. A small shaft that can be positioned in the ear towards the mouth,
with a speaker at one end and a microphone and another speaker
Soul Reader at the other. When you activate this Gadget, for the next 8 hours,
you receive the following features:
A wristwatch with a dial without hands (and that does not mark
time) and a bracelet made of metal and braided leather. When • You understand any common language spoken.
• Creatures that understand at least one language can understand any
you activate this Gadget, for the next 8 hours, you receive the
language you speak.
following features:
• You become proficient in the Intuition skill. If you already are proficient, Retractable Hand Supplement
you receive expertise in this skill.
A mechanical hand with a retractable telescopic system made of
• 1 Energy point. As an action, you can cast in a non-magical way the spell
bronze. When you activate this Gadget, you receive the following
detect evil and good without needing to concentrate.
• 2 Energy points. As an action, you can cast in a non-magical way the
features:
spell false life, on you or another ally. • As an action, this mechanical hand can move up to 35 feet from you. This

Level 2 Gadgets

Diving Equipment
Composed of a respirator and a pair of fins that can be worn,
this set has surprising hydrodynamics. When you activate this
Gadget, you receive the following features:
• You have swim speed equal to your walking speed.
• 3 Energy points. As a bonus action, you can breathe underwater for the
next 3 hours.

Energetic Shield
The Energetic Shield is a circular piece barely larger than a watch,
Definitely not a Disguise Mask

269
Gadget has the same effects as the arcane hand spell. Jetpack
This Gadget is formed by two cylinders connected to a central
Support Infuser
box, with hoses and wires intertwining in connection with the
A kind of medallion with some needles that are painlessly and three main parts. When you activate this Gadget, you choose one
automated affixed to the chest. When you activate this Gadget, of the following features:
for the next 3 hours, you receive the following features:
• As an action, you can cast in a non-magical way the spell levitate without
• You gain proficiency in Constitution saving throws. needing to concentrate.
• You gain temporary hit points equal to 1d4 for each Techmaturge
• 4 Energy points. As an action, you gain 60 feet of fly speed for the next
level you have. For example, with 5 Techmaturge level, you gain 5d4
10 minutes.
temporary hit points.
• 4 Energy points. As an action, you can move up to 120 feet in a straight
• 2 Energy points. As a bonus action, you can heal from a poison or line. If you collide with a creature halfway, this move stops, and the
disease that is afflicting you. creature must make a Dexterity saving throw. On a failure, the creature
becomes Prone and takes 4d6 bludgeoning damage. Creatures of a size
Thermal Vision Glasses category larger than yours have advantage in this saving throw.

Made of black metal, this pair of glasses have red lenses similar Nanite Outbreak Beam
to insect eyes. When you activate this Gadget, you receive the
following features: This Gadget looks similar to a metallic flute. Inside are nano-
machines that carry the ability to replicate, which can be fired in
• You can see invisible creatures that are within 30 feet from you.
a curative jet. When you activate this Gadget, you choose one of
• 2 Energy points. For the next minute, you can see through any object or the following features:
wall that you spend at least one turn observing.
• As an action, you shoot a healing beam at a creature within 30 feet of you.
This creature regains 4d6 + your Intelligence modifier.
Voice Modulator and Amplifier.
• 2 Energy points. When you see an ally within 30 feet of you making a
A small metal piece with a suction cup that can be discreetly Constitution saving throw, you can use your reaction to give it advantage
attached to a person's throat. When you activate this Gadget, in this roll.
you receive the following features:
• If you spend a minute or more listening to a creature speak, you can Overcharge Trigger
imitate its voice. A creature that tries to tell the difference must make A very wide bracelet that carries a strange watch face that
an Intuition check. You can also change the tone of any voice (including
marks the hours, in addition to other information that only a
yours) spoken through this device.
Techmaturge can understand. When you activate this Gadget,
• 1 Energy point. You can increase your voice volume so that it is 10 times for the next 8 hours, you receive the following features:
louder.
• You become proficient in Dexterity saving throws.
Level 3 Gadgets • 4 Energy points. As a bonus action, you gain the effects of the spell haste
without needing to concentrate.
Boots of Strength
Tanotic Reader
This pair of orange boots has a pneumatic metallic structure
on the outside, providing cushioning for falls and boosting for Similar to a small pistol without a barrel, this reader emits a yellow
jumps. When you activate this Gadget, you receive the following light from top to bottom, which goes beyond solid surfaces and
features: displays information on a small screen. When you activate this
Gadget, for the next 8 hours, you receive the following features:
• Your walking speed increases by 10 feet.
• You use your Intelligence score instead of Strength to perform long and • As an action, you can detect the location of undead that are within 120
high jumps. feet of you.
• For the duration of this Gadget, whenever you take fall damage, you take • You can identify how and when a corpse died.
as little damage as possible and don't fall.
• 2 Energy points. The distance and height you can jump are doubled.

Elemental Autorevival Device


This bracelet has silver and bronze details and can be disassembled
into two separate shovels, connected by a wire. When you
activate this Gadget, for the next 8 hours, you receive the
following features:
• When you take damage that would reduce your hit points to 0 but not kill
you instantly, you can use your reaction to still have 1 hit point instead.
• 4 Energy points. As an action, you try to revive an adjacent creature that
died within the last minute. This creature must make a Constitution saving
throw CD 20. On success, it comes back with 1 hit point.

Energy Flask
What appears to be a flask only slightly decorated, is actually
an energy pickup that converts kinetic, luminous and magical
energy into resonance energy. When you activate this Gadget,
you receive the following features:
• This Gadget is capable of storing only the amount of its cell or nucleus.
As an action, you can restore Energy points equal to the amount stored
in that Gadget. Bots of Strength

270
• 3 Energy points. As an action, you can cast in a non-magical way the Residual Energy Storage
spell speak with dead.
An extremely resistant glass capsule with two metallic pieces as
Level 4 Gadgets lids. Inside, there is a kind of powder that seems to turn into a
colored gas when energized. When you activate this Gadget, you
Artillery Engine receive the following features:
• When you take at least 10 lightning damage, you can use your reaction
This engine must be transported in separate pieces, weighing a to recover an Energy point. This can be done a number of times equal to
total of 35 kilograms. It can be partially assembled in one round your Intelligence modifier per short or long rest.
and entirely in one minute. It takes you the same time to dismantle • You increase your maximum Energy capacity by 3 + your Intelligence
it, and you cannot move or perform any other action with your modifier.
hands while assembling this Gadget. When partially or fully • As an action, you can recover an amount of Energy equal to the energy
assembled, you can do one of the following abilities: stored in the cell or nucleus of that Gadget.

• 3 Energy points. While partially assembled, you can use an Attack action
to make a ranged attack with this Gadget against a creature that is up to Techmaturgical Defensive System
300 feet from the engine. If you hit, you deal 8d6 piercing damage to This armband is made of a brushed gold metal, with inscriptions
this creature. in an alphabet that appears to be made with electric tracks. When
• 6 Energy points. While partially assembled, you can use an Attack action
you activate this Gadget, for the next 8 hours, you receive the
to make a ranged attack with this Gadget against a creature that is up to
300 feet from the engine. If you hit, you deal 8d6 piercing damage to following features:
this creature. Creatures in a 30-foot cone from the turret must make a • You gain temporary hit points equal to 2 times your Techmaturge level.
Dexterity saving throw. On failure, they receive 8d6 fire damage. Your Additionally, you regain 1d4 hit points at the start of each of your turns.
target automatically fails on this saving throw.
• 3 Energy points. When targeted by a projectile, you can use your reaction
to reduce the damage of that attack by 4d8 + your Intelligence modifier.
Floating Shoes If the damage is reduced to 0, you can spend 1 additional Energy point to
A pair of black shoes with a strange sole that seems to rise reflect the projectile to your attacker, who must make a Dexterity saving
above the usual line, with a visually spongy appearance. When throw. On failure, the attacker takes damage that would be directed at
you. On success, he receives only half of that damage.
you activate this Gadget, for the next 8 hours, you receive the
following features:
Techmaturgical Offensive System
• You can walk or run in any liquid as if it were solid stone. If you walk
over any harmful liquid, such as lava or acid, you take 2d6 damage of the This stick has a geometric pattern and appears to have been
appropriate type to the liquid for each round you pass over that liquid. carved from a solid piece of aluminum. When you activate this
Gadget, you have to choose one of the following abilities:
Neuroadaptable Diadem • 3 Energy points. As a bonus action, you use your core energy to upgrade
This diadem is made of a golden metal very similar to gold, with a metal weapon that is within 30 feet of you. The weapon's next attack
does 2d8 additional lightning damage.
some crystals that look a lot like precious stones and can easily
• 3 Energy points. As an action, you can fire an energy beam at a target
pass for an exquisite jewel, but of normal appearance. When within 10 feet of you. On hit, that target takes 2d6 lightning damage and
you activate this Gadget, for the next 7 days, you receive the must make a Strength saving throw. On a failure, he is thrown back 10
following features: feet and is Prone. Huge creatures or larger have advantage in this save.
• You gain proficiency in Wisdom saving throws.
• You receive resistance to psych damage. Level 5 Gadgets
• 1 Energy point. For an hour, your thoughts cannot be read, and spells
that try to detect your consciousness fail. Bionic Lens
• 3 Energy points. As an action, you can cast in a non-magical way the This Gadget is, apparently, a simple pair of gelatinous lenses with
spell dominate person lasting up to 10 minutes.
some metallic reflection. They can be placed in the eyes normally.
When you activate this Gadget, you receive the following
features:
• You have automatic success in detecting any illusion related to vision for
Tanotic Reader the next minute.
• 6 Energy points. As an action, until the end of your next turn, your
critical margin decreases by 2, and your damage when making a critical
hit deals 4d6 additional damage.

Freezing Ray
Like a flamethrower, this Gadget consists of a small tank that can
be used as a backpack, with a hose connecting it to a trigger that
can be manipulated with just one hand. When you activate this
Gadget, you have to choose one of the following abilities:
• Each time you use this Gadget's abilities, the Energy cost of its abilities
increases by one.
• 4 Energy points. As an action, you spray a big ice fog at a target within
30 feet of you. This target must make a Constitution saving throw. On a
failure, the target takes 3d4 cold damage and is Petrified in ice until the
end of your next turn. If the target takes damage while petrified, the ice
breaks, and the target is released. On success, it only receives half of the
damage.
• 4 Energy points. As an action, you shoot an icicle towards a target that
Residual Energy Storage is up to 60 feet from you. The target must make a Dexterity saving throw.
On a failure, it takes 7d6 cold damage and, on a critical failure, it takes 6d6
additional cold damage.

271
speed equal to your walking speed for 1 hour.
• Potion of Enlarge/Reduce. When affected by this potion, you gain the
effect of enlarging or reducing from the spell enlarge/reduce for 1 hour.
• Potion of Invisibility. When affected by this potion, you become
invisible for the next minute. Attacking or taking damage ends this effect
prematurely.
• Potion of Minor Healing. When affected by this potion, you regain a
number of hit points equal to 2d6.
• Potion of Quickness. When affected by this potion, your walking speed
increases by 15 feet for 1 hour.
• Potion of Water Breathing. When affected by this potion, you can
breathe underwater for 1 hour.

Level 2 Potions
• Major Poison. When affected by this potion, you must make a
Constitution saving throw. On a failure, you take 2d6 + twice the potion's
creator Intelligence modifier in poison damage.
• Paralytic Poison. When affected by this potion, you must make a
Constitution saving throw. On a failure, you become Paralysed for one
minute, repeating the saving throw at the beginning of each of your turns.
• Poison from the Plague. When affected by this potion, you gain the
effect of the spell contagion for 1 hour.
• Potion of Disguise Self. When preparing this potion, choose one
possible effect of the spell disguise self. When affected by this potion, you
have this effect for 1 hour.
• Potion of Elemental Resistance. When preparing this potion, choose
one type of damage between acid, cold, fire, poison, or thunder. When
Quantum Possibility Calculator affected by this potion, you gain resistance to the chosen type for 1
minute.
• Potion of Flying. When affected by this potion, your gain 60 feet of
flying speed for 1 hour.
Gravity Handler • Potion of Speed. When affected by this potion, you gain the effect of the
Its look is similar to that of a metallic sphere with a handle and a spell haste for 10 minutes.
• Potion of Stoneskin. When affected by this potion, you gain resistance
trigger inside a cavity. Its color is violet, and, when used, it emits a
to bludgeoning, slashing, and piercing damage for 1 minute.
hum in a noticeable undulation. When you activate this Gadget, • Potion of Major Healing. When affected by this potion, you regain
you can do one of the following abilities: a number of hit points equal to 3d6 + the potion's creator Intelligence
• 8 Energy points. As an action, you can cast in a non-magical way the modifier.
spell reverse gravity.
• 8 Energy points. As an action, for the next minute, you must maintain Level 3 Potions
your concentration to create an intensified gravity zone of 15 feet radius
• Potion of Brightness. When affected by this potion, your Intelligence
that is within 100 feet of you. Within this area, the weight of all creatures
ability score increases by 5 for 1 hour.
and objects is doubled, the walking speed of all creatures is reduced by
• Potion of Elegance. When affected by this potion, your Charisma ability
half, the height and jumping distance are reduced by half, and all creatures
score increases by 5 for 1 hour.
with flight speed must perform a Strength saving throw. On a failure, they
• Potion of Enlightenment. When affected by this potion, your Wisdom
fall to the ground taking twice as much damage from the fall. Creatures
ability score increases by 5 for 1 hour.
within that area or starting their turns in it must make a Strength saving
• Potion of High Durability. When affected by this potion, your
throw. On a failure, they take 2d6 of crushing damage.
Constitution ability score increases by 5 for 1 hour.
• Potion of Massive Strength. When affected by this potion, your
Quantum Possibility Calculator Strength ability score increases by 5 for 1 hour.
This bronze, copper, and jade cube comes with a band that can be • Potion of Polymorph. When preparing this potion, choose one creature
placed on the head, similar to a martial art band, discreet because
it is transparent and has some metallic wires passing through it.
The cube obtains and processes information that is transmitted to
the user across the band. When you activate this Gadget, you can
do one of the following abilities:
• Once a minute, you can use your action to gain, in a non-magic way, the
benefits of the cantrip guidance.
• 2 Energy points. As an action, you can cast in a non-magical way the
spell find traps.
• 4 Energy points. As an action, you can cast in a non-magical way the
spell commune to contact the Quantum Possibility Calculator matrix.
• 7 Energy points. As an action, you can cast in a non-magical way the
spell find the path. You don't need to be familiar with the destination.
• 8 Energy points. As an action, you can cast in a non-magical way the
spell foresight for up to a maximum of 10 minutes.

Alchemist Potions
Level 1 Potions
• Minor Poison. When affected by this potion, you must make a
Constitution saving throw. On a failure, you take 1d6 + the potion's Potion of Healing
creator Intelligence modifier in poison damage.
• Potion of Climbing. When affected by this potion, you gain climbing

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between the limits of the spell polymorph. When affected by this potion, as the excess damage doesn’t reduce you to 0 hit points, you will not be
you must make a Wisdom saving throw. On a failure, you transform into Unconscious. When destroyed, you must perform a Dexterity or Strength
the chosen creature for 1 hour, following the rules of the spell polymorph. saving throw CD 12. On a failure, you receive 2d6 bludgeoning damage
• Potion of Quick Reflexes. When affected by this potion, your Dexterity due to being inside the Mecha at the time of its destruction and become
ability score increases by 5 for 1 hour. Prone.
• Potion of Superior Healing. When affected by this potion, you regain a • You keep the benefits of all characteristics of class, Origin, or other
number of hit points equal to 4d6 + twice the potion's creator Intelligence sources and can use them if the Mecha is physically capable of doing so.
modifier. • All your equipment stays with you inside your Mecha and cannot be used
• Superior Poison. When affected by this potion, you must make a until you leave it. Equipment that is in the Mecha's cargo compartment
Constitution saving throw. On a failure, you take 3d8 + twice the potion's can be used normally, as long as the Mecha has the capacity to do so.
creator Intelligence modifier in poison damage. Also, you become • Hit and area skills and spells that target you, hit your Mecha instead of
Poisoned for 1 minute. you. If a creature tries to hit you while inside your mecha, you get 3/4
• Sweet Poison. When affected by this potion, you must make a Wisdom cover, and the creature rolls the attack roll at a disadvantage.
saving throw. On a failure, you will fall in love permanently with the first • Spells that affect you while you are in the Mecha are at the GM's discretion
creature you see. If you usually wouldn't feel attracted by the creature, if their effect is reduced, canceled, or normalized.
you feel a strong platonic admiration for it. The spells greater restoration
or remove curse can end this effect. Heating Mecha's Heating
A Mecha has two Level Effect
Mechas movement patterns: a 2 -5 feet of speed
4 -10 feet of speed
Mechas are crewed vehicles usually in a humanoid’s shape, with torso, normal pattern that does 6 -15 feet of speed
arms, legs, and head, but it is not an absolute rule. Some mechas have not generate Heating and 8 Disadvantage on attack rolls and saving
animal or insect shapes or even shapes not based on any organic an accelerated pattern throws
creature. that does generate. When 10 Your speed becomes 5 feet
entering combat, a Mecha 12 Overheated
Although they can be used and piloted by non-Techmaturges, Mechas
generates 1 Heating point
only reach their full potential when Techmaturges drive them in
for each attack made or taken. Your Heating level lasts for 1 minute. You
possession of their Gadgets and Devices.
decrease 1 Heating level if you pass 1 turn without attacking with your
Typically, a Mecha has the same size category as its creator, but it is Mecha or if you are not hit by anything.
possible to create Mechas up to the “Large” size category. Above that
Heating effects reduce all speeds your Mecha has.
category, there are no known Techmaturges who have undertaken such
a large amount of resources and time for execution. A Mecha has the When Overheated, you must make a Dexterity saving throw CD 15.
load capacity of a size category larger than its. On a failure, you fall from your Mecha and take 2d6 fire damage. On
a success, you get out of your Mecha normally. An Overheated Mecha
For any Mecha construction, it must be spent at least 1 month of work
must pass at least 3 rounds without being used to decrease one Heating
and at least 5000 Gp in parts for its construction. It is not included in
level. When it stops being Overheated, it returns to reduce the Heating
this price the construction or purchase of a self-rechargeable core. Every
levels normally.
month it is necessary to repair your Mecha, spending 8 hours of labor
and 1/10 of its construction cost. If you do not do this maintenance, When building your Mecha, you must choose 3 among the following
your Mecha stops working. features:
Every Mecha requires at least one self-rechargeable core just for its • Complex Metal Alloy. When you choose this feature, your Mecha has
movement. The category of the necessary core depends on the Mecha resistance to a type of simple damage of your choice.
level, with the simplest requiring a Category 1 core. In contrast, the • Disguise Panel. When you choose this feature, you can use your action
so that your Mecha has advantage in Stealth rolls to hide in a specific
more advanced may require more than a Category 5 core, increasing its
environment for the next hour. You can change the environment during
price and complexity considerably. maintenance. This involves 1 hour of work and the expenditure of 1/10
A damaged Mecha requires time and money to be repaired, which can of the Mecha value. Using this ability generates 1 Heating point. Choose 1
be as much as a tenth of the value and time used to build it, up to half of the following enviroments:
that. ◦ Arctic
◦ Hill
Minimum Self-Rechargeable Core Category Required
◦ Coast
Default Enhanced Advanced Ultimate
◦ Desert
Small 1 2 3 4
◦ Forest
Medium 2 3 4 5
◦ Mountain
Large 3 4 5 2 cores of category 5
◦ Swamp
◦ Underground
A Mecha is a vehicle. It has AC 10 + your Intelligence modifier, 10 hit • Ejection Mechanism. When you choose this feature, while inside your
points multiplied by the Techmaturge level that created it, and 30 feet of Mecha, you can use your bonus action or reaction when you are the
walking speed. Your Mecha has Strength 10, Constitution 10, and, at the target of an attack to eject yourself at any time. When you are ejected,
time of its construction, it has the Dexterity of its creator. It automatically you are launched 60 feet in the direction that you chose. Using this ability
fails any other saving throw. A Mecha is immune to necrotic, psych, and generates 1 Heating point.
• Exhauster. When you choose this feature, your Mecha has a cooling
poison damage, in addition to being immune to the conditions Bleeding,
system that dissipates 1 point of Heating at the beginning of each of your
Charmed, Frightened, Intoxicated, and Poisoned. turns, even when in combat. This ability is cumulative.
When inside a Mecha, it takes damage for you. • Illumination. When you choose this feature, you can use an action
to illuminate a 60-foot cone area from your Mecha. Using this ability
• To get in or out of a Mecha, you need to use an action. generates 1 Heating point.
• Upon entering the Mecha, your physical attribute scores and your • Isolation. When you choose this feature, while inside your Mecha, you
speed are replaced by the Mecha scores, but you keep your Intelligence, have advantage in saving throws against spells and abilities that need to
Wisdom, and Charisma scores. see you. For example, if you are targeted by the spell command, you have
• While inside a Mecha, you assume your hit points. When it is destroyed, advantage on the saving throw to resist the spell. Additionally, you have
you are forced out of your Mecha and return to the number of hit points total cover against attacks that have you as a target.
you had before entering the Mecha. However, if you leave the Mecha • Plating Class 1. When you choose this feature, your Mecha has +1 AC
as a result of it being destroyed, all excess damage will be transferred to and +5 hit points per Techmaturge's level that you have.
you. For example, if your mecha takes 10 damage points and has only • Pneumatic Enhancement. When you choose this feature, your Mecha's
1 hit point left, you are forced out and take 9 damage points. As long Strength, Dexterity, or Constitution score increase by +2.

273
• Space for Gadget. When you choose this feature, your Mecha has the Advanced Mecha
capability of having a Level 1 or 2 Gadget that you have built. Installing
a Gadget on your Mecha requires 1 hour of labor for each Gadget level Choose one update between the following:
beyond the 1st. Once the Gadget is installed on the Mecha, it feeds from • Advanced Disguise Panel. When you choose this feature, you can use
the Mecha's core if necessary. However, it cannot be used outside of it. an action and 3 Energy point so that you and your Mecha stay invisible
Uninstalling a Gadget without damaging it requires the same time of labor. for 10 minutes. Using this ability generates 1 Heating point.
• Space for Weapon. When you choose this feature, you can install a • Advanced Metal Alloy. When you choose this feature, your Mecha has
simple, martial, or ninja weapon that you are proficient on your Mecha. To resistance to a type of damage of your choice.
install a weapon on your Mecha, you'll need to have it forged or bought. • Advanced Mobility. When you choose this feature, your Mecha starts
Install a weapon on a Mecha requires 1 hour of labor. Once installed, your having 30 feet of speed in any of the following: fly, burrow or climb.
mecha will be able to use its action to attack with this weapon. • Advanced Pneumatic Enhancement. When you choose this feature,
your Mecha's Strength, Dexterity, or Constitution score increase by +2.
Enhanced Mecha • Advanced Space for Gadget. When you choose this feature, your
Mecha can have a Level 4 Gadget that you have built.
Choose one update between the following: • Advanced Space for Weapon. When you choose this feature, you can
• Anti-gravitational Propeller. When you choose this feature, you can install any weapon that you have proficiency in. Besides that, if you have
use an action and 1 Energy point to float your Mecha up to 15 feet from the feature Space for Weapon or Enhanced Space for Weapon, you can
the ground for the next minute. Using this ability generates 1 Heating install an additional weapon.
point. • Exhauster. When you choose this feature, your Mecha has a cooling
• Enhanced Disguise Panel. When you choose this feature, you choose system that dissipates 1 point of Heating at the beginning of each of your
an additional environment for your Disguise Panel ability or choose your turns, even when in combat. This ability is cumulative.
first if you don't have it. • Plating Class 3. When you choose this feature, your Mecha has +1 AC
• Enhanced Pneumatic Enhancement. When you choose this feature, and +5 hit points per Techmaturge's level that you have.
your Mecha's Strength, Dexterity, or Constitution score increase by +2. • Seismic Sensors. When you choose this feature, your Mecha has 25 feet
• Enhanced Space for Gadget. When you choose this feature, your of seismic sense.
Mecha can have a Level 3 Gadget that you have built. • Thermal Sensors. When you choose this feature, your Mecha has 15
• Enhanced Space for Weapon. When you choose this feature, you can feet of Blindsight.
install light or medium firearms or a flamethrower. Besides that, if you
have the feature Space for Weapon, you can install an additional weapon. Ultimate Mecha
• Exhauster. When you choose this feature, your Mecha has a cooling
system that dissipates 1 point of Heating at the beginning of each of your Choose one update between the following:
turns, even when in combat. This ability is cumulative. • Exhauster. When you choose this feature, your Mecha has a cooling
• Mechanical Grab. When you choose this feature, you can use an action system that dissipates 1 point of Heating at the beginning of each of your
and 1 Energy point so that your Mecha shoots its hand, or a clamp in its turns, even when in combat. This ability is cumulative.
chest, to grab a target up to 30 feet from your Mecha. The target must • Plating Class 4. When you choose this feature, your Mecha has +1 AC
make a Strength or Dexterity saving throw. On a failure, it is captured, and +5 hit points per Techmaturge's level that you have.
so it stays 5 feet from your Mecha. Using this ability generates 1 Heating • Recapitulate. You can choose a previous update that has not already
point. been selected.
• Plating Class 2. When you choose this feature, your Mecha has +1 AC • Symbiotic Alloy. When you choose this feature, when you cast a spell on
and +5 hit points per Techmaturge's level that you have. yourself, your Mecha gain the same effects of the spell.
• Protection Panel. When you choose this feature, you can use 1 Energy • Thermomechanical Converter. When you choose this feature, your
point and your action, bonus action or reaction, when you are targeted Mecha, instead of dissipating the heating, uses it to enhance its functioning.
by an attack to create a shield around your Mecha. When you activate For each Heating point above 6 that your Mecha has, you increase your
this shield until the start of your next turn, it can absorb up to 3d6 of Strength score by +4. When you reach 10 Heating points, it restores the
damage. In case the damage exceeds its protection capacity, your Mecha full speed, but it cannot take any actions until all the Heating dissipates.
receives the extra damage normally. • Ultimate Metal Alloy. When you choose this feature, your Mecha has
• Subaquatic Adaptation. When you choose this feature, your Mecha has the same resistances you have.
a swim speed of 30 feet. Additionally, while you are inside your Mecha, • Ultimate Pneumatic Enhancement. When you choose this feature,
you can submerge water for 1 water. After this period, water starts to leak your Mecha's Strength, Dexterity, or Constitution score increase by +2.
inside your Mecha. You have 1 minute to emerge or choose to receive the • Ultimate Space for Gadget. When you choose this feature, your Mecha
drowning effects. can have a Level 5 Gadget that you have built.
• Ultimate Space for Weapon. When you

274
choose this feature, any weapon
that has been installed on your
Mecha starts dealing magical
damage instead of simple damage.
• Ultimate Subaquatic Adaptation.
When you choose this feature, you
have the same features as the Subaquatic
Adaptation. If you already have the feature,
you get an additional 30 feet of swim speed,
and you can submerge for 8 hours. After this
period, you have 1 hour to emerge, subject to the
same problems as Subaquatic Adaptation.

275
Magic Items Dead Man's Plate
Armors (plate), rare (requires attunement)
The question about artifacts and magic items in Runeterra is whether This piece of armor has an antique and worn look. However, it has
there are more lost or in use and not about their existence. With the exceptional resistance and hardness.
magical reality of Runeterra and Hextech technology, a sea of items You gain a +1 bonus on AC while wearing this armor. This heavy
with powers and unique effects exist throughout the regions normally, plate provides an immense boost to those who wear it. If you move
often being passed on through secret recipes or techniques of the most more than 30 feet in a straight line towards a target before making an
meticulous artisans. attack, that attack causes another 2d6 of the weapon damage type.
Besides all magic items that are built through magic channeling, If the attack hits, the target must succeed in a DC 15 Strength saving
Runeterra's magic flora and fauna many times by itself makes it easier throw or fall Prone.
to produce magic items with smaller powers, either through plants
that have inherent magical properties or even magical creatures whose Death's Dance
pieces are traded for this purpose. Weapon (longsword), legendary (requires attunement)
Whether in Marrowmark Market or the Butchers Bridge, there are many This sword seems to imprison some organism within it, and its color,
places where you can find magic items for sale, although the prices can be although red, assumes different tones while it is used.
much higher than they really are worth. For reasons like this, incursions
into Shuriman ruins can be a way to obtain magical items, although the You get a +2 bonus on attack and damage rolls made with this
risk for this can be even greater than passing through Bilgewater with a magic weapon.
bag full of Golden Krakens. When hit by an attack that causes bludgeoning, piercing, or
In Piltover and Zaun, it is common to find Hextech items with smaller or slashing damage, you receive only half the damage from the attack
often simple functions. Equipment for fighting and war, such as weapons when you hit, and the remaining damage is pending. Pending damage is
and armor that make use of this technology is another story. received at the end of your next turn.
Although some hextech artifacts are found in Zaun, what prevails there If, on the other hand, you inflict more damage than is currently
are chemtech items, often products of chemical reactions originating pending, that damage will remain pending until the end of your next
from spells, but that usually carry a series of problems with them. turn. Pending damage is cumulative and cannot be resisted.
Still, in a world with such present magic, it is natural that some are the
product of a lifetime or even generations. Spectral Cutlass
Weapon (shortsword), very rare (requires attunement)
Runeterra is home to items with powers so beyond human understanding
that their simple existence alters the magic and nature around them, This short sword has a ghostly aspect in its fist. It seems that a soul still
not only the Global Runes that seem to be the most powerful magic holds it in her hands, emanating greenish energy at dusk.
items of all Runeterra but also artifacts like Darkin weapons, weapons You get a +3 bonus to attack, and damage rolls, and your damage
as powerful as they are cursed, with an evil Intelligence and waiting to with this weapon becomes 3d6 + your Dexterity or Strength modifier.
completely dominate those who carry them or even stellar treasures When you are in tune with this weapon, you can throw it to the ground
that can control deities and even go back in time. and use a command word to make you appear at the beginning of your
next turn in the marked place.
Item List
Ghostwalkers
The list of Items below has a suggestion to the game Marvelous item, uncommon (requires attunement)
masters where they can be found. This pair of boots looks worn and always looks wet. Like most spectral
items, it appears to subtly emanate greenish energy at dusk.
Your base movement speed increases by 10 feet. When
Bilgewater tuned, you can use an action to be able to cross objects, walls and
Bilgewater Cutlass people. If you finish your turn in a place already occupied, you
Weapon (shortsword), uncommon (requires will receive 1d10 of force damage.
Cull
attunement)
This short sword with a look similar to pirate
swords carries dark energy.
Demacia
Aegis of the Legion
By hitting an attack with this weapon, you can make it cause 1d6
Shield (heavy), rare (requires attunement)
of additional necrotic damage. You get half of this necrotic damage in
hit points, and the target's base speed drops by 5 feet until the end of the This golden shield was once a standard part of the Demacian soldiers,
next turn. Cutlass’ power cannot be used again until the next morning. being replaced by a petricite alloy in our times.
When wielding this shield, you gain a +1 bonus on AC. This
Cull bonus is added to the normal shield bonus. In addition to this, while you
Weapon (sickle), uncommon wield it, you have an advantage in protective rolls against spells.
This shady looking scythe seems to be forged in a strange metal and
cold to the touch. It has a small gem embedded inside the handle, initially Gargoyle Stoneplate
worth about 50 GP. Armor (breastplate), very rare (requires attunement)
When you kill a Challenge Rate 1 or higher creature using this This armor is part of Durand's initial designs for the construction of the
weapon, the gem inside the pommel increases in size, and gains value colossus Galio, it is made with a petricite alloy, and although it is heavy
equal to ten times the creature's challenge rate in gold pieces (as an armor, it counts as a lighter category.
example, a creature with CR 10 would add 100 GP to the gem’s value). When you tune in to this breastplate, you receive the effects of
When it reaches a value of 5,000 GP, the gem stops increasing in the stone skin spell, and it starts to count as a medium category. With
size and can be removed, only then generating a new gem. one action, you receive half of your maximum life as a temporary point

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of life and receive the effect enlarge of the spell enlarge/reduce. This shield’s tip to the ground to send a wave of cold energy from its steel
effect can be used only once per long rest. surface. Each creature within a 15-foot radius must succeed in a DC 20
Constitution saving throw or have its movement speed halved by the
end of its next turn. In addition, creatures that fail the save are prevented
Guardian Angel
from using reactions or bonus actions until the end of their next turn and
Weapon (longsword), legendary (requires attunement)
can make only one attack as part of their regular actions in the next turn.
This longsword has a guard made of white metal that resembles two
pairs of angelic wings. It is a legendary item that goes back to Demacia's
Raptor's Cloak
Guardian, Kayle.
Marvelous item, rare (requires attunement)
By being in sync with this weapon, you gain +1 in attack rolls and
This cloak was made with wild Crimson Raptor feathers with a fantastic
damage. Upon receiving an attack that would render you unconscious,
range of colors.
you can use your reaction to regain half of your maximum hit points
(with a limit of 2 times per long rest). When you receive damage that You gain a +1 bonus on AC while wearing this cloak. Also, once
would reduce your life to below 0, instead of being unconscious, you per turn, when you move 5 feet from an ally in your turn, add 5 feet to
recover 5d6 HP. After using this skill, you can only use it again after 10 your movement.
days.
Redemption
Knight’s Vow Marvelous item, very rare
Marvelous item, rare (requires attunement)
Redemption is a silver talisman that resembles a winged humanoid,
This ancient helmet brings a protective aura perceptible to all in its holding an opalescent shield while flying up, one of Demacia's treasures
presence. It conveys additional confidence to those who carry it. that refers to Kayle.
When you tune in to this helmet, you can designate an ally as a Whenever you are reduced to 0 life points and have the talisman
partner. While you are 15 feet from your partner, you gain a +1 bonus on of Redemption on your person, you can activate Redemption. In doing
AC. Also, moving towards your partner uses only half the movement in so, you call a column of sacred light, 120 feet high and 30 feet in radius,
regular terrain and normal movement in difficult terrain. While you and centered on you. Each enemy in the light column must pass a DC 17
your partner are adjacent to each other, your partner gains resistance to Dexterity saving throw or receive 4d10 of radiant damage, ignoring
all simple and magical damage. You can designate a new ally as a partner resistances. In a successful saving throw, they receive half the damage.
as part of a short or long rest. Each ally, besides you, within the column of light is healed by 4d10
points of life. Once this feature of Redemption has been used, it cannot
be used again in this way until you have taken a long rest.
Mikael's Crucible
Marvelous item, very rare
This small pot is an accessory for alchemy and forging, having an
enormous resistance to heat, which allows melting elements inside. It is
endowed with magical energy that, like alchemy, allows the purification
of a person.
As an action in your turn, you can activate the crucible magic
to release a creature from harmful effects. Choose a creature within a
radius of 30 feet. All condition effects on the creature are removed, and
they are cured to a value equal to 2d4 + your Constitution modifier
(minimum 1). The creature gains 10 feet of additional speed until the end
of the next turn.
Once the crucible feature has been used, it cannot be used again
until the next dawn.

Null-Magic Mantle
Marvelous item, very rare (requires attunement) Redemption
This old piece of fabric has an embroidery of a special line made of
petricite, made with a technique long forgotten.
Righteous Glory
While tuned and wearing this cape, you cannot be affected by 3rd Marvelous item, very rare (requires attunement with a caster)
level or inferior harmful spells.
This ancient piece in the form of a winged helmet refers to Demacia's
Guardian, Kayle. It has jewelry encrustation and is considered a treasure,
Randuin’s Omen without people knowing very well its capabilities.
Shield (tower), legendary (requires attunement)
It is open, allowing it to be used by spellcasters. When you cast a
This legendary shield was part of the history of the war of Demacia, 1st level or higher spell using this helmet, you recover Hit Points equal to
having belonged to a hero of his past. A shield that carries Demacia's the level of the spent spell slot.
colors and crest.
As an action, you can activate the helmet to charge through. You
While holding this shield, you get a +2 bonus in AC. This bonus is and each ally in a 15-foot radius only spend half the movement normally
added to the normal AC shield bonus. Moreover, any critical hit against required when moving in the direction of a hostile creature until the
you becomes a normal hit. beginning of your next turn. Once this helmet feature has been used, it
When you are hit by a weapon attack while holding this shield, cannot be used again until the next dawn.
the attacker is prevented from using bonus actions until the end of the
next turn. Warden’s Mail
Once you take a short rest, you can use an action to beat the Armor (breastplate), common

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This armor is a relic from an ancient time of Demacia, was once part of 1 or higher, the ring gains a charge. As an action, you can spend the 3
the traditional uniform of soldiers until the Demacians learned to use the charges to gain back a level 1 spell slot.
petricite to forge their new armor.
When you are hit by a melee weapon attack while wearing this Doran’s Shield
breastplate, the attacker is prevented from using bonus actions until the Shield (light), common
end of his next turn.
A simple yet effective shield created by Doran as Orrn's apprentice,
Freljord several of them were produced during the apprenticeship and spread
throughout Runeterra for their simplicity and effectiveness.
Berserker’s Greaves
Marvelous item, common As you wield this shield, all bludgeoning, piercing, and slashing
damage that is not magical is reduced by 3. This effect does not work
This pair of boots has runes inscribed on its surface that allow its user to with other similar effects, such as the talent Heavy Armor Specialist.
counterattack its enemies.
While wearing these boots, when a creature hits you with an attack of
opportunity and does not reduce you to 0 hit points, you can use your Elixir of Iron
reaction to make an attack against them while passing. You do not add Marvelous item, uncommon
your modifier to the damage of this attack. This elixir is made by extracting elemental principles from some specific
rocks catalyzed in a liquid made from rare plants.

Catalyst of Aeons When you drink this elixir, you get the "enlarge" effect of the spell
Marvelous item, uncommon (requires attunement) enlarge/ reduce for 1d4 hours (no need to concentrate).

This magic jewel has a rune inscribed on its surface that lights up when Your steps temporarily pave the area where you walk. The allies
used. who move towards you have their speed increased by 10 feet while you
are under this effect.
When it is tuned, it begins to orbit its carrier. casting a spell using
a 1st or higher level spell slot makes you recover hit points equal to twice
the level of the spent spell slot.

Elixir of Iron

Catalyst of Aeons Frostfang


Weapon (dagger), rare (requires attunement)

Doran’s Blade This thin dagger has an icy energy and a fragment of true ice piece inside,
Weapon (shortsword), uncommon built so that it can be used by non-iceborns.

Doran's blades are short swords made by the blacksmith as an apprentice When you hit with an attack using this magic dagger, the target
of Ornn. They are many and usually very well made, but without receives 2d6 of additional cold damage.
exceptional magical properties. You gain advantage in Persuasion and Intimidation checks made
A blade made delicately with excellent quality and some innate to bargain while wielding this weapon.
effects. When you hit an attack with this magic weapon, you restore
1d6 hit points. Frost Queen's Claim
Weapon (dagger), very rare (requires attunement with a caster)
Doran’s Lost Idol This dagger possesses icy energy and a piece true of ice inside. However,
Marvelous item, uncommon (requires attunement) it was built so that it can be used by non-iceborn.
This pendant made by Doranis as part of his advancement as a forge When you hit with an attack using this magic dagger, the target
master, learning to imbue magical properties in his items. receives 2d6 of additional cold damage. When casting a spell that causes
Carriers of this item have increased 1d6 of force damage in their cold damage, this spell is considered as if it had been cast using a spell slot
attacks. from one level above.
You can brandish this weapon as an action in your turn, letting an
Doran’s Ring immense ice storm escape. You cast the cone of cold spell of the weapon,
Ring, uncommon (requires attunement) like a 6th level spell. Besides the regular effects of the spell, all affected
creatures have their speed of movement halved by the end of their
This ring is part of a series of items built by Doran as an apprentice next turn, and any invisible creature affected by the spell is revealed as
of Ornn and left throughout the Runeterra. Many of his copies are in crystalline ice surrounding its shape. The ice melts until the end of your
Freljord, most of them unfinished. next turn or if exposed to extreme heat. You can use this weapon effect
An unusual ring made with materials with innate magical 2 times per long rest.
properties. This ring keeps 3 charges. Each time you kill a creature of CR You gain advantage in Persuasion and Intimidation checks made

278
to bargain while wielding this weapon. Guardian’s Orb
Marvelous item, uncommon (requires attunement)
Frozen Heart This orb consists of a piece of true ice enclosed in an extremely resistant
Marvelous item, rare (requires attunement with an iceborn) piece of glass.
The frozen hearts are pieces of true ice that were used for the making of While in tune with this weapon, your Constitution value increases
iceborn equipment. The technique to produce them has been forgotten by 1 to a maximum of 20.
over time. Today perhaps only Ornn and Lissandra know how to build
When casting up a damage spell, if one of the damage dice results
them.
is equal to 1, they can be rerolled once, and you must use the new result.
While attuned with this piece of pulsating blue ice, you gain
resistance to fire damage. In addition, creatures that start their turn
Iceborn Gauntlet
within 5 feet of you cannot receive bonus actions during the turn and
Weapon (combat gauntlet), rare (requires attunement with an iceborn)
cannot react until the start of the next turn.
This gauntlet made of true ice has impressive warlike properties, in
addition to causing cold damage, it propagates the icy air of true ice in
Frozen Mallet attacks carrying it.
Weapon (Warhammer), very rare (requires attunement with an iceborn) While using this gauntlet, unarmed strikes with a covered hand
This huge hammer made of true ice may have been used for war cause 1d8 of cold damage. Also, whenever you cause damage to a
purposes, or maybe it was just a tool. Anyway, it has an extremely creature, you create a 15-foot frozen area that is considered difficult
powerful icy aura. terrain.
A huge hammer made with a true ice surface. When hitting
an attack with this hammer, the target receives 1d6 of additional cold Remnant of the Watchers
damage. As long as you hold this hammer, you have resistance to fire Marvelous item, uncommon
damage. When hitting a target with this weapon in an opportunity A small ancient medallion, worn by servants of the frozen watchers in
attack, the target's displacement is reduced to 0 until the end of its turn. the three sisters’ time. It has true ice in its composition, which makes it
While in tune with this pulsating blue ice, you gain resistance to slightly cooler to the touch.
fire damage. Also, creatures that start their turn less than 5 feet from you Carriers of this ancient medallion increase the power of their
cannot use a bonus action during the turn, and cannot use a reaction weapons by 1d8 of cold damage.
until the beginning of the next turn.

Seeker’s Armguard
Glacial Shroud Shield (buckler), rare (requires attunement)
Shield (light), rare (requires attunement)
This relic from Freljord's past once belonged to one of the three
This shield has a light line of true ice embedded in its surface, made in legendary sisters, now this armband is in possession of Sejuani, the war
order to be used by non-iceborn, it uses the power of true ice to reduce mother of the Winter Claws.
the impact of fire attacks against its user.
While using this shield, giving the final blow to a creature with a
When wielding this shield, you gain a +1 bonus on AC. This challenge rate equal to or higher than your proficiency bonus, you give
bonus is added to the normal AC shield bonus. your AC a bonus of +1 for each dead creature up to a maximum of +3.
As long as you hold this shield, you have resistance to fire damage. This bonus is reset to 0 when you complete a short or long rest.

Guardian’s Hammer
Weapon (Warhammer), rare (requires attunement) Icathia
A weapon of war of the Freljordians, built with a fragment of true ice Abyssal Mask
that feeds their arcane abilities. Marvelous item, uncommon (requires attunement)

You get a +1 bonus to attack rolls and damage with this magic This ceremonial mask amplifies the magical powers of those who carry
weapon. While in tune with this weapon, your Constitution value it through a connection with the energies of the Void.
increases by 2, to a maximum of 22. You and your allies in a 30-foot radius have the advantage in spell
rolls.
Guardian’s Horn
Marvelous item, rare Adaptive Helm
This horn was built long ago when the Freljordians won the victory over Marvelous item, rare (requires attunement)
the Frozen Watchers. It seems immune to ice, and dirt doesn't seem to be This helmet is made of a black-colored material with a violet reflection,
able to stick to it naturally, being always ready for use. apparently produced from the substance of the shell of the creatures of
You can use one action in your turn to blow this horn, which the void that invaded Runeterra.
grants all allies within a 15-foot radius resistance to simple physical Suffering spell damage from the same source decreases the
damage until the start of their next turn. damage by 1d6, and you receive advantage to any saving throw to the
Each use of horn magic has a 20% chance of causing the horn to spells from this source.
implode. Whenever you use your magic, roll 1d100, if you fall 20 or less,
the horn implodes. The implosion absorbs the rest of the magic of the Forbidden Idol
horn, giving allies up to 15 feet of vulnerability to bludgeoning, piercing, Marvelous item, uncommon (requires attunement)
and slashing damage until the beginning of your next turn. The horn
turns to dust. These small pieces made of a material similar to insect hullshave a natural
glow and pulsating luminescent energy. They were used as catalysts for
the great magic done in Icathia when fighting against the Ascendants in
the last days of that nation.

279
Whenever you cast up a spell that restores the life points of a Whenever you cast a spell that restores the life points of a single
single creature, it restores an additional amount of life points equal to creature, that spell restores additional life points equal to its spellcasting
half your proficiency bonus (rounded down). ability modifier. Also, that creature can make a single simple weapon
attack as a reaction. Your base speed increases by 5 feet.
Nashor's Tooth
Weapon (dagger), rare (requires attunement)
This dagger may have been made from the fangs of an ancient and
monstrous creature known as the Baron Na'Shor. However, this cannot
be proven.
You get a +1 bonus on attack rolls and damage made using this
magic weapon, which causes 1d4 additional lightning damage. You can
make an attack with this weapon as a bonus action in each of your turns.

Ardent Censer

Guinsoo’s Rageblade
Weapon (naginata), legendary (requires attunement)
Essa espada foi forjada com uma técnica incomum que faz com que This
blade was forged with an unknown alloy, with capabilities awakened
Nashor's Tooth through a relationship of friction caused by attacks and the vital energy
of its opponents, becoming ignited.
You get a +2 bonus on attack rolls and damage made while
Void Staff
using this magic weapon. Each attack that hits using this weapon in a
Staff, very rare (requires attunement with a caster)
single round will cause 1d6 of cumulative fire damage (1d6 in the first
This staff has a special attunement with the energies of the void, imbuing successful attack, 2d6 in the second, 3d6 in the third, etc). If you pass
the magic of those who use it with part of that energy. 1 round without causing damage with this weapon, its damage returns
You get a +2 bonus on spell rolls and saving throws made while to 1d6.
you are in tune with this staff. Besides, your spells ignore all resistance to If you hit with three attacks in a single round using this weapon,
the damage of your targets, but not its immunities. you can make an additional attack as a bonus action.

Zz’Rot Portal Ionian Boots of Lucidity


Marvelous item, very rare Marvelous item, uncommon
This purple crystal, although it seems rudimentary, is a sophisticated and This pair of boots has a special meaning for Ionia. They were made as a
complex piece that, when positioned, divides into three smaller pieces, celebration after a victory in a battle against Noxus.
generating in its center a vortex of direct connection to the void. Many
While wearing these boots, you can make two bonus actions in
of these were used in Icathia.
a single turn. Once this feature of the boots has been used, it cannot be
The implementation of this item opens a gate to a section of the used again until the next dawn.
Void. At the beginning of each of his turns, a voidborn is summoned.
Vastinatas act in their turn and follow their basic verbal commands. Up
Last Whisper
to five abyssal servants can be active at the same time. The gate becomes
Weapon (longbow), legendary (requires attunement)
inert once it has produced 10 abyssal lackeys or is destroyed. It has an
AC of 10 and 50 hit points. This bow is made of a special wood capable of storing a little kinetic
energy, being easier to use, and shooting arrows with greater damage
Voidborn have an AC equal to the creature that implanted the
and precision.
gate and 1 HP. They have a bite attack with a +7 bonus to hit and causes
1 piercing damage when hitting. They also have an explosion attack that You get a +3 bonus on attack rolls made using this magic weapon.
occurs automatically when they are reduced to 0 life points and can be Additionally, you deal 1d8 additional damage.
triggered voluntarily in their turn. The explosion attack causes 1d8 of
necrotic damage to each creature within 5 feet of the abyssal lackey
Mercurial Scimitar
when it explodes.
Weapon (scimitar), legendary (requires attunement)
This shining scimitar is extremely well crafted. The surface of its blade
Ionia comes and goes with movement, as if it were made of mercury, but is
solid to the touch.
Ardent Censer
Marvelous item, rare (requires attunement) You get a +2 bonus on attack and damage rolls made with this
magic weapon. When you hit an attack with this magic weapon, you
This ancient censer has already been used by many enlightened people restore 1d4 hit points. Once a day, you can activate the magic of the
who ended up leaving traces of its essence in it. sword to imbue with incredible speed and vitality. It ends all conditions

280
in you, except for unconsciousness. Also, your speed is doubled until the When tuned, you receive an advantage in saving throws
end of your turn. This effect is activated automatically if you are disabled related to immobilization, reduced movement, forced metamorphosis,
but not unconscious. intimidation, and blindness.
Your base speed increases by 10 feet.
Ninja Tabi
Marvelous item, common
This pair of boots has a natural balance and allows it to be easier to Mount Targon
cushion attacks.
Face of the Mountain
While wearing these boots, you receive 1d4 less non-magic Shield (Tower), uncommon
physical damage. This effect does not work with other similar effects,
such as the talent Heavy Armor Specialist. This Rakkor shield has been used in the past by an elite combat unit, in
which the warriors were able to overcome unexpected challenges while
maintaining their shoulder to shoulder formation.
Spear of Shojin
Weapons (pike), rare (requires attunement) If an attack is made against you or an ally within a 15-foot radius,
you can use your reaction to activate the shield by granting temporary
This jade blade was made in the monastery of Shojin and imbued with life points equal to 1d4 + your Constitution modifier (minimum 1) for
the Dragon’s spirit, being finished in the form of a spear. you and an ally within a 15-foot radius. These temporary hit points
When you attack with this spear and are up to 10 feet from up disappear at the end of your next turn.
to 3 enemies, you receive non-magical damage resistance for the next Once this shield feature has been used, it cannot be used again
minute. While tuned to this spear, you receive 1d8 less damage from until you complete a short or long rest.
enemies.

Locket of the Iron Solari


Spirit Visage Marvelous item, very rare (requires attunement)
Armor (Studded Leather), very rare (requires attunement)
This medallion made by Solari contains within itself a small painting
This armor was made with the leather of unknown creatures, having a of a golden bird. The medallion and the painting are immaculate and
similar appearance to metal but the lightness of leather. It promotes the unchanged, despite their age.
harmony of the organisms protected by it, increasing their capacity for
regeneration. This medallion made by Solari contains within itself a small
painting of a golden bird. The medallion and the painting are immaculate
You gain a +2 bonus on AC while wearing this armor. Also, and unchanged, despite their age.
whenever you retrieve life points from a magical potion or other magical
effects, you will retrieve an additional amount of life points equal to your
Constitution modifier (minimum 1). Moonflair Spellblade
Weapon (shortsword), very rare (requires attunement)

Stormrazor This blade was forged by Lunaris in the past and carries within itself
Weapon (katana), legendary (requires attunement) protective energy for the one who carries it.

This sword was forged with an unusual technique that causes many You get a +1 bonus on attack rolls and damage made using this
pieces of the blade to be attached to it and can be commanded in an magic weapon. Also, you get a +1 bonus on spell attack rolls.
attack to get loose from the main blade causing truly overwhelming Any condition effect under the effect of a longer duration than
injuries. one round has its duration reduced by half (rounded down). This does
You have +1 in attack and damage rolls with this weapon. Besides not affect conditions maintained by concentrating on a spell, such as
that, you can make an extra attack with it once per turn. Your first the paralyzed condition caused by the spell hold person, or the effects
attack on creatures that have not yet attacked causes 2 more damage caused by the continuous efforts of another creature, like a claw.
dice. Using a bonus action, you can detach the blade pieces to cause 4d6
damage to all creatures in a 15-foot cone.
Noxus
Youmuu’s Ghostblade Athene's Unholy Grail
Weapon (katana), legendary (requires attunement) Marvelous item, very rare (requires attunement)
The Ghostblade is a sword of immense power, infused with the latent This golden and silver grail is filled with a viscous crimson liquid that
energies of its original owner, Youmuu. remains inside the grail, even when turned upside down. It is warm to
the touch.
You get a +3 bonus on attack rolls and damage made using this
magic weapon, which causes an additional damage dice. The grail can store up to 100 charges. Every time you cause
damage to a creature using a simple weapon attack, the Grail gains a
While in tune with the blade, you can perform the dash action
charge for every point of damage caused. Whenever you cast up a spell
as a bonus action in each of your turns. Also, every time you perform
that restores the hit points of a single creature, you can spend several
the dash action, you will not provoke opportunity attacks for the rest of
charges, restoring additional hit points equivalent to half the amount of
your turn.
charges spent (rounded down).
Your base speed increases 10 feet while you are tuned to the
Ghostblade.
Atma's Reckoning
Weapon (flail), rare (requires attunement)
Zephyr
This flail, although not very big, is forged in black steel and belonged to
Weapon (longsword), rare (requires attunement)
a great general from the Noxian past.
This blade was forged with a mysterious ore with affinity to the air
For each round in combat against enemies increases the damage
element. Its volatile nature amplifies its carrier’s defenses to effects that
dice by 1d8 to a maximum of 5d8.
alter its nature or affect its mobility.

281
Black Cleaver Duskblade of Draktharr
Weapon (greataxe), legendary (requires attunement) Weapon (shortsword), legendary (requires attunement)
This large Black Cleaver is forged from volcanic steel extremely valued Duskblade of Draktharr is a myth Nobody has ever seen, and nobody
in the past of Noxus, its alloy seems to absorb properties of Obsidian, knows the truth of its origins. Perhaps it is because everyone who knows
allowing its cuts to be more precise. the blade perishes before they know the assailant's face or have the
opportunity to ask questions.
You get a +2 bonus on attack rolls and damage made while using
this magic weapon. You get a +3 bonus on attack rolls and damage made using this
magic weapon.
The armor class of a target is equal to 10 + your Dexterity
Modifier for attacks made with this magical weapon. During the first round of combat, your base speed is doubled.
When you hit with an attack using the Black Cleaver, your base If you use this weapon to attack a creature from which you are
movement speed increases by 10 for the rest of your turn. If you score considered to be hidden, the weapon causes an additional 4d6 necrotic
a deadly blow using this magic weapon, your base speed doubles until damage.
the end of your turn.
If you are invisible while handling this blade, you cannot be seen
by creatures with truesight.
Bramble Vest
Armor (leather), rare
Elixir of Wrath
This piece of leather armor has some skewers coming out of its shoulders, Marvelous item, uncommon
as well as the Thorns armor has blood magic attached to it that causes
This rare elixir is made through a delicate mixture of the blood of some
retribution to those who assault its wearer, although on a smaller scale.
predators and mortally poisonous herbs, with a secret dosage that only
You gain a +1 bonus on AC while wearing this armor. Also, the most skillful alchemists can reach.
whenever you are hit by a creature's melee attack within 5 feet of you,
When you drink this elixir, your weapon attacks cause 2 more
the attacker will receive 1d4 of piercing damage.
weapon type damage, and you heal 2 life points every time you hit with
an attack while under this effect. This effect lasts 1d4 hours.
Dark Seal
Ring, legendary (requires attunement with a non-good alignment caster)
Essa espada é feita com uma liga mágica que afeta ferimentos de uma
forma estranha evitando que eles consigam cicatrizar naturalmente.
This ring is full of long, forgotten magic, creating an enchantment
that sucks the soul out of fallen creatures to empower the user. If you
can tune with this item, you can use it as an arcane focus.
• Soulstealer. While in tune with this ring, the creatures you kill cannot be
resurrected by any means unless the greater restoration spell is cast over
the ring, releasing the souls held within it.
• Soul Whispers. The souls contained in this ring whisper constantly in
your ear, making it difficult to sleep. While the ring contains 5 or more
souls, roll a d20 at the end of each long rest. In a score of 1, you gain a
point of exhaustion. This changes to a score of 1-2 with 50 souls and 1-3
with 100 souls.
Elixir of Wrath
• Source of Souls. The ring can contain up to 100 souls. While in tune
with the ring, each creature you kill will add a soul to it if the creature's
challenge rate equals or exceeds your proficiency bonus. The ring grants Executioner's Calling
benefits according to the number of souls held within it, as follows: Weapon (any sword), rare (requires attunement)
• 1 Soul: You get a +1 bonus on spell attack rolls and the resistance DC of This sword is made with a magical alloy that affects wounds in a strange
your spells. way preventing them from healing naturally.
• 5 Souls: When you deliver the fatal blow to a creature, you earn
temporary hit points equal to its challenge rate. You get a +1 bonus on attack rolls and damage made using this
• 15 Souls: You recover 1d10 hit points every hour, provided you have at magic weapon.
least 1 point of life.
Hit points lost to this weapon’s damage can only be recovered
• 25 Souls: You get an additional +1 on spell attack rolls and the resistance
DC of your spells. with a short or long rest instead of regenerate, spells, or any other means.
• 50 Souls: You gain advantage on Wisdom, Intelligence, and Charisma
saving throws. Jaurim’s Fist
Weapon (combat gauntlet), rare
This battle gauntlet was used by a gladiator who liked to crush his
opponents with his own hands until he found his end in the hands of a
new gladiator named Viscero.
While using this gauntlet, unarmed strikes with a covered hand
cause 1d8 of piercing damage. In addition, whenever you reduce a
creature to 0 hit points by attacking it with the gauntlet, you will gain
temporary hit points equal to your Constitution modifier (minimum 1).

Liandry’s Torment
Marvelous item, legendary (requires attunement with a caster)
This mask seems to be made of porcelain, but it does not break with
impact. It is extremely cold to the touch, and as you put it on, your pupils
are hidden by shadows.
Dark Seal

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When you hit a target with a damaging spell, it starts to burn with Once a day, you can use one action to swing the big axe in a
a dark flame. While this flame lingers, the target receives damage equal massive arch, reaching everything within reach. Make an attack roll
to its Hit Dice in necrotic damage at the beginning of its turns. At the against each creature within range of the weapon. When hit, each target
end of each turn, the target makes a Constitution DC 15 saving throw. In receives 1d6 additional necrotic damage over the normal damage of the
success, it ends this effect. If the target has a speed of 0 at the beginning weapon, and you earn life points equal to the total necrotic damage
of its turn, the damage is doubled. caused.
Additionally, while tuned to this mask, if you cause a type of
damage to a creature that is immune to it, it is resistant only to the Serrated Dirk
damage of the attack but not to the effect of the mask. Weapon (dagger), rare (requires attunement)
This ceremonial dagger was used to flesh victims for sacrifices in the
Lord Dominik's Regards past. Few pieces of it still exist and are considered relics reminiscent of
Weapon (heavy crossbow), very rare (requires attunement) one to Noxus still in formation, where brutality was the rule.
This crossbow was once the weapon of an ancient sadistic Noxian Lord You get a +1 bonus on attack rolls and damage made using this
who liked to use it to penetrate even the armor and flesh of Minotaur magic weapon.
servants.
When you attack with this magic weapon and score a critical
You get a +3 bonus on attack rolls made using this magic weapon. hit, the target gets hurt and starts bleeding. At the beginning of each
If the attack’s target has a Hit Dice bigger than you, double the weapon turn of the wounded creature, it takes 1d4 of necrotic damage, and
damage dice for the attack. then he makes a DC 15 Constitution saving throw, ending the effect of
the wound itself in a success. Alternatively, the wounded creature, or a
creature within 5 feet, can use one action to do a Medicine DC 15 check,
Mortal Reminder
finalizing the wound's effect on a success. This resource does not affect
Weapon (longbow), very rare (requires attunement)
undead or constructs.
This bow has innate dark energy. Its enchantment seems to endow the
Out of combat and tuned with this weapon, your base speed
arrows shot by it with that same energy that leaves a light trail similar
increases by 10 feet.
to smoke.
You get a +3 bonus on attack rolls made using this magic weapon.
Sterak's Gage
Hit points lost to this weapon’s damage can only be recovered with a
Weapons (war gauntlet), very rare (requires attunement)
short or long rest instead of regenerate, spells, or any other means.
This glove made of leather and metal has sharp claws on each of
its fingers. However, even after shedding blood, they hardly have
Rapid Firecannon
bloodstains, with its magic absorbing the vital energy of those who are
Weapon (revolver), very rare (requires attunement)
hit by it.
This revolver was produced by a Zaun craftsman in the service of the
While wearing this glove, unarmed strikes made with it cause 1d4
Noxian empire, a magnificent and powerful piece of destruction that can
of slashing damage.
be operated by only one hand. However, the secret of his making and
the magic of his strange runes was lost with his death, not yet clarified. If you receive damage that halves your health, you earn
temporary hit points equal to half your total maximum hit points. These
You get a +1 bonus on attack rolls and damage made using
temporary hit points disappear at the end of your next turn. When this
this magic weapon. This weapon does not have the property "reload"
effect is activated, you suffer the "enlarge" effects of the enlarge/reduce
regular pistols have.
spell. The spell lasts 1 minute (no need to concentrate). Once this effect
While in tune with the Rapid Firecannon, your base speed has occurred, it will not occur again until the next dawn.
increases by 5 feet. If you move at least 30 feet before making an attack
with this weapon, your next attack doubles in range and causes an extra
Thornmail
3d6 of lightning damage.
Armors (scale mail), very rare
This armor made with decorative thorns has powerful blood magic
attached to it that causes retribution to those who attack its user.
This armor made with decorative thorns has powerful blood
magic attached to it that causes retribution to those who attack its user.

Tiamat
Weapons (battleaxe), rare (requires attunement)
Rapidfire Cannon
This bronze color battleaxe has a blade on both sides; however, one side
has a different wide blade, formed through two blades positioned one
Ravenous Hydra below the other.
Weapon (greataxe), legendary (requires attunement) You get a +1 bonus on attack rolls and damage made using this
This big threatening axe has a dark, necrotic aura of energy that causes magic weapon.
discomfort to opponents. When you attack with this magic weapon, you can choose up
You get a +3 bonus in attack and damage rolls made using this to two additional targets within range of the weapon. If the attack test
magic weapon, which causes an additional 1d6 of necrotic damage. reaches their armor class, they receive slashing damage equal to their
Moreover, in the first attack of each round, you gain health equal to the Strength modifier (minimum 0).
necrotic damage caused. Once a day, you can use one action to swing the battleaxe in a
When you attack with this magical weapon, you can choose up massive arch, reaching everything within reach. Make an attack roll
to two additional targets within range of the weapon. If the attack test against each creature within range of the weapon, causing regular
reaches their armor class, they receive slashing damage equal to their damage.
Strength modifier (minimum 0).

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Titanic Hydra You can use one action to launch 7 missiles in a 30-foot cone.
Weapons (battleaxe), very rare (requires attunement) Each missile causes 1d6 in a 5-foot area, giving you a 5-foot boost to
where you aimed. You can use this function whenever you have missiles
This massive laminated axe draws strength and
to recharge it. Each missile costs, on average, 100 GP.
vitality from those who wield it to crush and hurt
those against whom it is wielded.
Hextech Revolver
You get a +1 bonus on attack rolls and damage
Weapon (revolver), rare (requires attunement)
made using this magic weapon. The damage of the
weapon is equivalent to your Hit Dice. Hextech Revolvers are rare because they carry inside them true hextech
crystal fragments, causing clones of the ammunition loaded inside them
When you attack with this magic weapon, you
to be fired and not being necessary to recharge them.
can choose up to two additional targets within range of the
weapon. If the attack test reaches their armor class, they This gun causes 1d6 additional lightning damage in the first attack
receive slashing damage equal to their Constitution modifier of each turn.
(minimum 0).
Every time you roll a dice to regain hit points, you get
the maximum amount of life from the dice.

Vampiric Scepter
Weapon (halberd), uncommon
Hextech Revolver

This sickle, at first sight, seems only a piece of twisted metal,


but its origin precedes the empire of Noxus, being used in the
past by servants of a spectral king. Mobility Boots
You get a +1 bonus on attack rolls and damage made Marvelous item, uncommon
using this magic weapon. Additionally, you heal yourself in Although this pair of boots have a robust appearance, they are extremely
half of the damage caused rounded up. light and provide their wearer with supernatural mobility.
While wearing these boots, you can perform the dash action as a
bonus action in each of your turns. This feature can be used up to three
Piltover times a day.
Hextech GLP-800
Weapon (rifle), legendary Oblivion Orb
This Rifle is an Inventor apparatus called freezing ray but Marvelous item, rare
enchanted and with a hextech core. In addition to the normal This orb seems only a rusty sphere at the first examination, but when
properties of the apparatus (see Chapter 6 - Tecmaturge's used, it starts to orbit its user, proving to be actually a hextech mechanism
Creations, Apparatus for equipment details), it receives the that amplifies destructive energies.
following properties:
Increases 1d6 to the hit dice of spells that cause damage.
This rifle has a self-charging core that restores 10
points of energy per long rest, and it receives the following
additional property: Ohmwrecker
• 3 Energy. You can use one action to fire a diffusion of 5 icy Staff, very rare (requires attunement with a caster)
Titanic Hydra projectiles, each in a 45-foot line, which explode on the
This staff was designed to respond to threats in Piltover and can mobilize
first unit hit, causing 5d6 of cold damage to all enemies hit.
police forces quickly for specific actions.
You get a +1 bonus in your AC while you are tuned to this staff.
Hextech Gunblade
As an action in your turn, you can use this staff to cast a
Weapon (special), very rare (requires attunement)
petrifying spell. Each creature within a 35-foot radius must succeed in a
The Hextech Gunblade is an advanced combat prototype developed in Constitution saving throw against your resistance DC or being petrified
piltover for a combat force and defense of the city. However, its high until the beginning of your next turn. While petrified, the creature is
cost made it impossible to produce it massively. immune to all damage. Once this staff feature has been used, it cannot
You get a +1 bonus on attack rolls and damage made using this be used again until you finish a long rest.
magic weapon. Also, once per turn, when you move 5 feet from an ally in your
This special weapon can be used as a hextech revolver or a short turn, add 5 feet to your movement.
sword.
Once a day, when you cause damage with a spell, you can earn Spellbinder
half of the damage caused (rounded down) as temporary hit points. For Marvelous item, very rare (requires attunement with a caster)
area of effect spells, this is reduced to a quarter of the damage caused A set of three metallic rims with leaked runes that,
(rounded down). when activated, start to orbit the user. They
In addition, you can use the Gun to cast lightning bolt as a 3rd seem to generate some energy inside that
level spell. Once this feature has been used, it cannot be used again until feeds the magic of its user. They seem to be
you complete a short or long rest an advanced version of the Oblivion Orb.
Spellbinder stores the remaining
Hextech Protobelt-01 magic from level 3 or higher damage
Marvelous item, rare spells cast up to 20 feet from Spellbinders’
load it in 1 charge up to a maximum of 6
This belt was developed to be a form of aerial locomotion, but the charges. Spellbinder
project did not serve this purpose, being redesigned for combat.

284
You can use an action to cast lightning bolt as a 3rd level spell by This medallion seems to dissipate magical energies directed at the person
spending a charge, for each additional charge spent increases the spell who holds it, denying harmful effects. Its little red inlaid jewel signals
level by 1, this feature can only be used up to twice per short or long when it is ready for it, with it becoming opaque when the item is not
rest. ready.
Whenever you are the target of a spell attack or other magical
Stopwatch effect, the Banshee's Veil absorbs the entire spell. This effect cannot
Marvelous item, very rare occur again until the next time you roll for initiative.
This watch, although it may go
unnoticed as a magic item, is a work Boots of Swiftness
of art of hextech technology, with Marvelous item, uncommon
fine and precise lines. Inside there is a
This pair of boots with decorative wings on their sides seems to be the
fragment of a real hextech crystal, so
redoubt of energy aligned with the wind, allowing its user to reach
they are extremely rare.
amazing speeds and making it virtually unstoppable.
As a reaction to being hit by an
By wearing these boots, the creatures have a disadvantage in
attack, you can make the Timer put you
opportunity attacks against you.
in a petrified state. You are petrified until
the end of your next turn. While petrified in Stopwatch
this way, you are immune to all damage. This Elixir of Honeyfruit
Timer feature can be used up to five times a day. Marvelous item, uncommon
Many magical items can be made by those who know the secrets of
Sweeping Lens Runeterra's flora, there are several herbs, fruits and even flowers that
Sweeping Lens have magical properties. This elixir is made of a mixture of honeyfruit
juice and special herbs that enhance the healing properties of Honeyfruit,
This technological piece was created to assist in the search for survivors
so this elixir carries a surprising healing power, golden color and sweet
of rubble; however, its use turned out to be even broader than this,
taste, the recipe for its production is common knowledge, requiring rare
revealing the existence of invisible creatures.
herbs that grow in remote locations and different parts of Runeterra.
This drone can be used up to 3 times a day and can reveal
You regain 2d4+2 of health by ingesting this potion and
invisible objects and creatures in a 30-foot area, and all creatures
the same is repeated for three more turns.
nearby who have sight are able to see the silhouette of the
invisible creature.
Elixir of Sorcery
Marvelous item, rare
Runeterra A mixture of rare and poisonous plants in the perfect dosage,
Amplifying Tome combined in a bitter flavor elixir that amplifies the magical
Marvelous item, rare (requires attunement with a caster) power of those who drink it.

These books are made up of paper made from a tree of magical When you drink this elixir, you get 3 mana points that you can
properties and leather of beasts also magical, thanks to which they have use to cast up any of the Arcane class metamagic options. These mana
an amplifying property that afflicts offensive spells. points disappear after 1d4 hours if they have not yet been spent.

If you can tune with this item, you can use it as a grimoire and Luden’s Echo
arcane focus. Additionally, whenever you cast a spell from the tome that Staff, very rare (requires attunement with a caster)
causes acid, cold, fire or electrical base damage, and you roll 1 on the
damage die, you can roll that 1 again and must use the new result. This staff is the fruit of the experiment of an Arcane who sought a way
to use all the energy given in a spell, without wasting it.

Archangel’s Staff Also, while you are in tune with this staff, you get a +2 bonus on
Staff, legendary (requires attunement with a non-evil alignment caster) spell attack rolls.

An ancient staff imbued with the power of an archangel. It is said to When you make a spell attack against a target and hit, you can
contain an incalculable power that can only be unlocked when wielded deal bonus damage equal to your spellcasting ability modifier (minimum
by a worthy sorcerer. 0) to two other targets within a 15-foot radius of the original target if
the attack also exceeds the armor class. This feature cannot occur more
While you are in tune with this magic staff, you get +2 bonus than once by spell.
in spell attack rolls. When you cast a spell, the staff receives a number
of charges equal to the level of the spent spell slot. All charges are lost Manamune
when you take a short or long rest. Weapon (spear), legendary (requires attunement with a spellcaster)
You can spend any number of charges while casting up a spell An ancient spear imbued with the power of the legendary arcane that
to gain additional effects as follows: roll a die of damage (1 charge per wielded it, this weapon is said to contain an incalculable power that can
die), extend the duration of a spell (1 charge to double the duration of only be unlocked when wielded by a worthy sorcerer.
a spell, maximum 24 hours), impose disadvantage on a saving throw (3
charges), make the allies automatically succeed in a saving throw for a You get a +1 bonus on attack rolls and damage made using this
spell of area effect (1 charge per ally), maximize the damage of a spell magic weapon.
(15 charges). As long as you are in tune with this magic spear, you get a +1
If you cast up a spell that will cause the Archangel's Staff to bonus on spell attack rolls.
exceed 20 charges, it becomes Seraph's Embrace. When you cast a spell, this weapon receives a number of charges
equal to the level of the spent spell slot. All charges are lost when
Banshee’s Veil you take a short or long rest.
Luden's Echo
Marvelous item, rare (requires attunement)

285
You can spend any amount of charges as part of an attack. If the round. This does not affect conditions maintained by concentrating on
attack hits, it causes extra force damage equal to the number of charges a spell, such as the paralyzed condition caused by the spell hold person,
spent. or the effects caused by the continuous efforts of another creature, like
a claw.
If you cast a spell that will make Manamune exceed 20 charges, it
turns into Muramana.
Muramana
Weapon (spear), legendary (requires attunement with a spellcaster)
Mejai’s Soulstealer
Marvelous item, artifact (requires attunement with a non-good alignment This spear is only attainable through the transformation of the
caster) Manamune.
This grimoire is full of unintelligible runes, creating an enchantment that You get a +2 bonus on attack rolls and damage made while using
sucks the soul out of fallen creatures in order to empower the user. If you this magic weapon.
can tune with this item, you can use it as a grimoire and arcane focus.
As long as you are in tune with this magic spear, you get a +2
• Soulstealer. While in tune with this tome, the creatures you kill cannot be
resurrected by any means, unless the greater restoration spell is cast over bonus on spell attack rolls.
the tome, releasing the souls held within it. Attacks with this magic weapon cause additional force damage
• Soul Magnet. While in tune with the tome, you are vulnerable to radiant equal to the level of its greatest available spell.
and necrotic damage.
• Soul Whispers. The souls contained within the pages of this book As an action, you can channel the energy stored in Muramana to
whisper constantly in your ear, making it difficult to sleep. While the tome restore a single spell slot up to 6th level. Once this feature has been used,
contains 5 or more souls, roll a d20 at the end of each long rest. In a score it cannot be used again until the next dawn.
of 1, you gain a point of exhaustion no final do resting. This changes to a
score of 1-2 with 50 souls and 1-3 with 100 souls. Muramana reverts to the Manamune when you complete a short
• Source of Souls. The tome can contain up to 100 souls. While in tune or long rest.
with the tome, each creature you kill will add a soul to it if the creature's
challenge rate equals or exceeds your proficiency bonus. The tome grants
benefits according to the number of souls held within it, as follows: Rod of Ages
Staff, legendary (requires attunement with a spellcaster)
• 1 Soul: You get +1 bonus on spell attack rolls and the saving throws DC
of your spells. This staff was wielded by an ancient witch who was said never to age.
• 5 Souls: When you deliver the fatal blow to a creature, you earn Legend has it that she carried this staff by her side for over 4,000 years
temporary hit points equal to its challenge rate. before she was killed.
• 15 Souls: You recover 1d10 hit points every hour, provided you have at
least 1 point of life. While in tune with this weapon, your Constitution value increases
• 25 Souls: You get an additional +1 on spell attack rolls and the saving by 2, as well as its maximum for that score.
throws DC of your spells.
• 50 Souls: You gain advantage on Wisdom, Intelligence and Charisma You don't need food or drink to survive while you are in tune
saving throws. with this staff. Moreover, you do not suffer any of the harmful effects
• 75 Souls: You get an additional +1 on spell attack rolls and the saving of aging.
throws DC of your spells.
• 100 Souls: Your spellcasting ability modifier increases by 2, as well as your Every time you roll a dice to regain hit points, you get the double
maximum for that score. amount of life from the dice. In addition, for each Hit Dice in which you
activate the maximum value, you recover 1 spell slot split as you choose.
Mejai’s Soulstealer can only be destroyed when it contains 100 These spell slots cannot be of a level higher than 6. For example, if you
souls Once it contains 100 souls, the attuned caster can sacrifice his own roll the maximum value in 3 hit dice, you get 3 total levels of spell slots;
life to destroy the tome, releasing the souls within himself. Each creature this can be three 1st level slots, a 1st level slot and a 2nd level slot, or a
within a 30-foot radius must succeed in a DC 20 Constitution saving 3rd level slot.
throw or receive 40d6 necrotic damage Creatures that succeed the
saving throw take half the damage. Rylai's Crystal Scepter
Staff, very rare (requires attunement with a caster)
Mejai's Soulstealer This golden scepter with runes inscribed by its body has a piece of true
ice on top of it, however the technique used in the making of it, makes it
can be used by non-iceborns.
You get a +2 bonus on spell attack rolls made while you are
tuned to this spell staff. In addition, its damaging spells delay the
target's movement by 5 feet until the end of the next turn. This effect is
cumulative for spells that hit several times in one turn (like scorching ray).

Statikk Shiv
Weapon (dagger), very rare (requires attunement)
An impressive dagger with a symmetry that borders on perfection,
this blade carries within itself a mobile device that when used for long
enough, can discharge a magical electric charge.
While in tune with this weapon, your base speed increases by 5
Mercury’s Treads feet.
Marvelous item, uncommon
The blade has 100 charges and starts with 0 every time the
They say that a thief of antiquity wore these boots long enough for initiative is rolled. You get one charge for every foot you spend on your
them to absorb his wits and vivacity. Made of light leather, they seem to turn.
protect your user from arcane energies and imprisonment.
As an action in your turn, you can spend 100 charges to cast chain
While wearing these boots, any condition effect under the effect lightning as a 6th level spell. The initial target of the spell must be within
of a longer duration than one round has its duration reduced by one

286
reach of the weapon. The saving throw DC for the spell is 15. Warmog’s Armor
Armor (leather), legendary (requires attunement)
Seraph’s Embrace This armor was worn by a legendary Troll in the Rune Wars. It looks
Staff, legendary (requires attunement with a non-evil alignment caster) organic, and when in tune with its host, it seems to pulse with life.
This staff is only attainable through the transformation of the You gain a +3 bonus on AC while wearing this armor. When
Archangel's Staff. attuned and wearing it, your Constitution rises in 2. Additionally, if
you have not received any damage since your last turn, you can spend
While you are in tune with this magic staff, you get +3 bonus on
a hit dice to earn hit points equal to the result of the hit dice + your
spell attack rolls and +1 bonus on your DC spells' saving throws.
Constitution modifier.
Spells cast through Seraph's Embrace are considered to have
been cast using a spell slot from one level up.
Zeal
Every time you take a natural 1 on an attack dice or damage of a Weapons (pair of scimitars), rare (requires attunement)
spell while in tune with Seraph's Embrace, you can roll the dice again and
This pair of scimitars forged in golden metal, when tuned to a user,
must use the new result.
provide it with speed and precision in attacks. They say they once
You can cast one of the following spells as a 9th level spell through belonged to an emperor of Shurima, but so far, no record of this has
the Seraph Embrace: foresight, meteor sawm, mass heal, full healing or been found.
storm of vengeance. Once this staff feature has been used, it cannot be
You get a +1 bonus on attack rolls and damage made using this
used again until the next dawn.
magic weapon. While in tune with the Zeal, your base speed increases
Seraph's Embrace reverts to the Archangel's Staff when you by 5 feet.
complete a short or long rest.
Zeke’s Convergence
Sorcerer’s Shoes Marvelous item, rare (requires attunement)
Marvelous item, uncommon
These two fragments of an unknown object must be tuned by a separate
The real secret of these boots was lost in time, made of high quality creature. Attuning with the items makes them fit into your forearms like
leather, they have metal structures with runes that enhance the magical magnets, revealing that they are broken bracelets made of an unknown
power of their wearer. material.
While wearing these shoes, the reach of your spells extends over While the tuned creatures are 10 feet close to each other, their
10 feet. This effect does not affect spells with a touch range. critical range increases by 1, and their melee weapon attacks cause
another 1d6 of lightning damage.
Stinger
Weapon (dagger), uncommon
Shadow Isles
This dagger made of a whiter metal than platinum has an amazing wire
and a perfect balance. Aether Wisp
Marvelous item, common (requires attunement)
When you move more than 20 feet before making an attack
using this magic dagger, it causes another 1d4 of lightning damage in This small stone in a resting state looks like just a rustic gemstone, yet as
one strike. you tune in to it, it orbits your user's head with a trail of spectral energy.
This little ghostly fillet orbits your head like an Ion stone. While in
Sword of the Divine tune with it, your base speed increases by 10 feet.
Weapon (shortsword), rare (requires attunement)
This short blade has been given the reputation of being able to injure Blade of the Ruined King
even gods, although it is not known whether this was really put to the Weapon (longsword), legendary (requires attunement)
test. This legendary sword was used by a great king who, in his mourning,
Your critical range decreases by 3, if 20 becomes 17, for example. was taken by the dark embrace of madness, bringing ruin to his entire
kingdom.
Tear of the Goddess You get a +2 bonus on attack rolls and damage made with this
Marvelous item, rare magic weapon.
This pendant is a deep blue sapphire, wrapped in blue glass, in the shape Once per turn, this weapon causes 3d6 additional necrotic
of a tear. damage, and you recover the same amount of life from the largest
number of the three data.
While you wear this pendant, whenever you score a critical hit
on a spell attack roll and the spell is 3rd level or lower, you can make As an action in your turn, you can summon the dark power of the
the Tear of the Goddess return the spell slot. Once this feature has been destroyed king. Make an attack roll against a target in melee range, if you
used, it cannot be used again until the next dawn. hit it, the target suffers necrotic damage equal to 10% of its maximum life
points (rounded down), and you earn those hit points. If the attack is
successful, the target's speed is halved until the end of your next turn.
Tear of the Goddess The power of the Blade cannot be used again until the next morning.

Deathfire Grasp
Staff, very rare (requires attunement with a caster)
This staff was forged by sorcerers during the Rune Wars. Since then, it
disappears and reappears in unusual moments, amplifying the magical
powers of its bearer in an immense way.
By being in tune with this staff, you gain +1 in Attack Rolls and

287
Damage. This staff has 4 charges, recovering 1d4 at the end of a long scrolls again and remake the glorious libraries of the Blessed Isles.
rest.
If you can tune with this item, you can use it as a grimoire and
Roll 1d10 immediately after the item runs out of charge: with a 1 arcane focus. Also, while you are in tune with this codex, you get a +1
result, the item is swallowed by a vortex and is taken to the Void. bonus on spell attack rolls. Also, whenever you inflict necrotic damage
and roll a 1 on the damage dice, you can roll the dice again and must use
You can use 1 charge of the item to extract all the power of this
the new result.
staff. Choose a creature that is up to 60 feet from you and that you can
see. This creature will be vulnerable to a type of damage of your choice
until the end of your turn. Lich Bane
Weapon (pair of shortswords), very rare (requires attunement with a
If the chosen creature has resistance or immunity to the chosen
caster)
type of damage, it is ignored until the end of its turn.
This pair of swords are capable of reaching even ethereal essences. They
are endowed with a natural fire capacity when carried together, causing
Essence Reaver
immense damage to the undead and even succeeding in severing the
Weapon (sickle), very rare (requires attunement)
bonds of curses of the powerful living dead.
This cold metal sickle molded like a bone has the ability to project a blade
You get a +2 bonus on attack rolls and damage made while using
of spectral material, capable of causing serious damage while draining
these magic weapons.
the vital energy of those who are hit by it.
You get +2 bonus on magic rolls and saving throws made while
You get a +1 bonus on attack rolls and damage made using this
you are in tune with these magic weapons.
magic weapon.
After launching a 1st level or higher spell,
The Essence Reaver has a critical hit on an attack roll of 18 or
your next attack with these weapons causes
more. When you hit critically with this magic weapon, you recover a
additional force damage equal to your
spell slot. This slot can be from a level up to your proficiency bonus, but
spellcasting ability modifier (minimum 1).
it must be from a level for which you have spell slots. Once you have
gained a slot this way, the sickle cannot be used again until you take a While wielding these magic
long rest. weapons, your base speed increases by
5 feet.
Fiendish Codex
Marvelous item, rare (requires attunement with a caster) Lost Chapter
Marvelous item, rare (requires
This grimoire is formed by souls condensed in its pages, are made by
attunement)
ghosts of the Shadow Isles who were scribes in life. In search of retracing
their steps, they produce these books so that one day they can copy These pages were once part of a very Lost Chapter

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powerful grimoire in the history of the Blessed Isles. Scholars even Morellonomicon
say that they are pages of the tome used to perform the great ritual in Marvelous item, very rare (requires attunement with a caster)
antiquity.
This grimoire contains secrets capable of weakening almost any
If you can tune with this item, you can use it as a grimoire and adversary. Its pages are made up primarily of spectral material and seem
arcane focus. These magic pages have 3 charges and recover 1d4-1 to whisper secrets to their bearer.
(minimum 1) of daily charges spent at dawn. As an action, you can spend
If you can tune with this item, you can use it as a grimoire and
a series of charges to recover a spell slot up to that level. The recovered
arcane focus.
slot must be of a level for which you have a spell slot.
Once a day, you can
imbue your damage spells
Maw of Malmortius
with necrotic energy
Weapon (glaive), legendary (requires attunement)
that interrupts the spell
A glaive made of a toothed blade with an extremely destructive aspect, regenerate. Hit points
this weapon is capable of absorbing large loads of damage against its lost to this damage can
carrier. only be recovered with a
short or long rest instead of
You get a +2 bonus on attack rolls and damage made while using
regenerate, spells, or any other
this magic weapon.
means.
If you receive any magic damage that reduces you to less than
Also, when you give the final
half your hit points while you are in tune with this weapon, you will not
blow to a creature with a challenge rate
suffer any damage from the attack and will gain temporary life points
equal to or higher than your proficiency Morellonomicon
equal to the damage that would have been caused.
bonus, you recover a 1st level spell slot.
In addition, you gain resistance to the type of damage from the
magic or weapon that attacked you until the end of your next turn.
Phantom Dancer
Once this feature has been used, it cannot be used again until you Weapon (scimitar), legendary (requires attunement)
complete a short or long rest.
This scimitar is made of an exotic metal alloy, being both physical
and spectral. It has fantastic properties that allow its user to become
immaterial temporarily.
You get a +2 bonus on attack rolls and damage made while using this
magic weapon.
While wielding this magical weapon, your base speed increases by 10
feet. While in tune with the Phantom Dancer, you can move through

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other creatures and objects as if they were difficult terrain. Your body As a reaction to being hit by an attack, you can make the Witchcap
and equipment become incorporeal as you enter the ethereal border. put you in a petrified state. You are petrified until the end of your next
If you end your turn inside a creature or object, you take 1d10 force turn. While petrified in this way, you are immune to all damage. This
damage. Witchcap feature can be used up to three times a day.
In addition, you can choose to remain incorporeal for a number of
rounds equal to your proficiency bonus per day. While in this form, you
have resistance to non-magic, piercing, and slashing damage. Finishing Shurima
your turn inside a creature or object automatically spends a round of Infinity Edge
this resource. Weapon (greatsword), legendary (requires attunement)
This blade is forged from long-forgotten alloys, making it light but
powerful. The edge is sharper than any other blade, and it is said that it
will never run out of luster.
You get a +3 bonus on attack rolls and damage made using this
magic weapon.
Your critical range decreases by 1 for attacks made with this
weapon. Also, when you hit with an attack using this magic sword and
score a critical hit on the attack, add 3d6 to the attack damage dice.

Nomad’s Medallion
Marvelous item, artifact
This alchemical medallion seems to nourish its wearer with the energy
Phantom Dancer expended by those who lose their life in its vicinity.
This ancient medallion is imbued with magic that has increased
Spectre’s Cowl its value over time. When found, it is worth 2d100 + 50 GP. Every time
Marvelous item, rare a creature with at least 1/2 CR dies within 30 feet of the coin, its value
The fabric of this hood is extremely light and thin, yet it seems unaffected increases by another 5 GP.
by the wind, receiving ripples of movement in the spiritual world and yet
extremely resistant. Runaan’s Hurricane
The fabric of this hood is extremely light and thin, yet it seems Weapon (shortbow), rare (requires attunement)
unaffected by the wind, receiving ripples of movement in the spiritual This bow was made during the Rune Wars and is composed of natural
world and yet extremely resistant. redwood. It is capable of firing magical projectiles next to the arrows it
makes.
Twin Shadows You get a +1 bonus on attack rolls and damage made with this
Marvelous item, rare (requires attunement) magic weapon that causes 1d8 piercing damage. Your critical range with
This hood seems to be made of a material from the very fabric of the this weapon increases by 1.
shadows. At night, it can emanate a subtle bluish ghostly aura that When you hit attacks with this weapon, you hit two other targets
causes shivers to the unwary. next to the original target causing damage equal to your Strength or
When tuned, you can activate the magic of the Hood to invoke Dexterity modifier if the attack roll also hit the same targets. While
two hauntings that locate a creature you described as in locate creature wielding this weapon, you ignore difficult terrain.
spell, in addition to decreasing the walking speed of the creature if it is
located within 10 feet. Shurelya's Reverie
Wit's End Marvelous item, artifact (requires attunement)
Weapon (scimitar), very rare (requires attunement)
This crown once belonged to an Ascended Empress. It is said that her
This scimitar is made of a metallic alloy whose color oscillates in waves own possession was responsible for an upset that resulted in her death.
through the blade, seeming to be always alive and having a hypnotic
While in tune, it increases the speed of whoever is using it. As a
pattern that seems to act on magical resistances.
bonus action, you can activate the magic of the crown to grant half the
You get a +1 bonus on attack rolls and damage made using this movement (of each character) to each non-hostile creature 30 feet from
magic weapon. you until the beginning of your next turn.
When you hit an attack using this magic weapon, you learn about You can use this feature once per long rest.
any resistance the target has to the elementary types of damage (acid,
cold, fire, or electrical). You can choose one of these resistances if the
Sunfire Cape
target has any. The target loses resistance to this type of damage until
Marvelous item, legendary (requires attunement)
the beginning of its next turn. In addition, the attack causes extra 2d6
damage of this type. This cape is made of orange fabric and attached to shoulder pads that
are said to have been made of the same metal as the Sun Disk.
Wooglet’s Witchcap While in tune with this cape, you get +2 in AC. Any hostile
Marvelous item, legendary (requires attunement) creature that starts its turn in an area up to 10 feet from you will receive
3d4 fire damage. Additionally, you can use once per long rest through a
This pointed leather hat was made with magical plots still on the Blessed
bonus action the burning shield spell.
Isles, although time has caused some effect on it, it remains with powerful
magic, capable of amplifying the powers of its wearer and protecting it.
Zhonya's Hourglass
Your spellcasting ability modifier increases by 2, as well as your
Marvelous item (hourglass), artifact (requires attunement)
maximum for that score.

290
This hourglass is a renowned work of the great wizard of time, Zhonya.
It is imbued with the power to see into the future and even stop time
entirely. Those who try to harness its power often face premature death.
Test of Time: Each time you become attuned to the artifact, you
age 3d10 years. You must succeed in a DC 10 Constitution saving throw
or die instantly of shock. If you die, you are instantly transformed into
undead under the control of the GM who swore to protect the artifact.
• Prediction. While in tune with the hourglass, you gain a brief glimpse
into the future. You gain a +2 bonus on AC.
• Chronological Reversal. The hourglass slowly reverses the damage of
the attacks you take. As long as you are in tune with it, you recover 1d6
hit points at the beginning of your turn if you have at least 1 hit point.
• Chronological Acceleration. While tuned to the artifact, its metabolism
increases due to the manipulation of hourglass time. You have to eat and
drink six times the normal amount each day.
• Stop in Time. As a reaction to being hit by an attack, you can make the
hourglass put you in a petrified state. You are petrified until the end of
your next turn. While petrified in this way, you are immune to all damage.
This hourglass feature can be used up to five times a day.
• Time Wizard Magic. As an action in your turn, you can cast a foresight
or time stop spell. Once the hourglass feature has been used, it cannot be
used again until the next dawn.

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RULES

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Chapter 7: Using Ability Scores impose disadvantage on it, you don’t roll more than one additional d20.
If two favorable situations grant advantage, for example, you still roll
only one additional d20.
Six abilities provide a brief summary of each creature's physical and
mental characteristics: If circumstances cause a roll to have both advantage and disadvantage,
you are considered to have neither of them, and you roll one d20. This
• Strength, measuring physical power
is true even if multiple circumstances impose disadvantage, and only one
• Dexterity, measuring agility
• Constitution, measuring endurance
grants advantage or vice versa. In such a situation, you have neither
• Intelligence, measuring reasoning and memory advantage nor disadvantage.
• Wisdom, measuring insight and perception You usually gain advantage or disadvantage through the use of
• Charism, measuring force of personality
special abilities, actions, or spells. Inspiration can also give a character
Is a character muscle-bound and insightful? Brilliant and charming? advantage. The GM can also decide that circumstances influence a roll in
Nimble and hardy? Ability scores define these qualities—a creature’s one direction or the other and grant advantage or impose disadvantage
assets as well as weaknesses. as a result.
Runeterra's three main moves - the ability check, saving throw, and
attack roll - depend on the six attribute values. The book’s introduction Proficiency Bonus
describes the basic rule behind these rolls: roll a d20, add an ability
modifier derived from one of the six ability scores, and compare the total Characters have a proficiency bonus determined by level. Creatures also
to a target number. have this bonus, which is incorporated in their stat blocks. The bonus is
used in the rules on ability checks, saving throws, and attack rolls.
Your proficiency bonus can’t be added to a single die roll or other
Ability Scores numbers more than once. For example, if two different rules say you can
add your proficiency bonus to a Wisdom saving throw, you nevertheless
add the bonus only once when you make the save
Each of a creature’s abilities has a score, a number that defines the
magnitude of that ability. An ability score is not just a measure of innate Occasionally, your proficiency bonus might be multiplied or divided
capabilities but also encompasses a creature’s training and competence (doubled or halved, for example) before you apply it. For example, the
in activities related to that ability. Mercurial’s Expertise feature doubles the proficiency bonus for certain
ability checks. If a circumstance suggests that your proficiency bonus
A score of 10 or 11 is the normal human average, but adventurers and
applies more than once to the same roll, you still add it only once and
many creatures are a cut above average in most abilities. A score of 18 is
multiply or divide it only once.
the highest that a person usually reaches. Adventurers can have scores
as high as 20, and creatures and beings can have scores as high as 30. By the same token, if a feature or effect allows you to multiply your
proficiency bonus when making an ability check that wouldn’t normally
Each ability also has a modifier, derived from the score and ranging
benefit from your proficiency bonus, you still don’t add the bonus to
from −5 (for an ability score of 1) to +10 (for a score of 30). The Ability
the check. For that check, your proficiency bonus is 0, given the fact
Scores and Modifiers table notes the ability modifiers for the range of
that multiplying 0 by any number is still 0. For instance, if you lack
possible ability scores, from 1 to 30.
proficiency in the History skill, you gain no benefit from a feature that
To determine an ability modifier without consulting the table, subtract lets you double your proficiency bonus when you make History checks.
10 from the ability score and then divide the total by 2 (round down).
In general, you don’t multiply your proficiency bonus for attack rolls
Because ability modifiers affect almost every attack roll, ability check, or saving throws. If a feature or effect allows you to do so, these same
and saving throw, ability modifiers come up in play more often than their rules apply.
associated scores.
Ability Checks
Ability Scores and Modifiers
An ability check tests a character’s or creature’s innate talent and
Score Modifier Score Modifier training to overcome a challenge. The GM calls for an ability check
1 -5 16-17 3 when a character or creature attempts an action (other than an attack)
2-3 -4 18-19 4 that has a chance of failure. When the outcome is uncertain, the dice
determine the results.
4-5 -3 20-21 5
For every ability check, the GM decides which of the six abilities is
6-7 -2 22-23 6
relevant to the task at hand and the difficulty of the task, represented
8-9 -1 24-25 7 by a Difficulty Class. The more
10-11 0 26-27 8 difficult a task, the higher its DC.
The Typical Difficulty Classes table Typical Difficult Class
12-13 1 28-29 9
shows the most common DCs. Task Difficulty DC
14-15 2 30 10
Very Easy 5
To make an ability check, roll a
d20 and add the relevant ability Easy 10
modifier. As with other d20 rolls, Medium 15
Advantage and Disadvantage apply bonuses and penalties, and Hard 20
compare the total to the DC. If
Very Hard 25
Sometimes a special ability or spell tells you that you have advantage the total equals or exceeds the DC,
or disadvantage on an ability check, a saving throw, or an attack roll. the ability check is a success — the Nearly Impossible 30
When that happens, you roll a second d20 when you make the roll. Use creature overcomes the challenge
the higher of the two rolls if you have advantage, and use the lower roll at hand. Otherwise, it’s a failure, which means the character or monster
if you have disadvantage. For example, if you have disadvantage and roll makes no progress toward the objective or makes progress combined
a 17 and a 5, you use the 5. If you instead have advantage and roll those with a setback determined by the GM.
numbers, you use the 17.
If multiple situations affect a roll and each one grant advantage or

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Contests Strength • Technology
• Athletics Wisdom
Sometimes one character’s or creature’s efforts are directly opposed Dexterity • Animal Handling
to another’s. This can occur when both of them are trying to do the • Acrobatics • Insight
same thing, and only one can succeed, such as attempting to snatch up • Sleight of Hand • Medicine
• Stealth • Perception
a magic ring that has fallen on the floor. This situation also applies when
Intelligence • Survival
one of them is trying to prevent the other one from accomplishing a
• Arcana Charisma
goal — for example, when a creature tries to force open a door that • History • Deception
an adventurer is holding closed. In situations like these, the outcome is • Investigation • Intimidation
determined by a special form of ability check, called a contest. • Nature • Performance
• Religion • Persuasion
Both participants in a contest make ability checks appropriate to their
effort. They apply all appropriate bonuses and penalties, but instead
of comparing the total to a DC, they compare the totals of their two Sometimes, the GM can request an attribute check using a specific skill
checks. The participant with the higher check total wins the contest. - for example, "Make a Perception check". At other times, a player
That character or creature either succeeds in the action or prevents the could ask the GM if proficiency in a determined skill applies to a test.
other one from succeeding. In either case, proficiency in a skill means that an individual can add
If the contest results in a tie, the situation remains the same as it was their proficiency bonus to ability checks that involve that skill. Without
before the contest. Thus, one contestant might win the contest by proficiency in the skill, the individual makes a normal ability check.
default. If two characters tie in a contest to snatch a ring off the floor, For example, if a character attempts to climb up a dangerous cliff,
neither character grabs it. In a contest between a monster trying to open the GM might ask for a Strength (Athletics) check. If the character is
a door and an adventurer trying to keep the door closed, a tie means proficient in Athletics, the character’s proficiency bonus is added to the
that the door remains shut. Strength check. If the character lacks that proficiency, he or she just
makes a Strength check.
Skills
Each ability covers a broad range of capabilities, including skills that Variant: Skills with Different Abilities
a character or a monster can be proficient in. A skill represents a Normally, your proficiency in a skill applies only to a specific kind of
specific aspect of an ability score, and an individual’s proficiency in a ability check. Proficiency in Athletics, for example, usually applies to
skill demonstrates a focus on that aspect. (A character’s starting skill Strength checks. In some situations, though, your proficiency might
proficiencies are determined at character creation, and a monster’s skill reasonably apply to a different kind of check. In such cases, the GM
proficiencies appear in the creature’s stat block.) might ask for a check using an unusual combination of ability and
For example, a Dexterity check might reflect a character’s attempt to skill, or you might ask your GM if you can apply a proficiency to a
pull off an acrobatic stunt, to palm an object, or to stay hidden. Each different check. For example, if you have to swim from an offshore
of these aspects of Dexterity has an associated skill: Acrobatics, Sleight island to the mainland, your GM might call for a Constitution check
of Hand, and Stealth, respectively. So a character who has proficiency to see if you have the stamina to make it that far. In this case, your GM
in the Stealth skill is particularly good at Dexterity checks related to might allow you to apply your proficiency in Athletics and ask for
sneaking and hiding. a Constitution (Athletics) check. So if you’re proficient in Athletics,
you apply your proficiency bonus to the Constitution check just as
The skills related to each ability score are shown in the following list. you would normally do for a Strength (Athletics) check. Similarly,
(No skills are related to Constitution). See an ability’s description in the when your Brute uses a display of raw strength to intimidate an
later sections of this section for examples of how to use a skill associated enemy, your GM might ask for a Strength (Intimidation) check, even
with an ability. though Intimidation is normally associated with Charisma.

Expertise
Some classes, subclasses, and even Heritages may receive specialties in
some craft or skill. When this occurs, the proficiency bonus for that skill
or craft is doubled on checks that use that skill or craft. If any trait gives
you a specialty or expertise in a skill or craft you already have, you get
only +1 on checks instead of the bonus doubling again.

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Passive Checks Athletics. Your Athletics check covers difficult situations you
encounter while climbing, jumping, or swimming. Examples include
A passive check is a special kind of ability check that doesn’t involve
the following activities:
any die rolls. Such a check can represent the average result for a task
done repeatedly, such as searching for secret doors over and over again • You attempt to climb a sheer or slippery cliff, avoid hazards while scaling
or can be used when the GM wants to secretly determine whether the a wall, or cling to a surface while something is trying to knock you off.
• You try to jump an unusually long distance or pull off a stunt midjump.
characters succeed at something without rolling dice, such as noticing a
• You struggle to swim or stay afloat in treacherous currents, storm-tossed
hidden creature. waves, or areas of thick seaweed. Or another creature tries to push or pull
Here’s how to determine a character’s total for a passive check: you underwater or otherwise interfere with your swimming.

10 + all modifiers that normally apply to the check Other Strength Checks. The GM might also call for a Strength
check when you try to accomplish tasks like the following:
If the character has advantage on the check, add 5. For disadvantage,
subtract 5. The game refers to a passive check total as a score. • Force open a stuck, locked, or barred door
• Break free of bonds
For example, if a 1st-level character has a Wisdom of 15 and proficiency • Push through a tunnel that is too small
in Perception, he or she has a passive Perception score of 14. • Hang on to a wagon while being dragged behind it
• Tip over a statue
The rules on hiding in the “Dexterity” section below rely on passive • Keep a boulder from rolling
checks, as the exploration rules do.
Attack Rolls and Damage
Working Together
You add your Strength modifier to your attack roll and your damage
Sometimes two or more characters team up to attempt a task. The roll when attacking with a melee weapon such as a mace, a battleaxe,
character who’s leading the effort—or the one with the highest ability or a javelin. You use melee weapons to make melee attacks in hand-
modifier—can make an ability check with advantage, reflecting the to-hand combat, and some of them can be thrown to make a ranged
help provided by the other characters. In combat, this requires the Help attack.
action.
A character can only provide help if the task is one that he or she could Lifting and Carrying
attempt alone. For example, trying to open a lock requires proficiency Your Strength score determines the amount of weight you can bear.
with thieves’ tools, so a character who lacks that proficiency can’t help The following terms define what you can lift or carry.
another character in that task. Moreover, a character can help only when
two or more individuals working together would actually be productive. Carrying Capacity. Your carrying capacity is your Strength score
Some tasks, such as threading a needle, are no easier with help. multiplied by 7. This is the weight (in kilos) that you can carry,
which is high enough that most characters don’t usually have to
Group Checks worry about it.
When a number of individuals are trying to accomplish something Push, Drag, or Lift. You can push, drag, or lift a weight in kilos
as a group, the GM might ask for a group ability check. In such a up to twice your carrying capacity (or 14 times your Strength
situation, the characters who are skilled at a particular task help score). While pushing or dragging weight in excess of your carrying
cover those who aren’t. capacity, your speed drops to 5 feet.
To make a group ability check, everyone in the group makes the Size and Strength. Larger creatures can bear more weight,
ability check. If at least half the group succeeds, the whole group whereas Tiny creatures can carry less. For each size category above
succeeds. Medium, double the creature’s carrying capacity and the amount
Otherwise, the group fails. it can push, drag, or lift. For a Tiny creature, halve these weights.

Group checks don’t come up very often, and they’re most useful Variant: Encumbrance
when all the characters succeed or fail as a group. For example, when
adventurers are navigating a swamp, the GM might call for a group The rules for lifting and carrying are intentionally simple. Here is a
Survival check to see if the characters can avoid the quicksand, variant if you are looking for more detailed rules for determining
sinkholes, and other natural hazards of the environment. If at least how a character is hindered by the weight of equipment. When you
half the group succeeds, the successful characters are able to guide use this variant, ignore the Strength column of the Armor table.
their companions out of danger. If you carry weight in excess of 5 times your Strength score, you are
Otherwise, the group stumbles into one of these hazards. encumbered, which means your speed drops by 10 feet.
If you carry weight in excess of 10 times your Strength score, up
to your maximum carrying capacity, you are instead heavily
Using Each Ability encumbered, which means your speed drops by 20 feet, and you
have disadvantage on ability checks, attack rolls, and saving throws
that use Strength, Dexterity, or Constitution.
Every task that a character or monster might attempt in the game is
covered by one of the six abilities. This section explains in more detail Dexterity
what those abilities mean and the ways they are used in the game.
Dexterity measures agility, reflexes, and balance.
Strength
Dexterity Checks
Strength measures bodily power, athletic training, and the extent to
which you can exert raw physical force. A Dexterity check can model any attempt to move nimbly, quickly,
or quietly, or to keep from falling on tricky footing. The Acrobatics,
Strength Checks Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of
Dexterity checks.
A Strength check can model any attempt to lift, push, pull, or break
something, to force your body through a space, or to apply brute Acrobatics. Your Acrobatics check covers your attempt to stay on
force to a situation otherwise. The Athletics skill reflects aptitude in your feet in a tricky situation, such as when you’re trying to run
certain kinds of Strength checks. across a sheet of ice, balance on a tightrope, or stay upright on a

297
rocking ship’s deck. The GM might also call for an Acrobatics check An invisible creature can always try to hide. Signs of its passage
to see if you can perform acrobatic stunts, including dives, rolls, might still be noticed, and it does have to stay quiet.
somersaults, and flips.
In combat, most creatures stay alert for signs of danger all around,
Sleight of Hand. Whenever you attempt an act of legerdemain so if you come out of hiding and approach a creature, it usually sees
or manual trickery, such as planting something on someone else you. However, under certain circumstances, the GM might allow you
or concealing an object on your person, make a Sleight of Hand to stay hidden as you approach a creature that is distracted, allowing
check. The GM might also call for a Sleight of Hand check to you to gain advantage on an attack roll before you are seen.
determine whether you can lift a coin purse off another person or
slip something out of another person’s pocket.
Passive Perception. When you hide, there’s a chance someone
Stealth. Make a Stealth check when you attempt to conceal
will notice you even if they aren’t searching. To determine whether
yourself from enemies, slink past guards, slip away without being
such a creature notices you, the GM compares your Stealth check
noticed, or sneak up on someone without being seen or heard.
with that creature’s passive Perception score, which equals 10 +
Other Dexterity Checks. The GM might call for a Dexterity check the creature’s Wisdom modifier, as well as any other bonuses or
when you try to accomplish tasks like the following: penalties. If the creature has advantage, add 5. For disadvantage,
• Control a heavily laden cart on a steep descent subtract 5. For example, if a 1st-level character (with a proficiency
• Steer a chariot around a tight turn bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency
• Pick a lock in Perception, he or she has a passive Wisdom (Perception) of 14.
• Disable a trap
What Can You See? One of the main factors in determining
• Securely tie up a prisoner
• Wriggle free of bonds whether you can find a hidden creature or object is how well you
• Play a stringed instrument can see in an area, which might be lightly or heavily obscured, as
• Craft a small or detailed object explained in Chapter 8: Adventuring.

Attack Rolls and Damage


You add your Dexterity modifier to your attack roll and your Constitution
damage roll when attacking with a ranged weapon, such as a sling or Constitution measures health, stamina, and vital force.
a longbow. You can also add your Dexterity modifier to your attack
roll and your damage roll when attacking with a melee weapon that Constitution Checks
has the finesse property, such as a dagger or a rapier.
Constitution checks are uncommon, and no skills apply to
Armor Class Constitution checks because the endurance this ability represents is
largely passive rather than involving a specific effort on the part of a
Depending on the armor you wear, you might add some or all of character or creature. A Constitution check can model your attempt
your Dexterity modifier to your Armor Class. to push beyond normal limits, however.

Initiative The GM might also call for a Constitution check when you try to
accomplish tasks like the following:
At the beginning of every combat, you roll initiative by making a
• Hold your breath
Dexterity check. Initiative determines the order of creatures’ turns
• March or labor for hours without rest
in combat. • Go without sleep
• Survive without food or water
Hiding • Quaff an entire stein of ale in one go
The GM decides when circumstances are appropriate for hiding.
When you try to hide, make a Stealth check. Until you are
discovered, or you stop hiding, that check’s total is contested by the Hit Points
Perception check of any creature that actively searches for signs of
Your Constitution modifier contributes to your hit points. Typically,
your presence.
you add your Constitution modifier to each Hit Die you roll for your
You can’t hide from a creature that can see you clearly, and you give hit points.
away your position if you make noise, such as shouting a warning or
If your Constitution modifier changes, your hit point maximum
knocking over a vase.
changes as well, as though you had the
new modifier from the 1st level. For
example, if you raise your Constitution
score when you reach the 4th level and
your Constitution modifier increases
from +1 to +2, you adjust your hit point
maximum as though the modifier had
always been +2. So you add 3 hit points
for your first three levels and then roll
your hit points for the 4th level using your
new modifier. Or if you’re at the 7th level
and some effect lowers your Constitution
score to reduce your Constitution
modifier by 1, your hit point maximum is
reduced by 7.

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advanced technological items, such as hextech technologies, or
through simpler mechanisms, such as a metronome.
Other Intelligence Checks. The GM might call for an Intelligence
check when you try to accomplish tasks like the following:
• Communicate with a creature without using words
• Estimate the value of a precious item
• Pull together a disguise to pass as a city guard
• Forge a document
• Recall lore about a craft or trade
• Win a game of skill

Intelligence
Intelligence measures mental acuity, accuracy of recall, and the ability
to reason. Wisdom
Wisdom reflects how attuned you are to the world around you and
Intelligence Checks
represents perceptiveness and intuition.
An Intelligence check comes into play when you need to draw on
logic, education, memory, or deductive reasoning. The Arcana, Wisdom Checks
History, Investigation, Nature, Religion, and Technology skills reflect
A Wisdom check might reflect an effort to read body language,
aptitude in certain kinds of Intelligence checks.
understand someone’s feelings, notice things about the environment,
Arcana. Your Arcana check measures your ability to recall lore or care for an injured person. The Animal Handling, Insight,
about spells, magic items, eldritch symbols, magical traditions, the Medicine, Perception, and Survival skills reflect aptitude in certain
planes of existence, and the inhabitants of those planes. kinds of Wisdom checks.
History. Your History check measures your ability to recall lore Animal Handling. When there is any question whether you can
about historical events, legendary people, ancient kingdoms, past calm down a domesticated animal, keep a mount from getting
disputes, recent wars, and lost civilizations.
Investigation. When you look around for clues and make
deductions based on those clues, you make an Investigation check.
You might deduce the location of a hidden object, discern from the
appearance of a wound what kind of weapon dealt it, or determine
the weakest point in a tunnel that could cause it to collapse. Poring
through ancient scrolls in search of a hidden fragment of knowledge
might also call for an Investigation check.
Nature. Your Nature check measures your ability to recall lore
about terrain, plants and animals, the weather, and natural cycles.
Religion. Your Religion check measures your ability to recall lore
about deities, rites and prayers, religious hierarchies, holy
symbols, and the practices of secret cults.
Technology. Your Technology check measures
your ability to recall the functioning
of mechanical mechanisms and
golems built by great
inventors, as

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spooked, or intuit an animal’s intentions, the GM might call for an others through ambiguity to telling outright
Animal Handling check. You also make an Animal Handling check lies. Typical situations include trying to fast-
to control your mount when you attempt a risky maneuver. talk a guard, con a merchant, earn money through
gambling, pass yourself off in disguise, dull someone’s
Insight. Your Insight check decides whether you can determine the
suspicions with false assurances, or maintain a straight face while
true intentions of a creature, such as when searching out a lie or
telling a blatant lie.
predicting someone’s next move. Doing so involves gleaning clues
from body language, speech habits, and changes in mannerisms. Intimidation. When you attempt to influence someone through
overt threats, hostile actions, and physical violence, the GM might
Medicine. A Medicine check lets you try to stabilize a dying
ask you to make an Intimidation check. Examples include trying to
companion or diagnose an illness.
pry information out of a prisoner, convincing street thugs to back
Perception. Your Perception check lets you spot, hear, or down from a confrontation, or using the edge of a broken bottle to
otherwise detect the presence of something It measures your convince a sneering vizier to reconsider a decision.
general awareness of your surroundings and the keenness of your
Performance. Your Performance check determines how well you
senses. For example, you might try to hear a conversation through
can delight an audience with music, dance, acting, storytelling, or
a closed door, eavesdrop under an open window, or hear monsters
some other form of entertainment.
moving stealthily in the forest. Or you might try to spot things
that are obscured or easy to miss, whether they are bandits lying Persuasion. When you attempt to influence someone or a group
in ambush on the road, thugs hiding in the shadows of an alley, or of people with tact, social graces, or good nature, the GM might ask
candlelight under a closed secret door. you to make a Persuasion check. Typically, you use persuasion when
acting in good faith, to foster friendships, make cordial requests, or
Survival. The GM might ask you to make a Survival check to
exhibit proper etiquette. Examples of persuading others include
follow tracks, hunt wild game, guide your group through frozen
convincing a chamberlain to let your party see the king, negotiating
wastelands, identify signs that owlbears live nearby, predict the
peace between warring tribes, or inspiring a crowd of townsfolk.
weather, or avoid quicksand and other natural hazards.
Other Charisma Checks. The GM might call for a Charisma check
Other Wisdom Checks. The GM might call for a Wisdom check
when you try to accomplish tasks like the following:
when you try to accomplish tasks like the following:
• Find the best person to talk to for news, rumors, and gossip.
• Get a gut feeling about what course of action to follow.
• Blend into a crowd to get the sense of key topics of conversation
• Discern whether a seemingly dead or living creature is undead

Charisma
Charisma measures your ability to interact effectively with others. It Saving Throws
includes such factors as confidence and eloquence, and it can represent
a charming or commanding personality. A saving throw—also called a save—represents an attempt to resist a
spell, a trap, a poison, a disease, or a similar threat. You don’t normally
Charisma Checks decide to make a saving throw; you are forced to make one because
your character or monster is at risk of harm.
A Charisma check might arise when you try to influence or entertain
others when you try to make an impression or tell a convincing lie, To make a saving throw, roll a d20 and add the appropriate ability
or when you are navigating a tricky social situation. The Deception, modifier. For example, you use your Dexterity modifier for a Dexterity
Intimidation, Performance, and Persuasion skills reflect aptitude in saving throw.
certain kinds of Charisma checks. A saving throw can be modified by a situational bonus or penalty and
Deception. Your Deception check determines whether you can be affected by advantage and disadvantage, as determined by the
can convincingly hide the truth, either verbally or through your GM.
actions. This deception can encompass everything from misleading Each class gives proficiency in at least two saving throws. The Arcane,

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for example, is proficient in Intelligence saves. As
with skill proficiencies, proficiency in a saving throw
lets a character add his or her proficiency bonus to saving
throws made using a particular ability score. Some monsters
have saving throw proficiencies as well.
The Difficulty Class for a saving throw is determined by the effect
that causes it. For example, the DC for a saving throw allowed
by a spell is determined by the caster’s spellcasting ability and
proficiency bonus.
The result of a successful or failed saving throw is also detailed in
the effect that allows the save.
Usually, a successful save means that a creature suffers no harm,
or reduced harm, from an effect.

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Chapter 8: Adventuring summarize movement between encounters: “After killing the guardian
at the entrance to the ancient shurimane stronghold, you consult your
map, which leads you through miles of echoing corridors to a chasm
Hunt pirates looking for their rewards in Bilgewater. Deactivate and bridged by a narrow stone arch.”
dodge traps while exploring a temple lost in the sands of Shurima.
Work in the service of a noble merchant from the Piltover clans. All of Sometimes it’s important, though, to know how long it takes to get from
these can be principles of an adventure in Runeterra, the characters can one spot to another, whether the answer is in days, hours, or minutes.
survive the Torment, explore the dangerous Kumungu forest, or even be The rules for determining travel time depend on two factors: the speed
a Demacian wizard in search of equality. and travel pace of the creatures moving and the terrain they’re moving
over.
If everything goes as planned, it may be that these characters enjoy the
profits and renown that their adventures provide them, or it may be Speed
that everything is wrong... and their character becomes doomed to the
mortal realm for a purpose that he was unable to complete in life. Every character and monster has a speed, which is the distance in
feet that the character or monster can walk in 1 round. This number
In this chapter, we will cover how the time, travel, and environment work assumes short bursts of energetic movement in the midst of a life-
and that you will have to face in your adventures around the world. As is threatening situation.
common knowledge, the GM dictates how the scenario is described, the
course of the adventure, and the consequences of the players' actions. The following rules determine how far a character or creature can
move in a minute, an hour, or a day.
Often, Masters use notes, flowcharts, or maps to keep in mind the
characters’ actions and what this entails in their adventure. Also in
this chapter, we will talk about the activities that players can perform
between adventures and general rules outside of a combat environment. Speed Bonus
Many skills in Runarcana are able to grant you a bonus in your speed,
from Origins traits to Runes.
Time However, some of these skills overlap with each other. If you have a
heritage, class, or enhancement that passively increases your speed
In situations where keeping track of the passage of time is important, (that is, without having to use an action, bonus action, or reaction),
the GM determines the time a task requires. The GM might use a only the biggest bonus keeps up.
different time scale depending on the context of the situation at hand. For example, a level 6 character from the Vastaya Lhotlan Origin with
In a dungeon environment, the adventurers’ movement happens on the Dancer Heritage, would receive a 10-foot bonus on his speed,
a scale of minutes. It takes them about a minute to creep down a long but he is one Bodhisattva, which grants him an additional 15-foot
hallway, another minute to check for traps on the door at the end of the movement on the 6th level, so, instead of adding the two bonuses
hall, and a good ten minutes to search the chamber beyond for anything and having 25 feet of bonus speed, you keep only the greatest bonus,
interesting or valuable. having 15 feet of bonus speed.
In a city or wilderness, a scale of hours is often more appropriate The exceptions to this rule are related to Spells, Runes, and skills
Adventurers eager to reach the lonely tower at the heart of the forest that need your action, bonus action, or reaction to increase your
hurry across those 15 miles in just under four hours’ time. movement.
For long journeys, a scale of days works best. In combat and other fast-
paced situations, the game relies on rounds, a 6-second span of time.
Travel Pace
While traveling, a group of adventurers can move at a normal, fast,
Moon Phases or slow pace, as shown on the Travel Pace table. The table states how
If the GM does not know how to define the moon phase for his far the party can move in a period of time and whether the pace has
campaigns, for game purposes and narrative ease during the sessions, any effect. A fast pace makes characters less perceptive, while a slow
the moon phases can be defined by the Master rolling a d20 at the pace makes it possible to sneak around and to search an area more
beginning of the session in the Moon Phases table. During the session, carefully.
the normal duration of this phase follows, each phase lasts 7 days. Forced March. The Travel Pace table assumes that characters
travel for 8 hours in a day. They can push on beyond that limit, at
Moon Phases the risk of exhaustion.
d20 Moon Phase For each additional hour of travel beyond 8 hours, the characters
1-5 New Moon cover the distance shown in the Hour column for their pace, and
each character must make a Constitution saving throw at the end of
6-10 Crescent Moon
the hour. The DC is 10 + 1 for each hour past 8 hours.
11-15 Full Moon
On a failed saving throw, a character suffers one level of exhaustion
16-20 Waning Moon
(see Appendix A).
Mounts and Vehicles. For short spans of time (up to an hour),
many animals move much faster than humanoids. A mounted
Movement character can ride at a gallop for about an hour, covering twice the
usual distance for a fast pace. If fresh mounts are available every 8
Swimming across a rushing river, sneaking down a dungeon corridor, to 10 miles, characters can cover larger distances at this pace, but
scaling a treacherous mountain slope—all sorts of movement play a key this is very rare except in densely populated areas.
role in fantasy gaming adventures.
Characters in wagons, carriages, or other land vehicles choose a pace
The GM can summarize the adventurers’ movement without calculating as normal. Characters in a waterborne vessel are limited to the speed
exact distances or travel times: “You travel through the forest and find of the vessel, and they don’t suffer penalties for a fast pace or gain
the dungeon entrance late in the evening of the third day”. Even in a benefits from a slow pace. Depending on the vessel and the size of
dungeon, particularly a large dungeon or a cave network, the GM can the crew, ships might be able to travel for up to 24 hours per day.

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Noticing Threats
Travel Pace During a trip, the GM can determine that the group will meet other
Distance Travelled per... creatures midway, it is also up to the GM to decide that only one
character can notice the presence of a coming creature depending on
Pace Minute Hour Day Effect
the March Order that the group has taken. For example, if a creature
Fast 400 feet 4 miles 30 miles -5 penalty to passive Perception scores is approaching in the direction that the group is traveling, it makes
Normal 300 feet 3 miles 24 miles - more sense if only the front line of the march notices this creature
Slow 200 feet 2 miles 18 miles Able to use Stealth approaching.
As shown in the Travel Pace table, we can see that if the group
Difficult Terrain is traveling at a fast pace, it will have a penalty of -5 in its Passive
The travel speeds given in the Travel Pace table assume relatively Perception.
simple terrain: roads, open plains, or clear dungeon corridors. But If adventurers notice the approach of a group of creatures, they can
adventurers often face dense forests, deep swamps, rubble-filled choose to hide to surprise them or for them to just pass by without
ruins, steep mountains, and ice-covered ground—all considered causing any conflict.
difficult terrain
You move at half speed in difficult terrain— moving 1 foot in difficult Other Activities
terrain costs 2 feet of speed—so you can cover only half the normal Some characters during a trip have a more active role for the
distance in a minute, an hour, or a day. protection of the group, to avoid being surprised or attacked.
However, there are also those characters who can take their focus to
Activities During Travel another activity that can favor the group in another way. Below are
While traveling with your group between locations, you can share tasks some examples of activities that can be done during a travel, but with
to make finding food easier or even avoid being ambushed by bandits in the permission of the GM the player can perform some other activity.
the middle of the road. Navigate. A character that is navigating will be the team's guide.
To avoid being lost, he must perform a Survival check as the GM
March Order thinks necessary.
As a common behavior, players must establish a march order among Draw a Map. Using their Cartographer Craft, a character can
themselves. This order will determine, in the case of ambushes or draw a map that shows where the team passed and adds useful
traps, the position of where their characters will be and who will be information of what they found along the way.
able to act normally if combat is started.
Track. If the team are on the trail of another creature, a character
The ideal for determining a March Order for your characters is to may choose to track it, following clues and marks in the middle of
keep in mind the strengths and weaknesses of each one, while a more the road. For this, a Survival check should be performed as the GM
robust or more agile character would be more useful in the front line, deems necessary.
spellcaster characters who tend to be more fragile in hand-to-hand
combat tends to stay in the middle line, being protected by another Forage. A character who is foraging is aware of the sources of food
more attentive character in the back line, someone who can hear if and water so that the group does not need it in its way. For this, a
any creature is following the group. Survival check may be performed as the GM deems necessary.

Special Types of Movement

Stealth Movement through dangerous dungeons or wilderness areas often


involves more than simply walking. Adventurers might have to climb,
While the group is at a slow Travel Pace, it has the possibility to use crawl, swim, or jump to get where they need to go.
its Stealth, being able to sneak through the forest or hide by the slope
of a mountain. However, if they were in the open, they would hardly
be able to hide.
Climbing, Swimming, and Crawling
Check out Chapter 7: Using Abilities to
learn more about the rules for hiding. While climbing or swimming, each foot of movement costs 1 extra
foot (2 extra feet in difficult terrain), unless a creature has a climbing
or swimming speed. At the GM’s option, climbing a slippery vertical
surface or one with few handholds requires a successful Athletics
check. Similarly, gaining any distance in rough water might require a
successful Athletics check.

Jumping
Your Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover
a number of feet up to your Strength score if you
move at least 10 feet on foot immediately before
the jump. When you make a standing long
jump, you can leap only half that distance.
Either way, each foot you clear on the jump
costs a foot of movement.
This rule assumes that the height of
your jump doesn’t matter, such as
a jump across a stream or chasm.
At your GM’s option, you must

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succeed on a DC 10 Athletics check to clear a low obstacle (no taller darkness outdoors at night (even most moonlit nights), within the
than a quarter of the jump’s distance), such as a hedge or low wall. confines of an unlit dungeon or a subterranean vault, or in an area
Otherwise, you hit it. of magical darkness.
When you land in difficult terrain, you must succeed on a DC 10
Acrobatics check to land on your feet. Otherwise, you land Prone.
Blindsight
A creature with blindsight can perceive its surroundings without
High Jump. When you make a high jump, you leap into the air a
relying on sight, within a specific radius. Creatures without eyes,
number of feet equal to 3 + your Strength modifier if you move at
such as xer’sai, and creatures with echolocation or heightened
least 10 feet on foot immediately before the jump. When you make
senses, such as bats and dragons, have this sense.
a standing high jump, you can jump only half that distance. Either
way, each foot you clear on the jump costs a foot of movement.
In some circumstances, your GM might allow you to make an Darkvision
Athletics check to jump higher than you normally can. Many creatures in fantasy gaming worlds, especially those that dwell
You can extend your arms half your height above yourself during underground, have darkvision. Within a specified range, a creature
the jump. Thus, you can reach above you a distance equal to the with darkvision can see in darkness as if the darkness were dim light,
height of the jump plus 1¹/₂ times your height. so areas of darkness are only lightly obscured as far as that creature
is concerned. However, the creature can’t discern color in darkness,
only shades of gray.

The Environment Truesight


A creature with truesight can, out to a specific range, see in
By its nature, adventuring involves delving into places that are dark, normal and magical darkness, see invisible creatures and objects,
dangerous, and full of mysteries to be explored. The rules in this section automatically detect visual illusions and succeed on saving throws
cover some of the most important ways in which adventurers interact against them, and perceives the original form of a shapechanger or a
with the environment in such places. creature that is transformed by magic. Furthermore, the creature can
see into the Spiritual Realm.
Falling
A fall from a great height is one of the most common hazards facing
an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning
damage for every 10 feet it fell, to a maximum of 20d6. The creature
lands Prone, unless it avoids taking damage from the fall.

Suffocating
A creature can hold its breath for a number of minutes equal to 1 + its
Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive for
a number of rounds equal to its Constitution modifier (minimum of 1
round). At the start of its next turn, it drops to 0 hit points and is dying,
and it can’t regain hit points or be stabilized until it can breathe again.
For example, a creature with a Constitution of 14 can hold its breath for
3 minutes. If it starts suffocating, it has 2 rounds to reach air before it
drops to 0 hit points. Food and Water
Vision and Light Characters who don’t eat or drink suffer the effects of exhaustion (see
Appendix A). Exhaustion caused by lack of food or water can’t be
The most fundamental tasks of adventuring— noticing danger, finding removed until the character eats and drinks the full required amount.
hidden objects, hitting an enemy in combat, and targeting a spell - to
name just a few—, rely heavily on a character’s ability to see.
Food
Darkness and other effects that obscure vision can prove a significant
A character needs one pound of food per day and can make food last
hindrance. A given area might be lightly or heavily obscured. In a lightly
longer by subsisting on half rations. Eating half a pound of food in a
obscured area, such as dim light, patchy fog, or moderate foliage,
day counts as half a day without food.
creatures have disadvantage on Perception checks that rely on sight.
A character can go without food for a number of days equal to 3 +
A heavily obscured area—such as darkness, opaque fog, or dense
his or her Constitution modifier (minimum 1). At the end of each
foliage—blocks vision entirely. A creature effectively suffers from the
day beyond that limit, a character automatically suffers one level of
Blinded condition (see Appendix A) when trying to see something in
exhaustion.
that area.
A normal day of eating resets the count of days without food to zero.
The presence or absence of light in an environment creates three
categories of illumination: bright light, dim light, and darkness.
Water
Bright Light. Lets most creatures see normally. Even gloomy days
A character needs 4 liters of water per day, or 8 liters per day if the
provide bright light, as do torches, lanterns, fires, and other sources
weather is hot. A character who drinks only half that much water
of illumination within a specific radius.
must succeed on a DC 15 Constitution saving throw or suffer one
Dim Light. Also called shadows, creates a lightly obscured area. An level of exhaustion at the end of the day. A character with access to
area of dim light is usually a boundary between a source of bright even less water automatically suffers one level of exhaustion at the
light, such as a torch, and surrounding darkness. The soft light of end of the day.
twilight and dawn also counts as dim light. A particularly brilliant
If the character already has one or more levels of exhaustion, the
full moon might bathe the land in dim light.
character takes two levels in either case.
Darkness. Creates a heavily obscured area. Characters face

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high-pitched voice, using his stellar inspiration to give himself an
extra dice to intimidate the lumberjack and if he misses I want
Social Interaction that as he walks towards the man, Jimmy trips on the floor and
falls face first”.
An adventure is always guided by 3 main pillars, Combat, Exploration, In this example, Sigmund conveyed Jimmy's humor towards
and Social Interaction, all essentially important for the development of the woodcutter and gave a conditional on demonstrating his
the story that the GM and the players are creating together. character's mannerism.
Social interaction can take many forms, from serving as a diplomat to When using this method, remember a few things:
calm the spirits of two rival gangs from Bilgewater to convincing a War
• Describe how your character feels and his attitudes
Mother to give a peaceful passage through her territory. • Try to show your character's intentions
Regardless of its form, the GM will provide Non-Playable Characters • Give as much detail as possible to your actions
(NPC) so that players can interact, and depending on the course of that Don't focus so much on doing the right thing, but on what your
interaction, a friendly bond or a terrible enmity can be created. character would do in that situation.

Interpretation Active Interpretation


There is no right way to interpret your character. It is up to you to The previous method works more by telling the GM and the
determine how he will think, act, and speak. However, like all other players what your character will do, on the other hand, this
areas of life, care must be taken with what is said. A common phrase method has the objective of showing what your character does.
among players is "It is not my fault, my character who acts like
this", which is, in most cases, a lie for the player to be impolite and When using this method, you will be interpreting your character's
inconvenient during a table. With that in mind, remember that an voice and mannerisms through your speech. If you wish, you can
adventure will only be fun if all are enjoying it. even imitate his movements, as you believe they would be.

The interpretation is part of all the other pillars, but it is in Social Following Sigmund's example, we can say that he would interpret
Interaction where it will have a greater focus, where the mannerisms the scene as follows:
and personality of a character are more apparent. Sigmund, tuning his own voice, speaks like Jimmy “Why do these
There are, in general, two most common ways of interpreting a mortal fools always want to destroy the place where they live?
character and his actions, you can use them the way you want, using Do you wish to die so soon? ” and returning to his natural voice,
only one of them or creating a mix of the two. Sigmund says, "I, after trying to frighten him, walk in an almost
straight line towards the man."

Interpretation Results
Descriptive Interpretation
Just like in real life, you can take advantage of a person's
Through this method, you describe your character's personality, fears, and stubbornness. To achieve this, you have a
actions and words to the other participants at greater chance of success in the interactions you have with an
your table. Telling what you are going to NPC, pay close attention to the GM's description of the mood,
do and how you are going to do it. attitudes, and dialogues of the NPC that you are interacting with.
An example of this would be You often end up insulting allies of a specific merchant, making
Sigmund, a player whose character is fun of a proud warrior, or even speaking disrespectfully to a
a yordle named Jimmy who happens nobleman. Depending on your actions, the NPC will act in an
to be a Pilgrim. Jimmy is an outgoing equivalent way to what was proposed to you.
and troubled yordle, but he hates
those who harm nature. During travel,
he finds a lumberjack chopping wood to
build his house.
Sigmund says: “Jimmy screams as loudly
as possible in his thin,

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Skills Checks Hit Dice at the end of a short rest, up to the character’s maximum
number of Hit Dice, which is equal to the character’s level. For each Hit
Just like in combat, characters have weaknesses and strengths in
Die spent in this way, the player rolls the die and adds the character’s
social interaction. Each player can focus on a way to act towards
Constitution modifier to it. The character regains hit points equal to the
others, a Brute does not necessarily need to focus on intimidating
total. The player can decide to spend an additional Hit Die after each
people, he can be someone wise who seeks to appease spirits by
roll. A character regains some spent Hit Dice upon finishing a long rest,
being better at Persuasion.
as explained below.
Each interaction may require a check of a different skill, an attempt
to trick a guard into convincing him that you are a wealthy person
may require a Deception check. While trying to release a hostage Long Rest
diplomatically may require a Persuasion check.
A long rest is a period of extended downtime, at least 8 hours long,
Regardless of the situation, the GM will define which skill will be the during which a character sleeps or performs light activity: reading,
most appropriate for each situation. talking, eating, or standing watch for no more than 2 hours. If the rest
is interrupted by a period of strenuous activity—at least 1 hour of
Interacting with Objects walking, fighting, casting spells, or similar adventuring activity—the
characters must begin the rest again to gain any benefit from it.
A character’s interaction with objects in an environment is often simple
to resolve in the game. The player tells the GM that his or her character At the end of a long rest, a character regains all lost hit points. The
is doing something, such as moving a lever, and the GM describes what, character also regains spent Hit Dice, up to a number of dice equal to
if anything, happens. half of the character’s total number of them (minimum of one die). For
example, if a character has eight Hit Dice, he or she can regain four spent
For example, a character might decide to pull a lever, which might, in
Hit Dice upon finishing a long rest.
turn, raise a portcullis, cause a room to flood with water, or open a
secret door in a nearby wall. If the lever is rusted in position, though, A character can’t benefit from more than one long rest in a 24-hour
a character might need to force it. In such a situation, the GM might period, and a character must have at least 1 hit point at the start of the
call for a Strength check to see whether the character can wrench the rest to gain its benefits.
lever into place. The GM sets the DC for any such check based on the
difficulty of the task.
Characters can also damage objects with their weapons and spells. Between Adventures
Objects are immune to poison and psychic damage, but otherwise, they
can be affected by physical and magical attacks much as creatures can. Between trips to dungeons and battles against ancient evils, adventurers
The GM determines an object’s Armor Class and hit points and might need time to rest, recuperate, and prepare for their next adventure.
decide that certain objects have resistance or immunity to certain kinds Many adventurers also use this time to perform other tasks, such as
of attacks. (It’s hard to cut a rope with a club, for example). Objects crafting arms and armor, performing research, or spending their hard-
always fail Strength and Dexterity saving throws, and they are immune earned gold.
to effects that require other saves. When an object drops to 0 hit points,
it breaks. In some cases, the passage of time is something that occurs with little
fanfare or description. When starting a new adventure, the GM might
A character can also attempt a Strength check to break an object. The simply declare that a certain amount of time has passed and allow you to
GM sets the DC for any such check. describe in general terms what your character has been doing. At other
times, the GM might want to keep track of just how much time is passing
as events beyond your perception stay in motion.
Resting
Heroic though they might be, adventurers can’t spend every hour of
the day in the thick of exploration, social interaction, and combat. They
need rest—time to sleep and eat, tend their wounds, refresh their
minds and spirits for spellcasting, and brace themselves
for further adventure.
Adventurers can take short rests in the midst
of an adventuring day and a long rest to end
the day.

Short Rest
A short rest is a period of
downtime, at least 1 hour long,
during which a character does
nothing more strenuous than
eating, drinking, reading,
and tending to wounds. A
character can’t perform
consecutive short rests,
each short rest have
to be at least 8 hours
of difference from
another.
A character can
spend one or more

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Lifestyle Expenses plate armor in 100 days, at a total cost of 750 GP.
Between adventures, you choose a particular quality of life and pay the While crafting, you can maintain a modest lifestyle without having
cost of maintaining that lifestyle. to pay 1 GP per day or a comfortable lifestyle at half the normal cost.
Living a particular lifestyle doesn’t have a huge effect on your character,
Practicing a Profession
but your lifestyle can affect the way other individuals and groups react
to you. For example, when you lead an aristocratic lifestyle, it might You can work between adventures, allowing you to maintain a
be easier for you to influence the nobles of the city than if you live in modest lifestyle without having to pay 1 GP per day. This benefit lasts
poverty. as long as you continue to practice your profession.
If you are a member of an organization that can provide gainful
employment, such as a temple or a thieves’ guild, you earn enough to
Downtime Activities support a comfortable lifestyle instead.
Between adventures, the GM might ask you what your character is If you have proficiency in the Performance skill and put your
doing during his or her downtime. Periods of downtime can vary in performance skill to use during your downtime, you earn enough to
duration, but each downtime activity requires a certain number of days support a wealthy lifestyle instead.
to complete before you gain any benefit, and at least 8 hours of each
day must be spent on the downtime activity for the day to count. The Recuperating
days do not need to be consecutive. If you have more than the minimum
You can use downtime between adventures to recover from a
amount of days to spend, you can keep doing the same thing for a longer
debilitating injury, disease, or poison.
period of time or switch to a new downtime activity.
After three days of downtime spent recuperating, you can make
Downtime activities other than the ones presented below are possible.
a DC 15 Constitution saving throw. On a successful save, you can
If you want your character to spend his or her downtime performing an
choose one of the following results:
activity not covered here, discuss it with your GM.
• End one effect on you that prevents you from regaining hit points.
Crafting • For the next 24 hours, gain advantage on saving throws against one
disease or poison currently affecting you.
You can craft nonmagical objects, including adventuring equipment
and works of art. You must be proficient with tools related to the
object you are trying to create (typically artisan’s tools). You might
also need access to special materials or locations necessary to create
Researching
it. For example, someone proficient with smith’s tools needs a forge The time between adventures is a great chance to perform research,
in order to craft a sword or suit of armor. gaining insight into mysteries that have unfurled over the course of
the campaign.
For every day of downtime you spend crafting, you can craft one
or more items with a total market value not exceeding 5 GP, and Research can include poring over dusty tomes and crumbling scrolls
you must expend raw materials worth half the total market value. If in a library or buying drinks for the locals to pry rumors and gossip
something you want to craft has a market value greater than 5 GP, from their lips.
you make progress every day in 5-GP increments until you reach the
When you begin your research, the GM determines whether the
market value of the item. For example, a suit of plate armor (market
information is available, how many days of downtime it will take
value 1,500 GP) takes 300 days to craft by yourself.
to find it, and whether there are any restrictions on your research
Multiple characters can combine their efforts toward the crafting of a (such as needing to seek out a specific individual, tome, or location).
single item, provided that the characters all have proficiency with the The GM might also require you to make one or more ability checks,
requisite tools and are working together in the same place. such as an Investigation check to find clues pointing toward the
information you seek or a Persuasion check to secure someone’s
Each character contributes 5 GP worth of effort for every day spent
aid. Once those conditions are met, you learn the information if it
helping to craft the item. For example, three characters with the
is available.
requisite tool proficiency and the proper facilities can craft a suit of

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For each day of research, you must spend 1 GP to cover your
expenses. This cost is in addition to your normal lifestyle expenses.

Training
You can spend time between adventures learning a new language or
training with a set of tools. Your GM might allow additional training
options.
First, you must find an instructor willing to teach you. The GM
determines how long it takes and whether one or more ability checks
are required.
The training lasts for 250 days and costs 1 GP per day. After you
spend the requisite amount of time and money, you learn the new
language or gain proficiency with the new tool.

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Chapter 9: Combat If a tie occurs, the GM decides the order among tied GM-controlled
creatures, and the players decide the order among their tied characters.
The GM can decide the order if the tie is between a creature and a player
One of the most anticipated moments for most players at any RPG table character. Optionally, the GM can have the tied characters and creatures
is combat. It is the moment when strategies thought for more than a each roll a d20 to determine the order, highest roll going first.
week emerge, where new powers and skills are put into practice and
tested in the best possible way: at risk of life!
Combat is one of the pillars of Runarcana, alongside interpretation and Your Turn
exploration. Although it is the most valued by a large portion of the
players, it is also where the vast majority have their disappointments or On your turn, you can move a distance up to your speed and take one
confirmations of not being as strong as they imagined. action. You decide whether to move first or take your action first. Your
speed — sometimes called your walking speed — is noted on your
The combat rules aim to bring a mediation between the interpretation of character sheet.
the acts of both the players and their opponents, bringing a neutral field
where good ideas and interpretation can define a fight... if the sovereign The most common actions you can take are described in the “Actions
dices so wish. in Combat” section. Many class features and other abilities provide
additional options for your action. The “Movement and Position”
section gives the rules for your move.

The Order of Combat You can forgo moving, taking an action, or doing anything at all on your
turn. If you can’t decide what to do on your turn, consider taking the
Dodge or Ready action, as described in “Actions in Combat.”
A typical combat encounter is a clash between two sides, a flurry of
weapon swings, feints, parries, footwork, and spellcasting. The game
organizes the chaos of combat into a cycle of rounds and turns. A round
represents about 6 seconds in the game world. During a round, each Free Action
participant in a battle takes a turn. The order of turns is determined at There are some activities that do not require any large amount of
the beginning of a combat encounter when everyone rolls initiative. time to perform, speak, stop the concentration of a spell, drop an
Once everyone has taken a turn, the fight continues to the next round if item, throw yourself on the floor, perform a gesture that will not
neither side has defeated the other. directly affect the objects and characters around you or even use a
rune.
Combat Step by Step
During a round, in or out of your turn, you can declare to your GM
1. Determine surprise. The GM determines whether anyone involved in the
that you are using a free action to perform a specific action. Most
combat encounter is surprised.
2. Establish positions. The GM decides where all the characters and runes use a free action to be used.
creatures are located. Given the adventurers’ marching order or their A GM can set a limit on the number of free actions you can take in a
stated positions in the room or other location, the GM figures out where round, after all, you will not be able to deliver a speech designed to
the adversaries are - how far away and in what direction.
3. Roll initiative. Everyone involved in the combat encounter rolls initiative,
encourage your allies within a period of just 6 seconds.
determining the order of combatants’ turns.
4. Take turns. Each participant in the battle takes a turn in initiative order.
5. Begin the next round. When everyone involved in the combat has had a
Bonus Action
turn, the round ends. Repeat step 4 until the fighting stops.
Various class features, spells, and other abilities let you take an
additional action on your turn called a bonus action. The Cunning
Action feature, for example, allows a Mercurial to take a bonus
Surprise
action. You can take a bonus action only when a special ability, spell,
A band of adventurers sneaks up on a bandit camp, springing from the or other feature of the game states that you can do something as a
trees to attack them. A xer’sai runs throughout the sand of the Great Sai, bonus action. You otherwise don’t have a bonus action to take.
unnoticed by the adventurers until it is too late. In these situations, one
You can take only one bonus action on your turn, so you must choose
side of the battle gains surprise over the other.
which bonus action to use when you have more than one available.
The GM determines who might be surprised. If neither side tries to
You choose when to take a bonus action during your turn, unless the
be stealthy, they automatically notice each other. Otherwise, the
bonus action’s timing is specified, and anything that deprives you of
GM compares the Stealth checks of anyone hiding with the passive
your ability to take actions also prevents you from taking a bonus
Perception score of each creature on the opposing side. Any character
action.
or creature that doesn’t notice a threat is surprised at the start of the
encounter.
If you’re surprised, you can’t move or take an action on your first turn of
Other Activity on Your Turn
the combat, and you can’t take a reaction until that turn ends. A member
of a group can be surprised even if the other members aren’t. Your turn can include a variety of flourishes that require neither your
action nor your move.
You can communicate whenever you are able, through brief
Initiative utterances and gestures, as you take your turn.
Initiative determines the order of turns during combat. When combat You can also interact with one object or feature of the environment
starts, every participant makes a Dexterity check to determine their for free, during either your move or your action. For example, you
place in the initiative order. The GM makes one roll for an entire group could open a door during your move as you stride toward a foe, or
of identical creatures, so each member of the group acts simultaneously. you could draw your weapon as part of the same action you use to
attack.
The GM ranks the combatants in order from the one with the highest
Dexterity check total to the one with the lowest. This is the order (called If you want to interact with a second object, you need to use your
the initiative order) in which they act during each round. The initiative action. Some magic items and other special objects always require an
order remains the same from round to round. action to use, as stated in their descriptions.

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The GM might require you to use an action for any of these activities you have a speed of 30 and a flying speed of 60 because a wizard
when it needs special care or when it presents an unusual obstacle. cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and
For instance, the GM could reasonably expect you to use an action to then leap into the air to fly 30 feet more.
open a stuck door or turn a crank to lower a drawbridge.

Reactions Difficult Terrain


Certain special abilities, spells, and situations allow you to take a
Combat rarely takes place in bare rooms or on featureless plains.
special action called a reaction. A reaction is an instant response to a
Boulder-strewn caverns, briar-choked forests, treacherous staircases—
trigger of some kind, which can occur on your turn or on someone
the setting of a typical fight contains difficult terrain.
else’s. The opportunity attack is the most common type of reaction.
Every foot of movement in difficult terrain costs 1 extra foot. This rule
When you take a reaction, you can’t take another one until the start
is true even if multiple things in a space count as difficult terrain. Low
of your next turn. If the reaction interrupts another creature’s turn,
furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are
that creature can continue its turn right after the reaction.
examples of difficult terrain. The space of another creature, whether
hostile or not, also counts as difficult terrain.

Movement and Position


Being Prone
In combat, characters and monsters are in constant motion, often using
movement and position to gain the upper hand. Combatants often find themselves lying on the ground, either because
they are knocked down or because they throw themselves down. In the
On your turn, you can move a distance up to your speed. You can use game, they are prone, a condition described in Appendix PH-A.
as much or as little of your speed as you like on your turn, following the
rules here. You can drop prone without using any of your speed. Standing up takes
more effort; doing so costs an amount of movement equal to half your
Your movement can include jumping, climbing, and swimming. These speed. For example, if your speed is 30 feet, you must spend 15 feet of
different modes of movement can be combined with walking, or they movement to stand up. You can’t stand up if you don’t have enough
can constitute your entire move. However you’re moving, you deduct movement left or if your speed is 0.
the distance of each part of your move from your speed until it is used
up or until you are done moving. To move while prone, you must crawl or use magic such as teleportation.
Every foot of movement while crawling costs 1 extra foot. Crawling 1
foot in difficult terrain, therefore, costs 3 feet of movement.

Breaking Up Your Move


You can break up your movement on your turn, using some of your Moving Around Othe Creatures
speed before and after your action. For example, if you have a speed of
30 feet, you can move 10 feet, take your action, and then move 20 feet. You can move through a nonhostile creature’s space. In contrast, you
can move through a hostile creature’s space only if the creature is at least
two sizes larger or smaller than you. Remember that another creature’s
space is difficult terrain for you.
Moving Between Attacks
Whether a creature is a friend or an enemy, you can’t willingly end your
If you take an action that includes more than one weapon attack, move in its space.
you can break up your movement even further by moving between
If you leave a hostile creature’s reach during your move, you provoke
those attacks. For example, a fighter who can make two attacks with
an opportunity attack.
the Extra Attack feature and who has a speed of 25 feet could move
10 feet, make an attack, move 15 feet, and then attack again.

Using Different Speeds


If you have more than one speed, such as
your walking speed and a flying speed, you
can switch back and forth between your
speeds during your move. Whenever you
switch, subtract the distance you’ve
already moved from the new speed.
The result determines how much
farther you can move. If the
result is 0 or less, you can’t
use the new speed during
the current move.
For example, if

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through a passage that’s only 5 feet wide. While squeezing through
Interacting with Objects Around You
a certain space, a creature must spend 1 extra foot for every foot it
moves there, and it has disadvantage on attack rolls and Dexterity
Here are a few examples of the sorts of things you can do in tandem with your
movement and action: saving throws. Attack rolls against the creature have advantage
while it’s in the smaller space.
• Draw or sheathe a sword
• Open or close a door
• Withdraw a potion from your backpack


Pick up a dropped axe
Take a bauble from a table
Actions in Combat
• Remove a ring from your finger
• Stuff some food into your mouth When you take your action on your turn, you can take one of the
• Plant a banner in the ground actions presented here, an action you gained from your class or a special
• Dish a few coins from your belt pouch feature, or an action that you improvise. Many monsters have action
• Drink all the ale in a flagon options of their own in their stat blocks. When you describe an action
• Throw a lever or a switch not detailed elsewhere in the rules, the GM tells you whether that action
• Pull a torch from a sconce
is possible and what kind of roll you need to make, if any, to determine
• Take a book from a shelf you can reach
• Extinguish a small flame
success or failure.
• Don a mask
• Pull the hood of your cloak up and over your head Help
• Put your ear to a door
You can lend your aid to another creature in the completion of a task.
• Kick a small stone
• Turn a key in a lock When you take the Help action, the creature you aid gains advantage
• Tap the floor with a 10-foot pole on the next ability check it makes to perform the task you are helping
• Hand an item to another character with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature
within 5 feet of you. You feint, distract the target, or in some other way
Flying Movement team up to make your ally’s attack more effective. If your ally attacks the
target before your next turn, the first attack roll is made with advantage.
Flying creatures enjoy many benefits of mobility, but they must also deal
with the danger of falling. If a flying creature is knocked prone, has its
speed reduced to 0, or is otherwise deprived of the ability to move, the
creature falls, unless it has the ability to hover or it is being held aloft by Attack
magic, such as by the fly spell. The most common action to take in combat is the Attack action, whether
you are swinging a sword, firing an arrow from a bow, or brawling with
your fists.
Creature Size With this action, you make one melee or ranged attack. See the “Making
Each creature takes up a different amount of space. The Size Categories an Attack” section for the rules that govern attacks.
table shows how much space a creature of a particular size controls in Certain features, such as the Extra Attack feature of the fighter, allow
combat. Objects sometimes use the same size categories. you to make more than one attack with this action.

Space Cast a Spell


A creature’s space is the area in feet that it effectively controls in Spellcasters such as wizards and clerics, as well as many monsters, have
combat, not an expression of its Size Categories access to spells and can use them to great effect in combat. Each spell has
physical dimensions. A typical a casting time, which specifies whether the caster must use an action,
Size Space
Medium creature isn’t 5 feet a reaction, minutes, or even hours to cast the spell. Casting a spell is,
wide, for example, but it does Tiny 2,5 feet by 2,5 feet
therefore, not necessarily an action. Most spells do have a casting time
control a space that wide. If a Small 5 feet by 5 feet
of 1 action, so a spellcaster often uses his or her action in combat to cast
Medium humanoid stands in Medium 5 feet by 5 feet such a spell.
a 5-­foot-wide doorway, other Large 10 feet by 10 feet
creatures can’t get through
Huge 15 feet by 15 feet
unless the humanoid lets them.
Gargantuan 20 feet by 20 feet or larger Disengage
A creature’s space also reflects
the area it needs to fight If you take the Disengage action, your movement doesn’t provoke
effectively. For that reason, there’s a limit to the number of creatures opportunity attacks for the rest of the turn.
that can surround another creature in combat. Assuming Medium
combatants, eight creatures can fit in a 5-foot radius around another
one. Dash
Because larger creatures take up more space, fewer of them can When you take the Dash action, you gain extra movement for the
surround a creature. If five Large creatures crowd around a Medium current turn. The increase equals your speed, after applying any
or smaller one, there’s little room for anyone else. In contrast, as modifiers. With a speed of 30 feet, for example, you can move up to 60
many as twenty Medium creatures can surround a Gargantuan one. feet on your turn if you dash.
Any increase or decrease to your speed changes this additional
movement by the same amount. If your speed of 30 feet is reduced to
Squeezing into a Smaller Space 15 feet, for instance, you can move up to 30 feet this turn if you dash.
A creature can squeeze through a space that is large enough for a
creature one size smaller than it. Thus, a Large creature can squeeze

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Hide Making an Attack
When you take the Hide action, you make a Stealth check in an attempt
to hide, following the rules for hiding. If you succeed, you gain certain Whether you’re striking with a melee weapon, firing a weapon at range,
benefits, as described in the “Unseen Attackers and Targets” section. or making an attack roll as part of a spell, an attack has a simple structure.
1. Choose a target. Pick a target within your attack’s range: a creature, an
object, or a location.
Dodge 2. Determine modifiers. The GM determines whether the target has cover
and whether you have advantage or disadvantage against the target. In
When you take the Dodge action, you focus entirely on avoiding attacks. addition, spells, special abilities, and other effects can apply penalties or
Until the start of your next turn, any attack roll made against you has bonuses to your attack roll.
disadvantage if you can see the attacker, and you make Dexterity saving 3. Resolve the attack. You make the attack roll. On a hit, you roll the damage,
throws with advantage. You lose this benefit if you are incapacitated (as unless the particular attack has rules that specify otherwise. Some attacks
cause special effects in addition to or instead of damage.
explained in Appendix ­A) or if your speed drops to 0.
If there’s ever any question whether something you’re doing counts
as an attack, the rule is simple: if you’re making an attack roll, you’re
making an attack.
Ready
Sometimes you want to get the jump on a foe or wait for a particular
circumstance before you act. To do so, you can take the Ready action
on your turn, which lets you act using your reaction before the start of
Attack Rolls
your next turn. When you make an attack, your attack roll determines whether the
attack hits or misses. To make an attack roll, roll a d20 and add the
First, you decide what perceivable circumstance will trigger your
appropriate modifiers. If the total of the roll plus modifiers equals
reaction. Then, you choose the action you will take in response to
or exceeds the target’s Armor Class (AC), the attack hits. The AC of
that trigger, or you choose to move up to your speed in response to it.
a character is determined at character creation, whereas the AC of a
Examples include “If the cultist steps on the trapdoor, I’ll pull the lever
monster is in its stat block.
that opens it,” and “If the enemy steps next to me, I move away.”
When the trigger occurs, you can either take your reaction right after
the trigger finishes or ignore the trigger. Remember that you can take Modifiers to the Roll
only one reaction per round.
When a character makes an attack roll, the two most common
When you ready a spell, you cast it as normal but hold its energy, which modifiers to the roll are an ability modifier and the character’s
you release with your reaction when the trigger occurs. To be readied, proficiency bonus. When a monster makes an attack roll, it uses
a spell must have a casting time of 1 action, and holding onto the spell’s whatever modifier is provided in its stat block.
magic requires concentration. If your concentration is broken, the spell
dissipates without taking effect. For example, if you are concentrating Ability Modifier. The ability modifier used for a melee weapon
on the web spell and ready magic missile, your web spell ends, and if you attack is Strength, and the ability modifier used for a ranged
take damage before you release magic missile with your reaction, your weapon attack is Dexterity. Weapons that have the finesse or
concentration might be broken. thrown property break this rule.
Some spells also require an attack roll. The ability modifier used for
a spell attack depends on the spellcasting ability of the spellcaster.
Search Proficiency Bonus. You add your proficiency bonus to your
attack roll when you attack using a weapon with which you have
When you take the Search action, you devote your attention to finding
proficiency, as well as when you attack with a spell.
something. Depending on the nature of your search, the GM might have
you make a Perception check or an Investigation check.

Rolling 1 or 20
Use an Object Sometimes fate blesses or curses a combatant, causing the novice to
hit and the veteran to miss.
You normally interact with an object while doing something else, such as
when you draw a sword as part of an attack. When an object requires If the d20 roll for an attack is a 20, the attack hits regardless of any
your action for its use, you take the Use an Object action. This action modifiers or the target’s AC. This is called a critical
is also useful when you want to interact with more than one hit.
object on your turn.
If the d20 roll for an attack is a 1, the attack misses
regardless of any modifiers or the target’s AC.

Unseen Attackers and Targets


Combatants often try to escape their foes’ notice by
hiding, casting the invisibility spell, or lurking in the
darkness.
When you attack a target that you can’t see, you have
disadvantage on the attack roll. This is true whether
you’re guessing the target’s location or you’re targeting
a creature you can hear but not see. If
the target isn’t in the location
you targeted, you

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automatically miss, but the GM typically just says that the attack missed, attack, you use your reaction to make one melee attack against the
not whether you guessed the target’s location correctly. provoking creature. The attack occurs right before the creature
leaves your reach.
When a creature can’t see you, you have advantage on attack rolls
against it. If you are hidden—both unseen and unheard—when you You can avoid provoking an opportunity attack by taking the
make an attack, you give away your location when the attack hits or Disengage action. You also don’t provoke an opportunity attack
misses. when you teleport or when someone or something moves you
without using your movement, action, or reaction. For example, you
don’t provoke an opportunity attack if an explosion hurls you out of
Ranged Attacks a foe’s reach or if gravity causes you to fall past an enemy.
When you make a ranged attack, you fire a bow or a crossbow, hurl
a handaxe, or otherwise send projectiles to strike a foe at a distance.
A monster might shoot spines from its tail. Many spells also involve Two-Weapon Fighting
making a ranged attack.
When you take the Attack action and attack with a light melee
weapon that you’re holding in one hand, you can use a bonus action
to attack with a different light melee weapon that you’re holding in
Range the other hand. You don’t add your ability modifier to the damage of
the bonus attack unless that modifier is negative.
You can make ranged attacks only against targets within a specified
range. If either weapon has the thrown property, you can
throw the weapon instead of making a
If a ranged attack, such as one made with a spell, has a single range,
melee attack with it.
you can’t attack a target beyond this range.
Some ranged attacks, such as those made with a longbow
or a shortbow, have two ranges. The smaller number is the
normal range, and the larger number is the long range. Your
attack roll has disadvantage when your target is beyond
normal range, and you can’t attack a target beyond the long
range.
Additional Limbs
Some creatures and Origins may have
Ranged Attacks in Close Combat more than two upper limbs, when this
Aiming a ranged attack is more difficult when happens, it is necessary to define which
a foe is next to you. When you make a ranged half of these members will be dominant
attack with a weapon, a spell, or some other members.
means, you have disadvantage on the attack
To fight with more than two weapons,
roll if you are within 5 feet of a hostile
it is necessary to have additional
creature who can see you and who isn’t
members. With this, the creature
incapacitated.
can use its bonus action to attack
with all of its secondary weapons,
however, for each additional weapon possessed
Melee Attacks beyond the 2nd, all attack rolls receive -2 in attacks made with
this bonus action.
Used in hand-­to-hand combat, a melee
attack allows you to attack a foe within When acquiring the Ambidextrous Enhancement, for every
your reach. A melee attack typically 2 weapons the creature is wielding, the penalty for its attacks
uses a handheld weapon such as a sword, becomes -1 for each attack beyond the second, it additionally
a warhammer, or an axe. A typical creature receives +1 AC (this bonus is not added to the Enhancement).
makes a melee attack when it strikes with its This Enhancement can be acquired more than once, receiving the
claws, horns, teeth, tentacles, or other body parts. A few spells also bonus as follows:
involve making a melee attack. • 1st Ambidextrous: -1 for each attack after the second and +1 AC.
Most creatures have a 5-foot reach and can thus attack targets within • 2nd Ambidextrous: -1 for each attack after the second and +2 AC.
• 3rd Ambidextrous: -1 for each attack after the second and +3 AC.
5 feet of them when making a melee attack. Certain creatures (typically
• 4th Ambidextrous: -1 for each attack after the second and +4 AC.
those larger than Medium) have melee attacks with a greater reach than
5 feet, as noted in their descriptions. Additional Shields. In some cases, it is possible for a creature to
choose to use more than one shield, benefiting its defense with
Instead of using a weapon to make a melee weapon attack, you can
additional members. In such cases, she may benefit from the AC
use an unarmed strike: a punch, kick, head-butt, or similar forceful
bonus of these shields. However, if one of these shields is a heavy or
blow (none of which count as weapons). On a hit, an unarmed strike
turret shield, she will not be able to make any attacks or use another
deals bludgeoning damage equal to 1 + your Strength modifier. You are
shield using her members who are on the same side as these shields.
proficient with your unarmed strikes.
In addition, your attacks will have a disadvantage and a -3 penalty
for each additional shield in addition to the 1st.
Additional Two Hand Weapons. In addition to using melee
Opportunity Attacks weapons, it is possible for a creature with multiple limbs to use more
In a fight, everyone is constantly watching for a chance to strike than one two-handed weapon. In such cases, when making an
an enemy who is fleeing or passing by. Such a strike is called an attack with one of two hands, for every two members in addition
opportunity attack. to the first two she has, she can use her bonus action to perform an
additional attack with each of her two-handed weapons for each
You can make an opportunity attack when a hostile creature that
weapon. additional two hands you have in addition to the 1st, you
you can see moves out of your reach. To make the opportunity

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have -2 to all attack rolls for your attacks made with this bonus Three-Quarters Cover. A target with three-quarters cover has
action. a +5 bonus to AC and Dexterity saving throws. A target has
three-­quarters cover if about three-quarters of it is covered by an
obstacle. The obstacle might be a portcullis, an arrow slit, or a thick
tree trunk.
Grappling
Total Cover. A target with total cover can’t be targeted directly by
When you want to grab a creature or wrestle with it, you can use the
an attack or a spell, although some spells can reach such a target
Attack action to make a special melee attack, a grapple. If you’re able
by including it in an area of effect. A target has total cover if it is
to make multiple attacks with the Attack action, this attack replaces
completely concealed by an obstacle.
one of them.
The target of your grapple must be no more than one size larger than
you and must be within your reach. Using at least one free hand,
you try to seize the target by making a grapple check instead of an Damage and Healing
attack roll: an Athletics check contested by the target’s Athletics or
Acrobatics check (the target chooses the ability to use). The check Injury and the risk of death are constant companions of those who
will be succeeded if the target is Incapacitated. If you succeed, you explore fantasy gaming worlds. The thrust of a sword, a well-­placed
subject the target to the grappled condition (see Appendix A). The arrow, or a blast of flame from a fireball spell all have the potential to
condition specifies the things that end it, and you can release the damage, or even kill, the hardiest of creatures.
target whenever you like (no action required).

Hit Points
Escaping a Grapple. A grappled creature can use its action to
escape. To do so, it must succeed on anAthletics or Acrobatics Hit points represent a combination of physical and mental durability, the
check contested by your Athletics check. will to live, and luck. Creatures with more hit points are more difficult to
kill. Those with fewer hit points are more fragile.
Moving a Grappled Creature. When you move, you can drag
or carry the grappled creature with you, but your speed is halved A creature’s current hit points (usually just called hit points) can be any
unless the creature is two or more sizes smaller than you. number from the creature’s hit point maximum down to 0. This number
frequently changes as a creature takes damage or receives healing.
Whenever a creature takes damage, that damage is subtracted from its
Contests in Combat hit points. The loss of hit points has no effect on a creature’s capabilities
until the creature drops to 0 hit points.
Battle often involves pitting your prowess against that of your foe. Such a
challenge is represented by a contest. This section includes the most common
contests that require an action in combat: grappling and shoving a creature.
The GM can use these contests as models for improvising others. Damage Rolls
Each weapon, spell, and harmful monster ability specifies the damage
Shoving a Creature it deals. You roll the damage die or dice, add any modifiers and apply
Using the Attack action, you can make a special melee attack to the damage to your target. Magic weapons, special abilities, and other
shove a creature, either to knock it prone or push it away from you. factors can grant a bonus to damage. With a penalty, it is possible to deal
If you’re able to make multiple attacks with the Attack action, this 0 damage, but never negative damage.
attack replaces one of them. When attacking with a weapon, you add your ability modifier — the
The target must be no more than one size larger than you and must same modifier used for the attack roll — to the damage. A spell tells you
be within your reach. Instead of making an attack roll, you make an which dice to roll for damage and whether to add any modifiers.
Athletics check contested by the target’s Athletics or Acrobatics If a spell or other effect deals damage to more than one target at the
check (the target chooses the ability to use). The check will be same time, roll the damage once for all of them. For example, when an
succeeded if the target is Incapacitated. If you win the contest, you Arcane casts fireball or an Acolyte casts flame strike, the spell’s damage
either knock the target prone or push it 5 feet away from you. is rolled once for all creatures caught in the blast.

Cover Critical Hits


When you score a critical hit, you get to roll extra dice for the attack’s
Walls, trees, creatures, and other obstacles can provide cover during damage against the target. Roll all of the attack’s damage dice twice
combat, making a target more difficult to harm. A target can benefit and add them together. Then add any relevant modifiers as normal.
from cover only when an attack or other effect originates on the To speed up play, you can roll all the damage dice at once.
opposite side of the cover.
For example, if you score a critical hit with a dagger, roll 2d4 for the
There are three degrees of cover. If a target is behind multiple sources damage, rather than 1d4, and then add your relevant ability modifier.
of cover, only the most protective degree of cover applies; the degrees If the attack involves other damage dice, such as from the rogue’s
aren’t added together. For example, if a target is behind a creature that Sneak Attack feature, you roll those dice twice as well.
gives half cover and a tree trunk that gives three-quarters cover, the
target has three-quarters cover.

Damage Types
Half Cover. A target with half cover has a +2 bonus to AC and
Different attacks, damaging spells, and other harmful effects deal
Dexterity saving throws. A target has half cover if an obstacle
different types of damage. Damage types have no rules of their own, but
blocks at least half of its body. The obstacle might be a low wall, a
other rules, such as damage resistance, rely on the types. The damage
large piece of furniture, a narrow tree trunk, or a creature, whether
types follow, with examples to help a GM assign a damage type to a new
that creature is an enemy or a friend.
effect.

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Simple Damage most primary form.
Wherever you adventure, there will always be dangers of all kinds, Cronal. One of the magical variations of force damage, cronal
from simple traps to an extremely elaborate deadly maze. All things damage is almost impossible to be found unnaturally, cronal
that do not have a source of magic power will be a Simple Damage, damage is something that everyone receives daily in their lives, it is
whether they are Elemental or Physical. responsible for the aging of a being, and when used by a caster, he is
able to partially change the age of a living being or not.
Elemental damage is damage from sources in nature, for example,
lightning that deals lightning damage, a flare that causes fire damage, Disruptive. One of the magical variations of force damage,
or even the freezing cold of Freljord's winter. Physical damage, disruptive damage is something that is not from this realm, it comes
in turn, is damage caused by weapons, accouterments, punches, from a place that wants to consume everything and everyone.
among other things. Runic. One of the magical variations of force damage, runic damage
is most often related to the source of the most common magic in
Runeterra, the Runes. Runes that deal no elemental damage tend to
Simple Elemental Damage deal Runic damage.
Acid. Any damage from a source capable of causing damage to Glacial. The magical variation of cold damage, glacial damage
skins and surfaces is considered Acid Damage, such as sulfuric acid becomes much more potent, which can make a character feel chills
or corrosive liquids. deep in their bones and a feeling of partial freezing.
Lightning. An electrical current can have several sources, from an Incinerating. The magical variation of fire damage, incinerating
electrical discharge from a poorly stabilized hextech core or even damage, is very common in Fire Elementals of higher levels, being
by lightning. practically impossible to be erased by conventional means.
Force. Force is pure energy channeled in a way that does damage. Luminary. One of the magical variations of radiant damage,
Most of the effects that do force damage are magical, including luminary damage comes from the purest of lights, appearing with
magic missiles and spiritual weapon. the full spectrum of colors by the extent it passes through, but it is
also one of the rarest types of damage.
Cold. The infernal chill that radiates from the freezing breath of a
Glacial Dragon, and even in severe Freljord weather, can cause you Lunar. One of the magical variations of radiant damage, lunar
cold damage. damage comes from moonlight, capable of inflicting a great deal of
damage on unstoppable voidborn.
Fire. The flames of a campfire, a small match, or even the terrible
breath weapon of an Infernal Dragon can be sources of fire damage. Solar. One of the magical variations of radiant damage, solar
damage, when compared to the other radiant variations, is much
Radiant. Radiant damage, caused by channeling spiritual energy
more common to be found, this damage has much more effect on
into a reliquary stone or an extraplanar aid from a fairy being, is
undead.
capable of causing radiant damage, burning corrupted flesh, and
destroying those corrupted by the shadows. Vibrational. The magical variation of thunder damage, vibrational
damage amplifies the very frequencies of a physical body or not
Thunder. Sound vibrations at an extremely high frequency are
and can easily reach incorporeal creatures.
capable of causing damage to a creature's body structure.
Intoxicating. The magical variation of poison damage, not created
Poison. Poisons manufactured by renowned alchemists or toxic
by common mixtures, intoxicating damage is capable of destroying
gases from the sump level can be good examples of poisonous
even the greatest of resistances.
damage.
Magical Physical Damage
Simple Physical Damage
Lacerating. The magical variation of slashing damage, the
Bludgeoning. Impact force attacks - hammers, falls, constriction,
lacerating damage is not able to be healed by simple means, creating
and the like - deal bludgeoning damage.
scars unable to be easily disguised.
Slashing. Swords, axes, and claws of creatures deal sharp damage.
Incisive. The magical variation of piercing damage, incisive
Piercing. Piercing and penetrating attacks, including spears and damage can go through even the thickest shell or even the most
creature bites, inflict piercing damage. rigid mineral.
Crushing. One of the magical variations of bludgeoning damage,
crushing damage, brings with it a surreal force, almost as if three
Magical Damage adult basilisks hit a single point at the same time.
As the name implies, magical damage comes from magical sources, Gravitational. One of the magical variations of bludgeoning
whether natural or not, the effect of an Arcane's spell or the Ancient damage, gravitational damage is extremely rare, only found
Dragon's breath. through extremely powerful creatures and beings capable of
casting Celestial magic.
In this category, we can see Spiritual Damage, something that can
only come from a magical source, they are damages capable of
Spiritual Damage
affecting the mind and spirit of a creature, being able to alter both the
mental constitution and its physical constitution of a creature. Necrotic. Necrotic damage, capable of reaching an individual's
own soul, unprepared creatures rarely manage to resist this deadly
touch.
Magical Elemental Damage Psychic. A direct attack on your thoughts, psychic damage is
something that only those with their most empowered minds are
Antimonic. The magical variation of acid damage, able to erode
able to resist.
even matter itself, this damage becomes something extremely
dangerous for anything, whether it is alive or not. Void. A concept that few had the chance to understand without
causing their own destruction, the void damage comes from
Plasma. One of the magical variations of lightning damage, plasma
extremely volatile energy, capable of easily disintegrating anything.
damage is the purest magical energy, being formed from mana in its

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Absorption, Immunity, Resistance, and Vulnerability hands of fate now, aided only by spells and features that improve
your chances of succeeding on a saving throw.
Some creatures and objects are exceedingly difficult or unusually easy
to hurt with certain types of damage. If a creature or an object has Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you
resistance to a damage type, damage of that type is halved against it. If a fail. Success or failure has no effect by itself. On your third success,
creature or an object has vulnerability to a damage type, damage of that you become stable (see below). On your third failure, you die. The
type is doubled against it. successes and failures don’t need to be consecutive; keep track of
both until you collect three of a kind.
Resistance and then vulnerability are applied after all other modifiers to
damage. For example, a creature has resistance to bludgeoning damage The number of both is reset to zero when you regain any hit points
and is hit by an attack that deals 25 bludgeoning damage. The creature is or become stable.
also within a magical aura that reduces all damage by 5. The 25 damage Rolling 1 or 20. When you make a death saving throw and roll a 1
is first reduced by 5 and then halved, so the creature takes 10 damage. on the d20, it counts as two failures. If you roll a 20 on the d20, you
Multiple instances of resistance or vulnerability that affect the same regain 1 hit point.
damage type count as only one instance. For example, if a creature has Damage at 0 Hit Points. If you take any damage while you have
resistance to fire damage as well as resistance to all nonmagical damage, 0 hit points, you suffer a death saving throw failure. If the damage
the damage of a nonmagical fire is reduced by half against the creature, is from a critical hit, you suffer two failures instead. If the damage
not reduced by three- quarters. equals or exceeds your hit point maximum, you suffer instant death.
Also, there is the Immunity and Absortion of Damage. When a creature
has immunity to a certain type of damage, it will not take any damage
from that type, whereas if it has Absorption, instead of denying or taking
Stabilizing a Creature
only half the damage, it will heal for a number of Hit Points equal to the
amount of damage received for that specific type of damage. The best way to save a creature with 0 hit points is to heal it. If
healing is unavailable, the creature can at least be stabilized so that it
isn’t killed by a failed death saving throw.
Healing You can use your action to administer first aid to an unconscious
creature and attempt to stabilize it, which requires a successful DC
Unless it results in death, the damage is not permanent. Even death is 10 Medicine check.
reversible through powerful magic. Rest can restore a creature's hit
points, and magical methods such as magic cure wounds or a healing A stable creature doesn’t make death saving throws, even though it
potion can instantly remove damage. has 0 hit points, but it does remain unconscious. The creature stops
being stable and must start making death saving throws again if it
When a creature receives healing of any kind, the recovered hit points takes any damage. A stable creature that isn’t healed regains 1 hit
are added to its total hit points. A creature’s hit points can’t exceed its hit point after 1d4 hours.
point maximum, so any hit points regained in excess of this number are
lost. For example, an Acolyte grants a Hunter 8 hit points of healing. If
the Hunter has 14 current hit points and has a hit point maximum of 20,
the Hunter regains 6 hit points from the Acolyte, not 8. Creatures and Death
A creature that has died can’t regain hit points until spells, such as the Most GMs have a creature die the instant it drops to 0 hit points,
revivify spell, have restored it to life. rather than having it fall unconscious and make death saving throws.
Mighty villains and special nonplayer characters are common
Dropping to 0 Hit Points exceptions; the GM might have them fall unconscious and follow the
When you drop to 0 hit points, you either die outright or fall unconscious, same rules as player characters.
as explained in the following sections.

Knocking a Creature Out


Instant Death Sometimes an attacker wants to incapacitate a foe rather than deal a
Massive damage can kill you instantly. When damage reduces you to killing blow. When an attacker reduces a creature to 0 hit points with
0 hit points, and there is damage remaining, you die if the remaining a melee attack, the attacker can knock the creature out. The attacker
damage equals or exceeds your hit point maximum. can make this choice the instant the damage is dealt. The creature falls
unconscious and is stable.
For example, a cleric with a maximum of 12 hit points currently has
6 hit points. If she takes 18 damage from an attack, she is reduced to
0 hit points, but 12 damage remains. Because the remaining damage
equals her hit point maximum, the Acolyte dies. Temporary Hit Points
Some spells and special abilities confer temporary hit points to a creature.
Temporary hit points aren’t actual hit points; they are a buffer against
Falling Unconscious damage, a pool of hit points that protect you from injury.
If damage reduces you to 0 hit points and fails to kill you, you fall When you have temporary hit points and take damage, the temporary
unconscious (see appendix A). This unconsciousness ends if you hit points are lost first, and any leftover damage carries over to your
regain any hit points. normal hit points. For example, if you have 5 temporary hit points
and take 7 damage, you lose the temporary hit points and then take 2
damage.
Death Saving Throws Because temporary hit points are separate from your actual hit points,
they can exceed your hit point maximum. A character can, therefore, be
Whenever you start your turn with 0 hit points, you must make at full hit points and receive temporary hit points.
a special saving throw, called a death saving throw, to determine
whether you creep closer to death or hang onto life. Unlike other Healing can’t restore temporary hit points, and they can’t be added
saving throws, this one isn’t tied to any ability score. You are in the together. If you have temporary hit points and receive more of them,

318
you decide whether to keep the ones you have or to gain the new ones. You can control a mount only if it has been trained to accept a rider.
For example, if a spell grants you 12 temporary hit points when you Domesticated horses, donkeys, and similar creatures are assumed to
already have 10, you can have 12 or 10, not 22. have such training. The initiative of a controlled mount changes to
match yours when you mount it. It moves as you direct it, and it has only
If you have 0 hit points, receiving temporary hit points doesn’t restore
three action options: Dash, Disengage, and Dodge. A controlled mount
you to consciousness or stabilize you. They can still absorb damage
can move and act even on the turn that you mount it.
directed at you while you’re in that state, but only true healing can save
you. An independent mount retains its place in the initiative order. Bearing
a rider puts no restrictions on the actions the mount can take, and it
Unless a feature that grants you temporary hit points has a duration,
moves and acts as it wishes. It might flee from combat, rush to attack
they last until they’re depleted, or you finish a long rest.
and devour a badly injured foe, or otherwise act against your wishes. In
either case, if the mount provokes an opportunity attack while you’re on
it, the attacker can target you or the mount.
Mounted Combat
A knight charging into battle on a warhorse, an Arcane casting spells
from the back of a basilisk, or an Acolyte soaring through the sky on a
Underwater Combat
silverwing all enjoy the benefits of speed and mobility that a mount can
When adventurers pursue sahuagin back to their undersea homes,
provide.
fight off sharks in an ancient shipwreck, or find themselves in a
A willing creature that is at least one size larger than you and that has flooded dungeon room, they must fight in a challenging environment.
an appropriate anatomy can serve as a mount, using the following rules. Underwater the following rules apply.
When making a melee weapon attack, a creature that doesn’t have a
swimming speed (either natural or granted by magic) has disadvantage
Mounting and Dismounting on the attack roll unless the weapon is a dagger, javelin, shortsword,
spear, or trident.
Once during your move, you can mount or dismount a creature that is
within 5 feet of you. Doing so costs an amount of movement equal to A ranged weapon attack automatically misses a target beyond the
half your speed. For example, if your speed is 30 feet, you must spend 15 weapon’s normal range. Even against a target within normal range, the
feet of movement to mount a horse. Therefore, you can’t mount it if you attack roll has disadvantage unless the weapon is a crossbow, a net, or a
don’t have 15 feet of movement left or if your speed is 0. weapon that is thrown like a javelin (including a spear, trident, or dart).
If an effect moves your mount against its will while you’re on it, you Creatures and objects that are fully immersed in water have resistance
must succeed on a DC 10 Dexterity saving throw or fall off the mount, to fire damage.
landing prone in a space within 5 feet of it. If you’re knocked prone
while mounted, you must make the same saving throw. If your mount
is knocked prone, you can use your reaction to dismount it as it falls and
land on your feet. Otherwise, you are dismounted and fall prone in a
space within 5 feet of it.

Controlling a Mount
While you’re mounted, you have two options. You either control
the mount or allow it to act independently. Intelligent creatures act
independently.

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Chapter 10: Magic Spell Slots
Regardless of how many spells a caster knows or prepares, he or she
Runeterra is a naturally magical world, especially because the Global can cast only a limited number of spells before resting. Manipulating
Runes are foundations of the world, whose resonance reaches all beings the fabric of magic and channeling its energy into even a simple spell is
giving them extraordinary abilities. physically and mentally taxing, and higher-level Spells are even more so.
Thus, each spellcasting class’s description includes a table showing how
Even so, there are people who manage to go beyond this natural many spell slots of each spell level a character can use at each character
capacity, invoking powers beyond comprehension, studying them and level. For example, the 3rd-level Arcane Umara has four 1st-level spell
being able to understand them in an even more advanced way. slots and two 2nd-level slots.
This magical ability is a mystical energy that can be worked on by When a character casts a spell, he or she expends a slot of that spell’s
character classes through the Spellcasting feature. level or higher, effectively “filling” a slot with the spell. You can think of
a spell slot as a groove of a certain size — small for a 1st-level slot, larger
Spell for a spell of higher level. A 1st-level spell fits into a slot of any size, but
a 9th-level spell fits only in a 9th-level slot. So when Umara casts magic
missile, a 1st-level spell, she spends one of her four 1st-level slots and has
Magic permeates fantasy gaming worlds and often appears in the form
three remaining.
of a spell.
Finishing a long rest restores any expended spell slots.
This chapter provides the rules for casting Spells. Different character
classes have distinctive ways of learning and preparing their Spells, Some characters and creatures have special abilities that let them cast
and creatures use Spells in unique ways. Regardless of its source, a spell spells without using spell slots.
follows the rules here.

Casting a Spell at a Higher Level


What is a Spell? When a spellcaster casts a spell using a slot that is of a higher level
than the spell, the spell assumes the higher level for that casting. For
A spell is a discrete magical effect, a single shaping of the magical energies instance, if Umara casts magic missile using one of her 2nd-level slots,
that suffuse the multiverse into a specific, limited expression. In casting that magic missile is 2nd level. Effectively, the spell expands to fill the
a spell, a character carefully plucks at the Invisible strands of raw magic slot it is put into.
suffusing the world, pins them in place in a particular pattern, sets them
vibrating in a specific way, and then releases them to unleash the desired Some spells, such as magic missile and cure wounds, have more
effect — in most cases, all in the span of seconds. powerful effects when cast at a higher level, as detailed in a spell’s
description.
Spells can be versatile tools, weapons, or protective wards. They can
deal damage or undo it, impose or remove conditions (see Appendix A),
drain life energy away, and restore life to the dead. Uncounted thousands
of spells have been created over the course of the universe’s history, Cantrips
and many of them are long forgotten. Some might yet lie recorded in A cantrip is a spell that can be cast at will, without using a spell slot and
crumbling spellbooks hidden in ancient ruins or trapped in the minds of without being prepared in advance. Repeated practice has fixed the spell
dead gods. Or they might someday be reinvented by a character who in the caster’s mind and infused the caster with the magic needed to
has amassed enough power and wisdom to do so. produce the effect over and over. A cantrip’s spell level is 0.

Spell Level Rituals


Every spell has a level from 0 to 9. A spell’s level is a general indicator Certain spells have a special tag: ritual. Such a spell can be cast following
of how powerful it is, with the lowly (but still impressive) magic missile the normal rules for spellcasting, or the spell can be cast as a ritual. The
at 1st level and the earth-shaking wish at 9th. Cantrips — simple but ritual version of a spell takes 10 minutes longer to cast than normal. It
powerful spells that characters can cast almost by rote — are level 0. also doesn’t expend a spell slot, which means the ritual version of a spell
The higher a spell’s level, the higher level a spellcaster must be to use can’t be cast at a higher level.
that spell.
To cast a spell as a ritual, a spellcaster must have a feature that grants the
Spell level and character level don’t correspond directly. Typically, a ability to do so. The Acolyte, for example, has such a feature. The caster
character has to be at least 17th level, not 9th level, to cast a 9th-level must also have the spell prepared or on his or her list of spells known,
spell. unless the character’s ritual feature specifies otherwise.

Known and Prepared Spells Casting a Spell


Before a spellcaster can use a spell, he or she must have the spell firmly
fixed in mind, or must have access to the spell in a magic item. Members When a character casts any spell, the same basic rules are followed,
of a few Classes, have a limited list of Spells they know that are always regardless of the character’s class or the spell’s effects.
fixed in mind. The same thing is true of many magic-using creatures.
Each spell description begins with a block of information, including the
Other spellcasters undergo a process of preparing spells. This process
spell’s name, level, school of magic, casting time, range, components,
varies for different classes, as detailed in their descriptions.
and duration. The rest of a spell entry describes the spell’s effect.
In every case, the number of spells a caster can have fixed in mind at any
given time depends on the character’s level.
Casting Time:
Most spells require a single action to cast, but some spells require a bonus
action, a reaction, or much more time to cast.

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Bonus Action have a range of self, indicating that the origin point of the spell’s effect
must be you (see “Areas of Effect”). Once a spell is cast, its effects aren’t
A spell cast with a bonus action is especially swift. You must use a
limited by its range, unless the spell’s description says otherwise.
bonus action on your turn to cast the spell, provided that you haven’t
already taken a bonus action this turn. You can’t cast another spell
during the same turn, except for a cantrip with a casting time of 1
action. Components
A spell’s components are the physical requirements you must meet in
order to cast it. Each spell’s description indicates whether it requires
Reações verbal (V), somatic (S), or material (M) components. If you can’t provide
one or more of a spell’s components, you are unable to cast the spell.
Some spells can be cast as reactions. These spells take a fraction of
a second to bring about and are cast in response to some event. If a
spell can be cast as a reaction, the spell description tells you exactly
when you can do so. Verbal (V)
Most spells require the chanting of mystic words. The words
themselves aren’t the source of the spell’s power; rather, the
Longer Casting Times particular combination of sounds, with specific pitch and resonance,
sets the threads of magic in motion. Thus, a character who is gagged
Certain spells (including spells cast as rituals) require more time to
or in an area of silence, such as one created by the silence spell, can’t
cast: minutes or even hours. When you cast a spell with a casting
cast a spell with a verbal component.
time longer than a single action or reaction, you must spend your
action each turn casting the spell, and you must maintain your
concentration while you do so (see “Concentration” below). If your
concentration is broken, the spell fails, but you don’t expend a spell Somatic (S)
slot. If you want to try casting the spell again, you must start over.
Spellcasting gestures might include a forceful gesticulation or an
intricate set of gestures. If a spell requires a somatic component,
the caster must have free use of at least one hand to perform these
Range gestures.
The target of a spell must be within the spell’s range. For a spell like magic
missile, the target is a creature. For a spell like fireball, the target is the
point in space where the ball of fire erupts. Material (M)
Most spells have ranges expressed in feet. Some spells can target only a Casting some spells requires particular objects, specified in
creature (including you) that you touch. Other spells, such as the shield parentheses in the component entry. A character can use a
spell, affect only you. These spells have a range of self. component pouch or a spellcasting focus (found in “Equipment”) in
place of the components specified for a spell. But if a cost is indicated
Spells that create cones or lines of effect that originate from you also
for a component, a character must have that specific component
before he or she can cast the spell.
If a spell states that a material component is consumed by the spell,
the caster must provide this component for each casting of the
spell. A spellcaster must have a hand free to access a spell’s material
components — or to hold a spellcasting focus — but it can be the
same hand that he or she uses to perform somatic components.

Duration
A spell’s duration is the length of time the spell persists. A duration
can be expressed in rounds, minutes, hours, or even years. Some spells
specify that their effects last until the spells are dispelled or destroyed.

Instantaneous
Many spells are instantaneous. The spell harms, heals, creates, or
alters a creature or an object in a way that can’t be dispelled because
its magic exists only for an instant.

Concentration
Some spells require you to maintain concentration in order to keep
their magic active. If you lose concentration, such a spell ends.
If a spell must be maintained with concentration, that fact appears
in its duration entry, and the spell specifies how long you can
concentrate on it. You can end concentration at any time (no action
required).
Normal activity, such as moving and attacking, doesn’t interfere with
concentration. The following factors can break concentration:

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Targeting Yourself
• Casting another spell that requires Concentration. You lose concentration If a spell targets a creature of your choice, you can choose yourself,
on a spell if you cast another spell that requires concentration. You can’t unless the creature must be hostile or specifically a creature other
concentrate on two spells at once.
than you. If you are in the area of effect of a spell you cast, you can
• Taking damage. Whenever you take damage while you are concentrating
on a spell, you must make a Constitution saving throw to maintain your
target yourself.
concentration. The DC equals 10 or half the damage you take, whichever
number is higher. If you take damage from multiple sources, such as an
arrow and a dragon’s breath, you make a separate saving throw for each
source of damage.
Areas of Effect
• Being Incapacitated or killed. You lose concentration on a spell if you are Spells such as burning hands and cone of cold cover an area, allowing
Incapacitated or if you die. them to affect multiple creatures at once. A spell’s description specifies
its area of effect, which typically has one of five different shapes: cone,
cube, cylinder, line, or sphere. Every area of effect has a point of origin,
The GM might also decide that certain environmental phenomena, such a location from which the spell’s energy erupts. The rules for each shape
as a wave crashing over you while you’re on a storm-tossed ship, require specify how you position its point of origin. Typically, a point of origin is
you to succeed on a DC 10 Constitution saving throw to maintain a point in space, but some spells have an area whose origin is a creature
concentration on a spell. or an object.
A spell’s effect expands in straight lines from the point of origin. If no
unblocked straight line extends from the point of origin to a location
Targets within the area of effect, that location isn’t included in the spell’s area.
A typical spell requires you to pick one or more targets to be affected by To block one of these imaginary lines, an obstruction must provide total
the spell’s magic. A spell’s description tells you whether the spell targets cover.
creatures, objects, or a point of origin for an area of effect (described
below).
Unless a spell has a perceptible effect, a creature might not know it was Cone
targeted by a spell at all. An effect like crackling lightning is obvious, but A cone extends in a direction you choose from its point of origin. A
a more subtle effect, such as an attempt to read a creature’s thoughts, cone’s width at a given point along its length is equal to that point’s
typically goes unnoticed, unless a spell says otherwise. distance from the point of origin. A cone’s area of effect specifies
its maximum length. A cone’s point of origin is not included in the
cone’s area of effect, unless you decide otherwise.
A Clear Path to the Target
To target something, you must have a clear path to it, so it can’t be
behind total cover. If you place an area of effect at a point that you Cylinder
can’t see and an obstruction, such as a wall, is between you and that A cylinder’s point of origin is the center of a circle of a particular
point, the point of origin comes into being on the near side of that radius, as given in the spell description. The circle must either be on
obstruction. the ground or at the height of the spell effect. The energy in a cylinder
expands in straight lines from the point of origin to the perimeter
of the circle, forming the base of the cylinder. The spell’s effect then

323
The Schools of Magic

Academies of magic group spells into eight categories called schools of magic. Scholars, particularly mages, apply these categories to all spells, believing that all magic functions in essentially
the same way, whether it derives from rigorous study or is bestowed by a deity.
The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other
realms of existence. Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side,
whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.
Divination spells reveal information, whether in the form of Secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant
people or places.
Enchantment spells affect the minds of others, influencing, or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or
even control another creature like a puppet.
Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never
happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring
the dead back to life. Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at
the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.

shoots up from the base or down from the top, to a distance equal to Saving Throws
the height of the cylinder. A cylinder’s point of origin is included in
Many spells specify that a target can make a saving throw to avoid some
the cylinder’s area of effect.
or all of a spell’s effects. The spell specifies the ability that the target uses
for the save and what happens on a success or failure.
The DC to resist one of your spells equals 8 + your spellcasting ability
Cube
modifier + your proficiency bonus + any special modifiers.
You select a cube’s point of origin, which lies anywhere on a face of
the cubic effect. The cube’s size is expressed as the length of each
side. A cube’s point of origin is not included in the cube’s area of
Attack Rolls
effect, unless you decide otherwise.
Some spells require the caster to make an attack roll to determine
whether the spell effect hits the intended target. Your attack bonus with
a spell attack equals your spellcasting ability modifier + your proficiency
Sphere
bonus.
You select a sphere’s point of origin, and the sphere extends outward
Most spells that require attack rolls involve ranged attacks. Remember
from that point. The sphere’s size is expressed as a radius in feet that
that you have disadvantage on a ranged attack roll if you are within 5
extends from the point. A sphere’s point of origin is included in the
feet of a hostile creature that can see you and that isn’t Incapacitated.
sphere’s area of effect.

Line
Combining Magical Effects
A line extends from its point of origin in a straight path up to its
length and covers an area defined by its width. A line’s point of origin The effects of different spells add together while the durations of those
is not included in the line’s area of effect, unless you decide otherwise. spells overlap.
The effects of the same spell cast multiple times don’t combine, however.

324
Instead, the most potent effect — such as the highest bonus — from
those castings applies while their durations overlap. For example, if two
Acolytes cast bless on the same target, that character gains the spell’s
benefit only once; he or she doesn’t get to roll two bonus dice.

Uncontrollable Yordle Magic


Some forms of magic are guided by strange rules to modify reality, for
this reason, they often violate the rules and nature itself, reproducing
meaningless effects and connection with the initial intention of the
magic.
When an Uncontrolled Yordle Magic effect occurs, roll 1d100 to check
the effect below in the table below.

Uncontrollable Yordle Magic


d100 Effect d100 Effect
01-02 Roll this table again every turn until the end of the fight, ignoring this result if you receive 51-52 You get a voucher that allows you to negate an effect from that table.
it again

03-04 You hear everything the trees say for the next 1d4 weeks. 53-54 Every time you speak for the next minute, you are screaming.

05-06 You teleport you and your allies to an area within 1 mile of where you are currently located. 55-56 Your voice oscillates between very low and very high and you cannot stop talking for 1
minute.

07-08 A squirrel appears on your head and he starts hitting it with a hazelnut for a minute. It is 57-58 A fern grows from your armpits causing an itch and a terrible stench that drives everyone
impossible to remove it. Take 1 damage and have disadvantage in concentration moves. At away from you. Creatures that approach within 10 feet of you must make a Constitution DC
the end of the minute, it disappears. 18 saving throw, or become nauseated and begin to vomit for 3 turns. The saving throw can
be redone during these turns. The fern lasts 5 turns.

09-10 Roll a d10. Your age changes by a value equal to the roll result. If the value is odd, you are 59-60 You look directly at a tulip, it makes you paranoid thinking you are cursed for the next 1d4
younger (minimum 1 year). If it is even, you get older. hours.

11-12 You cast a fey 61-62 You cast the spell summon minor elementals.

13-14 You get bloated and look like a ball, and instead of walking you will roll on the floor. This 63-64 You throw up a frog and take 2 damage.
lasts for 1d4 turns.

15-16 A tulip sprouts on your forehead and she says improper things to you for 1 minute, after 65-66 Roll a d10. Your height changes by 1 x the result of the roll in inches. If the value is odd, you
which time it disappears. reduce. If it is even, you grow.

17-18 When you speak for the next minute, only butterflies will come out of your mouth. 67-68 Your legs stretch three times their length and you get +10 speed for 1d4 turns.

19-20 You start spinning non-stop for 1d4 turns, and lose your action during those turns. 69-70 You are teleported back to Bandle-City until the end of your next turn.

21-22 You get a purple taste in your mouth and try to describe it for the next minute. 71-72 A total of 10d10 gold coins appear falling from your nose.

23-24 All the fingers of your hand turn into carrots and can be eaten normally. They reappear fully 73-74 You cast polymorph on yourself, if you fail in the saving throw you become a poro until the
intact after 2 turns. You drop anything in your hands. end of the spell.

25-26 You start to float around, replacing your walking speed for the next1d6 turns for 20 feet of 75-76 You are paranoid about potatoes for the next 1d6 days, thinking they are planning something.
flying speed.

27-28 All the hair and fur on your body falls out, but it grows back in 1d4 days. 77-78 You understand everything the environment around you is saying for the next day, being able
to hear the wind, the grass and the rocks.

29-30 A bird beak appears in your face, and for the next 1d4 hours you cannot speak, just quack. 79-80 A feathered beard grows on you, it lasts until you sneeze.
The remove curse spell can end this effect.

31-32 You start laughing hysterically for 1 minute. 81-82 You find a map with a stain of coffee.

33-34 You start singing like a crimson raptor for 2d8 minutes. 83-84 You roll this table again 2 times, ignoring this effect if you receive it again.

35-36 You cast the spell summon forest beings. 85-86 Roll 1d10 and use this value as a roll for this table.

37-38 You get a different color tone. You turn blue, if it’s already blue, you turn yellow. The remove 87-88 You maximize the damage of your next attack, be it physical or magical. In addition, you cast
curse spell can end this effect. the same amount of points caused on roses that spread in an explosion after the hit.

39-40 An old hat appears on your head. 89-90 You cast the spell summon elementals.

41-42 People who look at you through glamor see you as a short, sullen old man for the next 5d6 91-92 You get a voucher to re-roll that table. When you roll an effect you don't like, you can choose
days. The remove curse spell can end this effect. whether to keep the first roll or not.

43-44 Your arms stretch three times their length and you lose your action for 1 turn. 93-94 You gain immunity to all types of damage and you can see the invisible for 1d4 + 1 turns.

45-46 An empty bottle sprouts from the floor in front of you. 95-96 You recover all your hit points.

47-48 Rotate 1d10, subtract from 100 and use this value as a scroll for this table. 97-98 You recover all of your used magic slots.

49-50 You roll this table again and the effect happens to one of your allies at random. If you're 99-00 You receive for 1d8 x 3 hours an additional Runic Pulse at the GM choice.
alone, with you.

325
Spell List Locate Creature
Polymorph
Stone Shape
Stoneskin
Root Swamp Wall of Fire
Here is the list of speslls for classes and origins
5th LEVEL
Acolyte Spell List
Antilife Shell Grater Restoration
Awaken Hallow
CANTRIPS (LEVEL 0) Commune Insect Plague
Commune With Nature Legend Lore
Druidcraft Resistance Conjure Elemental Mass Cure Wounds
Elemental Touch Sacred Flame Contagion Planar Binding
Guidance Shillelagh Control Winds Scrying
Light Spare The Dying Dispel Evil and Good Tree Stride
Mending Static Shock Flame Strike Wall of Stone
Poison Spray Thaumaturgy Geas
Produce Flame

6th LEVEL
1st LEVEL
Blade Barrier Heroes' Feast
Animal Friendship Fog Cloud Conjure Fey Move Earth
Bane Goodberry Contact Other Plane Power Word Stun
Bless Guiding Bolt Create Undead Sunbeam
Charm Person Healing Word Find The Path Transport via Plants
Command Jump Forbiddance True Seeing
Create or Destroy Water Longstrider Harm Wall of Thorns
Cure Wounds Protection from Evil and Good Heal Wind Walk
Cure Wounds Purify Food and Drink
Detect Evil and Good Sanctuary
7th LEVEL
Detect Magic Shield of Faith
Detect Poison and Disease Shockwave
Conjure Celestial Regenerate
Entangle Speak with Animals
Etherealness Symbol
Faerie Fire Thunderwave
Reverse Gravity Firestorm
Mirage Arcane Plane Shift
2 LEVEL
nd
Divine Word

Aid Gust of Wind


8th LEVEL
Animal Messenger Heat Metal
Augury Hold Person
Animal Shapes Feeblemind
Barkskin Lesser Restoration
Antimagic Field Holy Aura
Blindness/ Deafness Lightining Sword
Antipathy/ Sympathy Sunburst
Calm Emotions Locate Animals or Plants
Control Weather Tsunami
Conjure Thorns Locate Object
Eathquake
Continual Flame Moonbeam
Darkvision Pass Without Trace
Enhance Ability Prayer of Healing 9th LEVEL
Feral Connection Protection From Poison
Find Traps Silence Astral Projection Mass Heal
Flame Blade Spiritual Weapon Foresight Shapechange
Flaming Sphere Warding Bond Gate Storm of Vengeance
Frigid Rebuttal Water Jet
Gentle Repose Zone of Truth

3rd LEVEL
Arcane Spell List

Animate Dead Meld Into Stone CANTRIPS (LEVEL 0)


Beacon of Hope Plant Growth
Bestow Curse Protection From Energy
Acid Splash Minor Illusion
Call Lightning Remove Curse
Chill Touch Poison Spray
Clairvoyance Revivify
Dancing Lights Ray of Frost
Conjure Animals Sending
Elemental Touch Shocking Grasp
Conjure Thorns Sleet Storm
Fire bolt Sleight of Hand
Constricting Vineyard Speak with Dead
Light Static Shock
Create Food and Water Speak with Plants
Mage Hand True Strike
Daylight Spirit Guardians
Mending Voidbolt
Dispel Magic Sunshot
Message Weapon Ward
Feign Death Toss Sappling
Glyph of Warding Water Breathing
Magic Circle Water Walk 1st LEVEL
Mass Healing Word Wind Wall
Alarm Expeditious Retreat
Arcane Touch False Life
4th LEVEL
Burning Hands Feather Fall
Charm Person Find Familiar
Banishment Death Ward
Chromatic Sphere Floating Disk
Blight Divination
Color Spray Fog Cloud
Charm Beast Freedom of Movement
Comprehend Languages Grease
Confusion Giant Insect
Crackling Lightning Hideous Laughter
Conjurar Woodland Beings Guardian of Faith
Detect Magic Identify
Conjure Minor Elementals Hallucinatory Terrain
Disguise Self Illusory Script
Control Water Ice Storm

326
Jump Shield 6th LEVEL
Longstrider Silent Image
Mage Armor Sleep Chain Lightning Instant Summons
Magic Missile Thunderwave Circle of Death Irresistable Dance
Protection from Evil and Good Unseen Servant Contigency Magic Jar
Putrid Ray Voidburn Create Undead Mass Suggestion
Repair Damage Disintegrate Move Earth
Eyebite Programed Illusion

2nd LEVEL Flesh To Stone Realm Warp


Freezing Sphere Sunbeam
Globe of Invulnerability True Seeing
Acid Arrow Knock
Guards And Wards Wall of Ice
Alter Self Levitate
Arcane Lock Locate Object
Arcanist's Magic Aura Magic Mouth 7th LEVEL
Blindness/ Deafness Magic Weapons
Blur Mirror Image Arcane Sword Plane Shift
Continual Flame Misty Step Delayed Blast Fireball Primatic Spray
Darkness Ray of enfeeblement Etherealness Project Image
Darkvision Rope Trick Finger of Death Reverse Gravity
Detect Thoughts Rotating Daggers Firestorm Sequester
Enhance Ability Scorching Ray Forcecage Simulacrum
Enlarge/ Reduce See Invisibility Magnificent Mansion Symbol
Flaming Sphere Shatter Mirage Arcane Teleportation Circle
Gentle Repose Spider Climbing
Gust of Wind Suggestion
Hold Person Water Jet 8th LEVEL
Invisibility Web
Antimagic Field Feeblemind
Antipathy/ Sympathy Incendiary Cloud
3 LEVEL
rd
Charm Beast Maze
Clone Mind Blank
Animate Dead Magic Circle Control Weather Power Word Stun
Bestow Curse Major Image Demiplane Sunburst
Blink Nondetection Eathquake Telepathy
Clairvoyance Phantom Steed
Counterspell Protection From Energy
Daylight Remove Curse 9th LEVEL
Dispel Magic Sending
Fear Sleet Storm Astral Projection Prismatic Wall
Feign Death Slow Foresight Shapechange
Fireball Stinking Cloud Gate Time Stop
Fly Tiny Hut Imprisonment True Polymorph
Gaseous Human Vampiric Touch Meteor Swarm Weird
Glyph of Warding Void Bombard Power Word Kill Wish
Haste Voidwalk
Hypnotic Pattern Water Breathing
Languages Water Walk
Lightning Bolt Brute Spell List

4th LEVEL CANTRIPS (LEVEL 0)

Arcane Eye Greater Invisibility Chill Touch Shillelagh


Banishment Hallucinatory Terrain Fire bolt Shocking Grasp
Blight Ice Storm Light Thaumaturgy
Charm Beast Locate Creature Produce Flame True Strike
Confusion Phantasmal Killer Ray of Frost Weapon Ward
Conjure Minor Elementals Polymorph Resistance
Control Water Private Sanctum
Dimension Door Resilient Sphere
Ethereal Ballista Secret Chest
1st LEVEL
Ethereal Storm Shadow Tentacles
Animal Friendship: Goodberry
Fabricate Stone Shape
Burning Hands Grease
Faithful Hound Stoneskin
Color Spray Healing Word
Fireshield Wall of Fire
Command Hunter’s Mark
Create or Destroy Water Inflict Wounds
5th LEVEL Cure Wounds Jump
Detect Magic Longstrider
Animate Objects Legend Lore Expeditious Retreat Putrid Ray
Arcane Hand Mislead False Life Speak with Animals
Cloudkill Modify Memory Feather Fall Thunderwave
Cone of Cold Passwall Find Familiar
Conjure Elemental Planar Binding
Contact Other Plane Scrying
Control Winds Seeming
2nd LEVEL
Creation Telekinesis
Animal Messenger Feral Connection
Dominate Person Telepathic Bond
Barkskin Find Traps
Dream Teleportation Circle
Blindness/ Deafness Gentle Repose
Geas Wall of Force
Continual Flame Gust of Wind
Hold Monster Wall of Stone
Darkvision Hold Person
Insect Plague
Enhance Ability Knock
Enlarge/ Reduce Locate Animals or Plants

327
Misty Step See Invisibility Protection From Energy Tiny Hut
Pass Without Trace Shatter Slow
Protection From Poison Warding Bond

4th LEVEL
3rd LEVEL
Dimension Door Private Sanctum
Call Lightning Plant Growth Fireshield Psychic Devastation
Conjure Animals Remove Curse Freedom of Movement Secret Chest
Create Food and Water Sleet Storm Locate Creature Stoneskin
Fear Slow
Fireball Speak with Plants
Haste Tiny Hut
Lightning Bolt Water Breathing Hunter Spell List
Magic Circle Water Walk
Meld Into Stone Wind Wall
Nondetection CANTRIPS (LEVEL 0)

Dancing Lights Shillelagh


4th LEVEL Druidcraft Sleight of Hand
Message Spare The Dying
Blight Giant Insect Produce Flame True Strike
Charm Beast Ice Storm Resistance Weapon Ward
Conjurar Woodland Beings Private Sanctum
Control Water Secret Chest
Death Ward Stone Shape 1st LEVEL
Faithful Hound Stoneskin
Fireshield Wall of Fire Alarm Goodberry
Freedom of Movement Animal Friendship: Hunter’s Mark
Cure Wounds Jump
Detect Magic Longstrider
Detect Poison and Disease Speak with Animals
Combatant Spell List Fog Cloud

CANTRIPS (LEVEL 0) 2nd LEVEL

Animal Messenger Lesser Restoration


Acid Splash Produce Flame
Barkskin Locate Animals or Plants
Dancing Lights Ray of Frost
Conjure Thorns Locate Object
Fire bolt Resistance
Darkvision Pass Without Trace
Guidance Shillelagh
Feral Connection Protection From Poison
Light Shocking Grasp
Find Traps Silence
Mage Hand Sleight of Hand
Mending Spare The Dying
Message Thaumaturgy 3rd LEVEL
Minor Illusion True Strike
Poison Spray Weapon Ward Conjure Animals Protection From Energy
Daylight Water Breathing
1st LEVEL Lightning Projectile Water Walk
Nondetection Wind Wall
Plant Growth
Burning Hands Identify
Comprehend Languages Inflict Wounds
Cure Wounds Jump 4th LEVEL
Detect Magic Longstrider
Expeditious Retreat Magic Missile Conjure Woodland Beings Root Swamp
Feather Fall Outrageous Provocation Freedom of Movement Stoneskin
Find Familiar Shield Locate Creature
Fire Devastation Thunderous Devastation
Heroism Thunderwave

2nd LEVEL
Marksman Spell List

Acid Arrow Flaming Sphere CANTRIPS (LEVEL 0)


Aid Heat Metal
Blindness/ Deafness Hold Person
Acid Splash Ray of Frost
Branding Smite Invisibility
Chill Touch Sacred Flame
Continual Flame Knock
Eldritch Blast Shocking Grasp
Darkvision Locate Object
Elemental Touch Spare The Dying
Enhance Ability Magic Weapons
Fire bolt Static Shock
Enlarge/ Reduce Scorching Ray
Light True Strike
Find Steed See Invisibility
Mending Voidbolt
Find Traps Shatter
Poison Spray Weapon Ward
Flame Blade Zone of Truth

1st LEVEL
3rd LEVEL
Arcane Feint Detect Magic
Call Lightning Haste
Arcane Touch Disguise Self
Counterspell Imbue Element
Chromatic Sphere Expeditious Retreat
Daylight Lightning Bolt
Color Spray Feather Fall
Fear Luminary Devastation
Crackling Lightning Grease
Fireball Magic Circle
Cure Wounds Hunter’s Mark
Glyph of Warding Phantom Steed
Detect Evil and Good Identify

328
Inflict Wounds Putrid Ray Magic Mouth Rope Trick
Jump Shield Magic Weapons See Invisibility
Longstrider Shockwave Mirror Image Silence
Mage Armor Thunderwave Misty Step Spider Climbing
Magic Missile Voidburn Pass Without Trace Suggestion

2nd LEVEL 3rd LEVEL

Acid Arrow Hold Person Clairvoyance Hypnotic Pattern


Alter Self Invisibility Counterspell Languages
Barkskin Knock Dispel Magic Major Image
Blindness/ Deafness Magic Weapons Fear Nondetection
Blur Mirror Image Fly Sending
Darkness Misty Step Glyph of Warding Slow
Darkvision Pass Without Trace Haste Water Walk
Detect Thoughts Ray of enfeeblement
Enhance Ability Scorching Ray
4th LEVEL
Find Traps See Invisibility
Flaming Sphere Shatter
Arcane Eye Freedom of Movement
Gust of Wind Silence
Compulsion Greater Invisibility
Heat Metal Voidbreak
Confusion Locate Creature
Dimension Door Private Sanctum
3 LEVEL
rd
Fabricate

Void Bombard Voidwalk


Fireball Lightning Projectile
Clairvoyance Protection From Energy Pilgrim Spell List
Imbue Element Lightning Bolt
Nondetection Sunshot
Slow Vampiric Touch CANTRIPS (LEVEL 0)
Tiny Hut Haste
Blink Dancing Lights Sleight of Hand
Mage Hand True Strike
Mending Vicious Mockery
4 LEVEL
th
Message Weapon Ward
Minor Illusion
Arcane Eye Freedom of Movement
Blight Locate Creature
Dimension Door Private Sanctum 1st LEVEL
Ethereal Storm Secret Chest
Fabricate Stoneskin Animal Friendship: Heroism
Fireshield Bane Hideous Laughter
Cacophony Identify
Charm Person Illusory Script
Comprehend Languages Longstrider
Mercurial Spell List Cure Wounds Silent Image
Detect Magic Sleep
Disguise Self Speak with Animals
CANTRIPS (LEVEL 0) Faerie Fire Thunderwave
Feather Fall Unseen Servant
Acid Splash Guidance Healing Word
Poison Spray Sleight of Hand
Produce Flame Weapon Ward
2nd LEVEL
True Strike Fire bolt
Minor Illusion Ray of Frost
Animal Messenger Lesser Restoration
Light Mending
Blindness/ Deafness Locate Animals or Plants
Dancing Lights Resistance
Calm Emotions Locate Object
Mage Hand Shocking Grasp
Detect Thoughts Magic Mouth
Message Vicious Mockery
Enhance Ability Rotating Daggers
Enthrall See Invisibility
1st LEVEL Heat Metal Shatter
Hold Person Silence
Alarm Heroism Invisibility Suggestion
Burning Hands Identify Knock Zone of Truth
Charm Person Illusory Script
Comprehend Languages Jump
3rd LEVEL
Detect Magic Longstrider
Disguise Self Mage Armor
Bestow Curse Major Image
Feather Fall Magic Missile
Clairvoyance Nondetection
Fog Cloud Silent Image
Dispel Magic Plant Growth
Grease Thunderwave
Fear Sending
Feign Death Speak with Dead
2nd LEVEL Glyph of Warding Speak with Plants
Hypnotic Pattern Stinking Cloud
Alter Self Enhance Ability Languages Tiny Hut
Arcane Lock Enlarge/ Reduce
Blindness/ Deafness Find Traps
4th LEVEL
Blur Invisibility
Darkness Knock
Compulsion Dimension Door
Darkvision Levitate
Confusion Freedom of Movement
Detect Thoughts Locate Object

329
Greater Invisibility Locate Creature 3rd LEVEL
Hallucinatory Terrain Polymorph
Call Lightning Lightning Bolt

5th LEVEL Counterspell Stinking Cloud


Dispel Magic Sunshot
Fear Vampiric Touch
Planar Binding Geas
Fireball Void Bombard
Animate Objects Modify Memory
Hypnotic Pattern Voidwalk
Teleportation Circle Mass Healing Word
Awaken Grater Restoration
Mislead Seeming 4th LEVEL
Dominate Person Dream
Hold Monster Scrying Arcane Eye Fireshield
Legend Lore Ethereal Ballista Giant Insect
Ethereal Storm Resilient Sphere

6th LEVEL

Eyebite Mass Suggestion


Fauhwoon Spell List
Find The Path Programed Illusion
Guards And Wards True Seeing
Irresistable Dance CANTRIPS (LEVEL 0)

7th LEVEL Druidcraft Mending


Guidance Message
Arcane Sword Project Image Mage Hand Minor Illusion
Etherealness Regenerate
Forcecage Symbol 1st LEVEL
Magnificent Mansion Teleportation Circle
Mirage Arcane
Animal Friendship: Mage Armor
Entangle Shield of Faith
8th LEVEL Goodberry Sleep
Heroism Speak with Animals
Charm Beast Mind Blank
Feeblemind Power Word Stun 2nd LEVEL
Glibness

Barkskin Spider Climbing


9th LEVEL Blindness/ Deafness Feral Connection
Calm Emotions Misty Step
Foresight Power Word Kill Enhance Ability Pass Without Trace
Full Healing True Polymorph
3rd LEVEL

Techmaturge Spell List Conjure Animals Plant Growth


Counterspell Slow
Dispel Magic Speak with Plants

CANTRIPS (LEVEL 0) Glyph of Warding Water Walk

Elemental Touch Produce Flame


Fire bolt Ray of Frost
Ottrani Spell List
Light Shocking Grasp
Mage Hand Static Shock
Mending Voidbolt CANTRIPS (LEVEL 0)
Minor Illusion Weapon Ward

Druidcraft Shillelagh
1st LEVEL Message Spare The Dying
Resistance Weapon Ward
Arcane Feint Grease
Arcane Touch Mage Armor 1st LEVEL
Burning Dust Magic Missile
Burning Hands Purify Food and Drink
Bless Goodberry
Color Spray Putrid Ray
Comprehend Languages Healing Word
Color Spray Repair Damage
Cure Wounds Purify Food and Drink
Crackling Lightning Shield
Detect Poison and Disease Shield of Faith
Cure Wounds Shockwave
False Life
Detect Poison and Disease Silent Image
Faerie Fire Thunderwave
Fog Cloud Voidburn 2nd LEVEL

Aid Prayer of Healing


2nd LEVEL
Gentle Repose Protection From Poison
Lesser Restoration Silence
Blindness/ Deafness Magic Weapons
Locate Animals or Plants Spiritual Bond
Enlarge/ Reduce Mirror Image
Find Traps Scorching Ray
Flame Blade Voidbreak
Flaming Sphere Water Jet
Frigid Rebuttal Web
3rd LEVEL
Hold Person
Invisibility Beacon of Hope Feign Death
Lightining Sword Create Food and Water Languages

330
Mass Healing Word Remove Curse 3rd LEVEL
Protection From Energy Revivify
Blink Nondetection
Clairvoyance Plant Growth
Conjure Animals Remove Curse
Yordle Spell List Counterspell Sleet Storm
Daylight Slow
Fear Speak with Plants
CANTRIPS (LEVEL 0)
Glyph of Warding Stinking Cloud
Haste Tiny Hut
Dancing Lights Produce Flame
Languages Water Breathing
Druidcraft Sleight of Hand
Major Image Water Walk
Guidance Spare The Dying
Meld Into Stone Wind Wall
Light Thaumaturgy
Mending Vicious Mockery
Minor Illusion 4th LEVEL

Arcane Eye Freedom of Movement


1st LEVEL
Banishment Giant Insect
Charm Beast Hallucinatory Terrain
Alarm Fog Cloud
Conjure Woodland Beings Ice Storm
Animal Friendship: Goodberry
Conjure Minor Elementals Locate Creature
Bane Grease
Control Water Private Sanctum
Cacophony Heroism
Dimension Door Root Swamp
Charm Person Hideous Laughter
Divination Secret Chest
Comprehend Languages Identify
Fabricate Stone Shape
Create or Destroy Water Illusory Script
Fireshield
Detect Evil and Good Jump
Detect Magic Longstrider
Detect Poison and Disease Protection from Evil and Good 5th LEVEL
Disguise Self Purify Food and Drink
Entangle Sanctuary Planar Binding Legend Lore
Expeditious Retreat Silent Image Animate Objects Wall of Force
Faerie Fire Sleep Commune With Nature Wall of Stone
Feather Fall Speak with Animals Cone of Cold Tree Stride
Find Familiar Unseen Servant Conjure Elemental Insect Plague
Floating Disk Contact Other Plane Dream
Passwall Telekinesis
Awaken Scrying
2nd LEVEL
Mislead

Alter Self Knock


Animal Messenger Levitate
Arcane Lock Locate Animals or Plants
Augury Locate Object
Blur Magic Mouth
Calm Emotions Mirror Image
Darkness Misty Step
Darkvision Moonbeam
Detect Thoughts Pass Without Trace
Enlarge/ Reduce Rope Trick
Enthrall See Invisibility
Feral Connection Spider Climbing
Find Traps
Gust of Wind
Invisibility

331
Spells Descriptions Alter Self
Transmutation 2nd level
Casting Time: 1 action
The following spells are presented in alphabetical order. Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
A
You assume a different form. When you cast the spell, choose one of the
following options, the effects of which last for the duration of the spell.
While the spell lasts, you can end one option as an action to gain the
Acid Arrow
benefits of a different one.
Evocation 2nd level
Casting Time: 1 action Aquatic Adaptation. You adapt your body to an aquatic
Range: 90 feet environment, sprouting gills, and growing webbing between your
Components: V, S, M (rhubarb leaf, adder's stomach) fingers. You can breathe underwater and gain a swimming speed equal
Duration: Instantaneous to your walking speed.
Natural Weapons. You grow claws, fangs, spines, horns, or a
A shimmering green arrow streaks toward a target within range and
different natural weapon of your choice. Your unarmed strikes deal 1d6
bursts in a spray of acid. Make a ranged spell attack against the target.
bludgeoning, piercing, or slashing damage, as appropriate to the natural
On a hit, the target takes 4d4 acid damage immediately and 2d4 acid
weapon you chose, and you are proficient with your unarmed strikes.
damage at the end of its next turn. On a miss, the arrow splashes the
Finally, the natural weapon is magic, and you have a +1 bonus to the
target with acid for half as much of the initial damage and no damage at
attack and damage rolls you make using it.
the end of its next turn.
Change Appearance. You transform your appearance. You decide
At Higher Levels. When you cast this spell using a spell slot of 3rd what you look like, including your height, weight, facial features,
level or higher, the damage (both initial and later) increases by 1d4 for the sound of your voice, hair length, coloration, and distinguishing
each slot level above 2nd. characteristics, if any. You can make yourself appear as a member of
another race, though none of your statistics change. You also can’t
appear as a creature of a different size than you, and your basic shape
Acid Splash
stays the same; if you’re bipedal, you can’t use this spell to become
Conjuration Cantrip
quadrupedal, for instance. At any time for the spell duration, you can
Casting Time: 1 action
use your action to change your appearance in this way again.
Range: 60 feet
Components: V, S
Duration: Instantaneous Animal Friendship
You hurl a bubble of acid. Choose one creature within range, or choose Enchantment 1st level
two creatures within range that are within 5 feet of each other. A target Casting Time: 1 action
must succeed on a Dexterity saving throw or take 1d6 acid damage. Range: 30 feet
Components: V, S, M (a morsel of food)
This spell’s damage increases by 1d6 when you reach the 5th level Duration: 24 hours
(2d6), 11th level (3d6), and 17th level (4d6).
This spell lets you convince a beast that you mean it no harm. Choose
a beast that you can see within range. It must see and hear you. If the
Aid beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast
Abjuration 2nd level must succeed on a Wisdom saving throw or be charmed by you for the
Casting Time: 1 action spell’s duration. If you or one of your companions harms the target, the
Range: 30 feet spell ends.
Components: V, S, M (white cloth strip)
At Higher Levels. When you cast this spell using a spell slot of 2nd
Duration: 8 hours
level or higher, you can affect one additional beast for each slot level
Your spell bolsters your allies with toughness and resolve. Choose up above 1st.
to three creatures within range. Each target’s hit point maximum and
current hit points increase by 5 for the duration.
Animal Messenger
At Higher Levels. When you cast this spell using a spell slot of 3rd Enchantment 2nd level (ritual)
level or higher, a target’s hit points increase by an additional 5 for each Casting Time: 1 action
slot level above 2nd. Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
Alarm
Abjuration 1st level (ritual) By means of this spell, you use an animal to deliver a message. Choose
Casting Time: 1 minute a Tiny beast you can see within range, such as a squirrel, a blue jay, or a
Range: 30 feet bat. You specify a location, which you must have visited, and a recipient
Components: V S M (tiny bell, silver wire) who matches a general description, such as “a man or woman dressed
Duration: 8 hours in the uniform of the town guard” or “a red-haired dwarf wearing a
pointed hat". You also speak a message of up to twenty-five words. The
You set an alarm against unwanted intrusion. Choose a door, a window,
target beast travels for the duration of the spell toward the specified
or an area within range that is no larger than a 20-foot cube. Until
location, covering about 50 miles per 24 hours for a flying messenger or
the spell ends, an alarm alerts you whenever a Tiny or larger creature
25 miles for other animals.
touches or enters the warded area. When you cast the spell, you can
designate creatures that won’t set off the alarm. You also choose When the messenger arrives, it delivers your message to the
whether the alarm is mental or audible. creature that you described, replicating the sound of your voice. The
messenger speaks only to a creature matching the description you gave.
A mental alarm alerts you with a ping in your mind if you are within
If the messenger doesn’t reach its destination before the spell ends, the
1 mile of the warded area. This ping awakens you if you are sleeping. An
message is lost, and the beast makes its way back to where you cast this
audible alarm produces the sound of a bell for 10 seconds within 60 feet.
spell.

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At Higher Levels. If you cast this spell using a spell slot of 3rd level Components: V, S
or higher, the duration of the spell increases by 48 hours for each slot Duration: Concentration, up to 1 minute
level above 2nd.
Objects come to life at your command. Choose up to ten nonmagical
objects within the range that are not being worn or carried. Medium
Animal Shapes targets count as two objects, Large targets count as four objects, Huge
Transmutation 8th level targets count as eight objects. You can’t animate any object larger than
Casting Time: 1 action Huge. Each target animates and becomes a creature under your control
Range: 30 feet until the spell ends or until reduced to 0 hit points.
Components: V, S As a bonus action, you can mentally command any creature you
Duration: Concentration, up to 24 hours made with this spell if the creature is within 500 feet of you (if you control
Your magic turns others into beasts. Choose any number of willing multiple creatures, you can command any or all of them at the same
creatures that you can see within range. You transform each target into time, issuing the same command to each one). You decide what action
the form of a Large or smaller beast with a challenge rating of 4 or lower. the creature will take and where it will move during its next turn, or
On subsequent turns, you can use your action to transform affected you can issue a general command, such as to guard a particular chamber
creatures into new forms. or corridor. If you issue no commands, the creature only defends itself
against hostile creatures. Once given an order, the creature continues to
The transformation lasts for the duration for each target, or until the
follow it until its task is complete.
target drops to 0 hit points or dies. You can choose a different form for
each target. A target’s game statistics are replaced by the statistics of the Animated Objects Statistics
chosen beast, though the target retains its alignment and Intelligence,
Size HP AC Attack STR DEX
Wisdom, and Charisma scores. The target assumes the hit points of
Tiny 20 18 +8 to hit, 1d4+4 damage 4 18
its new form, and when it reverts to its normal form, it returns to the
Small 25 16 +6 to hit, 1d8+2 damage 6 14
number of hit points it had before it transformed. If it reverts as a result
Medium 40 13 +5 to hit, 2d6+1 damage 10 12
of dropping to 0 hit points, any excess damage carries over to its normal
Large 50 10 +6 to hit, 2d10+2 damage 14 10
form. As long as the excess damage doesn’t reduce the creature’s normal
Huge 80 10 +8 to hit, 2d12+4 damage 18 6
form to 0 hit points, it isn’t knocked unconscious. The creature is limited
in the actions it can perform by the nature of its new form, and it can’t
speak or cast spells. An animated object is a construct with AC, hit points, attacks,
Strength, and Dexterity determined by its size. Its Constitution is 10,
The target’s gear melds into the new form. The target can’t activate, and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed
wield, or otherwise benefit from any of its equipment. is 30 feet; if the object lacks legs or other appendages it can use for
locomotion, it instead has a flying speed of 30 feet and can hover. If
Animate Dead the object is securely attached to a surface or a larger object, such as a
Necromancy 3rd level chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30
Casting Time: 1 minute feet and is blind beyond that distance. When the animated object drops
Range: 10 feet to 0 hit points, it reverts to its original object form, and any remaining
Components: V, S, M (a drop of blood, a piece of meat, and a pinch of damage carries over to its original object form.
bone powder) If you command an object to attack, it can make a single melee
Duration: Instantaneous attack against a creature within 5 feet of it. It makes a slam attack with
This spell creates an undead servant. Choose a pile of bones or a corpse an attack bonus and bludgeoning damage determined by its size. The
of a Medium or Small humanoid within range. Your spell imbues the DM might rule that a specific object inflicts slashing or piercing damage
target with a foul mimicry of life, raising it as an undead creature. The based on its form.
target becomes a skeleton if you chose bones or a zombie if you chose a At Higher Levels. If you cast this spell using a spell slot of 6th level or
corpse (the DM has the creature’s game statistics). higher, you can animate two additional objects for each slot level above
On each of your turns, you can use a bonus action to mentally 5th.
command any creature you made with this spell if the creature is within
60 feet of you (if you control multiple creatures, you can command any Antilife Shell
or all of them at the same time, issuing the same command to each one). Abjuration 5th level
You decide what action the creature will take and where it will move Casting Time: 1 action
during its next turn, or you can issue a general command, such as to Range: Self (10-foot radius)
guard a particular chamber or corridor. If you issue no commands, the Components: V, S
creature only defends itself against hostile creatures. Once given an Duration: Concentration, up to 1 hour
order, the creature continues to follow it until its task is complete.
A shimmering barrier extends out from you in a 10-foot-radius and
The creature is under your control for 24 hours, after which it stops moves with you, remaining centered on you and hedging out creatures
obeying any command you’ve given it. To maintain control of the other than undead and constructs. The barrier lasts for the duration.
creature for another 24 hours, you must cast this spell on the creature
again before the current 24-hour period ends. This use of the spell The barrier prevents an affected creature from passing or reaching
reasserts your control over up to four creatures you have animated with through. An affected creature can cast spells or make attacks with
this spell, rather than animating a new one. ranged or reach weapons through the barrier.
At Higher Levels. When you cast this spell using a spell slot of 4th If you move, so an affected creature is forced to pass through the
level or higher, you animate or reassert control over two additional barrier, the spell ends.
undead creatures for each slot level above 3rd. Each of the creatures
must come from a different corpse or pile of bones. Antimagic Field
Abjuration 8th level
Animate Objects Casting Time: 1 action
Transmutation 5th level Range: Self (10-foot radius sphere)
Casting Time: 1 action Components: V, S, M (powdered iron or filings)
Range: 120 feet Duration: Concentration, up to 1 hour

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A 10-foot-radius invisible sphere of antimagic surrounds you. This area intense urge to approach the target while within 60 feet of it or able to
is divorced from the magical energy that suffuses the multiverse. Within see it. When such a creature can see the target or comes within 60 feet
the sphere, spells can’t be cast, summoned creatures disappear, and even of it, the creature must succeed on a Wisdom saving throw or use its
magic items become mundane. Until the spell ends, the sphere moves movement on each of its turns to enter the area or move within reach of
with you, centered on you. the target. When the creature has done so, it can’t willingly move away
from the target.
Spells and other magical effects, except those created by an artifact
or a deity, are suppressed in the sphere and can’t protrude into it. A If the target damages or otherwise harms an affected creature, the
slot expended to cast a suppressed spell is consumed. While an effect is affected creature can make a Wisdom saving throw to end the effect, as
suppressed, it doesn’t function, but the time it spends suppressed counts described below.
against its duration.
Ending The Effect. If an affected creature ends its turn while not
Areas of Magic. The area of another spell or magical effect, such as within 60 feet of the target or able to see it, the creature makes a Wisdom
fireball, can’t extend into the sphere. If the sphere overlaps an area of saving throw. On a successful save, the creature is no longer affected
magic, the part of the area that is covered by the sphere is suppressed. by the target and recognizes the feeling of repugnance or attraction as
For example, the flames created by a wall of fire are suppressed within magical. In addition, a creature affected by the spell is allowed another
the sphere, creating a gap in the wall if the overlap is large enough. Wisdom saving throw every 24 hours while the spell persists.
Creatures and Objects. A creature or object summoned or created
A creature that successfully saves against this effect is immune to it
by magic temporarily winks out of existence in the sphere. Such a
for 1 minute, after which time it can be affected again.
creature instantly reappears once the space the creature occupied is no
longer within the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no Arcane Eye
effect on the sphere. Likewise, the spheres created by different antimagic Divination 4th level
field spells don’t nullify each other. Casting Time: 1 action
Targeted Effects. Spells and other magical effects, such as magic Range: 30 feet
missile and charm person, that target a creature or an object in the Components: S, M (a bit of bat fur)
sphere have no effect on that target. Duration: Concentration, up to 1 hour
Magic Items. The properties and powers of magic items are
You create an invisible, magical eye within the range that hovers in the
suppressed in the sphere. For example, a +1 longsword in the sphere
for the duration.
functions as a nonmagical longsword. A magic weapon’s properties
and powers are suppressed if it is used against a target in the sphere You mentally receive visual information from the eye, which has
or wielded by an attacker in the sphere. If a magic weapon or a piece normal and darkvision out to 30 feet. The eye can look in every direction.
of magic ammunition fully leaves the sphere (for example, if you fire a
As an action, you can move the eye up to 30 feet in any direction.
magic arrow or throw a magic spear at a target outside the sphere), the
There is no limit to how far away from you, the eye can move, but it
magic of the item ceases to be suppressed as soon as it exits.
can’t enter another plane of existence. A solid barrier blocks the eye’s
Spells. Any active spell or other magical effects on a creature or an
movement, but the eye can pass through an opening as small as 1 inch
object in the sphere is suppressed while the creature or object is in it.
in diameter.
Magical Travel. Teleportation and planar travel fail to work in the
sphere, whether the sphere is the destination or the departure point
for such magical travel. A portal to another location, world, or plane Arcane Feint
of existence, as well as an opening to an extradimensional space such Evocation 1st level
as that created by the rope trick spell, temporarily closes while in the Casting Time: bonus action
sphere. Range: Touch
Components: S
Duration: Instantaneous
Antipathy/ Sympathy
Enchantment 8th level You quickly channel an amount of arcane energy. Make a ranged magic
Casting Time: 1 hour attack on a creature in range. On a hit, the target takes 2d8 force damage.
Range: 60 feet If you miss, you gain an advantage on the next attack roll against the
Components: V, S, M (a piece of alum soaked in vinegar for the same target before the end of your turn.
antipathy effect or a drop of honey for the sympathy effect)
Duration: 10 days At Higher Levels. For each spell slot higher than the 1st this spell is
cast, the spell causes additional 1d8 force damage.
This spell attracts or repels creatures of your choice. You target
something within range, either a Huge or smaller object or creature
or an area that is no larger than a 200-foot cube. Then specify a kind Arcane Hand
of intelligent creature such as red dragons, goblins, or vampires. You Evocation 5th level
invest the target with an aura that either attracts or repels the specified Casting Time: 1 action
creatures for the duration. Choose antipathy or sympathy as the aura’s Range: 320 feet
effect. Components: V, S, M (eggshell, snakeskin glove)
Duration: Concentration, up to 1 minute
Antipathy. The enchantment causes creatures of the kind you
designated to feel an intense urge to leave the area and avoid the target. You create a Large hand of shimmering, translucent force in an
When such a creature can see the target or comes within 60 feet of unoccupied space that you can see within range. The hand lasts for
it, the creature must succeed on a Wisdom saving throw or become the spell’s duration, and it moves at your command, mimicking the
frightened. The creature remains frightened while it can see the target or movements of your own hand.
is within 60 feet of it. While frightened by the target, the creature must The hand is an object that has AC 20 and hit points equal to your hit
use its movement to move to the nearest safe spot from which it can’t point maximum. If it drops to 0 hit points, the spell ends. It has a Strength
see the target. If the creature moves more than 60 feet from the target of 26 (+8)and a Dexterity of 10 (+0). The hand doesn’t fill its space.
and can’t see it, the creature is no longer frightened, but the creature
becomes frightened again if it regains sight of the target or moves within When you cast the spell, and as a bonus action on your subsequent
60 feet of it. turns, you can move the hand up to 60 feet and then cause one of the
Sympathy. The enchantment causes the specified creatures to feel an following effects with it.

334
Grasping Hand. The hand attempts to grapple a Huge or smaller it becomes locked for the duration. You and the creatures you designate
creature within 5 feet of it. You use the hand’s Strength score to resolve when you cast this spell can open the object normally. You can also set
the grapple. If the target is Medium or smaller, you have advantage on a password that, when spoken within 5 feet of the object, suppresses
the check. While the hand is grappling the target, you can use a bonus this spell for 1 minute. Otherwise, it is impassable until it is broken or the
action to have the hand crush it. When you do so, the target takes spell is dispelled or suppressed. Casting knock on the object suppresses
bludgeoning damage equal to 2d6 + your spellcasting ability modifier. arcane lock for 10 minutes.
Interposing Hand. The hand interposes itself between you and a
While affected by this spell, the object is more difficult to break or
creature you choose until you give the hand a different command. The
force open; the DC to break it or pick any locks on it increases by 10.
hand moves to stay between you and the target, providing you with half
cover against the target. The target can’t move through the hand’s space
if its Strength score is less than or equal to the hand’s Strength score. If Arcane Sword
its Strength score is higher than the hand’s Strength score, the target can Evocation 7th level
move toward you through the hand’s space, but that space is difficult Casting Time: 1 action
terrain for the target. Range: 60 feet
Forceful Hand. The hand attempts to push a creature within 5 feet Components: V, S, M (mini platinum sword worth at least 250 gp)
of it in a direction you choose. Duration: Concentration, up to 1 minute
Make a check with the hand’s Strength, contested by the Strength You create a sword-shaped plane of force that hovers within range. It
(Athletics) check of the target. If the target is Medium or smaller, you lasts for the duration.
have advantage on the check. If you succeed, the hand pushes the target
When the sword appears, you make a melee spell attack against a
up to 5 feet plus a number of feet equal to five times your spellcasting
target of your choice within 5 feet of the sword. On a hit, the target takes
ability modifier. The hand moves with the target to remain within 5 feet
3d10 force damage. Until the spell ends, you can use a bonus action on
of it.
each of your turns to move the sword up to 20 feet to a spot you can see
Clenched Fist. The hand strikes one creature or object within 5 feet and repeat this attack against the same target or a different one.
of it. Make a melee spell attack for the hand using your game statistics.
On a hit, the target takes 4d8 force damage.
At Higher Levels. When you cast this spell using a spell slot of 6th Arcane Touch
level or higher, the damage from the clenched fist option increases by Evocation 1st level
2d8, and the damage from the grasping hand increases by 2d6 for each Casting Time: 1 action
slot level above 5th. Range: Touch
Components: S
Duration: Instantaneous
Arcane Lock
Your hands are covered with crackling energy. Make a melee spell
Abjuration 2nd level
attack against the target. You gain an advantage if the target creature is
Casting Time: 1 action
wearing something metal or is mostly made of metal. On a hit, you deal
Range: Touch
2d12 lightning damage, and the target must make a Constitution saving
Components: V, S, M (gold dust worth at least 25 gp which the spell
throw or fall prone.
consumes)
Duration: Until dispelled At Higher Levels. For each spell slot higher than the 1st this spell is
cast, 1d12 lightning damage is added to the spell.
You touch a closed door, window, gate, chest, or other entryways, and

335
Arcanist's Magic Aura Augury
Illusion 2nd level Divination 2nd level (ritual)
Casting Time: 1 action Casting Time: 1 minute
Range: Touch Range: Self
Components: V, S, M (a small square of silk) Components: V, S, M (specially marked sticks, bones, or similar tokens
Duration: 24 hours worth at least 25 gp)
Duration: Instantaneous
You place an illusion on a creature or an object you touch so that
divination spells reveal false information about it. The target can be a By casting gem-inlaid sticks, rolling dragon bones, laying out ornate
willing creature or an object that isn’t being carried or worn by another cards, or employing some other divining tool, you receive an omen from
creature. an otherworldly entity about the results of a specific course of action
that you plan to take within the next 30 minutes. The DM chooses from
When you cast the spell, choose one or both of the following effects.
the following possible omens:
The effect lasts for the duration. If you cast this spell on the same creature
or object every day for 30 days, placing the same effect on it each time, • Weal, for good results.
the illusion lasts until it is dispelled. • Woe, for bad results.
• Weal and woe, for both good and bad results.
False Aura. You change the way the target appears to spells and • Nothing, for results that aren’t especially good or bad.
magical effects, such as detect magic, that detect magical auras. You
The spell doesn’t take into account any possible circumstances that
can make a nonmagical object appear magical, a magical object appears
might change the outcome, such as the casting of additional spells or the
nonmagical, or change the object’s magical aura so that it appears to
loss or gain of a companion.
belong to a specific school of magic that you choose. When you use
this effect on an object, you can make the false magic apparent to any If you cast the spell two or more times before completing your next
creature that handles the item. long rest, there is a cumulative 25 percent chance for each casting after
Mask. You change the way the target appears to spells and magical the first that you get a random reading. The DM makes this roll in secret.
effects that detect creature types, such as the trigger of a symbol spell.
You choose a creature type, and other spells and magical effects treat the
target as if it were a creature of that type or of that alignment. Awaken
Transmutation 5th level
Casting Time: 8 hours
Astral Projection Range: Touch
Necromancy 9th level Components: V, S, M (an agate worth at least 1,000 gp, which the spell
Casting Time: 1 hour consumes)
Range: 10 feet Duration: Instantaneous
Components: V, S, M (For each creature you affect with this spell, you
After spending the casting time tracing magical pathways within a
must provide one jacinth worth at least 1,000 gp and one ornately carved
precious gemstone, you touch a Huge or smaller beast or plant. The
bar of silver worth at least 100 gp, all of which the spell consumes)
target must have either no Intelligence score or an Intelligence of 3 or
Duration: Special
less. The target gains an Intelligence of 10. The target also gains the
You and up to eight willing creatures within range project your astral ability to speak one language you know. If the target is a plant, it gains
bodies into the Spiritual Realm (the spell fails, and the casting is wasted the ability to move its limbs, roots, vines, creepers, and so forth, and it
if you are already on that plane). The material body you leave behind is gains senses similar to a human’s. Your DM chooses statistics appropriate
unconscious and in a state of suspended animation; it doesn’t need food for the awakened plant, such as the statistics for the awakened shrub or
or air and doesn’t age. the awakened tree.
Your astral body resembles your mortal form in almost every way, The awakened beast or plant is charmed by you for 30 days or until
replicating your game statistics and possessions. The principal difference you or your companions do anything harmful to it. When the charmed
is the addition of a silvery cord that extends from between your shoulder condition ends, the awakened creature chooses whether to remain
blades and trails behind you, fading to invisibility after 1 foot. This cord friendly to you, based on how you treated it while it was charmed.
is your tether to your material body. As long as the tether remains intact,
you can find your way home. If the cord is cut—something that can
happen only when an effect specifically states that it does—your soul B
and body are separated, killing you instantly.
Your astral form can freely travel through the Spiritual Realm and can
pass through portals there leading to any other plane. If you enter a new Bane
plane or return to the plane you were on when casting this spell, your Enchantment 1st level
body and possessions are transported along the silver cord, allowing you Casting Time: 1 action
to re-enter your body as you enter the new plane. Your astral form is Range: 30 feet
a separate incarnation. Any damage or effects that apply to it have no Components: V, S, M (drop of blood)
effect on your physical body, nor do they persist when you return to it. Duration: Concentration, up to 1 minute
The spell ends for you and your companions when you use your Up to three creatures of your choice that you can see within range must
action to dismiss it. When the spell ends, the affected creature returns to make Charisma saving throws.
its physical body, and it awakens. Whenever a target that fails this saving throw makes an attack roll
The spell might also end early for you or one of your companions. A or a saving throw before the spell ends, the target must roll a d4 and
successful dispel magic spell used against an astral or physical body ends subtract the number rolled from the attack roll or saving throw.
the spell for that creature. If a creature’s original body or its astral form At Higher Levels. When you cast this spell using a spell slot of 2nd
drops to 0 hit points, the spell ends for that creature. If the spell ends and level or higher, you can target one additional creature for each slot level
the silver cord is intact, the cord pulls the creature’s astral form back to above 1st.
its body, ending its state of suspended animation.
If you are returned to your body prematurely, your companions
Banishment
remain in their astral forms and must find their own way back to their
Abjuration 4th level
bodies, usually by dropping to 0 hit points.

336
Casting Time: 1 action At Higher Levels. If you cast this spell using a spell slot of 4th level
Range: 60 feet or higher, the duration is concentration, up to 10 minutes. If you use a
Components: V, S, M (item disliked by the target) spell slot of 5th level or higher, the duration is 8 hours. If you use a spell
Duration: Concentration, up to 1 minute slot of 7th level or higher, the duration is 24 hours. If you use a 9th level
spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or
You attempt to send one creature that you can see within range to
higher grants a duration that doesn’t require concentration.
another plane of existence. The target must succeed on a Charisma
saving throw or be banished.
If the target is native to the plane of existence you’re on, you Black Tentacles
banish the target to a harmless demiplane. While there, the target is Conjuration 4th level
incapacitated. The target remains there until the spell ends, at which Casting Time: 1 action
point the target reappears in the space it left or in the nearest unoccupied Range: 90 feet
space if that space is occupied. Components: V, S, M (a piece of tentacle from a giant octopus or a giant
squid)
If the target is native to a different plane of existence than the one Duration: Concentration, up to 1 minute
you’re on, the target is banished with a faint popping noise, returning to
its home plane. If the spell ends before 1 minute has passed, the target Squirming, ebony tentacles fill a 20-foot square on the ground that you
reappears in the space it left or in the nearest unoccupied space if that can see within range. For the duration, these tentacles turn the ground
space is occupied. Otherwise, the target doesn’t return. in the area into difficult terrain.

At Higher Levels. When you cast this spell using a spell slot of 5th When a creature enters the affected area for the first time on a
level or higher, you can target one additional creature for each slot level turn or starts its turn there, the creature must succeed on a Dexterity
above 4th. saving throw or take 3d6 bludgeoning damage and be restrained by the
tentacles until the spell ends. A creature that starts its turn in the area and
is already restrained by the tentacles takes 3d6 bludgeoning damage.
Barkskin
A creature restrained by the tentacles can use its action to make a
Transmutation 2nd level
Strength or Dexterity check (its choice) against your spell save DC. On
Casting Time: 1 action
a success, it frees itself.
Range: Touch
Components: V, S, M (oak bark)
Duration: Concentration, up to 1 hour Blade Barrier
You touch a willing creature. Until the spell ends, the target’s skin has a Evocation 6th level
rough, bark-like appearance, and the target’s AC can’t be less than 16, Casting Time: 1 action
regardless of what kind of armor it is wearing. Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minute
Beacon of Hope
You create a vertical wall of whirling, razor-sharp blades made of
Abjuration 3rd level
magical energy. The wall appears within range and lasts for the duration.
Casting Time: 1 action
You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet
Range: 30 feet
thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet
Components: V, S
thick. The wall provides three-quarters cover to creatures behind it, and
Duration: Concentration, up to 1 minute
its space is difficult terrain.
This spell bestows hope and vitality. Choose any number of creatures
When a creature enters the wall’s area for the first time on a turn or
within range. For the duration, each target has advantage on Wisdom
starts its turn there, the creature must make a Dexterity saving throw. On
saving throws and death saving throws and regains the maximum
a failed save, the creature takes 6d10 slashing damage. On a successful
number of hit points possible from any healing.
save, the creature takes half as much damage.

Bestow Curse
Bless
Necromancy 3rd level
Enchantment 1st level
Casting Time: 1 action
Casting Time: 1 action
Range: Touch
Range: 30 feet
Components: V, S
Components: V, S, M (sprinkling of holy water)
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
You touch a creature, and that creature must succeed on a Wisdom
You bless up to three creatures of your choice within range. Whenever
saving throw or become cursed for the duration of the spell. When you
a target makes an attack roll or a saving throw before the spell ends,
cast this spell, choose the nature of the curse from the following options:
the target can roll a d4 and add the number rolled to the attack roll or
Choose one ability score. While cursed, the target has disadvantage saving throw.
on ability checks and saving throws made with that ability score.
At Higher Levels. When you cast this spell using a spell slot of 2nd
While cursed, the target has disadvantage on attack rolls against you. level or higher, you can target one additional creature for each slot level
While cursed, the target must make a Wisdom saving throw at the above 1st.
start of each of its turns. If it fails, it wastes its action that turn doing
nothing. Blight
While the target is cursed, your attacks and spells deal an extra 1d8 Necromancy 4th level
necrotic damage to the target. Casting Time: 1 action
Range: 30 feet
A remove curse spell ends this effect. At the GM’s option, you may Components: V, S
choose an alternative curse effect, but it should be no more powerful Duration: Instantaneous
than those described above. The GM has the final say on such a curse’s
effect. Necromantic energy washes over a creature of your choice that you
can see within range, draining moisture and vitality from it. The target

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must make a Constitution saving throw. The target takes 8d8 necrotic Components: V
damage on a failed save or half as much damage on a successful one. The Duration: Concentration, up to 1 minute
spell has no effect on undead or constructs.
The next time you hit a creature with a weapon attack before this spell
If you target a plant creature or a magical plant, it makes the saving ends, the weapon gleams with astral radiance as you strike. The attack
throw with disadvantage, and the spell deals maximum damage to it. deals an extra 2d6 radiant damage to the target, which becomes visible
if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t
If you target a nonmagical plant that isn’t a creature, such as a tree
become invisible until the spell ends.
or a shrub, it doesn’t make a saving throw; it simply withers and dies.
At Higher Levels. When you cast this spell using a spell slot of 3rd
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, the extra damage increases by 1d6 for each slot level
level or higher, the damage increases by 1d8 for each slot level above
above 2nd.
4th.

Burning Dust
Blindness/ Deafness
Evocation 1st level
Necromancy 2nd level
Casting Time: 1 action
Casting Time: 1 action
Range: 120 feet
Range: 30 feet
Components: S
Components: V
Duration: Instantaneous
Duration: 1 minute
When making a ranged attack with magic, you cast painful, burning
You can blind or deafen a foe. Choose one creature that you can see
dust on a target in range. On a hit, the target takes 2d12 fire damage and
within range to make a Constitution saving throw. If it fails, the target is
an additional 1d8 fire damage at the start of its next turn.
either blinded or deafened (your choice) for the duration. At the end of
each of its turns, the target can make a Constitution saving throw. On a At Higher Levels. For each spell slot higher than the 1st this spell is
success, the spell ends. cast, 1d12 fire damage is added plus 1d8 at the beginning of your next
turn to the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, you can target one additional creature for each slot level
above 2nd. Burning Hands
Evocation 1st level
Casting Time: 1 action
Blink
Range: Self (15-foot cone)
Transmutation 3rd level
Components: V, S
Casting Time: 1 action
Duration: Instantaneous
Range: Self
Components: V, S As you hold your hands with thumbs touching and fingers spread,
Duration: 1 minute a thin sheet of flames shoots forth from your outstretched fingertips.
Each creature in a 15-foot cone must make a Dexterity saving throw. A
Roll a d20 at the end of each of your turns for the duration of the spell.
creature takes 3d6 fire damage on a failed save or half as much damage
On a roll of 11 or higher, you vanish from your current plane of existence
on a successful one.
and appear in the Spiritual Realm (the spell fails, and the casting is wasted
if you were already on that plane). At the start of your next turn, and The fire ignites any flammable objects in the area that aren’t being
when the spell ends if you are on the Spiritual Realm, you return to an worn or carried.
unoccupied space of your choice that you can see within 10 feet of the
At Higher Levels. When you cast this spell using a spell slot of 2nd
space, you vanished from. If no unoccupied space is available within that
level or higher, the damage increases by 1d6 for each slot level above 1st.
range, you appear in the nearest unoccupied space (chosen randomly
if more than one space is equally near). You can dismiss this spell as an
action.
C
While on the Spiritual Realm, you can see and hear the plane you
originated from, which is cast in shades of gray, and you can’t see
anything there more than 60 feet away. You can only affect and be Cacophony
affected by other creatures on the Spiritual Realm. Evocation 1st level
Creatures that aren’t there can’t perceive you or interact with you Casting Time: 1 action
unless they have the ability to do so. Range: 60 feet
Components: V
Duration: Instantaneous
Blur
Illusion 2nd level You blow a small disharmonious melody on a creature within the
Casting Time: 1 action range of the magic that can hear you, causing you extreme pain and
Range: Self discomfort. The target creature must perform a Wisdom saving throw,
Components: V on a failure, it will take 3d6 psychic damage and must use its reaction to
Duration: Concentration, up to 1 minute move as far away from you as possible. The creature will not move to a
location that is obviously harmful to it, such as an abyss or a puddle of
Your body becomes blurred, shifting, and wavering to all who can see acid. If the creature succeeds, it will only take half the damage, a deaf
you. For the duration, any creature has disadvantage on attack rolls creature automatically passes the save.
against you. An attacker is immune to this effect if it doesn’t rely on
sight, as with blindsight, or can see through illusions, as with truesight. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above 1st.

Branding Smite
Evocation 2nd level Call Lightning
Casting Time: 1 bonus action Conjuration 3rd level
Range: Self Casting Time: 1 action

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Range: 320 feet spell. If you or creatures that are friendly to you are fighting it, it has
Components: V, S advantage on the saving throw.
Duration: Concentration, up to 10 minute
While the beast is charmed, you have a telepathic link with it as long
A storm cloud appears in the shape of a cylinder that is 10 feet tall as the two of you are on the same plane of existence. You can use this
with a 60-foot radius, centered on a point you can see 100 feet directly telepathic link to issue commands to the beast while you are conscious
above you. The spell fails if you can’t see a point in the air where the (no action required), which it does its best to obey. You can specify a
storm cloud could appear (for example, if you are in a room that can’t simple and general course of action, such as “Attack that creature,” “Run
accommodate the cloud). over there,” or “Fetch that object". If the creature completes the order
and doesn’t receive further direction from you, it defends and preserves
When you cast the spell, choose a point you can see within range.
itself to the best of its ability.
A bolt of lightning flashes down from the cloud to that point. Each
creature within 5 feet of that point must make a Dexterity saving throw. You can use your action to take total and precise control of the target.
A creature takes 3d10 lightning damage on a failed save, or half as Until the end of your next turn, the creature takes only the actions you
much damage on a successful one. On each of your turns until the spell choose and doesn’t do anything that you don’t allow it to do.
ends, you can use your action to call down lightning in this way again,
During this time, you can also cause the creature to use a reaction,
targeting the same point or a different one.
but this requires you to use your own reaction as well.
If you are outdoors in stormy conditions when you cast this spell, the
Each time the target takes damage, it makes a new Wisdom saving
spell gives you control over the existing storm instead of creating a new
throw against the spell. If the saving throw succeeds, the spell ends.
one. Under such conditions, the spell’s damage increases by 1d10.
At Higher Levels. When you cast this spell with a 5th level magic slot,
At Higher Levels. When you cast this spell using a spell slot of 4th or
the duration will be concentration, up to 10 minutes. When you cast this
higher level, the damage increases by 1d10 for each slot level above 3rd.
spell with a 6th level magic slot, the duration will be concentration, up to
1 hour. When you cast this spell with a 7th level magic slot, the duration
Calm Emotions will be concentration, up to 8 hours.
Enchantment 2nd level
Casting Time: 1 action
Charm Person
Range: 60 feet
Enchantment 1st level
Components: V, S
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 30 feet
You attempt to suppress strong emotions in a group of people. Each Components: V, S
humanoid in a 20-foot-radius sphere centered on a point you choose Duration: 1 hour
within range must make a Charisma saving throw; a creature can choose
You attempt to charm a humanoid you can see within range. It must
to fail this saving throw if it wishes. If a creature fails its saving throw,
make a Wisdom saving throw and does so with advantage if you or your
choose one of the following two effects.
companions are fighting it. If it fails the saving throw, it is charmed by you
You attempt to suppress strong emotions in a group of people. Each until the spell ends or until you or your companions do anything harmful
humanoid in a 20-foot-radius sphere centered on a point you choose to it. The charmed creature regards you as a friendly acquaintance.
within range must make a Charisma saving throw; a creature can choose When the spell ends, the creature knows it was charmed by you.
to fail this saving throw if it wishes. If a creature fails its saving throw,
At Higher Levels. When you cast this spell using a spell slot of 2nd
choose one of the following two effects.
level or higher, you can target one additional creature for each slot level
above 1st. The creatures must be within 30 feet of each other when you
Chain Lightning target them.
Evocation 6th level
Casting Time: 1 action
Chill Touch
Range: 150 feet
Necromancy Cantrip
Components: V, S, M (a bit of fur, glass, 3 silver pins)
Casting Time: 1 action
Duration: Instantaneous
Range: 320 feet
You create a bolt of lightning that arcs toward a target of your choice Components: V, S
that you can see within range. Three bolts then leap from that target to Duration: 1 round
as many as three other targets, each of which must be within 30 feet
You create a ghostly, skeletal hand in the space of a creature within
of the first target. A target can be a creature or an object and can be
range. Make a ranged spell attack against the creature to assail it with
targeted by only one of the bolts.
the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and
A target must make a Dexterity saving throw. The target takes 10d8 it can’t regain hit points until the start of your next turn. Until then, the
lightning damage on a failed save or half as much damage on a successful hand clings to the target..
one.
If you hit an undead target, it also has disadvantage on attack rolls
At Higher Levels. When you cast this spell using a spell slot of 7th against you until the end of your next turn.
level or higher, one additional bolt leaps from the first target to another
This spell’s damage increases by 1d8 when you reach the 5th level
target for each slot level above 6th.
(2d8), 11th level (3d8), and 17th level (4d8).

Charm Beast
Chromatic Sphere
Enchantment 4th level
Evocation 1st level
Casting Time: 1 action
Casting Time: 1 action
Range: 60 feet
Range: 90 feet
Components: V, S
Components: V, S, M (a diamond worth at least 50 gp)
Duration: Concentration, up to 1 minute
Duration: Instantaneous
You attempt to charm a beast you can see within range. It must succeed
You hurl a 5-inch-diameter sphere of energy at a creature that you
in a Wisdom saving throw, or it will be charmed for the duration of the
can see within range. You must choose a type of damage for this orb

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the moment you cast this spell, choose between acid, electric, ice, fire, Casting Time: 1 action
thunder, or poison. Perform a spell ranged attack, if hit, the creature Range: 320 feet
takes 3d8 damage of the chosen type. Components: V, S
Duration: Concentration, up to 10 minute
At Higher Levels. When you cast this spell using a 2nd level or higher
spell slot, the damage increases by 1d8 for each spell slot above the 1st. You create a 20-foot-radius sphere of poisonous, yellow-green fog
centered on a point you choose within range. The fog spreads around
corners.
Circle of Death
Necromancy 6th level It lasts for the duration or until strong wind disperses the fog, ending
Casting Time: 1 action the spell. Its area is heavily obscured.
Range: 150 feet When a creature enters the spell’s area for the first time on a turn
Components: V, S, M (crushed black pearl worth at least 500) or starts its turn there, that creature must make a Constitution saving
Duration: Instantaneous throw. The creature takes 5d8 poison damage on a failed save or half as
A sphere of negative energy ripples out in a 60-foot- radius sphere from much damage on a successful one.
a point within range. Each creature in that area must make a Constitution Creatures are affected even if they hold their breath or don’t need
saving throw. A target takes 8d6 necrotic damage on a failed save or half to breathe.
as much damage on a successful one.
The fog moves 10 feet away from you at the start of each of your
At Higher Levels. When you cast this spell using a spell slot of 7th turns, rolling along the surface of the ground. The vapors, being heavier
level or higher, the damage increases by 2d6 for each slot level above than air, sink to the lowest level of the land, even pouring down openings.
6th.
At Higher Levels. When you cast this spell using a spell slot of 6th
level or higher, the damage increases by 1d8 for each slot level above
Clairvoyance 5th.
Divination 3rd level
Casting Time: 10 minutes
Range: 1 mile Color Spray
Components: V, S, M (jeweled horn or glass eye worth at least 100 gp) Illusion 1st level
Duration: Concentration, up to 10 minute Casting Time: 1 action
Range: Self (15-foot cone)
You create an invisible sensor within range in a location familiar to you Components: V, S, M (a pinch of powder or sand-colored in red, yellow,
(a place you have visited or seen before) or in an obvious location that is and blue)
unfamiliar to you (such as behind a door, around a corner, or in a grove Duration: 1 round
of trees). The sensor remains in place for the duration, and it can’t be
attacked or otherwise interacted with. A dazzling array of flashing, colored light springs from your hand.
Roll 6d10; the total is how many hit points of creatures this spell can
When you cast the spell, you choose seeing or hearing. You can use affect. Creatures in a 15-foot cone originating from you are affected
the chosen sense through the sensor as if you were in its space. As your in ascending order of their current hit points (ignoring unconscious
action, you can switch between seeing and hearing. creatures and creatures that can’t see).
A creature that can see the sensor (such as a creature benefiting from Starting with the creature that has the lowest current hit points, each
see invisibility or truesight sees a luminous, intangible orb about the size creature affected by this spell is blinded until the spell ends. Subtract each
of your fist. creature’s hit points from the total before moving on to the creature
with the next lowest hit points. A creature’s hit points must be equal to
Clone or less than the remaining total for that creature to be affected.
Necromancy 8th level At Higher Levels. When you cast this spell using a spell slot of 2nd
Casting Time: 1 hour level or higher, roll an additional 2d10 for each slot level above 1st.
Range: Touch
Components: V, S, M (a diamond worth at least 1,000 gp and at least
1 cubic inch of flesh of the creature that is to be cloned, which the spell Command
consumes, and a vessel worth at least 2,000 gp that has a sealable lid and Enchantment 1st level
is large enough to hold a Medium creature, such as a huge urn, coffin, Casting Time: 1 action
mud-filled cyst in the ground, or crystal container filled with saltwater) Range: 60 feet
Duration: Instantaneous Components: V
Duration: 1 round
This spell grows an inert duplicate of a living creature as a safeguard
against death. This clone forms inside a sealed vessel and grows to full You speak a one-word command to a creature you can see within range.
size and maturity after 120 days; you can also choose to have the clone The target must succeed on a Wisdom saving throw or follow the
be a younger version of the same creature. It remains inert and endures command on its next turn. The spell has no effect if the target is undead,
indefinitely, as long as its vessel remains undisturbed. if it doesn’t understand your language, or if your command is directly
harmful to it.
At any time after the clone matures, if the original creature dies, its
soul transfers to the clone, provided that the soul is free and willing to Some typical commands and their effects follow. You might issue
return. a command other than the one described here. If you do so, the DM
determines how the target behaves. If the target can’t follow your
The clone is physically identical to the original and has the same command, the spell ends.
personality, memories, and abilities, but none of the original’s equipment.
The original creature’s physical remains, if they still exist, become Grovel. The target falls prone and then ends its turn.
inert and can’t thereafter be restored to life since the creature’s soul is Approach. The target moves toward you by the shortest and most
elsewhere. direct route, ending its turn if it moves within 5 feet of you.
Flee. The target spends its turn moving away from you by the fastest
available means.
Cloudkill Drop. The target drops whatever it is holding and then ends its turn.
Conjuration 5th level Halt. The target doesn’t move and takes no action. A flying creature

340
stays aloft, provided that it is able to do so. If it must move to stay aloft, the land within 3 miles of you. In caves and other natural underground
it flies the minimum distance needed to remain in the air. settings, the radius is limited to 300 feet. The spell doesn’t function
At Higher Levels. When you cast this spell using a spell slot of 2nd where nature has been replaced by construction, such as in dungeons
level or higher, you can affect one additional creature for each slot level and towns.
above 1st. The creatures must be within 30 feet of each other when you
You instantly gain knowledge of up to three facts of your choice
target them.
about any of the following subjects as they relate to the area:
• terrain and bodies of water
Comprehend Languages • prevalent plants, minerals, animals, or peoples
Divination 1st level (ritual) • powerful celestials, fey, fiends, elementals, or undead
Casting Time: 1 action • influence from other planes of existence
Range: Self • buildings
Components: V, S, M (a pinch of soot and salt) For example, you could determine the location of powerful undead
Duration: 1 hour in the area, the location of major sources of safe drinking water, and the
For the duration, you understand the literal meaning of any spoken location of any nearby towns.
language that you hear. You also understand any written language that
you see, but you must be touching the surface on which the words Cone of Cold
are written. It takes about 1 minute to read one page of text. This spell Evocation 5th level
doesn’t decode secret messages in a text or a glyph, such as an arcane Casting Time: 1 action
sigil, that isn’t part of a written language. Range: Self (60-foot cone)
Components: V, S, M (crystal or glass cone)
Compulsion Duration: Instantaneous
Enchantment 4th level A blast of cold air erupts from your hands. Each creature in a 60-foot
Casting Time: 1 action cone must make a Constitution saving throw. A creature takes 8d8 cold
Range: 30 feet damage on a failed save or half as much damage on a successful one.
Components: V, S
Duration: Concentration, up to 1 hour A creature killed by this spell becomes a frozen statue until it thaws.

Creatures of your choice that you can see within range, and that can At Higher Levels. When you cast this spell using a spell slot of 6th
hear you must make a Wisdom saving throw. A target automatically level or higher, the damage increases by 1d8 for each slot level above
succeeds on this saving throw if it can’t be charmed. On a failed save, a 5th.
target is affected by this spell. Until the spell ends, you can use a bonus
action on each of your turns to designate a direction that is horizontal to Confusion
you. Each affected target must use as much of its movement as possible Enchantment 4th level
to move in that direction on its next turn. It can take any action before it Casting Time: 1 action
moves. After moving in this way, it can make another Wisdom save to Range: 90 feet
try to end the effect. Components: V, S, M (3 nutshells)
A target isn’t compelled to move into an obviously deadly hazard, Duration: Concentration, up to 1 minute
such as a fire or a pit, but it will provoke opportunity attacks to move in This spell assaults and twists creatures’ minds, spawning delusions and
the designated direction. provoking uncontrolled action. Each creature in a 10-foot radius sphere
centered on a point you choose within range must succeed on a Wisdom
Commune saving throw when you cast this spell or be affected by it.
Divination 5th level An affected target can’t take reactions and must roll a d10 at the start
Casting Time: 1 minute of each of its turns to determine its behavior for that turn.
Range: Self
Components: V, S, M (incense, a vial of holy water) d10 Behavior
Duration: 1 minute 1 The creature uses up all its movement to move in a random direction. To
determine the direction, roll a d8, and assign a direction to each die face.
You contact your deity or a divine proxy and ask up to three questions The creature doesn’t take action this turn.
that can be answered with a yes or no. You must ask your questions 2-6 The creature doesn’t move or take actions this turn.
before the spell ends. You receive a correct answer for each question. 7-8 The creature uses its action to make a melee attack against a randomly
determined creature within its reach. If there is no creature within its
Divine beings aren’t necessarily omniscient, so you might receive reach, the creature does nothing this turn.
“unclear” as an answer if a question pertains to information that lies 9-10 The creature can act and move normally.
beyond the deity’s knowledge. In a case where a one-word answer
could be misleading or contrary to the deity’s interests, the DM might At the end of each of its turns, it can make another Wisdom saving
offer a short phrase as an answer instead. throw. If it succeeds, this effect ends for that target.
If you cast the spell two or more times before finishing your next long At Higher Levels. When you cast this spell using a spell slot of 5th
rest, there is a cumulative 25 percent chance for each casting after the level or higher, the sphere’s radius increases by 5 feet for each spell slot
first that you get no answer. The GM makes this roll in secret. above 4th.

Commune With Nature Conjure Animals


Divination 5th level (ritual) Conjuration 3rd level
Casting Time: 1 minute Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 hour
You briefly become one with nature and gain knowledge of the You summon fey spirits that take the form of beasts and appear in
surrounding territory. In the outdoors, the spell gives you knowledge of unoccupied spaces that you can see within range. Choose one of the

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following options for what appears: Conjure Elemental
• One beast of challenge rating 2 or lower Conjuration 5th level
• Two beasts of challenge rating 1 or lower Casting Time: 1 minute
• Four beasts of challenge rating 1/2 or lower Range: 90 feet
• Eight beasts of challenge rating 1/4 or lower Components: V, S, M (burning incense for air, soft clay for earth, sulfur
and phosphorus for fire, or water and sand for water)
Each beast is also considered fey, and it disappears when it drops to 0
Duration: Concentration, up to 1 hour
hit points or when the spell ends.
You call forth an elemental servant. Choose an area of air, earth, fire, or
The summoned creatures are friendly to you and your companions.
water that fills a 10-foot cube within range. An elemental of challenge
Roll initiative for the summoned creatures as a group, which has its
rating 5 or lower appropriate to the area you chose appears in an
own turns. They obey any verbal commands that you issue to them (no
unoccupied space within 10 feet of it. For example, a fire elemental
action required by you). If you don’t issue any commands to them, they
emerges from a bonfire, and an earth elemental rises up from the ground.
defend themselves from hostile creatures but otherwise take no actions.
The elemental disappears when it drops to 0 hit points or when the
The GM has the creatures’ statistics.
spell ends.
At Higher Levels. When you cast this spell using certain higher-level
The elemental is friendly to you and your companions for the
spell slots, you choose one of the summoning options above, and more
duration. Roll initiative for the elemental, which has its own turns. It
creatures appear: twice as many with a 5th-level slot, three times as
obeys any verbal commands that you issue to it (no action required by
many with a 7th-level
you). If you don’t issue any commands to the elemental, it defends itself
from hostile creatures but otherwise takes no actions.
Conjure Celestial If your concentration is broken, the elemental doesn’t disappear.
Conjuration 7th level Instead, you lose control of the elemental, it becomes hostile toward you
Casting Time: 1 minute and your companions, and it might attack. An uncontrolled elemental
Range: 90 feet can’t be dismissed by you, and it disappears 1 hour after you summoned
Components: V, S it.
Duration: Concentration, up to 1 hour
The GM has the elemental’s statistics.
You summon a celestial of challenge rating 4 or lower, which appears
in an unoccupied space that you can see within range. The celestial At Higher Levels. When you cast this spell using a spell slot of 6th
disappears when it drops to 0 hit points or when the spell ends. level or higher, the challenge rating increases by 1 for each slot level
above 5th.
The celestial is friendly to you and your companions for the duration.
Roll initiative for the celestial, which has its own turns. It obeys any
verbal commands that you issue to it (no action required by you), as long Conjure Fey
as they don’t violate its alignment. If you don’t issue any commands to Conjuration 6th level
the celestial, it defends itself from hostile creatures but otherwise takes Casting Time: 1 minute
no actions. Range: 90 feet
Components: V, S
The GM has the celestial’s statistics.
Duration: Concentration, up to 1 hour
At Higher Levels. When you cast this spell using a 9th-level spell
You summon a fey creature of challenge rating 6 or lower or a fey spirit
slot, you summon a celestial of challenge rating 5 or lower.
that takes the form of a beast of challenge rating 6 or lower. It appears
in an unoccupied space that you can see within range. The fey creature
Conjure Minor Elementals disappears when it drops to 0 hit points or when the spell ends.
Conjuration 4th level The fey creature is friendly to you and your companions for the
Casting Time: 1 minute duration. Roll initiative for the creature, which has its own turns. It obeys
Range: 90 feet any verbal commands that you issue to it (no action required by you), as
Components: V, S long as they don’t violate its alignment. If you don’t issue any commands
Duration: Concentration, up to 1 hour to the fey creature, it defends itself from hostile creatures but otherwise
You summon elementals that appear in unoccupied spaces that you can takes no actions.
see within range. You choose one of the following options for what If your concentration is broken, the fey creature doesn’t disappear.
appears: Instead, you lose control of the fey creature, it becomes hostile toward
• One elemental of challenge rating 2 or lower you and your companions, and it might attack. An uncontrolled fey
• Two elementals of challenge rating 1 or lower creature can’t be dismissed by you, and it disappears 1 hour after you
• Four elementals of challenge rating 1/2 or lower summoned it.
• Eight elementals of challenge rating 1/4 or lower.
The GM has the fey creature’s statistics.
An elemental summoned by this spell disappears when it drops to 0
hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th
level or higher, the challenge rating increases by 1 for each slot level
The summoned creatures are friendly to you and your companions. above 6th.
Roll initiative for the summoned creatures as a group, which has its
own turns. They obey any verbal commands that you issue to them (no
action required by you). If you don’t issue any commands to them, they Conjure Woodland Beings
defend themselves from hostile creatures but otherwise take no actions. Conjuration 4th level
Casting Time: 1 action
The GM has the creatures’ statistics.
Range: 60 feet
At Higher Levels. When you cast this spell using certain higher- Components: V, S, M (1 holly berry per creature)
level slots, you choose one of the summoning options above, and more Duration: Concentration, up to 1 hour
creatures appear: twice as many with a 6th-level slot and three times as
You summon fey creatures that appear in unoccupied spaces that you
many with an 8th-level slot.
can see within range. Choose one of the following options for what
appears:

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• One fey creature of challenge rating 2 or lower Components: V, S
• Two fey creatures of challenge rating 1 or lower Duration: 7 days
• Four fey creatures of challenge rating 1/2 or lower
• Eight fey creatures of challenge rating 1/4 or lower Your touch inflicts disease. Make a melee spell attack against a creature
within your reach. On a hit, you afflict the creature with a disease of
A summoned creature disappears when it drops to 0 hit points or your choice from any of the ones described below.
when the spell ends.
At the end of each of the target’s turns, it must make a Constitution
The summoned creatures are friendly to you and your companions. saving throw. After failing three of these saving throws, the disease’s
Roll initiative for the summoned creatures as a group, which have their effects last for the duration, and the creature stops making these saves.
own turns. They obey any verbal commands that you issue to them (no After succeeding on three of these saving throws, the creature recovers
action required by you). If you don’t issue any commands to them, they from the disease, and the spell ends.
defend themselves from hostile creatures but otherwise take no actions.
Since this spell induces a natural disease in its target, any effect that
The GM has the creatures’ statistics. removes a disease or otherwise ameliorates a disease’s effects apply to it.
At Higher Levels. When you cast this spell using certain higher-level Mindfire. The creature’s mind becomes feverish. The creature has
spell slots, you choose one of the summoning options above, and more disadvantage on Intelligence checks and Intelligence saving throws, and
creatures appear: twice as many with a 6th-level slot and three times as the creature behaves as if under the effects of the confusion spell during
many with an 8th-level slot. combat.
Blinding Sickness. Pain grips the creature’s mind, and its eyes turn
Conjure Thorns milky white. The creature has disadvantage on Wisdom checks and
Conjuration 3rd level Wisdom saving throws and is blinded.
Casting Time: 1 action Filth Fever. A raging fever sweeps through the creature’s body. The
Range: 30 feet creature has disadvantage on Strength checks, Strength saving throws,
Components: V, S and attack rolls that use Strength.
Duration: Instantaneous Flesh Rot. The creature’s flesh decays. The creature has disadvantage
on Charisma checks and vulnerability to all damage.
You create a thorny area of 10 feet radius up to 15 feet from you. Slimy Doom. The creature begins to bleed uncontrollably. The
Creatures that start their turn within that area must perform a Dexterity creature has disadvantage on Constitution checks and Constitution
saving throw, if they fail, they receive 3d4 piercing damage and receive saving throws. In addition, whenever the creature takes damage, it is
15 feet less movement for 1 minute. stunned until the end of its next turn.
At Higher Levels. For each spell slot higher than the 3rd, this spell is Seizure. The creature is overcome with shaking. The creature has
cast, the spell causes 2d4 piercing damage additional. disadvantage on Dexterity checks, Dexterity saving throws, and attack
rolls that use Dexterity.

Constricting Vineyard
Conjuration 3rd level Contingency
Casting Time: 1 action Evocation 6th level
Range: 10 feet Casting Time: 10 minutes
Components: V Range: Self
Duration: Instantaneous Components: V, S, M (a statuette of yourself carved from ivory and
decorated with gems worth at least 1,500 gp)
You cast a vine in a 10-foot line that stops at the first enemy, he must
Duration: 10 days
perform a Dexterity saving throw to dodge the vine, or he will be
Restrained, until the end of your next turn. Choose a spell of 5th level or lower than you can cast that has a casting
time of 1 action and that can target you. You cast that spell–called the
contingent spell–as part of casting contingency, expending spell slots
Contact Other Plane for both, but the contingent spell doesn’t come into effect. Instead, it
Divination 5th level (ritual) takes effect when a certain circumstance occurs. You describe that
Casting Time: 1 minute circumstance when you cast the two spells. For example, a contingency
Range: Self cast with water breathing might stipulate that water breathing comes
Components: V into effect when you are engulfed in water or a similar liquid.
Duration: 1 minute
The contingent spell takes effect immediately after the circumstance
You mentally contact a demigod, the spirit of a long-dead sage, or some is met for the first time, whether or not you want it to, and then
other mysterious entity from another plane. Contacting this extraplanar contingency ends.
intelligence can strain or even break your mind. When you cast this
spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 The contingent spell takes effect only on you, even if it can normally
psychic damage and are insane until you finish a long rest. target others. You can use only one contingency spell at a time. If you
cast this spell again, the effect of another contingency spell on you ends.
While insane, you can’t take actions, can’t understand what
other creatures say, can’t read, and speak only in gibberish. A greater Also, contingency ends on you if its material component is ever not
restoration spell cast on you ends this effect. On a successful save, you on your person.
can ask the entity up to five questions. You must ask your questions
before the spell ends. The DM answers each question with one word, Continual Flame
such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the Evocation 2nd level
entity doesn’t know the answer to the question). If a one-word answer Casting Time: 1 action
would be misleading, the DM might instead offer a short phrase as an Range: Touch
answer. Components: V, S, M (ruby dust worth at least 50 gp, which the spell
consumes)
Contagion Duration: Until dispelled
Necromancy 5th level A flame, equivalent in brightness to a torch, springs forth from an object
Casting Time: 1 action that you touch. The effect looks like a regular flame, but it creates no heat
Range: Touch

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and doesn’t use oxygen. A continual flame can be covered or hidden but can change precipitation, temperature, and wind. It takes 1d4 x 10
not smothered or quenched. minutes for the new conditions to take effect.
Once they do so, you can change the conditions again. When the
Control Water spell ends, the weather gradually returns to normal.
Transmutation 4th level When you change the weather conditions, find a current condition
Casting Time: 1 action on the following tables, and change its stage by one, up or down. When
Range: 300 feet changing the wind, you can change its direction.
Components: V, S, M (water drop, a pinch of dust)
Duration: Concentration, up to 10 minute
Until the spell ends, you control any freestanding water inside an area Precipitation
you choose, that is a cube up to 100 feet on a side. You can choose from Stage Condition
any of the following effects when you cast this spell. As an action on 1 Clear
your turn, you can repeat the same effect or choose a different one. 2 Light clouds
Part Water. You cause water in the area to move apart and create 3 Overcast or ground fog
a trench. The trench extends across the spell’s area, and the separated 4 Rain, hail, or snow
water forms a wall to either side. The trench remains until the spell ends 5 Torrential rain, driving hail, or blizzard
or you choose a different effect. The water then slowly fills in the trench
over the course of the next round until the normal water level is restored. Temperature Wind
Flood. You cause the water level of all standing water in the area to Stage Condition Stage Condition
rise by as much as 20 feet. If the area includes a shore, the flooding water 1 Unbearable heat 1 Calm
spills over onto dry land. 2 Hot 2 Moderate wind
3 Warm 3 Strong wind
If you choose an area in a large body of water, you can instead create
a 20-foot tall wave that travels from one side of the area to the other and 4 Cool 4 Gale

then crashes down. Any Huge or smaller vehicles in the wave’s path are 5 Cold 5 Storm
carried with it to the other side. Any Huge or smaller vehicles struck by 6 Arctic Cold
the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose
a different effect. If this effect produced a wave, the wave repeats at the Control Winds
start of your next turn while the flood effect lasts. Transmutation 5th level
Casting Time: 1 action
Redirect Flow. You cause flowing water in the area to move in a Range: Self
direction you choose, even if the water has to flow over obstacles, up Components: V, S
walls, or in other unlikely directions. The water in the area moves as Duration: Concentration, up to 10 minute
you direct it, but once it moves beyond the spell’s area, it resumes its
flow based on the terrain conditions. The water continues to move in the You can change the strength of the winds in a sphere of 40 feet radius
direction you choose until the spell ends or you choose a different effect. around you, this area moves along with you. You can make the wind in
Whirlpool. This effect requires a deep body of water at least 50 feet that area blow in a specific direction or in a particular way, increasing or
square and 25 feet deep. You cause a whirlpool to form in the center of decreasing its strength. You can choose to make the area in a circle of 10
the area. The whirlpool forms a vortex that is 5 feet wide at the base, feet radius around you unaffected by the winds change. In addition, you
up to 50 feet wide at the top, and 25 feet tall. Any creature or object can use your bonus action after casting this spell to change the direction
in the water and within 25 feet of the vortex is pulled 10 feet toward or intensity of the wind.
it. A creature can swim away from the vortex by making a Strength Wind Intensity: You can make the strength of the current wind
(Athletics) check against your spell save DC. increase or decrease by 1 on the scale according to the list below.
When a creature enters the vortex for the first time on a turn or 1. Calm wind
starts its turn there, it must make a Strength saving throw. On a failed 2. Strong wind
save, the creature takes 2d8 bludgeoning damage and is caught in the 3. Moderate wind
vortex until the spell ends. On a successful save, the creature takes half 4. Gale
damage and isn’t caught in the vortex. A creature caught in the vortex 5. Storm
can use its action to try and swim away from the vortex as described
Wind Direction: You can choose one of the three options below to
above but has disadvantage on the Strength (Athletics) check to do so.
change the wind direction. If necessary, creatures within the area
The first time each turn that an object enters the vortex, the object must perform a Strength saving throw or will suffer the effects of
takes 2d8 bludgeoning damage; this damage occurs each round it the wind.
remains in the vortex.
Ascending Winds. You make the winds blow from the bottom to
the top of the sphere, going upwards before reaching the center. If
Control Weather the wind intensity in this area is strong, ranged attacks made with
Transmutation 8th level simple or martial weapons have a disadvantage, also, if the intensity
Casting Time: 10 minutes is moderate or greater, ranged attacks made with firearms have a
Range: Self (5-mile radius) disadvantage.
Components: V, S, M (burning incense and bits of earth and wood
If the wind intensity in this area is moderate or greater, creatures
mixed in water)
that finish a fall within that area suffer only half of the fall damage,
Duration: Concentration, up to 8 hour
if any creature makes a high jump, it receives a 10-foot bonus on
You take control of the weather within 5 miles of you for the duration. its jump.
You must be outdoors to cast this spell. Moving to a place where you
Descending Winds. You make the winds blow from the top of the
don’t have a clear path to the sky ends the spell early.
sphere to the bottom. If the wind intensity in this area is strong,
When you cast the spell, you change the current weather conditions, ranged attacks with simple or martial weapons have a disadvantage.
which are determined by the GM based on the climate and season. You If the intensity is moderate or higher, ranged attacks with firearms

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have a disadvantage. Make a ranged spell attack against the target. On a hit, the target takes
1d12 lightning damage, additionally, if you hit your target, on each of
If the intensity of the wind is a gust or storm, if a creature flies
your turns until the end of the spell, you can spend an action to inflict
within that area or starts its turn flying in it, it must perform a
1d12 lightning damage to the target, without the need for any attack
Strength saving throw. If it fails, the creature will fall Prone, taking
roll. The spell ends prematurely if you use your action to do anything
fall damage if necessary. If the wind intensity is a storm, creatures
else, if the target is out of range or if it has full cover.
that finish a fall in this area receive twice as much fall damage dice,
up to a maximum of 20d6. At Higher Levels. When you cast this spell using a 2nd level or higher
spell slot, the damage increases by 1d12 for each spell slot above the 1st.
Gust. You make the winds blow in one direction, and you can make
them go from the center to the edges, from the edges to the center,
or just in one direction. If the wind intensity in this area is strong, Create Food and Water
moderate or gale, ranged attacks with a weapon that are made Conjuration 3rd level
against the wind direction have a disadvantage. If the intensity is Casting Time: 1 action
strong or greater, any creature moving against the wind must spend Range: 30 feet
an additional 5 feet for every 5 feet moved. Components: V, S
If the intensity is a gale, creatures must perform a Strength saving Duration: Instantaneous
throw, in a failure, they are pushed 10 feet in the direction of the You create 45 pounds of food and 30 gallons of water on the ground or
wind. If the intensity is a storm, creatures in that area must perform in containers within range, enough to sustain up to fifteen humanoids or
a Strength saving throw, in a failure, they are pushed 30 feet into five steeds for 24 hours. The food is bland but nourishing and spoils if
the wind direction, taking 8d6 bludgeoning damage, and fall Prone. uneaten after 24 hours. The water is clean and doesn’t go bad.
At Higher Levels. When you cast this spell using a 6th level or higher
spell slot, the affected area increases by 40 feet, and the wind intensity Create Undead
can be increased or decreased by 1 more for each slot level above the Necromancy 6th level
5th. Casting Time: 1 minute
Range: 10 feet
Conjure Thorns Components: V, S, M (one clay pot filled with grave dirt, one clay pot
Transmutation 2nd level filled with brackish water, and one black onyx stone for each corpse
Casting Time: 1 action worth at least 150 gp)
Range: 150 feet Duration: Instantaneous
Components: V, S, M (seven sharp spines or seven small branches, each You can cast this spell only at night. Choose up to three corpses of
with a sharp tip) Medium or Small humanoids within range. Each corpse becomes a ghoul
Duration: Concentration, up to 10 minute under your control. (The DM has game statistics for these creatures).
The ground in a 20-feet radius centered on a point in the range of the As a bonus action on each of your turns, you can mentally command
spell revolves, and spikes sprout from it. The area becomes difficult any creature you animated with this spell if the creature is within 120
terrain for the duration of the spell. When a creature moves in or out of feet of you (if you control multiple creatures, you can command any or
the area, it takes 2d4 piercing damage for every 5 feet it moves. all of them at the same time, issuing the same command to each one).
The transformation of the soil is camouflaged to look natural. Any You decide what action the creature will take and where it will move
creature that cannot see the area at the casting the spell time must make during its next turn, or you can issue a general command, such as to
a Perception check against the DC to avoid its spell and perceive the guard a particular chamber or corridor. If you issue no commands, the
terrain as dangerous before entering it. creature only defends itself against hostile creatures. Once given an
order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops
Counterspell
obeying any command you have given it. To maintain control of the
Abjuration 3rd level
creature for another 24 hours, you must cast this spell on the creature
Casting Time: 1 reaction, which you take when you see a creature
before the current 24-hour period ends.
within 60 feet of you casting a spell
Range: 60 feet This use of the spell reasserts your control over up to three creatures
Components: S you have animated with this spell, rather than animating new ones.
Duration: Instantaneous
At Higher Levels. When you cast this spell using a 7th-level spell
You attempt to interrupt a creature in the process of casting a spell. If the slot, you can animate or reassert control over four ghouls. When you
creature is casting a spell of 3rd level or lower, its spell fails and has no cast this spell using an 8th-level spell slot, you can animate or reassert
effect. If it is casting a spell of 4th level or higher, make an ability check control over five ghouls or two ghasts or wights. When you cast this
using your spellcasting ability. The DC equals 10 + the spell’s level. On a spell using a 9th-level spell slot, you can animate or reassert control over
success, the creature’s spell fails and has no effect. six ghouls, three ghasts or wights, or two mummies.
At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the interrupted spell has no effect if its level is less than or Create or Destroy Water
equal to the level of the spell slot you used. Transmutation 1st level
Casting Time: 1 action
Range: 30 feet
Crackling Bolt
Components: V, S, M (a drop of water if you are going to create it or a
Evocation 1st level
few grains of sand if you are going to destroy it)
Casting Time: 1 action
Duration: Instantaneous
Range: 30 feet
Components: V, S, M (a branch of a tree that has been struck by You either create or destroy water.
lightning)
Create Water. You create up to 10 gallons of clean water within
Duration: Concentration, up to 1 minute
range in an open container. Alternatively, the water falls as rain in a 30-
You cast a beam of purple energy towards a creature within range of the foot cube within range, extinguishing flames exposed in this area.
spell, forming an arc of crackling energy between you and the target. Destroy Water. You destroy up to 10 gallons of water in an open

345
container within range. Alternatively, you destroy fog in a 30-foot cube Darkness
within range. Evocation 2nd level
At Higher Levels. When you cast this spell using a spell slot of 2nd Casting Time: 1 action
level or higher, you create or destroy 10 additional gallons of water, or Range: 60 feet
the size of the cube increases by 5 feet, for each slot level above 1st. Components: V, M (bat fur and pitch or coal)
Duration: Concentration, up to 10 minute
Creation Magical darkness spreads from a point you choose within range to fill
Illusion 5th level a 15-foot-radius sphere for the duration. The darkness spreads around
Casting Time: 1 minute corners. A creature with darkvision can’t see through this darkness, and
Range: 30 feet nonmagical light can’t illuminate it.
Components: V, S, M (a bit of matter you want to make) If the point you choose is on an object you are holding or one that
Duration: Special isn’t being worn or carried, the darkness emanates from the object and
You pull wisps of shadow material from the Shadowfell to create a moves with it. Completely covering the source of the darkness with an
nonliving object of vegetable matter within range: soft goods, rope, opaque object, such as a bowl or a helm, blocks the darkness.
wood, or something similar. You can also use this spell to create mineral If any of this spell’s area overlaps with an area of light created by a
objects such as stone, crystal, or metal. The object created must be no spell of 2nd level or lower, the spell that created the light is dispelled.
larger than a 5-foot cube, and the object must be of a form and material
that you have seen before.
Darkvision
The duration depends on the object’s material. If the object is
Transmutation 2nd level
composed of multiple materials, use the shortest duration.
Casting Time: 1 action
Material Duration Range: Touch
Vegetable matter 1 day Components: V, S, M (dried carrot or agate)
Stone or crystal 12 hours Duration: 8 hours
Precious metals 1 hour You touch a willing creature to grant it the ability to see in the dark.
Gems 10 minutes For the duration, that creature has darkvision out to a range of 60 feet.

Using any material created by this spell as another spell’s material


Daylight
component causes that spell to fail.
Evocation 3rd level
At Higher Levels. When you cast this spell using a spell slot of 6th Casting Time: 1 action
level or higher, the cube increases by 5 feet for each slot level above 5th. Range: 60 feet
Components: V, S
Duration: 1 hour
Cure Wounds
Evocation 1st level A 60-foot-radius sphere of light spreads out from a point you choose
Casting Time: 1 action within range. The sphere is bright light and sheds dim light for an
Range: Touch additional 60 feet.
Components: V, S If you chose a point on an object you are holding or one that isn’t
Duration: Instantaneous being worn or carried, the light shines from the object and moves with
A creature you touch regains a number of hit points equal to 1d8 + your it. Completely covering the affected object with an opaque object, such
spellcasting ability modifier. as a bowl or a helm, blocks the light.
This spell has no effect on undead or constructs. If any of this spell’s area overlaps with an area of darkness created
by a spell of 3rd level or lower, the spell that created the darkness is
At Higher Levels. When you cast this spell using a spell slot of 2nd
dispelled.
level or higher, the healing increases by 1d8 for each slot level above 1st.

Delayed Blast Fireball


D Evocation 7th level
Casting Time: 1 action
Range: 150 feet
Dancing Lights Components: V, S, M (tiny ball of guano and sulfur)
Evocation Cantrip Duration: Concentration, up to 1 minute
Casting Time: 1 action A beam of yellow light flashes from your pointing finger, then condenses
Range: 320 feet to linger at a chosen point within range as a glowing bead for the
Components: V, S, M (a bit of phosphorus or wychwood, or a duration. When the spell ends, either because your concentration is
glowworm) broken or because you decide to end it, the bead blossoms with a low
Duration: Concentration, up to 1 minute roar into an explosion of flame that spreads around corners. Each
You create up to four torch-sized lights within range, making them creature in a 20-foot-radius sphere centered on that point must make
appear as torches, lanterns, or glowing orbs that hover in the air for the a Dexterity saving throw. A creature takes fire damage equal to the
duration. You can also combine the four lights into one glowing vaguely total accumulated damage on a failed save or half as much damage on
humanoid form of Medium size. Whichever form you choose, each light a successful one.
sheds dim light in a 10-foot radius. The spell’s base damage is 12d6. If at the end of your turn the bead
As a bonus action on your turn, you can move the lights up to 60 feet has not yet detonated, the damage increases by 1d6.
to a new spot within range. A light must be within 20 feet of another If the glowing bead is touched before the interval has expired, the
light created by this spell, and a light winks out if it exceeds the spell’s creature touching it must make a Dexterity saving throw. On a failed
range. save, the spell ends immediately, causing the bead to erupt in flame.
On a successful save, the creature can throw the bead up to 40 feet.

346
When it strikes a creature or a solid object, the spell ends, and the bead The spell can penetrate most barriers, but it is blocked by 1 foot of
explodes. stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
or dirt.
The fire damages objects in the area and ignites flammable objects
that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 8th Detect Poison and Disease
level or higher, the base damage increases by 1d6 for each slot level Divination 1st level (ritual)
above 7th. Casting Time: 1 action
Range: Self
Components: V, S, M (yew leaf)
Death Ward Duration: Concentration, up to 10 minute
Abjuration 4th level
For the duration, you can sense the presence and location of poisons,
Casting Time: 1 action
poisonous creatures, and diseases within 30 feet of you. You also identify
Range: Touch
the kind of poison, poisonous creature, or disease in each case.
Components: V, S
Duration: 8 hours The spell can penetrate most barriers, but it is blocked by 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
You touch a creature and grant it a measure of protection from death.
or dirt.
The first time the target would drop to 0 hit points as a result of
taking damage, the target instead drops to 1 hit point, and the spell ends.
Detect Thoughts
If the spell is still in effect when the target is subjected to an effect Divination 2nd level
that would kill it instantaneously without dealing damage, that effect is Casting Time: 1 action
instead negated against the target, and the spell ends. Range: Self
Components: V, S, M (a copper piece)
Demiplane Duration: Concentration, up to 1 minute
Conjuration 8th level For the duration, you can read the thoughts of certain creatures. When
Casting Time: 1 action you cast the spell, and as your action on each turn until the spell ends,
Range: 60 feet you can focus your mind on any one creature that you can see within 30
Components: S feet of you. If the creature you choose has an Intelligence of 3 or lower
Duration: 1 hour or doesn’t speak any language, the creature is unaffected.
You create a shadowy door on a flat solid surface that you can see within You initially learn the surface thoughts of the creature—what is
range. The door is large enough to allow Medium creatures to pass most on its mind at that moment. As an action, you can either shift your
through unhindered. When opened, the door leads to a demiplane that attention to another creature’s thoughts or attempt to probe deeper into
appears to be an empty room 30 feet in each dimension, made of wood the same creature’s mind. If you probe deeper, the target must make a
or stone. When the spell ends, the door disappears, and any creatures Wisdom saving throw. If it fails, you gain insight into its reasoning (if
or objects inside the demiplane remain trapped there, as the door also any), its emotional state, and something that looms large in its mind
disappears from the other side. (such as something it worries over, loves, or hates). If it succeeds, the
Each time you cast this spell, you can create a new demiplane or have spell ends. Either way, the target knows that you are probing into its
the shadowy door connect to a demiplane you created with a previous mind, and unless you shift your attention to another creature’s thoughts,
casting of this spell. Additionally, if you know the nature and contents of the creature can use its action on its turn to make an Intelligence check
a demiplane created by a casting of this spell by another creature, you contested by your Intelligence check; if it succeeds, the spell ends.
can have the shadowy door connect to its demiplane instead. Questions verbally directed at the target creature naturally shape the
course of its thoughts, so this spell is particularly effective as part of an
interrogation.
Detect Evil and Good
Divination 1st level You can also use this spell to detect the presence of thinking creatures
Casting Time: 1 action you can’t see. When you cast the spell or as your action during the
Range: Self duration, you can search for thoughts within 30 feet of you. The spell
Components: V, S can penetrate barriers, but 2 feet of rock, 2 inches of any metal other
Duration: Concentration, up to 10 minute than lead, or a thin sheet of lead blocks you. You can’t detect a creature
with an Intelligence of 3 or lower or one that doesn’t speak any language.
For the duration, you know if there is an aberration, celestial, elemental,
fey, fiend, or undead within 30 feet of you, as well as where the creature Once you detect the presence of a creature in this way, you can read
is located. Similarly, you know if there is a place or object within 30 feet its thoughts for the rest of the duration as described above, even if you
of you that has been magically consecrated or desecrated. can’t see it, but it must still be within range.
The spell can penetrate most barriers, but it is blocked by 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood Devastating Wave
or dirt. Evocation 5th level
Casting Time: 1 action
Range: Self
Detect Magic
Components: V
Divination 1st level (ritual)
Duration: Instantaneous
Casting Time: 1 action
Range: Self With a hit to the ground, you cause spiritual energy to erupt from you,
Components: V, S causing all targets, of your choice, within 30 feet of you to succeed in a
Duration: Concentration, up to 10 minute Constitution saving throw or take 5d6 thunder damage and 5d6 radiant
or necrotic damage (at your choice) and will fall Prone. If successful, the
For the duration, you sense the presence of magic within 30 feet of you.
target takes only half the damage and does not receive the fall Prone.
If you sense magic in this way, you can use your action to see a faint aura
around any visible creature or object in the area that bears magic, and
you learn its school of magic if any.

347
Dimension Door Disintegrate
Conjuration 4th level Transmutation 6th level
Casting Time: 1 action Casting Time: 1 action
Range: 500 feet Range: 60 feet
Components: V Components: V, S, M (lodestone and pinch of dust)
Duration: Instantaneous Duration: Instantaneous
You teleport yourself from your current location to any other spot within A thin green ray springs from your pointing finger to a target that
range. You arrive at exactly the spot desired. It can be a place you can you can see within range. The target can be a creature, an object, or a
see, one you can visualize, or one you can describe by stating distance creation of magical force, such as the wall created by wall of force.
and direction, such as “200 feet straight downward” or “upward to the
A creature targeted by this spell must make a Dexterity saving throw.
northwest at a 45-degree angle, 300 feet".
On a failed save, the target takes 10d6 + 40 force damage. If this damage
You can bring along objects as long as their weight doesn’t exceed reduces the target to 0 hit points, it is disintegrated.
what you can carry. You can also bring one willing creature of your size
A disintegrated creature and everything it is wearing and carrying,
or smaller who is carrying gear up to its carrying capacity. The creature
except magic items, are reduced to a pile of fine gray dust. The creature
must be within 5 feet of you when you cast this spell.
can be restored to life only by means of a true resurrection or a wish
If you would arrive in a place already occupied by an object or a spell.
creature, you and any creature traveling with you each take 4d6 force
This spell automatically disintegrates a Large or smaller nonmagical
damage, and the spell fails to teleport you.
object or a creation of magical force. If the target is a Huge or larger
object or creation of force, this spell disintegrates a 10-foot-cube portion
Disguise Self of it. A magic item is unaffected by this spell.
Illusion 1st level At Higher Levels. When you cast this spell using a spell slot of 7th
Casting Time: 1 action level or higher, the damage increases by 3d6 for each slot level above
Range: Self 6th.
Components: V, S
Duration: 1 hour
Dispel Evil and Good
You make yourself – including your clothing, armor, weapons, and other
Abjuration 5th level
belongings on your person – look different until the spell ends or until
Casting Time: 1 action
you use your action to dismiss it. You can seem 1 foot shorter or taller
Range: Self
and can appear thin, fat, or in between. You can’t change your body
Components: V, S, M (holy water or silver/iron powder)
type, so you must adopt a form that has the same basic arrangement of
Duration: Concentration, up to 1 minute
limbs. Otherwise, the extent of the illusion is up to you.
Shimmering energy surrounds and protects you from fey, undead, and
The changes wrought by this spell fail to hold up to physical
creatures originating from beyond the Material Plane. For the duration,
inspection. For example, if you use this spell to add a hat to your outfit,
celestials, elementals, fey, fiends, and undead have disadvantage on
objects pass through the hat, and anyone who touches it would feel
attack rolls against you.
nothing or would feel your head and hair. If you use this spell to appear
thinner than you are, the hand of someone who reaches out to touch You can end the spell early by using either of the following special
you would bump into you while it was seemingly still in midair. functions.
To discern that you are disguised, a creature can use its action Break Enchantment. As your action, you touch a creature you
to inspect your appearance and must succeed on an Intelligence can reach that is charmed, frightened, or possessed by a celestial, an
(Investigation) check against your spell save DC. elemental, a fey, a fiend, or an undead. The creature you touch is no

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longer charmed, frightened, or possessed by such creatures. Regardless of its current hit points, a celestial, an element, a fey, or
Dismissal. As your action, make a melee spell attack against a a fiend that fails its save is forced back to its plane of origin (if it isn’t
celestial, an elemental, a fey, a fiend, or an undead you can reach. On there already) and can’t return to your current plane for 24 hours by any
a hit, you attempt to drive the creature back to its home plane. The means short of a wish spell.
creature must succeed on a Charisma saving throw or be sent back to its
home plane (if it isn’t there already). If they aren’t on their home plane,
Dominate Creature
the undead are sent to the Mitna Rachnun, and the fey are sent to The
Enchantment 8th level
Glade.
Casting Time: 1 action
Range: 60 feet
Dispel Magic Components: V, S
Abjuration 3rd level Duration: Concentration, up to 1 hour
Casting Time: 1 action
You attempt to beguile a creature that you can see within range. It
Range: 320 feet
must succeed on a Wisdom saving throw or be charmed by you for the
Components: V, S
duration. If you or creatures that are friendly to you are fighting it, it has
Duration: Instantaneous
advantage on the saving throw.
Choose one creature, object, or magical effect within range. Any spell of
While the creature is charmed, you have a telepathic link with
3rd level or lower on the target ends. For each spell of 4th level or higher
it as long as the two of you are on the same plane of existence. You
on the target, make an ability check using your spellcasting ability. The
can use this telepathic link to issue commands to the creature while
DC equals 10 + the spell’s level. On a successful save, the spell ends.
you are conscious (no action required), which it does its best to obey.
At Higher Levels. When you cast this spell using a spell slot of 4th You can specify a simple and general course of action, such as “Attack
level or higher, you automatically end the effects of a spell on the target if that creature,” “Run over there,” or “Fetch that object". If the creature
the spell’s level is equal to or less than the level of the spell slot you used. completes the order and doesn’t receive further direction from you, it
defends and preserves itself to the best of its ability.
Divination You can use your action to take total and precise control of the target.
Divination 4th level (ritual) Until the end of your next turn, the creature takes only the actions you
Casting Time: 1 action choose, and doesn’t do anything that you don’t allow it to do.
Range: Self During this time, you can also cause the creature to use a reaction,
Components: V S M (incense, sac. offering worth at least 25 gp, which but this requires you to use your own reaction as well.
the spell consumes)
Duration: Instantaneous Each time the target takes damage, it makes a new Wisdom saving
throw against the spell. If the saving throw succeeds, the spell ends.
Your magic and an offering put you in contact with a god or a god’s
servants. You ask a single question concerning a specific goal, event, or At Higher Levels. When you cast this spell with a 9th-level spell slot,
activity to occur within 7 days. The DM offers a truthful reply. The reply the duration is concentration, up to 8 hours.
might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn’t take into account any possible circumstances that Dominate Person
might change the outcome, such as the casting of additional spells or the Evocation 5th level
loss or gain of a companion. Casting Time: 1 action
Range: 60 feet
If you cast this spell two or more times before finishing your next
Components: V, S
long rest, there is a cumulative 25 percent chance for each casting after
Duration: Concentration, up to 1 minute
the first that you get a random reading. The DM makes this roll in secret.
You attempt to beguile a humanoid that you can see within range. It
must succeed on a Wisdom saving throw or be charmed by you for the
Divine Favor duration. If you or creatures that are friendly to you are fighting it, it has
Evocation 1st level advantage on the saving throw.
Casting Time: 1 bonus action
Range: Self While it is charmed, you have a telepathic link with it as long as
Components: V, S the two of you are on the same plane of existence. You can use this
Duration: Concentration, up to 1 minute telepathic link to issue commands to the beast while you are conscious
(no action required), which it does its best to obey. You can specify a
Your prayer empowers you with divine radiance. Until the spell ends, simple and general course of action, such as “Attack that creature,” “Run
your weapon attacks deal an extra 1d4 radiant damage on a hit. over there,” or “Fetch that object". If the creature completes the order
and doesn’t receive further direction from you, it defends and preserves
Divine Word itself to the best of its ability.
Evocation 7th level You can use your action to take total and precise control of the target.
Casting Time: 1 bonus action Until the end of your next turn, the creature takes only the actions you
Range: 30 feet choose and doesn’t do anything that you don’t allow it to do.
Components: V
Duration: Instantaneous During this time, you can also cause the creature to use a reaction,
but this requires you to use your own reaction as well.
You utter a divine word, imbued with the power that shaped the world
at the dawn of creation. Choose any number of creatures you can see Each time the target takes damage, it makes a new Wisdom saving
within range. Each creature that can hear you must make a Charisma throw against the spell. If the saving throw succeeds, the spell ends.
saving throw. On a failed save, a creature suffers an effect based on its At Higher Levels. When you cast this spell with a 6th level magic slot,
current hit points: the duration will be concentration, up to 10 minutes. When you cast this
• 50 hit points or fewer: deafened for 1 minute spell with a 7th level magic slot, the duration will be concentration, up to
• 40 hit points or fewer: deafened and blinded for 10 minutes 1 hour. When you cast this spell with a 7th level magic slot, the duration
• 30 hit points or fewer: blinded, deafened, and stunned for 1 hour will be concentration, up to 8 hours.
• 20 hit points or fewer: killed instantly

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Dream ground in a 100-foot-radius circle centered on that point and shakes
Illusion 5th level creatures and structures in contact with the ground in that area.
Casting Time: 1 minute
The ground in the area becomes difficult terrain. Each creature on
Range: Special
the ground that is concentrating must make a Constitution saving throw.
Components: V, S, M (A handful of sand, a dab of ink, and a writing quill
On a failed save, the creature’s concentration is broken.
plucked from a sleeping bird)
Duration: 8 hours When you cast this spell, and at the end of each turn you spend
concentrating on it, each creature on the ground in the area must make a
This spell shapes a creature’s dreams. Choose a creature known to
Dexterity saving throw. On a failed save, the creature is knocked prone.
you as the target of this spell. The target must be on the same plane
of existence as you. Creatures that don’t sleep, such as elves, can’t be This spell can have additional effects depending on the terrain in the
contacted by this spell. You, or a willing creature you touch, enter a area, as determined by the GM.
trance state, acting as a messenger. Fissures. Fissures open throughout the spell’s area at the start of
While in the trance, the messenger is aware of his or her surroundings your next turn after you cast the spell. A total of 1d6 such fissures open
but can’t take actions or move. in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet
wide, and extends from one edge of the spell’s area to the opposite side.
If the target is asleep, the messenger appears in the target’s dreams
A creature standing on a spot where a fissure opens must succeed on
and can converse with the target as long as it remains asleep through
a Dexterity saving throw or fall in. A creature that successfully saves
the duration of the spell. The messenger can also shape the environment
moves with the fissure’s edge as it opens.
of the dream, creating landscapes, objects, and other images. The
messenger can emerge from the trance at any time, ending the effect of A fissure that opens beneath a structure causes it to automatically
the spell early. The target recalls the dream perfectly upon waking. If the collapse (see below).
target is awake when you cast the spell, the messenger knows itand can Structures. The tremor deals 50 bludgeoning damage to any
either end the trance (and the spell) or wait for the target to fall asleep, at structure in contact with the ground in the area when you cast the spell
which point the messenger appears in the target’s dreams. and at the start of each of your turns until the spell ends. If a structure
You can make the messenger appear monstrous and terrifying to the drops to 0 hit points, it collapses and potentially damages nearby
target. If you do, the messenger can deliver a message of no more than creatures. A creature within half the distance of a structure’s height
ten words, and then the target must make a Wisdom saving throw. On must make a Dexterity saving throw. On a failed save, the creature takes
a failed save, echoes of the phantasmal monstrosity spawn a nightmare 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble,
that lasts the duration of the target’s sleep and prevents the target from requiring a DC 20 Strength (Athletics) check as an action to escape.
gaining any benefit from that rest. In addition, when the target wakes The GM can adjust the DC higher or lower, depending on the nature
up, it takes 3d6 psychic damage. of the rubble. On a successful save, the creature takes half as much
If you have a body part, a lock of hair, clipping from a nail, or a similar damage and doesn’t fall prone or become buried.
portion of the target’s body, the target makes its saving throw with
disadvantage.
Eldritch Blast
Evocation Cantrip
Druidcraft Casting Time: 1 action
Transmutation Cantrip Range: 320 feet
Casting Time: 1 action Components: V, S
Range: 30 feet Duration: Instantaneous
Components: V, S A beam of crackling energy streaks toward a creature within range.
Duration: 8 hours Make a ranged spell attack against the target. On a hit, the target takes
Whispering to the spirits of nature, you create one of the following 1d10 force damage.
effects within range: The spell creates more than one beam when you reach higher levels:
You create a tiny, harmless sensory effect that predicts what the two beams at the 5th level, three beams at the 11th level, and four
weather will be at your location for the next 24 hours. The effect beams at the 17th level. You can direct the beams at the same target or
might manifest as a golden orb for clear skies, a cloud for rain, falling at different ones. Make a separate attack roll for each beam.
snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower bloom, a seed pod open, or a leaf bud Elemental Touch
bloom. Evocation Cantrip
Casting Time: 1 action
You create an instantaneous, harmless sensory effect, such as falling
Range: Touch
leaves, a puff of wind, the sound of a small animal, or the faint order of
Components: S
skunk. The effect must fit in a 5-foot cube.
Duration: Instantaneous
You instantly light or snuff out a candle, a torch, or a small campfire.
You energize your hands with elemental energy. Make a melee spell
attack against a target you can touch. On a hit, the target takes 1d10
damage (fire, electrical or cold).
E
Damage increases to 2d10 at 5th level, 3d10 at 11th, and 4d10 at
17th
Earthquake
Evocation 8th level Enhance Ability
Casting Time: 1 action Transmutation 2nd level
Range: 500 feet Casting Time: 1 action
Components: V, S, M pinch of dirt, rock, and clay) Range: Touch
Duration: Concentration, up to 1 minute Components: V, S, M (fur or feather from a beast)
You create a seismic disturbance at a point on the ground that you can Duration: Concentration, up to 1 hour
see within range. For the duration, an intense tremor rips through the

350
You touch a creature and bestow upon it a magical enhancement. Range: 60 feet
Choose one of the following effects: the target gains the effect until the Components: V, S
spell ends. Duration: 1 minute
Bear's Endurance. The target has advantage on Constitution You weave a distracting string of words, causing creatures of your
checks. It also gains 2d6 temporary hit points, which are lost when the choice that you can see within range and that can hear you, to make
spell ends. a Wisdom saving throw. Any creature that can’t be charmed succeeds
Bull's Strength. The target has advantage on Strength checks, and on this saving throw automatically, and if you or your companions
his or her carrying capacity doubles. are fighting a creature, it has advantage on the save. On a failed save,
Cat's Grace. The target has advantage on Dexterity checks. It also the target has disadvantage on Wisdom (Perception) checks made to
doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. perceive any creature other than you until the spell ends or until the
Eagle's Splendor. The target has advantage on Charisma checks. target can no longer hear you. The spell ends if you are incapacitated or
Fox's Cunning. The target has advantage on Intelligence checks. can no longer speak.
Owl's Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd
Ethereal Ballista
level or higher, you can target one additional creature for each slot level
Conjuration 4th level
above 2nd.
Casting Time: 1 action
Range: Self
Enlarge/ Reduce Components: V, S
Transmutation 2nd level Duration: Concentration, up to 1 minute
Casting Time: 1 action
A faint quintessence essence surrounds your extended wrist. For the
Range: 30 feet
duration of the spell, you can use your bonus action to make a ranged
Components: V, S, M (powdered iron)
attack with this spell against a creature you can see up to 80 feet, causing
Duration: Concentration, up to 1 minute
1d6 + your spellcasting modifier in force damage on hit. These attacks
You cause a creature or an object you can see within range to grow receive +1 in attack and damage rolls.
larger or smaller for the duration.
At Higher Levels. When you cast this spell using a spell slot of 5th
Choose either a creature or an object that is neither worn nor carried. or 6th level, increase the bonus to +2, to +3 if 7th or 8th level, and +4
If the target is unwilling, it can make a Constitution saving throw. On a with 9th level.
successful save, the spell ends.
If the target is a creature, everything it is wearing and carrying Ethereal Storm
changes in size with it. Any item dropped by an affected creature returns Evocation 4th level
to normal size at once. Casting Time: 1 action
Enlarge. The target’s size doubles in all dimensions, and its weight Range: 300 feet
is multiplied by eight. This growth increases its size by one category – Components: V, S
from Medium to Large, for example. If there isn’t enough room for the Duration: Instantaneous
target to double its size, the creature or object attains the maximum A sphere of ethereal energy breaks through space centered on a
possible size in the space available. Until the spell ends, the target also point in the range. All creatures within 25 feet of the sphere must do
has advantage on Strength checks and Strength saving throws. The
target’s weapons also grow to match its new size. While these weapons
are enlarged, the target’s attack with them deals 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions, and its weight
is reduced to one-eighth of normal. This reduction decreases its size by
one category – from Medium to Small, for example. Until the spell ends,
the target also has disadvantage on Strength checks and Strength saving
throws. The target’s weapons also shrink to match its new size. While
these weapons are reduced, the target’s attacks with them deal 1d4 less
damage (this can’t reduce the damage below 1).

Entangle
Conjuration 1st level
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square
starting from a point within range. For the duration, these plants turn
the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a
Strength saving throw or be restrained by the entangling plants until the
spell ends. A creature restrained by the plants can use its action to make
a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.

Enthrall
Enchantment 2nd level
Casting Time: 1 action

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a Constitution saving throw. On a failure, creatures are pulled 15 feet checks. At the end of each of its turns, it can make another Wisdom
to the center and take 6d8 force damage. If a creature is already in the saving throw. If it succeeds, the effect ends.
center, or it is occupied by another creature, all creatures involved in that Asleep. The target falls unconscious. It wakes up if it takes any
condition receive an additional 2d6 bludgeon damage, and on a failure, damage or if another creature uses its action to shake the sleeper awake.
they fall prone. On a successful save, it takes half as much damage. Panicked. The target is frightened of you. On each of its turns, the
frightened creature must take the Dash action and move away from
At Higher Levels. For each spell slot higher than the 4th this spell is
you by the safest and shortest available route, unless there is nowhere
cast, 1d8 force damage is added to the spell.
to move. If the target moves to a place at least 60 feet away from you
where it can no longer see you, this effect ends.
Etherealness
Transmutation 7th level
Casting Time: 1 action
Range: Self
Components: V, S
F
Duration: Up to 8 hours
You step into the border regions of the Spiritual Realm, in the area where Fabricate
it overlaps with your current plane. You remain in the Border Spiritual Transmutation 4th level
for the duration or until you use your action to dismiss the spell. During Casting Time: 10 minutes
this time, you can move in any direction. If you move up or down, every Range: 320 feet
foot of movement costs an extra foot. You can see and hear the plane Components: V, S
you originated from, but everything there looks gray, and you can’t see Duration: Instantaneous
anything more than 60 feet away.
You convert raw materials into products of the same material. For
While on the Spiritual Realm, you can only affect and be affected example, you can fabricate a wooden bridge from a clump of trees, a
by other creatures on that plane. Creatures that aren’t on the Spiritual rope from a patch of hemp, and clothes from flax or wool.
Realm can’t perceive you and can’t interact with you, unless a special
ability or magic has given them the ability to do so. Choose raw materials that you can see within range. You can
fabricate a Large or smaller object (contained within a 10-foot cube
You ignore all objects and effects that aren’t on the Spiritual Realm, or eight connected 5-foot cubes), given a sufficient quantity of raw
allowing you to move through objects you perceive on the plane you material. If you are working with metal, stone, or another mineral
originated from. substance, however, the fabricated object can be no larger than Medium
When the spell ends, you immediately return to the realm you (contained within a single 5-foot cube). The quality of objects made by
originated from in the spot you currently occupy. If you occupy the same the spell is commensurate with the quality of the raw materials.
spot as a solid object or creature when this happens, you are immediately Creatures or magic items can’t be created or transmuted by this spell.
shunted to the nearest unoccupied space that you can occupy and take You also can’t use it to create items that ordinarily require a high degree
force damage equal to twice the number of feet you are moved. of craftsmanship, such as jewelry, weapons, glass, or armor, unless
This spell has no effect if you cast it while you are on the Spiritual you have proficiency with the type of artisan’s tools used to craft such
Realm or a plane that doesn’t border it, such as one of the Outer Planes. objects.
At Higher Levels. When you cast this spell using a spell slot of 8th
level or higher, you can target up to three willing creatures (including Faerie Fire
you) for each slot level above 7th. The creatures must be within 10 feet Evocation 1st level
of you when you cast the spell. Casting Time: 1 action
Range: 60 feet
Components: V
Expeditious Retreat Duration: Concentration, up to 1 minute
Transmutation 1st level
Casting Time: bonus action Each object in a 20-foot cube within range is outlined in blue, green, or
Range: Self violet light (your choice). Any creature in the area when the spell is cast
Components: V, S is also outlined in light if it fails a Dexterity saving throw.
Duration: Concentration, up to 10 minute For the duration, objects and affected creatures shed dim light in a
This spell allows you to move at an incredible pace. When you cast this 10-foot radius.
spell, and then as a bonus action on each of your turns until the spell Any attack roll against an affected creature or object has advantage
ends, you can take the Dash action. if the attacker can see it, and the affected creature or object can’t benefit
from being invisible.
Eyebite
Necromancy 6th level Faithful Hound
Casting Time: 1 action Conjuration 4th level
Range: Self Casting Time: 1 action
Components: V, S Range: 30 feet
Duration: Concentration, up to 1 minute Components: V, S, M (silver whistle, bone, thread)
For the spell’s duration, your eyes become an inky void imbued with Duration: 8 hours
dread power. One creature of your choice within 60 feet of you that You conjure a phantom watchdog in an unoccupied space that you can
you can see must succeed on a Wisdom saving throw or be affected by see within range, where it remains for the duration, until you dismiss it as
one of the following effects of your choice for the duration. On each of an action, or until you move more than 100 feet away from it.
your turns, until the spell ends, you can use your action to target another
creature but can’t target a creature again if it has succeeded on a saving The hound is invisible to all creatures except you and can’t be harmed.
throw against this casting of eyebite. When a Small or larger creature comes within 30 feet of it without first
speaking the password that you specify when you cast this spell, the
Sickened. The target has disadvantage on attack rolls and ability hound starts barking loudly. The hound sees invisible creatures and can

352
see into the Ethereal Plane. It ignores illusions. You blast the mind of a creature that you can see within range,
attempting to shatter its intellect and personality. The target takes 4d6
At the start of each of your turns, the hound attempts to bite one
psychic damage and must make an Intelligence saving throw.
creature within 5 feet of it that is hostile to you. The hound’s attack
bonus is equal to your spellcasting ability modifier + your proficiency On a failed save, the creature’s Intelligence and Charisma scores
bonus. On a hit, it deals 4d8 piercing damage. become 1. The creature can’t cast spells, activate magic items, understand
language, or communicate in any intelligible way. The creature can,
however, identify its friends, follow them, and even protect them.
False Life
Necromancy 1st level At the end of every 30 days, the creature can repeat its saving throw
Casting Time: 1 action against this spell. If it succeeds on its saving throw, the spell ends. The
Range: Self spell can also be ended by greater restoration, heal, or wish.
Components: V, S, M (A small amount of alcohol or distilled spirits)
Duration: 1 hour
Feign Death
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 Necromancy 3rd level (ritual)
temporary hit points for the duration. Casting Time: 1 action
Range: Touch
At Higher Levels. When you cast this spell using a spell slot of 2nd
Components: V, S, M (a pinch of graveyard dirt)
level or higher, you gain 5 additional temporary hit points for each slot
Duration: 1 hour
level above 1st.
When using this spell, you must touch a voluntary creature, placing it in
a state practically indistinguishable from death.
Fear
Illusion 3rd level Until the end of the spell, or until you touch the target in order to
Casting Time: 1 action dispel it, the target appears to be dead to any external inspections and
Range: Self (30-foot cone) spells that attempt to define the target's condition. The creature affected
Components: V, S, M (white feather or hen heart) by this spell is Blind and Disabled, and its speed becomes 0. Additionally,
Duration: Concentration, up to 1 minute this creature has resistance to all damage, except for psychic damage.
If the creature is or becomes poisoned or ill while the spell is active, the
You project a phantasmal image of a creature’s worst fears. Each
poison or illness will not affect until the end of that spell.
creature in a 30-foot cone must succeed on a Wisdom saving throw or
drop whatever it is holding and become frightened for the duration.
Fire Devastation
While frightened by this spell, a creature must take the Dash action
Evocation 1st level
and move away from you by the safest available route on each of its
Casting Time: bonus action
turns, unless there is nowhere to move. If the creature ends its turn in
Range: Self
a location where it doesn’t have a line of sight to you, the creature can
Components: V
make a Wisdom saving throw. On a successful save, the spell ends for
Duration: Concentration, up to 1 minute
that creature.
When using this spell, your weapon emits strong blue flames. Your next
melee attack deals 1d6 additional fire damage, setting it on fire. At the
Feather Fall
beginning of each of his target's turns until the end of the spell, he must
Transmutation 1st level
perform a Constitution save. On a failure, the target takes 1d6 fiery
Casting Time: 1 reaction, which you take when you or a creature
damage, while on a success, the spell ends. If the target or a creature
within 60 feet of you falls
within 5 feet of the target uses its action to extinguish the flames or if the
Range: 60 feet
target receives any effect to extinguish the flames, the spell ends.
Components: V, M (small feather or piece of down)
Duration: 1 minute At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above 1st.
Choose up to five falling creatures within range. A falling creature’s rate
of descent slows to 60 feet per round until the spell ends. If the creature
lands before the spell ends, it takes no falling damage and can land on its Find Familiar
feet, and the spell ends for that creature. Conjuration 1st level
Casting Time: 1 hour
Range: 10 feet
Feeblemind
Components: V, S, M (charcoal, incense, herbs worth at least 10 gp
Enchantment 8th level
which the spell consumes)
Casting Time: 1 action
Duration: Instantaneous
Range: 150 feet
Components: V, S, M (clay,crystal,or mineral spheres) You gain the service of a familiar, a spirit that takes an animal form you
Duration: Instantaneous

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choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous sticks, cards, teeth, or carved runes—worth 100 gp and an object from
snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing the location you wish to find)
in an unoccupied space within range, the familiar has the statistics of the Duration: Concentration, up to 1 hour
chosen form, though it is a celestial, fey, or fiend (your choice) instead
This spell allows you to find the shortest, most direct physical route to
of a beast.
a specific fixed location that you are familiar with on the same plane of
Your familiar acts independently of you, but it always obeys your existence. If you name a destination on another plane of existence, a
commands. In combat, it rolls its own initiative and acts on its own turn. destination that moves (such as a mobile fortress), or a destination that
A familiar can’t attack, but it can take other actions as normal. isn’t specific (such as “a green dragon’s lair”), the spell fails.
When the familiar drops to 0 hit points, it disappears, leaving behind For the duration, as long as you are on the same plane of existence
no physical form. It reappears after you cast this spell again. as the destination, you know how far it is and in what direction it lies.
While you are traveling there, whenever you are presented with a
While your familiar is within 100 feet of you, you can communicate
choice of paths along the way, you automatically determine which path
with it telepathically. Additionally, as an action, you can see through
is the shortest and most direct route (but not necessarily the safest route)
your familiar’s eyes and hear what it hears until the start of your next
to the destination.
turn, gaining the benefits of any special senses that the familiar has.
During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears Finger of Death
into a pocket dimension where it awaits your summons. Alternatively, Necromancy 7th level
you can dismiss it forever. As an action, while it is temporarily dismissed, Casting Time: 1 action
you can cause it to reappear in any unoccupied space within 30 feet of Range: 60 feet
you. Components: V, S
Duration: Instantaneous
You can’t have more than one familiar at a time. If you cast this
spell while you already have a familiar, you instead cause it to adopt a You send negative energy coursing through a creature that you can
new form. Choose one of the forms from the above list. Your familiar see within range, causing it searing pain. The target must make a
transforms into the chosen creature. Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed
save or half as much damage on a successful one.
Finally, when you cast a spell with a range of touch, your familiar can
deliver the spell as if it had cast the spell. Your familiar must be within A humanoid killed by this spell rises at the start of your next turn
100 feet of you, and it must use its reaction to deliver the spell when you as a zombie that is permanently under your command, following your
cast it. If the spell requires an attack roll, you use your action modifier verbal orders to the best of its ability.
for the roll.
Find Traps
Find Steed Divination 2nd level
Conjuration 2nd level Casting Time: 1 hour
Casting Time: 10 minutes Range: 10 feet
Range: 30 feet Components: V, S, M (charcoal, incense, herbs worth at least 10 gp
Components: V, S which the spell consumes)
Duration: Instantaneous Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, You sense the presence of any trap within the range that is within line
strong, and loyal steed, creating a long-lasting bond with it. Appearing of sight. A trap, for the purpose of this spell, includes anything that
in an unoccupied space within range, the steed takes on a form that you would inflict a sudden or unexpected effect you consider harmful or
choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your undesirable, which was specifically intended as such by its creator.
DM might allow other animals to be summoned as steeds.) The steed Thus, the spell would sense an area affected by the alarm spell, a glyph
has the statistics of the chosen form, though it is a celestial, fey, or fiend of warding, or a mechanical pit trap, but it would not reveal a natural
(your choice) instead of its normal type. Additionally, if your steed has weakness in the floor, an unstable ceiling, or a hidden sinkhole.
an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the This spell merely reveals that a trap is present. You don’t learn the
ability to understand one language of your choice that you speak. location of each trap, but you do learn the general nature of the danger
Your steed serves you as a mount, both in combat and out, and you posed by a trap you sense.
have an instinctive bond with it that allows you to fight as a seamless
unit. While mounted on your steed, you can make any spell you cast that Fire bolt
targets only you also target your steed. Evocation Cantrip
When the steed drops to 0 hit points, it disappears, leaving behind no Casting Time: 1 action
physical form. You can also dismiss your steed at any time as an action, Range: 320 feet
causing it to disappear. In either case, casting this spell again summons Components: V, S
the same steed, restored to its hit point maximum. Duration: Instantaneous

While your steed is within 1 mile of you, you can communicate with You hurl a mote of fire at a creature or object within range. Make a
it telepathically. ranged spell attack against the target. On a hit, the target takes 1d10
fire damage. A flammable object hit by this spell ignites if it isn’t being
You can’t have more than one steed bonded by this spell at a time. As worn or carried.
an action, you can release the steed from its bond at any time, causing
it to disappear. This spell’s damage increases by 1d10 when you reach the 5th level
(2d10), 11th level (3d10), and 17th level (4d10).

Find The Path


Divination 6th level Fireball
Casting Time: 1 minute Evocation 3rd level
Range: Self Casting Time: 1 action
Components: V, S, M (A set of divinatory tools—such as bones, ivory Range: 150 feet
Components: V, S, M (tiny ball of guano and sulfur)

354
Duration: Instantaneous Flame Strike
Evocation 5th level
A bright streak flashes from your pointing finger to a point you choose
Casting Time: 1 action
within range and then blossoms with a low roar into an explosion of
Range: 60 feet
flame. Each creature in a 20-foot-radius sphere centered on that point
Components: V, S, M (a pinch of sulfur)
must make a Dexterity saving throw. A target takes 8d6 fire damage on
Duration: Instantaneous
a failed save or half as much damage on a successful one.
A vertical column of divine fire roars down from the heavens in a
The fire spreads around corners. It ignites flammable objects in the area
location you specify. Each creature in a 10-foot radius, 40-foot-high
that aren’t being worn or carried.
cylinder centered on a point within range must make a Dexterity saving
At Higher Levels. When you cast this spell using a spell slot of 4th throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a
level or higher, the damage increases by 1d6 for each slot level above failed save, or half as much damage on a successful one.
3rd.
At Higher Levels. When you cast this spell using a spell slot of 6th
level or higher, the fire damage or the radiant damage (your choice)
Fireshield increases by 1d6 for each slot level above 5th.
Evocation 4th level
Casting Time: 1 action
Flaming Sphere
Range: Self
Conjuration 2nd level
Components: V, S, M (a bit of phosphorous or a firefly)
Casting Time: 1 action
Duration: 10 minutes
Range: 60 feet
Thin and wispy flames wreathe your body for the duration, shedding Components: V, S, M (tallow,brimstone,iron powder)
bright light in a 10-foot radius and dim light for an additional 10 feet. Duration: Concentration, up to 1 minute
You can end the spell early by using an action to dismiss it.
A 5-foot-diameter sphere of fire appears in an unoccupied space of your
The flames provide you with a warm shield or a cold shield, as you choice within range and lasts for the duration. Any creature that ends its
choose. The warm shield grants you resistance to cold damage, and the turn within 5 feet of the sphere must make a Dexterity saving throw. The
cold shield grants you resistance to fire damage. creature takes 2d6 fire damage on a failed save or half as much damage
In addition, whenever a creature within 5 feet of you hits you with on a successful one.
a melee attack, the shield erupts with flame. The attacker takes 2d8 fire As a bonus action, you can move the sphere up to 30 feet. If you ram
damage from a warm shield or 2d8 cold damage from a cold shield. the sphere into a creature, that creature must make the saving throw
against the sphere’s damage, and the sphere stops moving this turn.
Firestorm When you move the sphere, you can direct it over barriers up to 5
Evocation 7th level feet tall and jump it across pits up to 10 feet wide. The sphere ignites
Casting Time: 1 action flammable objects not being worn or carried, and it sheds bright light in
Range: 150 feet a 20-foot radius and dim light for an additional 20 feet.
Components: V, S
At Higher Levels. When you cast this spell using a spell slot of 3rd
Duration: Instantaneous
level or higher, the damage increases by 1d6 for each slot level above
A storm made up of sheets of roaring flame appears in a location you 2nd.
choose within range. The area of the storm consists of up to ten 10-foot-
cubes, which you can arrange as you wish. Each cube must have at least
Flesh To Stone
one face adjacent to the face of another cube.
Transmutation 6th level
Each creature in the area must make a Dexterity saving throw. It Casting Time: 1 action
takes 7d10 fire damage on a failed save or half as much damage on a Range: 60 feet
successful one. Components: V, S, M (a pinch of lime, water, and earth)
The fire damages objects in the area and ignites flammable objects Duration: Concentration, up to 1 minute
that aren’t being worn or carried. If you choose, plant life in the area is You attempt to turn one creature that you can see within range into
unaffected by this spell. stone. If the target’s body is made of flesh, the creature must make a
Constitution saving throw. On a failed save, it is restrained as its flesh
begins to harden. On a successful save, the creature isn’t affected.
Flame Blade
Evocation 2nd level A creature restrained by this spell must make another Constitution
Casting Time: bonus action saving throw at the end of each of its turns. If it successfully saves against
Range: Self this spell three times, the spell ends. If it fails saves three times, it is turned
Components: V, S, M (sumac leaf) to stone and subjected to the petrified condition for the duration. The
Duration: Concentration, up to 10 minute successes and failures don’t need to be consecutive; keep track of both
until the target collects three of a kind.
You evoke a fiery blade in your free hand. The blade is similar in size and
shape to a scimitar, and it lasts for the duration. If you let go of the blade, If the creature is physically broken while petrified, it suffers from
it disappears, but you can evoke the blade again as a bonus action. similar deformities if it reverts to its original state.
You can use your action to make a melee spell attack with the fiery If you maintain your concentration on this spell for the entire possible
blade. On a hit, the target takes 3d6 fire damage. duration, the creature is turned to stone until the effect is removed.
The flaming blade sheds bright light in a 10-foot radius and dim light
for an additional 10 feet. Floating Disk
At Higher Levels. When you cast this spell using a spell slot of 4th Conjuration 1st level (ritual)
level or higher, the damage increases by 1d6 for every two slot levels Casting Time: 1 action
above 2nd. Range: 30 feet
Components: V, S, M (a drop of mercury)
Duration: 1 hour

355
This spell creates a circular, horizontal plane of force, 3 feet in diameter The spell’s area can’t overlap with the area of another forbiddance
and 1 inch thick, that floats 3 feet above the ground in an unoccupied spell. If you cast forbiddance every day for 30 days in the same location,
space of your choice that you can see within range. The disk remains for the spell lasts until it is dispelled, and the material components are
the duration and can hold up to 500 pounds. If more weight is placed on consumed on the last casting.
it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move Forcecage
more than 20 feet away from it, the disk follows you so that it remains Evocation 7th level
within 20 feet of you. If can move across uneven terrain, up or down Casting Time: 1 action
stairs, slopes, and the like, but it can’t cross an elevation change of 10 Range: 100 feet
feet or more. For example, the disk can’t move across a 10-foot-deep pit, Components: V, S, M (ruby dust worth at least 1500 gp)
nor could it leave such a pit if it was created at the bottom. Duration: 1 hour
If you move more than 100 feet away from the disk (typically An immobile, invisible, cube-shaped prison composed of magical force
because it can’t move around an obstacle to follow you), the spell ends. springs into existence around an area you choose within range. The
prison can be a cage or a solid box, as you choose.
Fly A prison in the shape of a cage can be up to 20 feet on a side and is made
Transmutation 3rd level from 1/2-inch diameter bars spaced 1/2-inch apart.
Casting Time: 1 action
A prison in the shape of a box can be up to 10 feet in a size, creating
Range: Touch
a solid barrier that prevents any matter from passing through it and
Components: V, S, M (bird's wing feather)
blocking any spells cast into or out from the area.
Duration: Concentration, up to 10 minute
When you cast the spell, any creature that is completely inside the cage’s
You touch a willing creature. The target gains a flying speed of 60 feet
area is trapped. Creatures only partially within the area, or those too
for the duration. When the spell ends, the target falls if it is still aloft,
large to fit inside the area, are pushed away from the center of the area
unless it can stop the fall.
until they are completely outside the area.
At Higher Levels. When you cast this spell using a spell slot of 4th
A creature inside the cage can’t leave it by nonmagical means. If the
level or higher, you can target one additional creature for each slot level
creature tries to use teleportation or interplanar travel to leave the cage,
above 3rd.
it must first make a Charisma saving throw. On a successful save, the
creature can throw the bead up to 40 feet. On a failure, the creature
Fog Cloud can’t exit the cage and wastes the use of the spell or effect. The cage also
Conjuration 1st level extends into the Spiritual Realm, blocking ethereal travel.
Casting Time: 1 action This spell can’t be dispelled by dispel magic.
Range: 320 feet
Components: V, S
Duration: Concentration, up to 1 hour Foresight
Divination 9th level
You create a 20-foot-radius sphere of fog centered on a point within
Casting Time: 1 minute
range. The sphere spreads around corners, and its area is heavily
Range: Touch
obscured. It lasts for the duration or until a wind of moderate or greater
Components: V, S, M (hummingbird feather)
speed (at least 10 miles per hour) disperses it.
Duration: 8 hours
At Higher Levels. When you cast this spell using a spell slot of 2nd
You touch a willing creature and bestow a limited ability to see into
level or higher, the radius of the fog increases by 20 feet for each slot
the immediate future. For the duration, the target can’t be surprised
level above 1st.
and has advantage on attack rolls, ability checks, and saving throws.
Additionally, other creatures have disadvantage on attack rolls against
Forbiddance the target for the duration.
Abjuration 6th level This spell immediately ends if you cast it again before its duration
Casting Time: 10 minutes ends.
Range: Touch
Components: V, S, M (a sprinkling of holy water, rare incense, and
powdered ruby worth at least 1,000 gp) Freedom of Movement
Duration: 1 day Abjuration 4th level
Casting Time: 1 action
You create a ward against magical travel that protects up to 40,000
Range: Touch
square feet of floor space to a height of 30 feet above the floor. For
Components: V, S, M (a leather strap, bound around the arm or a similar
the duration, creatures can’t teleport into the area or use portals, such
appendage)
as those created by the gate spell, to enter the area. The spell proofs
Duration: 1 hour
the area against planar travel, and therefore prevents creatures from
accessing the area by way of the Spiritual Realm, Spiritual Realm, The You touch a willing creature. For the duration, the target’s movement
Glade, Mitna Rachnun, or the plane shift spell. is unaffected by difficult terrain, and spells and other magical effects can
neither reduce the target’s speed nor cause the target to be paralyzed
In addition, the spell damages types of creatures that you choose
or restrained.
when you cast it. Choose one or more of the following: celestials,
elementals, fey, fiends, and undead. When a chosen creature enters the The target can also spend 5 feet of movement to automatically
spell’s area for the first time on a turn or starts its turn there, the creature escape from nonmagical restraints, such as manacles or a creature that
takes 5d10 radiant or necrotic damage (your choice when you cast this has it grappled. Finally, being underwater imposes no penalties on the
spell). target’s movement or attacks.
When you cast this spell, you can designate a password. A creature
that speaks the password as it enters the area takes no damage from the Freezing Sphere
spell. Evocation 6th level
Casting Time: 1 action

356
Range: 300 feet Gate
Components: V, S, M (small crystal sphere) Conjuration 9th level
Duration: Instantaneous Casting Time: 1 action
Range: 60 feet
A frigid globe of cold energy streaks from your fingertips to a point of
Components: V, S, M (diamond worth at least 5000 gp)
your choice within range, where it explodes in a 60-foot-radius sphere.
Duration: Concentration, up to 1 minute
Each creature within the area must make a Constitution saving throw.
On a failed save, a creature takes 10d6 cold damage. On a successful You conjure a portal linking an unoccupied space you can see within
save, it takes half as much damage. range to a precise location on a different plane of existence. The portal
is a circular opening, which you can make 5 to 20 feet in diameter. You
If the globe strikes a body of water or a liquid that is principally water
can orient the portal in any direction you choose. The portal lasts for
(not including water-based creatures), it freezes the liquid to a depth of 6
the duration.
inches over an area 30 feet square. This ice lasts for 1 minute. Creatures
that were swimming on the surface of frozen water are trapped in the The portal has a front and a back on each plane where it appears.
ice. A trapped creature can use an action to make a Strength check Travel through the portal is possible only by moving through its front.
against your spell save DC to break free. Anything that does so is instantly transported to the other plane,
appearing in the unoccupied space nearest to the portal.
You can refrain from firing the globe after completing the spell if you
wish. A small globe about the size of a sling stone, cool to the touch, Deities and other planar rulers can prevent portals created by this
appears in your hand. At any time, you or a creature you give the globe spell from opening in their presence or anywhere within their domains.
to can throw it (to a range of 40 feet) or hurl it with a sling (to the sling’s
When you cast this spell, you can speak the name of a specific
normal range). It shatters on impact, with the same effect as the normal
creature (a pseudonym, title, or nickname doesn’t work). If that creature
casting of the spell. You can also set the globe down without shattering
is on a plane other than the one you are on, the portal opens in the
it. After 1 minute, if the globe hasn’t already shattered, it explodes.
named creature’s immediate vicinity and draws the creature through it
At Higher Levels. When you cast this spell using a spell slot of 7th to the nearest unoccupied space on your side of the portal. You gain no
level or higher, the damage increases by 1d6 for each slot level above special power over the creature, and it is free to act as the GM deems
6th. appropriate. It might leave, attack you, or help you.

Frigid Rebuttal Geas


Evocation 2nd level Enchantment 5th level
Casting Time: Reaction, which you use in response to taking damage Casting Time: 1 minute
from a creature within 60 feet of you who can see Range: 60 feet
Range: 60 feet Components: V
Components: V, S Duration: 30 days
Duration: Instantaneous
You place a magical command on a creature that you can see within
You point a finger at the creature that caused the damage, causing it to range, forcing it to carry out some service or refrain from some action
be momentarily enveloped in ice. The target must make a Constitution or course of activity as you decide. If the creature can understand you,
saving throw. On a failed save, the creature takes 3d8 cold damage, or it must succeed on a Wisdom saving throw or become charmed by you
half as much damage on a successful save. On a failure, the creature's for the duration. While the creature is charmed by you, it takes 5d10
speed becomes 0 until the end of its next turn. psychic damage each time it acts in a manner directly counter to your
instructions, but no more than once each day. A creature that can’t
At Higher Levels. For each spell slot higher than the 2nd this spell is
understand you is unaffected by the spell.
cast, 1d8 cold damage is added to the spell.
You can issue any command you choose, short of an activity that
would result in certain death. Should you issue a suicidal command, the
spell ends.
G You can end the spell early by using an action to dismiss it. A remove
curse, greater restoration, or wish spell also ends it.
At Higher Levels. When you cast this spell using a spell slot of 7th or
Gaseous Form 8th level, the duration is 1 year. When you cast this spell using a spell slot
Transmutation 3rd level of 9th level, the spell lasts until it is ended by one of the spells mentioned
Casting Time: 1 action above.
Range: Touch
Components: V, S, M (a bit of gauze and wisp of smoke)
Duration: Concentration, up to 1 hour Gentle Repose
Necromancy 2nd level (ritual)
You transform a willing creature you touch, along with everything it’s Casting Time: 1 action
wearing and carrying, into a misty cloud for the duration. The spell ends Range: Touch
if the creature drops to 0 HP. An incorporeal creature isn’t affected. Components: V, S, M (a pinch of salt and one copper piece placed on
While in this form, the target’s only method of movement is a flying each of the corpse’s eyes, which must remain there for the duration)
speed of 10 feet. The target can enter and occupy the space of another Duration: 10 days
creature. The target has resistance to nonmagical damage, and it has You touch a corpse or other remains. For the duration, the target is
advantage in Strength, Dexterity, and Constitution saving throws. The protected from decay and can’t become undead.
target can pass through small holes, narrow openings, and even mere
cracks, though it treats liquids as though they were solid surfaces. The The spell also effectively extends the time limit on raising the target
target can’t fall and remains hovering in the air even when stunned or from the dead, since days spent under the influence of this spell don’t
otherwise incapacitated. count against the time limit of spells such as raise dead.

While in the form of a misty cloud, the target can’t talk or manipulate
objects, and any objects it was carrying or holding can’t be dropped, Giant Insect
used, or otherwise interacted with. The target can’t attack or cast spells. Transmutation 4th level

357
Casting Time: 1 action Casting Time: 1 hour
Range: 30 feet Range: Touch
Components: V, S Components: V, S, M (incense, diamond powder worth at least 200 gp
Duration: Concentration, up to 10 minute which the spell consumes)
Duration: Until dispelled or triggered
You transform up to ten centipedes, three spiders, five wasps, or one
scorpion within range into versions of their natural forms for the When you cast this spell, you inscribe a glyph that harms other creatures,
duration. A centipede becomes a giant centipede, a spider becomes either upon a surface (such as a table or a section of floor or wall) or
a giant spider, a wasp becomes a giant wasp, a wasp becomes a giant within an object that can be closed (such as a book, a scroll, or a treasure
wasp, and a scorpion becomes a giant scorpion. chest) to conceal the glyph. If you choose a surface, the glyph can cover
an area of the surface no larger than 10 feet in diameter. If you choose an
Each creature obeys your verbal commands, and in combat, they act
object, that object must remain in its place; if the object is moved more
on your turn each round. The DM has the statistics for these creatures
than 10 feet from where you cast this spell, the glyph is broken, and the
and resolves their actions and moment.
spell ends without being triggered.
A creature remains in its giant size for the duration until it drops to 0
The glyph is nearly invisible and requires a successful Intelligence
hit points, or until you use an action to dismiss the effect on it.
(Investigation) check against your spell save DC to be found.
The DM might allow you to choose different targets. For example,
You decide what triggers the glyph when you cast the spell. For
if you transform a bee, its giant version might have the same stats as a
glyphs inscribed on a surface, the most typical triggers include touching
giant wasp.
or standing on the glyph, removing another object covering the glyph,
approaching within a certain distance of the glyph, or manipulating
Glibness the object on which the glyph is inscribed. For glyphs inscribed within
Transmutation 8th level an object, the most common triggers include opening that object,
Casting Time: 1 action approaching within a certain distance of the object, or seeing or reading
Range: Self the glyph. Once a glyph is triggered, this spell ends.
Components: V
You can further refine the trigger so the spell activates only under
Duration: 1 hour
certain circumstances or according to physical characteristics (such as
Until the spell ends, when you make a Charisma check, you can replace height or weight), creature kind (for example, the ward could be set to
the number you roll with a 15. Additionally, no matter what you say, affect aberrations or drow), or alignment. You can also set conditions for
magic that would determine if you are telling the truth indicates that you creatures that don’t trigger the glyph, such as those who say a certain
are being truthful. password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Goodberry Explosive Runes. When triggered, the glyph erupts with magical
Transmutation 1st level energy in a 20-foot-radius sphere centered on the glyph. The sphere
Casting Time: 1 action spreads around corners. Each creature in the area must make a Dexterity
Range: Touch saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder
Components: V, S, M (a sprig of mistletoe) damage on a failed saving throw (your choice when you create the
Duration: Instantaneous glyph) or half as much damage on a successful one.
Up to ten berries appear in your hand and are infused with magic for Spell Glyph. You can store a prepared spell of 3rd level or lower in
the duration. A creature can use its action to eat one berry. Eating a the glyph by casting it as part of creating the glyph. The spell must target
berry restores 1 hit point, and the berry provides enough nourishment a single creature or an area. The spell being stored has no immediate
to sustain a creature for a day. effect when cast in this way. When the glyph is triggered, the stored spell
is cast. If the spell has a target, it targets the creature that triggered the
The berries lose their potency if they have not been consumed within glyph. If the spell affects an area, the area is centered on that creature. If
24 hours of the casting of this spell. the spell summons hostile creatures or creates harmful objects or traps,
they appear as close as possible to the intruder and attack it. If the spell
Globe of Invulnerability requires concentration, it lasts until the end of its full duration.
Abjuration 6th level At Higher Levels. When you cast this spell using a spell slot of 4th
Casting Time: 1 action level or higher, the damage of an explosive runes glyph increases by 1d8
Range: Self (10-foot radius) for each slot level above 3rd. If you create a spell glyph, you can store
Components: V, S, M (a glass or crystal bead that shatters when the any spell of up to the same level as the slot you use for the glyph of
magic ends) warding.
Duration: Concentration, up to 1 minute
An immobile, faintly shimmering barrier springs into existence in a 10- Grasping Roots
foot radius around you and remains for the duration. Conjuration 4th level
Casting Time: bonus action
Any spell of 5th level or lower cast from outside the barrier can’t
Range: 30 feet
affect creatures or objects within it, even if the spell is cast using a higher
Components: V, S
level spell slot. Such a spell can target creatures and objects within the
Duration: Concentration, up to 1 minute
barrier, but the spell has no effect on them.
When using this spell, you conjure roots from the ground in a space that
Similarly, the area within the barrier is excluded from the areas
is not occupied in a location that you can see within reach. When casting
affected by such spells.
this spell, you can choose a direction for the roots to spread towards a
At Higher Levels. When you cast this spell using a spell slot of 7th creature that you can see that is up to 30 feet from the roots, that target
level or higher, the barrier blocks spells of one level higher for each slot must perform a Dexterity saving throw, in a failure, it will be Restrained
level above 6th. by the roots until the end of the spell's duration, being able to perform
a Force saving throw to get rid of this condition if it succeeds. Another
creature may attempt to release a Contained target using its action and
Glyph of Warding
succeeding in a Strength saving throw.
Abjuration 3rd level

358
While this spell is active, you can use its bonus action to cause the small silver rod worth at least 10 gp)
roots to release a Contained target and move towards a new creature. Duration: 24 hours
The spell ends prematurely if the roots are destroyed, they have 10 You create a ward that protects up to 2,500 square feet of floor space
AC and 35 hit points, as well as being vulnerable to fire damage. (an area of 50 feet square, or one hundred 5-foot squares or twenty-five
10-foot squares). The warded area can be up to 20 feet tall and shaped
as you desire. You can ward several stories of a stronghold by dividing
Grease
the area among them, as long as you can walk into each contiguous area
Conjuration 1st level
while you are casting the spell.
Casting Time: 1 action
Range: 60 feet When you cast this spell, you can specify individuals that are unaffected
Components: V, S, M (pork rind or butter) by any or all of the effects that you choose. You can also specify a
Duration: 1 minute password that, when spoken aloud, makes the speaker immune to these
effects.
Slick grease covers the ground in a 10-foot square centered on a point
within range and turns it into difficult terrain for the duration. Guards and wards create the following effects within the warded area.
When the grease appears, each creature standing in its area must Corridors. Fog fills all the warded corridors, making them heavily
succeed on a Dexterity saving throw or fall prone. A creature that enters obscured. In addition, at each intersection or branching passage offering
the area or ends its turn there must also succeed on a Dexterity saving a choice of direction, there is a 50 percent chance that a creature other
throw or fall prone. than you will believe it is going in the opposite direction from the one it
chooses.
Stairs. Webs fill all stairs in the warded area from top to bottom, as
Greater Invisibility the web spell. These strands regrow in 10 minutes if they are burned or
Illusion 4th level torn away while guards and wards last.
Casting Time: 1 action Doors. All doors in the warded area are magically locked as if sealed
Range: Touch by an arcane lock spell. In addition, you can cover up to ten doors with
Components: V, S an illusion (equivalent to the illusory object function of the minor illusion
Duration: Concentration, up to 1 minute spell) to make them appear as plain sections of a wall.
You or a creature you touch becomes invisible until the spell ends. Other Spell Effect. You can place your choice of one of the following
Anything the target is wearing or carrying is invisible as long as it is on magical effects within the warded area of the stronghold.
the target’s person. Place dancing lights in four corridors. You can designate a simple
program that the lights repeat as long as guards and wards last.
Place magic mouth in two locations.
Greater Restoration Place stinking cloud in two locations. The vapors appear in the
Abjuration 5th level places you designate; They return within 10 minutes if dispersed by
Casting Time: 1 action wind while guards and wards last.
Range: Touch Place a constant gust of wind in one corridor or room.
Components: V, S, M (diamond dust worth at least 100 gp which the Place a suggestion in one location. You select an area of up to 5 feet
spell consumes) square, and any creature that enters or passes through the area receives
Duration: Instantaneous the suggestion mentally.
You imbue a creature you touch with positive energy to undo a The whole warded area radiates magic. A dispel magic cast on a
debilitating effect. You can reduce the target’s exhaustion level by one or specific effect, if successful, removes only that effect.
end one of the following effects on the target: You can create a permanently guarded and warded structure by
• One effect that charmed or petrified the target casting this spell there every day for one year.
• One curse, including the target’s attunement to a cursed magic item
• Any reduction to one of the target’s ability scores
• One effect reducing the target’s hit point maximum Guidance
Divination Cantrip
Casting Time: 1 action
Guardian of Faith Range: Touch
Conjuration 4th level Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 30 feet
Components: V You touch a willing creature. Once before the spell ends, the target can
Duration: 8 hours roll a d4 and add the number rolled to one ability check of its choice. It
can roll the die before or after making the ability check. The spell then
A Large spectral guardian appears and hovers for the duration in an ends.
unoccupied space of your choice that you can see within range. The
guardian occupies that space and is indistinct except for a gleaming
sword and shield emblazoned with the symbol of your deity. Guiding Bolt
Evocation 1st level
Any creature hostile to you that moves to a space within 10 feet of Casting Time: 1 action
the guardian for the first time on a turn must succeed on a Dexterity Range: 320 feet
saving throw. The creature takes 20 radiant damage on a failed save or Components: V, S
half as much damage on a successful one. The guardian vanishes when it Duration: 1 round
has dealt a total of 60 damage.
A flash of light streaks toward a creature of your choice within range.
Make a ranged spell attack against the target. On a hit, the target takes
Guards And Wards 4d6 radiant damage, and the next attack roll made against this target
Abjuration 6th level before the end of your next turn has advantage, thanks to the mystical
Casting Time: 10 minutes dim light glittering on the target until then.
Range: Touch
Components: V, S, M (burning incense, a small measure of brimstone At Higher Levels. When you cast this spell using a spell slot of 2nd
and oil, a knotted string, a small amount of umber hulk blood, and a level or higher, the damage increases by 1d6 for each slot level above 1st.

359
Gust of Wind vulnerability to one damage type of your choice, except for bludgeoning,
Evocation 2nd level piercing, or slashing.
Casting Time: 1 action
Range: Self (60-foot cone)
Hallucinatory Terrain
Components: S, M (a legume seed)
Illusion 4th level
Duration: Concentration, up to 1 minute
Casting Time: 10 minutes
A line of strong wind 60 feet long and 10 feet wide blasts from you in a Range: 300 feet
direction you choose for the spell’s duration. Each creature that starts its Components: V, S, M (stone, twig, a bit of green plant)
turn in the line must succeed on a Strength saving throw or be pushed 15 Duration: 24 hours
feet away from you in a direction following the line.
You make natural terrain in a 150-foot cube in range look, sound, and
Any creature in the line must spend 2 feet of movement for every 1 smell like some other sort of natural terrain. Thus, open fields or a
foot it moves when moving closer to you. road can be made to resemble a swamp, hill, crevasse, or some other
The gust disperses gas or vapor, and it extinguishes candles, torches, difficult or impassable terrain. A pond can be made to seem like a grassy
and similar unprotected flames in the area. It causes protected flames, meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide
such as those of lanterns, to dance wildly and has a 50 percent chance and smooth road. Manufactured structures, equipment, and creatures
to extinguish them. within the area aren’t changed in appearance.

As a bonus action on each of your turns before the spell ends, you The tactile characteristics of the terrain are unchanged, so creatures
can change the direction in which the line blasts from you. entering the area are likely to see through the illusion. If the difference
isn’t obvious by touch, a creature carefully examining the illusion can
attempt an Intelligence (Investigation) check against your spell save DC
H to disbelieve it. A creature who discerns the illusion for what it is, sees it
as a vague image superimposed on the terrain.

Hallow Harm
Evocation 5th level Necromancy 6th level
Casting Time: 24 hours Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S, M (herbs, oil, incense worth at least 1000 gp, which Components: V, S
the spell consumes) Duration: Instantaneous
Duration: Until dispelled You unleash a virulent disease on a creature that you can see within
You touch a point and infuse an area around it with holy (or unholy) range. The target must make a Constitution saving throw. On a failed
power. The area can have a radius up to 60 feet, and the spell fails if the save, it takes 14d6 necrotic damage, or half as much damage on a
radius includes an area already under the effect of a hallow spell. The successful save. The damage can’t reduce the target’s hit points below 1.
affected area is subject to the following effects. If the target fails the saving throw, its hit point maximum is reduced for
1 hour by an amount equal to the necrotic damage it took. Any effect
First, celestials, elementals, fey, fiends, and undead can’t enter the that removes a disease allows a creature’s hit point maximum to return
area, nor can such creatures charm, frighten, or possess creatures within to normal before that time passes.
it. Any creature charmed, frightened, or possessed by such a creature
is no longer charmed, frightened, or possessed upon entering the area.
You can exclude one or more of those types of creatures from this effect. Haste
Transmutation 3rd level
Second, you can bind an extra effect to the area. Choose the effect
Casting Time: 1 action
from the following list, or choose an effect offered by the GM. Some of
Range: 30 feet
these effects apply to creatures in the area; you can designate whether
Components: V, S, M (shaving of licorice root)
the effect applies to all creatures, creatures that follow a specific deity or
Duration: Concentration, up to 1 minute
leader, or creatures of a specific sort, such as trolls. When a creature that
would be affected enters the spell’s area for the first time on a turn or Choose a willing creature that you can see within range. Until the spell
starts its turn there, it can make a Charisma saving throw. On a success, ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has
the creature ignores the extra effect until it leaves the area. advantage on Dexterity saving throws, and it gains an additional action
on each of its turns. That action can be used only to take the Attack (one
Courage. Affected creatures can’t be frightened while in the area.
weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Everlasting Rest. Dead bodies interred in the area can’t be turned
into undead. When the spell ends, the target can’t move or take actions until after
Darkness. Darkness fills the area. Normal light, as well as magical its next turn, as a wave of lethargy sweeps over it.
light created by spells of a lower level than the slot you used to cast this
spell, can’t illuminate the area.
Heal
Tongues. Affected creatures can communicate with any other
Evocation 6th level
creature in the area, even if they don’t share a common language.
Casting Time: 1 action
Extradimensional Interference. Affected creatures can’t move or
Range: 60 feet
travel using teleportation or by extradimensional or interplanar means.
Components: V, S
Daylight. Bright light fills the area. Magical darkness created by spells
Duration: Instantaneous
of a lower level than the slot you used to cast this spell can’t extinguish
the light. Choose a creature that you can see within range. A surge of positive
Fear. Affected creatures are frightened while in the area. energy washes through the creature, causing it to regain 70 hit points.
Energy Protection. Affected creatures in the area have resistance to This spell also ends blindness, deafness, and any diseases affecting the
one damage type of your choice, except for bludgeoning, piercing, or target. This spell has no effect on constructs or undead.
slashing.
At Higher Levels. When you cast this spell using a spell slot of 7th
Silence. No sound can emanate from within the area, and no sound
level or higher, the amount of healing increases by 10 for each slot level
can reach into it.
above 6th.
Energy Vulnerability. Affected creatures in the area have

360
Healing Word Duration: Concentration, up to 1 minute
Evocation 1st level
A willing creature you touch is imbued with bravery. Until the spell ends,
Casting Time: 1 bonus action
the creature is immune to being frightened and gains temporary hit
Range: 60 feet
points equal to your spellcasting ability modifier at the start of each of
Components: V
its turns. When the spell ends, the target loses any remaining temporary
Duration: Instantaneous
hit points from this spell.
A creature of your choice that you can see within range regains hit
At Higher Levels. When you cast this spell using a spell slot of 2nd
points equal to 1d4 + your spellcasting ability modifier. This spell has no
level or higher, you can target one additional creature for each slot level
effect on undead or constructs.
above 1st.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the healing increases by 1d4 for each slot level above 1st.
Hideous Laughter
Enchantment 1st level
Heat Metal Casting Time: 1 action
Transmutation 2nd level Range: 30 feet
Casting Time: 1 action Components: V, S, M (tiny tarts and a feather)
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a piece of iron and a flame)
A creature of your choice that you can see within range perceives
Duration: Concentration, up to 1 minute
everything as hilariously funny and falls into fits of laughter if this spell
Choose a manufactured metal object, such as a metal weapon or a suit affects it. The target must succeed on a Wisdom saving throw or fall
of heavy or medium metal armor, that you can see within range. You prone, becoming incapacitated and unable to stand up for the duration.
cause the object to glow red-hot. Any creature in physical contact with A creature with an Intelligence score of 4 or less isn’t affected.
the object takes 2d8 fire damage when you cast the spell. Until the spell
At the end of each of its turns, and each time it takes damage,
ends, you can use a bonus action on each of your subsequent turns to
the target can make another Wisdom saving throw. The target had
cause this damage again.
advantage on the saving throw if it’s triggered by damage. On a success,
If a creature is holding or wearing the object and takes the damage the spell ends.
from it, the creature must succeed on a Constitution saving throw or
drop the object if it can. If it doesn’t drop the object, it has disadvantage
Hold Monster
on attack rolls and ability checks until the start of your next turn.
Evocation 5th level
At Higher Levels. When you cast this spell using a spell slot of 3rd Casting Time: 1 action
level or higher, the damage increases by 1d8 for each slot above 2nd. Range: 90 feet
Components: V, S, M (a small straight piece of iron)
Duration: Concentration, up to 1 minute
Hellish Rebuke
Evocation 1st level Choose a creature that you can see within range. The target must
Evocation 1st level succeed on a Wisdom saving throw or be paralyzed for the duration.
This spell has no effect on undead. At the end of each of its turns, the
You point your finger, and the creature that damaged you is momentarily
target can make another Wisdom saving throw. On a success, the spell
surrounded by hellish flames. The creature must make a Dexterity saving
ends on the target.
throw. It takes 2d10 fire damage on a failed save or half as much damage
on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th
level or higher, you can target one additional creature for each slot level
At Higher Levels. When you cast this spell using a spell slot of 2nd
above 5th. The creatures must be within 30 feet of each other when you
level or higher, the damage increases by 1d10 for each slot level above
target them.
1st.

Hold Person
Heroes' Feast
Enchantment 2nd level
Conjuration 6th level
Casting Time: 1 action
Casting Time: 10 minutes
Range: 60 feet
Range: 30 feet
Components: V, S, M (a small straight piece of iron)
Components: V, S, M (gem-encrusted bowl worth at least 1000 gp,
Duration: Concentration, up to 1 minute
which the spell consumes)
Duration: Instantaneous Choose a humanoid that you can see within range. The target must
succeed on a Wisdom saving throw or be paralyzed for the duration. At
You bring forth a great feast, including magnificent food and drink. The
the end of each of its turns, the target can make another Wisdom saving
feast takes 1 hour to consume and disappears at the end of that time,
throw. On a success, the spell ends on the target.
and the beneficial effects don’t set in until this hour is over. Up to twelve
other creatures can partake of the feast. At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, you can target one additional humanoid for each slot
A creature that partakes of the feast gains several benefits. The
level above 2nd. The humanoids must be within 30 feet of each other
creature is cured of all diseases and poison, becomes immune to poison
when you target them.
and being frightened, and makes all Wisdom saving throws with
advantage. Its hit point maximum also increases by 2d10, and it gains
the same number of hit points. These benefits last for 24 hours. Holy Aura
Abjuration 8th level
Casting Time: 1 action
Heroism
Range: Self
Enchantment 1st level
Components: V, S, M (reliquary containing sacred relic worth at least
Casting Time: 1 action
1000 gp)
Range: Touch
Duration: Concentration, up to 1 minute
Components: V, S

361
Divine light washes out from you and coalesces in a soft radiance in a Identify
30-foot radius around you. Divination 1st level (ritual)
Casting Time: 1 minute
Creatures of your choice in that radius when you cast this spell shed
Range: Touch
dim light in a 5-foot radius and have advantage on all saving throws,
Components: V, S, M (owl feather and a pearl worth at least 100 gp)
and other creatures have disadvantage on attack rolls against them until
Duration: Instantaneous
the spell ends. In addition, when a fiend or an undead hits an affected
creature with a melee attack, the aura flashes with brilliant light. The You choose one object that you must touch throughout the casting of
attacker must succeed on a Constitution saving throw or be blinded until the spell. If it is a magic item or some other magic-imbued object, you
the spell ends. learn its properties and how to use them, whether it requires attunement
to use, and how many charges it has, if any. You learn whether any spells
are affecting the item and what they are. If the item was created by a
Hunter’s Mark
spell, you learn which spell created it.
Divination 1st level
Casting Time: 1 bonus action If you instead touch a creature throughout the casting, you learn
Range: 60 feet what spells, if any, are currently affecting it.
Components: V
Duration: Concentration, up to 1 hour
Illusory Script
You choose a creature you can see within range and mystically mark Illusion 1st level (ritual)
it as your quarry. Until the spell ends, you deal an extra 1d6 damage Casting Time: 1 minute
to the target whenever you hit it with a weapon attack, and you have Range: Touch
advantage on any Wisdom (Perception) or Wisdom (Survival) check Components: S, M (lead-based ink worth at least 10 gp, which the spell
you make to find it. If the target drops to 0 hit points before this spell consumes)
ends, you can use a bonus action on a subsequent turn of yours to mark Duration: 10 days
a new creature.
You write on parchment, paper, or some other suitable writing material
At Higher Levels. When you cast this spell using a spell slot of 3rd or and imbue it with a potent illusion that lasts for the duration.
4th level, you can maintain your concentration on the spell for up to 8
To you and any creatures you designate when you cast the spell, the
hours. When you use a spell slot of 5th level or higher, you can maintain
writing appears normal, written in your hand, and conveys whatever
your concentration on the spell for up to 24 hours.
meaning you intended when you wrote the text. To all others, the
writing appears as if it were written in an unknown or magical script
Hypnotic Pattern that is unintelligible. Alternatively, you can cause the writing to appear
Illusion 3rd level to be an entirely different message, written in a different hand and
Casting Time: 1 action language, though the language must be one you know. Should the spell
Range: 320 feet be dispelled, the original script and the illusion both disappear.
Components: S, M (a glowing stick of incense or a crystal vial filled with A creature with truesight can read the hidden message.
phosphorescent material)
Duration: Concentration, up to 1 minute
Imbue Element
You create a twisting pattern of colors that weaves through the air
Transmutation 3rd level
inside a 30-foot cube within range. The pattern appears for a moment
Casting Time: 1 action
and vanishes. Each creature in the area who sees the pattern must
Range: Touch
make a Wisdom saving throw. On a failed save, the creature becomes
Components: V, S
charmed for the duration. While charmed by this spell, the creature is
Duration: Concentration, up to 1 hour
incapacitated and has a speed of 0.
You can magically imbue a non-magic weapon with elemental damage
The spell ends for an affected creature if it takes any damage or if
among the following: acid, electric, ice, fire, or thundering. For the
someone else uses an action to shake the creature out of its stupor.
duration, this weapon has a +1 bonus to attack rolls and deals 1d4
additional damage of the chosen element type.

I At Higher Levels. When you cast this spell using a 5th or 6th level
spell slot, the attack roll bonus increases to +2, and the extra damage
increases to 2d4. When you use the spell slot of 6th level or higher, the
bonus increases to +3. When you use a 9th level spell slot, the bonus
Ice Storm
remains at +3, the extra damage increases to 3d4, and your critical
Evocation 4th level
margin decreases by 1 for attacks made with that weapon.
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a pinch of dust, a drop of water) Imprisonment
Duration: Instantaneous Abjuration 9th level
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, Casting Time: 1 minute
40-foot-high cylinder centered on a point within range. Each creature in Range: 30 feet
the cylinder must make a Dexterity saving throw. A creature takes 2d8 Components: V, S, M (a figurine carved in the likeness of the target, and
bludgeoning damage and 4d6 cold damage on a failed save, or half as a special component that varies according to the version of the spell you
much damage on a successful one. choose, worth at least 500 gp per target Hit Die)
Duration: Until dispelled
Hailstones turn the storm’s area of effect into difficult terrain until the
end of your next turn. You create a magical restraint to hold a creature that you can see within
range. The target must succeed on a Wisdom saving throw or be bound
At Higher Levels. When you cast this spell using a spell slot of 5th by the spell; if it succeeds, it is immune to this spell if you cast it again.
level or higher, the bludgeoning damage increases by 1d8 for each slot While affected by this spell, the creature doesn’t need to breathe, eat, or
level above 4th. drink, and it doesn’t age. Divination spells can’t locate or perceive the
target.

362
When you cast the spell, you choose one of the following forms of Insect Plague
imprisonment. Conjuration 5th level
Casting Time: 1 action
Chaining. Heavy chains, firmly rooted in the ground, hold the target
Range: 300 feet
in place. The target is restrained until the spell ends, and it can’t move or
Components: V, S, M (sugar, some kernels of grain, and a smear of fat)
be moved by any means until then.
Duration: Concentration, up to 10 minute
The special component for this version of the spell is a fine chain of
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point
precious metal.
you choose within range. The sphere spreads around corners. The
Minimus Containment. The target shrinks to a height of 1 inch sphere spreads around corners. The sphere remains for the duration,
and is imprisoned inside a gemstone or similar object. Light can pass and its area is lightly obscured. The sphere’s area is difficult terrain.
through the gemstone normally (allowing the target to see out and other
When the area appears, each creature in it must make a Constitution
creatures to see in), but nothing else can pass through, even by means
saving throw. A creature takes 4d10 piercing damage on a failed save or
of teleportation or planar travel. The gemstone can’t be cut or broken
half as much damage on a successful one. A creature must also make this
while the spell remains in effect.
saving throw when it enters the spell’s area for the first time on a turn or
The special component for this version of the spell is a large, ends its turn there.
transparent gemstone, such as a corundum, diamond, or ruby.
At Higher Levels. When you cast this spell using a spell slot of 6th
Burial. The target is entombed far beneath the earth in a sphere of level or higher, the damage increases by 1d10 for each slot level above
magical force that is just large enough to contain the target. Nothing 5th.
can pass through the sphere, nor can any creature teleport or use planar
travel to get into or out of it.
Inflict Wounds
The special component for this version of the spell is a small platinum Necromancy 1st level
orb. Casting Time: 1 action
Hedged Prison. The spell transports the target into a tiny demiplane Range: Touch
that is warded against teleportation and planar travel. The demiplane Components: V, S
can be a labyrinth, a cage, a tower, or any similar confined structure or Duration: Instantaneous
area of your choice. Make a melee spell attack against a creature within your reach. On a hit,
The special component for this version of the spell is a miniature the target takes 3d10 necrotic damage.
representation of the prison made from jade. At Higher Levels. When you cast this spell using a spell slot of 2nd
Slumber. The target falls asleep and can’t be awoken. level or higher, the damage increases by1d10 for each slot level above
1st.
The special component for this version of the spell consists of rare
soporific herbs.
Instant Summons
Ending The Spell. During the casting of the spell, in any of its Conjuration 6th level (ritual)
versions, you can specify a condition that will cause the spell to end and Casting Time: 1 minute
release the target. The condition can be as specific or as elaborate as you Range: Touch
choose, but the DM must agree that the condition is reasonable and has Components: V, S, M (sapphire worth at least 1000 gp)
a likelihood of coming to pass. Duration: Until dispelled
The conditions can be based on a creature’s name, identity, or deity You touch an object weighing 10 pounds or less whose longest
but otherwise must be based on observable actions or qualities and not dimension is 6 feet or less. The spell leaves an invisible mark on its surface
based on intangibles such as level, class, or hit points. and invisibly inscribes the name of the item on the sapphire you use as
A dispel magic spell can end the spell only if it is cast as a 9th-level the material component. Each time you cast this spell, you must use a
spell, targeting either the prison or the special component used to create different sapphire.
it. At any time thereafter, you can use your action to speak the item’s
You can use a particular special component to create only one prison name and crush the sapphire. The item instantly appears in your hand
at a time. If you cast the spell again using the same component, the target regardless of physical or planar distances, and the spell ends.
of the first casting is immediately freed from its binding. If another creature is holding or carrying the item, crushing the
sapphire doesn’t transport the item to you, but instead, you learn who
Incendiary Cloud the creature possessing the object is and roughly where that creature is
Conjuration 8th level located at that moment.
Casting Time: 1 action Dispel magic or a similar effect successfully applied to the sapphire
Range: 150 feet ends this spell’s effect.
Components: V, S
Duration: Concentration, up to 1 minute
Invisibility
A swirling cloud of smoke shot through with white-hot embers appears Illusion 2nd level
in a 20-foot-range. The cloud spreads around corners and is heavily Casting Time: 1 action
obscured. It lasts for the duration or until a wind of moderate or greater Range: Touch
speed (at least 10 miles per hour) disperses it. Components: V, S, M (eyelash in gum arabic)
When the cloud appears, each creature in it must make a Dexterity Duration: Concentration, up to 1 hour
saving throw. A creature takes 10d8 fire damage on a failed save or half A creature you touch becomes invisible until the spell ends. Anything
as much damage on a successful one. A creature must also make this the target is wearing or carrying is invisible as long as it is on the target’s
saving throw when it enters the spell’s area for the first time on a turn or person. The spell ends for a target that attacks or casts a spell.
ends its turn there.
At Higher Levels. When you cast this spell using a spell slot of 3rd
The cloud moves 10 feet directly away from you in a direction that level or higher, you can target one additional creature for each slot level
you choose at the start of each of your turns. above 2nd.

363
J afflicting it. The condition can be blinded, deafened, paralyzed, or
poisoned.

Jump Levitate
Transmutation 1st level Transmutation 2nd level
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S, M (grasshopper's hind leg) Components: V, S, M (either a small leather loop or a piece of golden
Duration: 1 minute wire bent into a cup shape with a long shank on one end)
Duration: Concentration, up to 10 minute
You touch a creature. The creature’s jump distance is tripled until the
spell ends. One creature or object of your choice that you can see within range rises
vertically, up to 20 feet, and remains suspended there for the duration.
The spell can levitate a target that weighs up to 500 pounds. An unwilling
K creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object
or surface within reach (such as a wall or a ceiling), which allows it to
Knock move as if it were climbing. You can change the target’s altitude by up
Transmutation 2nd level to 20 feet in either direction on your turn. If you are the target, you can
Casting Time: 1 action move up or down as part of your move. Otherwise, you can use your
Range: 60 feet action to move the target, which must remain within the spell’s range.
Components: V
When the spell ends, the target floats gently to the ground if it is still
Duration: Instantaneous
aloft.
Choose an object that you can see within range. The object can be a
door, a box, a chest, a set of manacles, a padlock, or another object that
contains a mundane or magical means that prevents access. Light
Evocation Cantrip
A target that is held shut by a mundane lock or that is stuck or barred Casting Time: 1 action
becomes unlocked, unstuck, or unbarred. If the object has multiple locks, Range: Touch
only one of them is unlocked. Components: V, M (firefly or phosphorescent moss)
If you choose a target that is held shut with arcane lock, that spell is Duration: 1 hour
suppressed for 10 minutes, during which time the target can be opened You touch one object that is no larger than 10 feet in any dimension.
and shut normally. Until the spell ends, the object sheds bright light in a 20-foot radius and
When you cast the spell, a loud knock, audible from as far away as dim light for an additional 20 feet. The light can be colored as you like.
300 feet, emanates from the target object. Completely covering the object with something opaque blocks the light.
The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that
L creature must succeed on a Dexterity saving throw to avoid the spell.

Lightning Bolt
Legend Lore
Evocation 3rd level
Divination 5th level
Casting Time: 1 action
Casting Time: 10 minutes
Range: Self (100-foot cone)
Range: Self
Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
Components: V, S, M (incense, four ivory stripe worth at least 450 gp,
Duration: Instantaneous
which the spell consumes)
Duration: Instantaneous A stroke of lightning forming a line 100 feet long and 5 feet wide blasts
out from you in a direction you choose. Each creature in the line must
Name or describe a person, place, or object. The spell brings to your
make a Dexterity saving throw. A creature takes 8d6 lightning damage
mind a brief summary of the significant lore about the thing you named.
on a failed save, or half as much damage on a successful one.
The lore might consist of current tales, forgotten stories, or even secret
lore that has never been widely known. If the thing you named isn’t of The lightning ignites flammable objects in the area that aren’t being
legendary importance, you gain no information. The more information worn or carried.
you already have about the thing, the more precise and detailed the At Higher Levels. When you cast this spell using a spell slot of 4th
information you receive is. level or higher, the damage increases by 1d6 for each slot level above
The information you learn is accurate but might be couched in 3rd.
figurative language. For example, if you have a mysterious idol in your
hand, the spell can produce this information: "Touch is part of the flow,
Lightning Sword
but shattering interrupts it. Neither permanent nor finished, only those
Evocation 2nd level
who understand Nagakabouros can evoke the true powers of the idol. "
Casting Time: bonus action
Range: Self
Lesser Restoration Components: V, S
Abjuration 2nd level Duration: 10 minutes (concentration)
Casting Time: 1 action You summon a lightning sword in your free hand. The blade is similar
Range: Touch in size and shape to a scimitar and lasts until the end of the spell. If you
Components: V, S drop the sword, it disappears, but you can summon it again with a bonus
Duration: Instantaneous action. You can use a standard action to perform a melee attack with the
You touch a creature and can end either one disease or one condition lightning sword. On a hit, the target takes 3d6 lightning damage. The

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flame sheds bright light in a 10-foot radius and dim light for an additional Casting Time: bonus action
10 feet. Range: Self
Components: V
At Higher Levels. For each spell slot higher than the 2nd this spell is
Duration: Concentration, up to 1 minute
cast, 1d8 lightning damage is added to the spell.
When using this spell, your next weapon attack emits intense light, this
attack does 3d8 additional radiant damage to your target. In addition,
Locate Animals or Plants
the target must perform a Constitution save, on a failure it will be Blind
Divination 2nd level (ritual)
until the spell ends. At the end of each of its turns, the target can repeat
Casting Time: 1 action
the saving throw to end the condition.
Range: Self
Components: S, M (bloodhound fur)
Duration: Instantaneous
M
Describe or name a specific kind of beast or plant. Concentrating on
the voice of nature in your surroundings, you learn the direction and
distance to the closest creature or plant of that kind within 5 miles if any Mage Armor
are present. Abjuration 1st level
Casting Time: 1 action
Locate Creature Range: Touch
Divination 4th level Components: V, S, M (piece of cured leather)
Casting Time: 1 action Duration: 8 hours
Range: Self You touch a willing creature who isn’t wearing armor, and a protective
Components: S, M (bloodhound fur) magical force surrounds it until the spell ends. The target’s base AC
Duration: Concentration, up to 1 hour becomes 13 + its Dexterity modifier. The spell ends if the target dons
Describe or name a creature that is familiar to you. You sense the armor or if you dismiss the spell as an action.
direction to the creature’s location, as long as that creature is within
1,000 feet of you. If the creature is moving, you know the direction of Mage Hand
its movement. Conjuration Cantrip
The spell can locate a specific creature known to you or the nearest Casting Time: 1 action
creature of a specific kind (such as a human or a unicorn), so long as you Range: 30 feet
have seen such a creature up close—-within 30 feet-—at least once. Components: V, S
If the creature you described or named is in a different form, such as Duration: 1 minute
being under the effects of a polymorph spell, this spell doesn’t locate the A spectral, floating hand appears at a point you choose within range.
creature. This spell can’t locate a creature if running water at least 10 The hand lasts for the duration or until you dismiss it as an action. The
feet wide blocks a direct path between you and the creature. hand vanishes if it is ever more than 30 feet away from you or if you cast
this spell again.
Locate Object You can use your action to dispel the illusory duplicates. You can use
Divination 2nd level your action to control the hand. You can use the hand to manipulate an
Casting Time: 1 action object, open an unlocked door or container, stow or retrieve an item
Range: Self from an open container, or pour the contents out of a vial. You can move
Components: V, S, M (forked twig) the hand up to 30 feet each time you use it.
Duration: Concentration, up to 10 minute
The hand can’t attack, activate magic items, or carry more than 10
Describe or name an object that is familiar to you. You sense the direction pounds.
to the object’s location, as long as that object is within 1,000 feet of you.
If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you
have seen it up close-—within 30 feet-—at least once. Alternatively, the
spell can locate the nearest object of a particular kind, such as a certain
kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin
sheet, blocks a direct path between you and the object.

Longstrider
Transmutation 1st level
Casting Time: 1 action
Range: Touch
Components: V, S, M (pinch of dirt)
Duration: 1 hour
You touch a creature. The target’s speed increases by 10 feet until the
spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can target one additional creature for each spell slot
above 1st.

Luminary Devastation
Evocation 3rd level

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Magic Circle soul inhabits the container, you are aware of your surroundings as if
Abjuration 3rd level you were in the container’s space. You can’t move or use reactions. The
Casting Time: 1 minute only action you can take is to project your soul up to 100 feet out of the
Range: 10 feet container, either returning to your living body (and ending the spell) or
Components: V, S, M (holy water or fe/ag dust worth at least 100 gp attempting to possess a humanoid’s body.
which the spell consumes)
You can attempt to possess any humanoid within 100 feet of you that
Duration: 1 hour
you can see (creatures warded by a protection from evil and good or
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy magic circle spell can’t be possessed). The target must make a Charisma
centered on a point on the ground that you can see within range. saving throw. On a failure, your soul moves into the target’s body, and
Glowing runes appear wherever the cylinder intersects with the floor the target’s soul becomes trapped in the container. On a success, the
or other surface. target resists your efforts to possess it, and you can’t attempt to possess
it again for 24 hours.
Choose one or more of the following types of creatures: celestials,
elementals, fey, fiends, or undead. The circle affects a creature of the Once you possess a creature’s body, you control it. Your game
chosen type in the following ways: statistics are replaced by the statistics of the creature, though you retain
your alignment and your Intelligence, Wisdom, and Charisma scores.
The creature can’t willingly enter the cylinder by nonmagical means.
You retain the benefit of your own class features. If the target has any
If the creature tries to use teleportation or interplanar travel to do so, it
class levels, you can’t use any of its class features.
must first succeed on a Charisma saving throw.
Meanwhile, the possessed creature’s soul can perceive from the
The creature has disadvantage on attack rolls against targets within
container using its own senses, but it can’t move or take actions at all.
the cylinder.
While possessing a body, you can use your action to return from the
Targets within the cylinder can’t be charmed, frightened, or
host body to the container if it is within 100 feet of you, returning the
possessed by the creature.
host creature’s soul to its body. If the host body dies while you’re in it,
When you cast this spell, you can elect to cause its magic to operate the creature dies, and you must make a Charisma saving throw against
in the reverse direction, preventing a creature of the specified type from your own spellcasting DC. On a success, you return to the container if it
leaving the cylinder and protecting targets outside it. is within 100 feet of you. Otherwise, you die.
At Higher Levels. When you cast this spell using a spell slot of 4th If the container is destroyed or the spell ends, your soul immediately
level or higher, the duration increases by 1 hour for each slot level above returns to your body. If your body is more than 100 feet away from
3rd. you or if your body is dead when you attempt to return to it, you die.
If another creature’s soul is in the container when it is destroyed, the
creature’s soul returns to its body if the body is alive and within 100 feet.
Magic Mouth
Illusion 2nd level (ritual) Otherwise, that creature dies.
Casting Time: 1 minute
When the spell ends, the container is destroyed.
Range: 30 feet
Components: V, S, M (honeycomb and jade dust worth at least 10 gp
which the spell consumes) Magic Weapons
Duration: Until dispelled Transmutation 2nd level
Casting Time: 1 bonus action
You implant a message within an object in range, a message that is
Range: Touch
uttered when a trigger condition is met. Choose an object that you can
Components: V, S
see that isn’t being worn or carried by another creature. You, then, speak
Duration: Concentration, up to 1 hour
the message, which must be 25 words or less, though it can be delivered
over as long as ten minutes. Finally, determine the circumstance that will You touch a nonmagical weapon. Until the spell ends, that weapon
trigger the spell to deliver your message. becomes a magic weapon with a +1 bonus to attack rolls and damage
rolls.
When that circumstance occurs, a magical mouth appears on the
object and recites the message in your voice at the same volume you At Higher Levels. When you cast this spell using a spell slot of 4th
spoke. If the object you chose has a mouth or something that looks like a level or higher, the bonus increases to +2. When you use a spell slot of
mouth (for example, the mouth of a statue) the magical mouth appears 6th level or higher, the bonus increases to +3.
there so that the words appear to come from the object’s mouth.
When you cast this spell, you can have the spell end after it delivers Magnificent Mansion
its message or it can remain and repeat its message whenever the trigger Conjuration 7th level
occurs. Casting Time: 1 minute
The triggering circumstance can be as general or as detailed as you Range: 300 feet
like, though it must be based on visual or audible conditions that occur Components: V, S, M (a miniature portal carved from ivory, a small
within 30 feet of the object. For example, you could instruct the mouth piece of polished marble, and a tiny silver spoon, each item worth at
to speak when any creature moves within 30 feet of the object or when least 5 gp)
a silver bell rings within 30 feet. Duration: 24 hours
You conjure an extradimensional dwelling in range that lasts for the
duration. You choose where its one entrance is located. The entrance
Magic Jar
shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature
Necromancy 6th level
you designate when you cast the spell can enter the extradimensional
Casting Time: 1 minute
dwelling as long as the portal remains open. You can open or close the
Range: Self
portal if you are within 30 feet of it. While closed, the portal is invisible.
Components: V, S, M (a gem, crystal, reliquary, or some other
ornamental container worth at least 500 gp) Beyond the portal is a magnificent foyer with numerous chambers
Duration: Until dispelled beyond. The atmosphere is clean, fresh, and warm.
Your body falls into a catatonic state as your soul leaves it and enters You can create any floor plan you like, but the space can’t exceed
the container you used for the spell’s material component. While your 50 cubes, each cube being 10 feet on each side. The place is furnished

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and decorated as you choose. It contains sufficient food to serve a nine- Mass Healing Word
course banquet for up to 100 people. A staff of 100 near-transparent Evocation 3rd level
servants attends all who enter. You decide the visual appearance of these Casting Time: 1 bonus action
servants and their attire. They are completely obedient to your orders. Range: 60 feet
Each servant can perform any task a normal human servant could Components: V
perform, but they can’t attack or take any action that would directly Duration: Instantaneous
harm another creature. Thus the servants can fetch things, clean, mend,
As you call out words of restoration, up to six creatures of your
fold clothes, light fires, serve food, pour wine, and so on. The servants
choice that you can see within range regain hit points equal to 1d4 +
can go anywhere in the mansion but can’t leave it. Furnishings and other
your spellcasting ability modifier. This spell has no effect on undead or
objects created by this spell dissipate into smoke if removed from the
constructs.
mansion. When the spell ends, any creatures inside the extradimensional
space are expelled into the open spaces nearest to the entrance. At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the healing increases by 1d4 for each slot level above 3rd.
Mass Cure Wounds
Evocation 5th level Mass Suggestion
Casting Time: 1 action Enchantment 6th level
Range: 60 feet Casting Time: 1 action
Components: V, S Range: 60 feet
Duration: Instantaneous Components: V, M (a snake's tongue and either a bit of honeycomb or
a drop of sweet oil)
A wave of healing energy washes out from a point of your choice
Duration: 24 hours
within range. Choose up to six creatures in a 30-foot-radius sphere
centered on that point. You suggest a course of activity (limited to a sentence or two) and
magically influence up to twelve creatures of your choice that you
Each target regains hit points equal to 3d8 + your spellcasting ability
can see within range and that can hear and understand you. Creatures
modifier.
that can’t be charmed are immune to this effect. The suggestion must
This spell has no effect on undead or constructs. be worded in such a manner as to make the course of action sound
reasonable. Asking the creature to stab itself, throw itself onto a spear,
At Higher Levels. When you cast this spell using a spell slot of 6th
immolate itself, or do some other obviously harmful act automatically
level or higher, the healing increases by 1d8 for each slot level above 5th.
negates the effect of the spell.
Each target must make a Wisdom saving throw. On a failed save,
Mass Heal
it pursues the course of action you described to the best of its ability.
Evocation 9th level
The suggested course of action can continue for the entire duration. If
Casting Time: 1 action
the suggested activity can be completed in a shorter time, the spell ends
Range: 60 feet
when the subject finishes what it was asked to do.
Components: V, S
Duration: Instantaneous You can also specify conditions that will trigger a special activity
during the duration. For example, you might suggest that a group of
A flood of healing energy flows from you into injured creatures around
soldiers give all their money to the first beggar they meet. If the condition
you. You restore up to 700 hit points, divided as you choose among any
isn’t met before the spell expires, the activity isn’t performed.
number of creatures that you can see within range. Creatures healed
by this spell are also cured of all diseases and any effect making them If you or any of your companions damage a creature affected by this
blinded or deafened. This spell has no effect on undead or constructs. spell, the spell ends for that creature.
At Higher Levels. When you cast this spell using a 7th-level spell
slot, the duration is 10 days. When you use an 8th-level spell slot, the
duration is 30 days. When you use a 9th-level spell slot, the duration
is a year and a day.

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Major Image By using this spell, your weapon emanates spiritual energy. Your next
Illusion 3rd level melee attack deals 1d6 additional psychic damage. Also, the target must
Casting Time: 1 action succeed in a Wisdom saving throw or will be Frightened by you for the
Range: 320 feet spell duration. At the end of each of its turns, the target can repeat the
Components: S, M (a bit of fleece) saving throw to end the condition.
Duration: Concentration, up to 10 minute
You create the image of an object, a creature, or some other visible Meteor Swarm
phenomenon that is no larger than a 20-foot cube. The image appears at Evocation 9th level
a spot that you can see within range and lasts for the duration. It seems Casting Time: 1 action
completely real, including sounds, smells, and temperature appropriate Range: 1 mile
to the thing depicted. You can’t create sufficient heat or cold to cause Components:V, S
damage, a sound loud enough to deal thunder damage or deafen a Duration: Instantaneous
creature, or a smell that might sicken a creature (like a troll’s stench).
Blazing orbs of fire plummet to the ground at four different points you
As long as you are within range of the illusion, you can use your action can see within range. Each creature in a 40-foot-radius sphere centered
to cause the image to move to any other spot within range. As the image on each point you choose must make a Dexterity saving throw. The
changes location, you can alter its appearance so that its movements sphere spreads around corners. A creature takes 20d6 fire damage and
appear natural for the image. For example, if you create an image of a 20d6 bludgeoning damage on a failed save, or half as much damage on
creature and move it, you can alter the image so that it appears to be a successful one. A creature in the area of more than one fiery burst is
walking. Similarly, you can cause the illusion to make different sounds affected only once.
at different times, even making it carry on a conversation, for example.
The spell damages objects in the area and ignites flammable objects
Physical interaction with the image reveals it to be an illusion, because that aren’t being worn or carried.
things can pass through it. A creature that uses its action to examine the
image can determine that it is an illusion with a successful Intelligence
(Investigation) check against your spell save DC. If a creature discerns
the illusion for what it is, the creature can see through the image, and its Mind Blank
other sensory qualities become faint to the creature. Abjuration 8th level
At Higher Levels. When you cast this spell using a spell slot of 6th Casting Time: 1 action
level or higher, the spell lasts until dispelled, without requiring your Range: Touch
concentration. Components: V, S
Duration: 24 hours
Until the spell ends, one willing creature you touch is immune to psychic
Maze
damage, any effect that would sense its emotions or read its thoughts,
Conjuration 8th level
divination spells, and the charmed condition. The spell even foils wish
Casting Time: 1 action
spells and spells or effects of similar power used to affect the target’s
Range: 60 feet
mind or to gain information about the target.
Components: V, S
Duration: Concentration, up to 10 minute
You banish a creature that you can see within range into a labyrinthine Minor Illusion
demiplane. The target remains there for the duration or until it escapes Illusion Cantrip
the maze. Casting Time: 1 action
Range: 30 feet
The target can use its action to attempt to escape. When it does so, it Components: S, M (bit of fleece)
makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell Duration: 1 minute
ends (a minotaur automatically succeeds).
You create a sound or an image of an object within range that lasts for
When the spell ends, the target reappears in the space it left or if that the duration. The illusion also ends if you dismiss it as an action or cast
space is occupied, in the nearest unoccupied space. this spell again.
If you create a sound, its volume can range from a whisper to a
Mending scream. It can be your voice, someone else’s voice, a lion’s roar, a
Transmutation Cantrip beating of drums, or any other sound you choose. The sound continues
Casting Time: 1 minute unabated throughout the duration, or you can make discrete sounds at
Range: Touch different times before the spell ends.
Components: V, S, M (two lodestones)
If you create an image of an object—such as a chair, muddy
Duration: Instantaneous
footprints, or a small chest—it must be no larger than a 5-foot cube.
This spell repairs a single break or tear in an object you touch, such as a The image can’t create a sound, light, smell, or any other sensory effect.
broken key, a torn cloak, or a leaking wineskin. As long as the break or
Physical interaction with the image reveals it to be an illusion, because
tear is no longer than 1 foot in any dimension, you mend it, leaving no
things can pass through it.
trace of the former damage.
If a creature uses its action to examine the sound or image, the
This spell can physically repair a magic item or construct, but the spell
creature can determine that it is an illusion with a successful Intelligence
can’t restore magic to such an object.
(Investigation) check against your spell save DC. If a creature discerns
the illusion for what it is, the illusion becomes faint to the creature.
Mental Devastation
Evocation 1st level
Mirror Image
Casting Time: bonus action
Illusion 2nd level
Range: Self
Casting Time: 1 action
Components: V
Range: Self
Duration: Concentration, up to 1 minute
Components: V, S

368
Duration: 1 minute Casting Time: 1 action
Range: Touch
Three illusory duplicates of yourself appear in your space. Until the spell
Components: V, S
ends, the duplicates move with you and mimic your actions, shifting
Duration: 8 hours
position so it’s impossible to track which image is real. You can use your
action to dismiss the illusory duplicates. You step into a stone object or surface large enough to fully contain
your body, melding yourself and all the equipment you carry with the
Each time a creature targets you with an attack during the spell’s
stone for the duration. Using your movement, you step into the stone
duration, roll a d20 to determine whether the attack instead targets one
at a point you can touch. Nothing of your presence remains visible or
of your duplicates.
otherwise detectable by nonmagical senses.
If you have three duplicates, you must roll a 6 or higher to change the
While merged with the stone, you can’t see what occurs outside it,
attack’s target to a duplicate. With two duplicates, you must roll an 8 or
and any Wisdom (Perception) checks you make to hear sounds outside
higher. With one duplicate, you must roll an 11 or higher.
it are made with disadvantage. You remain aware of the passage of time
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack and can cast spells on yourself while merged in the stone. You can use
hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed your movement to leave the stone where you entered it, which ends the
only by an attack that hits it. It ignores all other damage and effects. The spell. You otherwise can’t move.
spell ends when all three duplicates are destroyed.
Minor physical damage to the stone doesn’t harm you, but its partial
A creature is unaffected by this spell if it can’t see, if it relies on senses destruction or a change in its shape (to the extent that you no longer
other than sight, such as blindsight, or if it can perceive illusions as false, fit within it) expels you and deals 6d6 bludgeoning damage to you.
as with truesight. The stone’s complete destruction (or transmutation into a different
substance) expels you and deals 50 bludgeoning damage to you. If
expelled, you fall prone in an unoccupied space closest to where you
Mislead
first entered.
Illusion 5th level
Casting Time: 1 action
Range: Self Mirage Arcane
Components: S Illusion 7th level
Duration: Concentration, up to 1 hour Casting Time: 10 minutes
You become invisible at the same time that an illusory double of you Range: Sight
appears where you are standing. The double lasts for the duration, but Components: V, S
the invisibility ends if you attack or cast a spell. Duration: 10 days

You can use your action to move your illusory double up to twice You make terrain in an area up to 1-mile square look, sound, smell, and
your speed and make it gesture, speak, and behave in whatever way even feel like some other sort of terrain. The terrain’s general shape
you choose. remains the same, however. Open fields or a road could be made to
resemble a swamp, hill, crevasse, or some other difficult or impassable
You can see through its eyes and hear through its ears as if you were terrain. A pond can be made to seem like a grassy meadow, a precipice
located where it is. On each of your turns as a bonus action, you can like a gentle slope, or a rock-strewn gully like a wide and smooth road.
switch from using its senses to using your own, or back again. While
you are using its senses, you are blinded and deafened in regard to your Similarly, you can alter the appearance of structures, and add them
own surrounding. where none are present. The spell doesn’t disguise, conceal or add
creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so
Misty Step
it can turn clear ground into difficult terrain (or vice versa) or otherwise
Conjuration 2nd level
impede movement through the area. Any piece of the illusory terrain
Casting Time: 1 bonus action
(such as a rock or stick) that is removed from the spell’s area disappears
Range: Self
immediately.
Components: V
Duration: Instantaneous Creatures with truesight can see through the illusion to the terrain’s
true form; however, all other elements of the illusion remain, so while
Briefly surrounded by silvery mist, you teleport up to 30 feet to an
the creature is aware of the illusion’s presence, the creature can still
unoccupied space that you can see.
physically interact with the illusion.

Message
Magic Missile
Transmutation Cantrip
Evocation 1st level
Casting Time: 1 action
Casting Time: 1 action
Range: 320 feet
Range: 320 feet
Components: V, S, M (short piece of fine copper wire)
Components: V, S
Duration: 1 round
Duration: Instantaneous
You point your finger toward a creature within range and whisper a
You create three glowing darts of magical force. Each dart hits a creature
message. The target (and only the target) hears the message and can
of your choice that you can see within range. A dart deals 1d4 + 1 force
reply in a whisper that only you can hear.
damage to its target. The darts all strike simultaneously, and you can
You can cast this spell through solid objects if you are familiar with direct them to hit one creature or several.
the target and know it is beyond the barrier. Magical silence, 1 foot of
At Higher Levels. When you cast this spell using a spell slot of 2nd
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
level or higher, the spell creates one more dart for each slot level above
blocks the spell. The spell doesn’t have to follow a straight line and can
1st
travel freely around corners or through openings.

Modify Memory
Meld Into Stone
Enchantment 5th level
Transmutation 3rd level (ritual)
Casting Time: 1 action

369
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to reshape another creature’s memories. One creature
that you can see must make a Wisdom saving throw. If you are fighting
the creature, it has advantage on the saving throw. On a failed save,
the target becomes charmed by you for the duration.
The charmed target is incapacitated and unaware of its
surroundings, though it can still hear you. If it takes any damage or
is targeted by another spell, this spell ends, and none of the target’s
memories are modified.
While this charm lasts, you can affect the target’s memory of an
event that it experienced within the last 24 hours and that lasted no
more than 10 minutes. You can permanently eliminate all memory of
the event, allow the target to recall the event with perfect clarity and
exacting detail, change its memory of the details of the event, or create
a memory of some other event.
You must speak to the target to describe how its memories
are affected, and it must be able to understand your language for
the modified memories to take root. Its mind fills in any gaps in the
details of your description. If the spell ends before you have finished
describing the modified memories, the creature’s memory isn’t altered.
Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn’t necessarily affect how a creature
behaves, particularly if the memory contradicts the creature’s natural
inclinations, alignment, or beliefs. An illogical modified memory, such
as implanting a memory of how much the creature enjoyed dousing
itself in acid, is dismissed, perhaps as a bad dream. The GM might deem
a modified memory too nonsensical to affect a creature in a significant
manner.
A remove curse or greater restoration spell cast on the target
restores the creature’s true memory.
At Higher Levels. If you cast this spell using a spell slot of 6th level
or higher, you can alter the target’s memories of an event that took
place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago
(8th level), or any time in the creature’s past (9th level)..

Moonbeam
Evocation 2nd level
Casting Time: 1 action
Range: 320 feet
Components: V, S, M (several seeds of any moonseed plant and a
piece of opalescent feldspar)
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-
high cylinder centered on a point within range. Until the spell ends, dim
light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn
or starts its turn there, it is engulfed in ghostly flames that cause searing
pain, and it must make a Constitution saving throw. It takes 2d10
radiant damage on a failed save, or half as much on a successful one.
A shapechanger makes its saving throw with disadvantage. If it
fails, it also instantly reverts to its original form and can’t assume a
different form until it leaves the spells light.
On each of your turns after you cast this spell use can use an action
to move the beam 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d10 for each slot level above
2nd.

Move Earth
Transmutation 6th level
Casting Time: 1 action
Range: 320 feet

370
Components: V, S, M (an iron blade and a small bag containing a Casting Time: 1 action
mixture of soils—clay, loam, and sand) Range: Self
Duration: Concentration, up to 2 hour Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig
of spruce)
Choose an area of terrain no larger than 40 feet on a side within range.
Duration: Concentration, up to 1 hour
You can reshape dirt, sand, or clay in the area in any manner you choose
for the duration. You can raise or lower the area’s elevation, create or fill A veil of shadows and silence radiates from you, masking you and your
in a trench, erect or flatten a wall, or form a pillar. The extent of any such companions from detection. For the duration, each creature you choose
changes can’t exceed half the area’s largest dimension. So, if you affect a within 30 feet of you (including you) has a +10 bonus to Dexterity
40-foot square, you can create a pillar up to 20 feet high, raise or lower (Stealth) checks and can’t be tracked except by magical means. A
the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, creature that receives this bonus leaves behind no tracks or other traces
and so on. It takes 10 minutes for these changes to complete. of its passage.
At the end of every 10 minutes you spend concentrating on the spell,
you can choose a new area of terrain to affect. Passwall
Because the terrain’s transformation occurs slowly, creatures in the Transmutation 5th level
area can’t usually be trapped or injured by the ground’s movement. Casting Time: 1 action
Range: 30 feet
This spell can’t manipulate natural stone or stone construction. Rocks Components: V, S, M (pinch of sesame seeds)
and structures shift to accommodate the new terrain. If the way you Duration: 1 hour
shape the terrain would make a structure unstable, it might collapse.
A passage appears at a point of your choice that you can see on a
Similarly, this spell doesn’t directly affect plant growth. The moved wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor)
earth carries any plants along with it. within range, and lasts for the duration. You choose the opening’s
dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage
creates no instability in a structure surrounding it.
N When the opening disappears, any creatures or objects still in the
passage created by the spell are safely ejected to an unoccupied space
nearest to the surface on which you cast the spell.
Nondetection
Abjuration 3rd level
Casting Time: 1 action Phantasmal Killer
Range: Touch Illusion 4th level
Components: V, S, M (diamond dust worth at least 25 gp which the Casting Time: 1 action
spell consumes) Range: 320 feet
Duration: 8 hours Components: V, S
Duration: Concentration, up to 1 minute
For the duration, you hide a target that you touch from divination magic.
The target can be a willing creature or a place or an object no larger than You tap into the nightmares of a creature you can see within range and
10 feet in any dimension. The target can’t be targeted by any divination create an illusory manifestation of its deepest fears, visible only to that
magic or perceived through magical scrying sensors. creature. The target must make a Wisdom saving throw. On a failed
save, the target becomes frightened for the duration. At the start of each
of the target’s turns, before the spell ends, the target must succeed on a
O Wisdom saving throw or take 4d10 psychic damage. On a successful
save, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th
Outrageous Provocation level or higher, the damage increases by 1d10 for each slot level above
Enchantment 1st level 4th.
Casting Time: bonus action
Range: 30 feet
Phantom Steed
Components: V
Illusion 3rd level (ritual)
Duration: Concentration, up to 1 minute
Casting Time: 1 minute
You try to provoke a creature to duel with you. When doing this, choose Range: 30 feet
a creature that is within range to perform a Wisdom saving throw. On Components: V, S
failure, the creature becomes aggressive and will be attracted to you, Duration: 1 hour
and it cannot move more than 30 feet away from you. For the duration
A Large quasi-real, horselike creature appears on the ground in an
of the spell, the target has a disadvantage in attacks that target other
unoccupied space of your choice within range. You decide the creature’s
creatures than you, the creature must also perform a Wisdom saving
appearance, but it is equipped with a saddle, bit, and bridle. Any of the
throw whenever it tries to move to a space that is more than 30 feet
equipment created by the spell vanishes in a puff of smoke if it is carried
from you, in success, it will not have its movement restricted this turn.
more than 10 feet away from the steed.
The spell ends if you attack or cast a spell that affects another creature
For the duration, you or a creature you choose can ride the steed.
that is not the target of that spell, if an ally deals damage to your target,
The creature uses the statistics for a riding horse, except it has a speed
or if you end your turn more than 30 feet from your target, the spell is
of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace.
also ended.
When the spell ends, the steed gradually fades, giving the rider 1 minute
to dismount. The spell ends if you use an action to dismiss it or if the
steed takes any damage.
P
Planar Ally
Pass Without Trace Conjuration 6th level
Abjuration 2nd level Casting Time: 10 minutes

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Range: 60 feet higher level, the duration increases to 10 days with a 6th-level slot, to
Components: V, S 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a
Duration: Instantaneous year and a day with a 9th-level spell slot.
You beseech an otherworldly entity for aid. The being must be known to
you: a god, a primordial, a demon prince, or some other being of cosmic Planar Devastation
power. That entity sends a celestial, an elemental, or a fiend loyal to it Abjuration 5th level
to aid you, making the creature appear in an unoccupied space within Casting Time: bonus action
range. If you know a specific creature’s name, you can speak that name Range: Self
when you cast this spell to request that creature, though you might get Components: V
a different creature anyway (DM’s choice). Duration: Concentration, up to 1 minute
When the creature appears, it is under no compulsion to behave By using this spell, your weapon emanates arcane energy. Your next
in any particular way. You can ask the creature to perform a service melee attack deals 5d6 additional force damage. Additionally, if this
in exchange for payment, but it isn’t obliged to do so. The requested attack reduces the target's health to less than 50, the target is banished. If
task could range from simple (fly us across the chasm or help us fight a it is from a different realm of existence than the one it is on, it disappears,
battle) to complex (spy on our enemies, or protect us during our foray returning to its original realm. If it is from the same plane, it is sent to
into the dungeon). You must be able to communicate with the creature a harmless demiplane. In that plane, the target will be Incapacitated
to bargain for its services. and will remain there until the end of the spell. In the end, the target
Payment can take a variety of forms. A celestial might require a reappears in the space it was originally in, if that space is occupied, it
sizable donation of gold or magic items to an allied temple, while a fiend reappears in the nearest unoccupied space.
might demand a living sacrifice or a gift of treasure. Some creatures
might exchange their service for a quest undertaken by you. Plane Shift
As a rule of thumb, a task that can be measured in minutes requires Conjuration 7th level
a payment worth 100 gp per minute. A task measured in hours requires Casting Time: 1 action
1,000 gp per hour. And a task measured in days (up to 10 days) requires Range: Touch
10,000 gp per day. Components: V, S, M (a forked, metal rod worth at least 250 gp, attuned
to a particular plane of existence)
The DM can adjust these payments based on the circumstances Duration: Instantaneous
under which you cast the spell. If the task is aligned with the creature’s
ethos, the payment might be halved or even waived. Nonhazardous You and up to eight willing creatures who link hands in a circle are
tasks typically require only half the suggested payment, while especially transported to a different plane of existence. You can specify a target
dangerous tasks might require a greater gift. destination in general terms, such as the City of Brass on the Elemental
Plane of Fire or the palace of Dispater on the second level of the Nine
Creatures rarely accept tasks that seem suicidal. Hells, and you appear in or near that destination. If you are trying to
After the creature completes the task, or when the agreed-upon reach the City of Brass, for example, you might arrive in is Street of Steel,
duration of service expires, the creature returns to its home plane after before its Gate of Ashes, or looking at the city from across the Sea of
reporting back to you, if appropriate to the task and if possible. Fire, at the GM’s discretion.
If you are unable to agree on a price for the creature’s service, the Alternatively, if you know the sigil sequence of a teleportation circle
creature immediately returns to its home plane. on another plane of existence, this spell can take you to that circle. If the
teleportation circle is too small to hold all the creatures you transported,
A creature enlisted to join your group counts as a member of it, they appear in the closest unoccupied spaces next to the circle.
receiving a full share of experience points awarded.
You can use this spell to banish an unwilling creature to another
plane. Chose a creature within your reach and make a melee spell attack
Planar Binding against it. On a hit, the creature must make a Charisma saving throw. If
Abjuration 5th level the creature fails this save, it is transported to a random location on the
Casting Time: 1 hour plane of existence you specify. A creature so transported must find its
Range: 60 feet own way back to your current plane of existence.
Components: V, S, M (jewel worth at least 1000 gp which the spell
consumes)
Duration: 24 hours Plant Growth
Transmutation 3rd level
With this spell, you attempt to bind a celestial, an elemental, a fey, or a Casting Time: 1 action or 8 hours
fiend to your service. The creature must be within range for the entire Range: 150 feet
casting of the spell. (Typically, the creature is first summoned into the Components: V, S
center of an inverted magic circle in order to keep it trapped while this Duration: Instantaneous
spell is cast). At the completion of the casting, the target must make a
Charisma saving throw. On a failed save, it is bound to serve you for the This spell channels vitality into plants within a specific area. There are
duration. If the creature was summoned or created by another spell, that two possible uses for the spell, granting either immediate or long-term
spell’s duration is extended to match the duration of this spell. benefits.
A bound creature must follow your instructions to the best of its If you cast this spell using 1 action, choose a point within range. All
ability. You might command the creature to accompany you on an normal plants in a 100-foot radius centered on that point become thick
adventure, to guard a location, or to deliver a message. The creature and overgrown. A creature moving through the area must spend 4 feet
obeys the letter of your instructions, but if the creature is hostile to you, of movement for every 1 foot it moves.
it strives to twist your words to achieve its own objectives. You can exclude one or more areas of any size within the spell’s area
If the creature carries out your instructions completely before the from being affected.
spell ends, it travels to you to report this fact if you are on the same plane If you cast this spell over 8 hours, you enrich the land. All plants in a
of existence. If you are on a different plane of existence, it returns to the half-mile radius centered on a point within range become enriched for 1
place where you bound it and remains there until the spell ends. year. The plants yield twice the normal amount of food when harvested.
At Higher Levels. When you cast this spell using a spell slot of a

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Poison Spray Power Word Stun
Conjuration Cantrip Enchantment 8th level
Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: 60 feet
Components: V, S Components: V
Duration: Instantaneous Duration: Instantaneous
You extend your hand toward a creature you can see within range and You speak a word of power that can overwhelm the mind of one creature
project a puff of noxious gas from your palm. The creature must succeed you can see within range, leaving it dumbfounded. If the target has 150
on a Constitution saving throw or take 1d12 poison damage. hit points or fewer, it is Stunned. Otherwise, the spell has no effect.
This spell’s damage increases by 1d12 when you reach the 5th level The stunned target must make a Constitution saving throw at the
(2d12), 11th level (3d12), and 17th level (4d12). end of each of its turns. On a successful save, this stunning effect ends.

Polymorph Prayer of Healing


Transmutation 4th level Evocation 2nd level
Casting Time: 1 action Casting Time: 10 minutes
Range: 60 feet Range: 30 feet
Components: V, S, M (caterpillar cocoon) Components: V
Duration: Concentration, up to 1 hour Duration: Instantaneous
This spell transforms a creature that you can see within range into a new Up to six creatures of your choice that you can see within range each
form. An unwilling creature must make a Wisdom saving throw to avoid regain hit points equal to 2d8 + your spellcasting ability modifier. This
the effect. The spell has no effect on a shapeshifter or a creature with 0 spell has no effect on undead or constructs.
hit points.
At Higher Levels. When you cast this spell using a spell slot of 3rd
The transformation remains for the duration of the spell or until level or higher, the healing increases by 1d8 for each slot level above
the target falls to 0 hit points or dies. The new form can be any beast 2nd.
whose CR is equal to or less than the target's (or the target's level, if the
target does not have a challenge level). The game statistics of the target,
Prestidigitation
including the score of its mental abilities, are replaced by the statistics of
Transmutation Cantrip
the chosen beast. It maintains its alignment and personality.
Casting Time: 1 action
The target assumes the hit points of the new form. When it reverts Range: 10 feet
to its normal form, it returns to the number of hit points it had before Components: V, S
it transformed. If it reverts as a result of dropping to 0 hit points, any Duration: Up to 1 hours
excess damage carries over to its normal form.
This spell is a minor magical trick that novice spellcasters use for practice.
As long as the excess damage doesn’t reduce the creature’s normal You create one of the following magical effects within range:
form to 0 hit points, it isn’t knocked unconscious.
• You create an instantaneous, harmless sensory effect, such as a shower of
The creature is limited in the actions it can perform by the nature of sparks, a puff of wind, faint musical notes, or an odd odor.
its new form, and it can’t speak, cast spells, or take any other action that • You instantaneously light or snuff out a candle, a torch, or a small campfire.
requires hands or speech. • You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1
The target’s gear melds into the new form. The creature can’t hour.
activate, use, wield, or otherwise benefit from any of its equipment. • You make a color, a small mark, or a symbol appear on an object or a
surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your
Power Word Heal hand and that lasts until the end of your next turn.
Evocation 9th level
If you cast this spell multiple times, you can have up to three of its
Casting Time: 1 action
non-instantaneous effects active at a time, and you can dismiss such an
Range: Touch
effect as an action.
Components: V, S
Duration: Instantaneous
Prismatic Spray
When using this spell you must touch a creature, that creature is filled
Evocation 7th level
with an exorbitant amount of healing energy. The touched creature
Casting Time: 1 action
regains its fully hit points. If the creature was frightened, stunned,
Range: Self (60-foot cone)
bewitched, or paralyzed, this condition is ended. If the creature is fall
Components: V, S
prone, it can use its reaction to get up. This spell has no effect on undead
Duration: Instantaneous
and constructs.
Eight multicolored rays of light flash from your hand. Each ray is a
different color and has a different power and purpose. Each creature in a
Power Word Kill
60-foot code must make a Dexterity saving throw. For each target, roll a
Enchantment 9th level
d8 to determine which color ray affects it.
Casting Time: 1 action
Range: 60 feet 1. Red. The target takes 10d6 fire damage on a failed save, or half as much
Components: V damage on a successful one.
Duration: Instantaneous 2. Orange. The target takes 10d6 acid damage on a failed save, or half as
much damage on a successful one.
You utter a word of power that can compel one creature you can see 3. Yellow. The target takes 10d6 lightning damage on a failed save, or half
within range to die instantly. If the creature you choose has 100 hit as much damage on a successful one.
points or fewer, it dies. Otherwise, the spell has no effect. 4. Green. The target takes 10d6 poison damage on a failed save, or half as
much damage on a successful one.
5. Blue. The target takes 10d6 cold damage on a failed save, or half as much

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damage on a successful one. phenomenon within range that activates when a specific condition
6. Indigo. On a failed save, the target is restrained. It must then make a occurs. The illusion is imperceptible until then. It must be no larger than
Constitution saving throw at the end of each of its turns. If it successfully a 30-foot cube, and you decide when you cast the spell how the illusion
saves three times, the spell ends. If it fails its save three times, it permanently behaves and what sounds it makes. This scripted performance can last
turns to stone and is subjected to the petrified condition. The successes
up to 5 minutes.
and failures don’t need to be consecutive; keep track of both until the
target collects three of a kind. When the condition you specify occurs, the illusion springs into
7. Violet. On a failed save, the target is blinded. It must then make a Wisdom existence and performs in the manner you described. Once the illusion
saving throw at the start of your next turn. A successful save ends the finishes performing, it disappears and remains dormant for 10 minutes.
blindness. If it fails that save, the creature is transported to another plane After this time, the illusion can be activated again.
of existence of the GM’s choosing and is no longer blinded. (Typically, a
creature that is on a plane that isn’t its home plane is banished home, while The triggering condition can be as general or as detailed as you like,
other creatures are usually cast into the Spiritual Realm). though it must be based on visual or audible conditions that occur within
8. Special. The target is struck by two rays. Roll twice more, rerolling any 30 feet of the area. For example, you could create an illusion of yourself
8. to appear and warn off others who attempt to open a trapped door, or
you could set the illusion to trigger only when a creature says the correct
Private Sanctum word or phrase.
Abjuration 4th level Physical interaction with the image reveals it to be an illusion because
Casting Time: 10 minutes things can pass through it. A creature that uses its action to examine the
Range: 320 feet image can determine that it is an illusion with a successful Intelligence
Components: V, S, M (a thin sheet of lead, a piece of opaque glass, a (Investigation) check against your spell save DC. If a creature discerns
wad of cotton or cloth, and powdered chrysolite) the illusion for what it is, the creature can see through the image, and
Duration: 24 hours any noise it makes sounds hollow to the creature.
You make an area within range magically secure. The area is a cube that
can be as small as 5 feet to as large as 100 feet on each side. The spell lasts Project Image
for the duration or until you use an action to dismiss it. Illusion 7th level
When you cast the spell, you decide what sort of security the spell Casting Time: 1 action
provides, choosing any or all of the following properties: Range: 500 miles
Components: V, S, M (small replica of self-worth at least 5 gp)
• Sound can’t pass through the barrier at the edge of the warded area.
Duration: Concentration, up to 1 hour
• The barrier of the warded area appears dark and foggy, preventing vision
(including darkvision) through it. You create an illusory copy of yourself that lasts for the duration. The
• Sensors created by divination spells can’t appear inside the protected area copy can appear at any location within range that you have seen before,
or pass through the barrier at its perimeter. regardless of intervening obstacles. The illusion looks and sounds like
• Creatures in the area can’t be targeted by divination spells.
you but is intangible. If the illusion takes any damage, it disappears, and
• Nothing can teleport into or out of the warded area.
• Planar travel is blocked within the warded area. the spell ends.

Casting this spell on the same spot every day for a year makes this You can use your action to move this illusion up to twice your speed,
effect permanent. and make it gesture, speak, and behave in whatever way you choose. It
mimics your mannerisms perfectly.
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, you can increase the size of the cube by 100 feet for each You can see through its eyes and hear through its ears as if you were
slot level beyond 4th. Thus you could protect a cube that can be up to in its space. On your turn as a bonus action, you can switch from using its
200 feet on one side by using a spell slot of 5th level. senses to using your own, or back again. While you are using its senses,
you are blinded and deafened in regard to your own surroundings.
Physical interaction with the image reveals it to be an illusion because
Produce Flame
things can pass through it. A creature that uses its action to examine the
Conjuration Cantrip
image can determine that it is an illusion with a successful Intelligence
Casting Time: 1 action
(Investigation) check against your spell save DC. If a creature discerns
Range: Self
the illusion for what it is, the creature can see through the image, and
Components: V, S
any noise it makes sounds hollow to the creature.
Duration: 10 minutes
A flickering flame appears in your hand. The flame remains there for the
duration and harms neither you nor your equipment. The flame sheds Protection From Energy
bright light in a 10-foot radius and dim light for an additional 10 feet. Abjuration 3rd level
The spell ends if you dismiss it as an action or if you cast it again. Casting Time: 1 action
Range: Touch
You can also attack with the flame, although doing so ends the spell. Components: V, S
When you cast this spell, or as an action on a later turn, you can hurl the Duration: Concentration, up to 1 hour
flame at a creature within 30 feet of you. Make a ranged spell attack. On
a hit, the target takes 1d8 fire damage. For the duration, the willing creature you touch has resistance to one
damage type of your choice: acid, cold, fire, lightning, or thunder.
This spell’s damage increases by 1d8 when you reach the 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Protection From Evil And Good
Abjuration 1st level
Programmed Illusion Casting Time: 1 action
Illusion 6th level Range: Touch
Casting Time: 1 action Components: V, S, M (holy water or powdered silver and iron, which
Range: 320 feet the spell consumes)
Components: V, S, M (fleece, jade dust worth at least 25 gp) Duration: Concentration, up to 10 minute
Duration: Until dispelled
Until the spell ends, one willing creature you touch is protected against
You create an illusion of an object, a creature, or some other visible certain types of creatures: aberrations, celestials, elementals, fey, fiends,

374
and undead. R
The protection grants several benefits. Creatures of those types have
disadvantage on attack rolls against the target. The target also can’t
be charmed, frightened, or possessed by them. If the target is already Ray of Enfeeblement
charmed, frightened, or possessed by such a creature, the target has Necromancy 2nd level
advantage on any new saving throw against the relevant effect. Casting Time: 1 action
Range: 60 feet
Components: V, S
Protection From Poison
Duration: Concentration, up to 1 minute
Abjuration 2nd level
Casting Time: 1 action A black beam of enervating energy springs from your finger toward a
Range: Touch creature within range. Make a ranged spell attack against the target. On
Components: V, S a hit, the target deals only half damage with weapon attacks that use
Duration: 1 hour Strength until the spell ends.
You touch a creature. If it is poisoned, you neutralize the poison. If more At the end of each of the target’s turns, it can make a Constitution
than one poison afflicts the target, you neutralize one poison that you saving throw against the spell. On a success, the spell ends.
know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against Ray of Frost
being poisoned, and it has resistance to poison damage. Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Psychic Devastation
Components: V, S
Evocation 4th level
Duration: Instantaneous
Casting Time: bonus action
Range: Self A frigid beam of blue-white light streaks toward a creature within range.
Components: V Make a ranged spell attack against the target. On a hit, it takes 1d8 cold
Duration: Concentration, up to 1 minute damage, and its speed is reduced by 10 feet until the start of your next
turn.
When using this spell, your weapon emanates spiritual energy, making
it capable of penetrating both your target's mind and body. Your next The spell’s damage increases by 1d8 when you reach the 5th level
melee attack deals 4d6 additional psychic damage. Additionally, the (2d8), 11th level (3d8), and 17th level (4d8).
target must perform a Wisdom saving throw, on a failure, it will have
disadvantage in any attack or attribute roll and will not be able to react
Realm Warp
until the end of the spell.
Conjuration 6th level
Casting Time: 1 action
Purify Food and Drink Range: 500 feet
Transmutation 1st level Components: V, S
Casting Time: 1 action Duration: Concentration, up to 10 minute
Range: 10 feet
You can create a gap in space-time, connected at two points of your
Components: V, S
choice, that gap remains open for the duration of the spell. You must
Duration: Instantaneous
choose two points on the ground, one within 10 feet of you and the
All nonmagical food and drink within a 5-foot radius sphere centered other within 500 feet of you. A 15 foot diameter portal opens at each
on a point of your choice within range is purified and rendered free of of these points.
poison and disease.
The portals are two blue and shiny dimensional vortexes, which are
fixed to the floor. It is impossible to see the other side of the portal unless

375
you enter it completely. If any part of a creature or object is on top of the The sphere is weightless and just large enough to contain the
portal, it is pulled to the other side. creature or object inside. An enclosed creature can use its action to
push against the sphere’s walls and thus roll the sphere at up to half the
You can define whether only creatures friendly or indifferent to you
creature’s speed. Similarly, the globe can be picked up and moved by
can pass through the portal, or if any creature can do so. Objects that
other creatures.
are not being insured go through the portal normally. You can close the
portal at any time using a free action. A disintegrate spell targeting the globe destroys it without harming
anything inside it.
At Higher Levels. If you cast this spell using a spell space of 9th level
or higher, you can choose to open a portal in another realm of existence,
your GM will define the exact location. Resistance
Abjuration Cantrip
Casting Time: 1 action
Regenerate
Range: Touch
Transmutation 7th level
Components: V, S, M (miniature cloak)
Casting Time: 1 minute
Duration: Concentration, up to 1 minute
Range: Touch
Components: V, S, M (prayer wheel and holy water) You touch a willing creature. Once before the spell ends, the target can
Duration: 1 hour roll a d4 and add the number rolled to one saving throw of its choice. It
can roll the die before or after making the saving throw. The spell then
You touch a creature and stimulate its natural healing ability. The target
ends.
regains 4d8 + 15 hit points. For the duration of the spell, the target
regains 1 hit point at the start of each of its turns (10 hit points each
minute). Reverse Gravity
The target’s severed body members (fingers, legs, tails, and so on), if Transmutation 7th level
any, are restored after 2 minutes. If you have the severed part and hold Casting Time: 1 action
it to the stump, the spell instantaneously causes the limb to knit to the Range: 100 feet
stump. Components: V, S, M (lodestone and iron filings)
Duration: Concentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder
Remove Curse
centered on a point within range. All creatures and objects that aren’t
Abjuration 3rd level
somehow anchored to the ground in the area fall upward and reach the
Casting Time: 1 action
top of the area when you cast this spell. A creature can make a Dexterity
Range: Touch
saving throw to grab onto a fixed object it can reach, thus avoiding the
Components: V, S
fall.
Duration: Instantaneous
If some solid object (such as a ceiling) is encountered in this fall,
At your touch, all curses affecting one creature or object end. If the
falling objects and creatures strike it just as they would during a normal
object is a cursed magical item, its curse remains, but the spell breaks
downward fall. If an object or creature reaches the top of the area
its owner’s attunement to the object so it can be removed or discarded.
without striking anything, it remains there, oscillating slightly, for the
duration.
Repair Damage
At the end of the duration, affected objects and creatures fall back
Transmutation 1st level
down.
Casting Time: 1 action
Range: Touch
Components: V, S Revivify
Duration: Instantaneous Necromancy 3rd level
Casting Time: 1 action
When you touch a Construct that has at least 1 life left, you transmute
Range: Touch
its structure to repair the damage received. This spell repairs 1d8 + your
Components: V, S, M (diamond worth at least 300 gp which the spell
Intelligence's modifier from the Construct target life.
consumes)
At Higher Levels. For each spell space higher than the 1st this spell is Duration: Instantaneous
cast, 2d8 repair is added to the spell.
You touch a creature that has died within the last minute. That creature
returns to life with 1 hit point. This spell can’t return to life a creature
Resilient Sphere that has died of old age, nor can it restore any missing body parts.
Evocation 4th level
Casting Time: 1 action
Rotating Daggers
Range: 30 feet
Conjuration 2nd level
Components: V, S, M, (a hemispherical piece of clear crystal and a
Casting Time: 1 action
matching hemispherical piece of gum arabic)
Range: 60 feet
Duration: Concentration, up to 1 minute
Components: V, S, M (a shard of glass)
A sphere of shimmering force encloses a creature or object of Large size Duration: Concentration, up to 1 minute
or smaller within range. An unwilling creature must make a Dexterity
You fill the air with spinning daggers in a cube 5 feet on each side,
saving throw. On a failed save, the creature is enclosed for the duration.
centered on a point you choose within range. A creature takes 4d4
Nothing—not physical objects, energy, or other spell effects— can slashing damage when it enters the spell’s area for the first time on a turn
pass through the barrier, in or out, though a creature in the sphere can or starts its turn there.
breathe there.
At Higher Levels. When you cast this spell using a spell slot of 3rd
The sphere is immune to all damage, and a creature or object inside level or higher, the damage increases by 2d4 for each slot level above
can’t be damaged by attacks or effects originating from outside, nor can 2nd.
a creature inside the sphere damage anything outside it.

376
Rope Trick level or higher, you can target one additional creature for each slot level
Transmutation 2nd level above.
Casting Time: 1 action
Range: Touch
Scrying
Components: V, S, M, (powdered corn extract and a twisted loop of
Divination 5th level
parchment)
Casting Time: 10 minutes
Duration: 1 hour
Range: Self
You touch a length of rope that is up to 60 feet long. One end of the rope Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal
then rises into the air until the whole rope hangs perpendicular to the ball, a silver mirror, or a font filled with holy water)
ground. At the upper end of the rope, an invisible entrance opens to an Duration: Concentration, up to 10 minute
extradimensional space that lasts until the spell ends.
You can see and hear a particular creature you choose that is on the
The extradimensional space can be reached by climbing to the top same plane of existence as you. The target must make a Wisdom saving
of the rope. The space can hold as many as eight Medium or smaller throw, which is modified by how well you know the target and the sort
creatures. The rope can be pulled into the space, making the rope of physical connection you have to it. If a target knows you’re casting this
disappear from view outside the space. spell, it can fail the saving throw voluntarily if it wants to be observed.
Attacks and spells can’t cross through the entrance into or out of the Knowledge Save Modifier
extradimensional space, but those inside can see out of it as if through a Secondhand (you have heard of the target) 5
3-foot-by-5-foot window centered on the rope. Firsthand (you have met the target) 0
Anything inside the extradimensional space drops out when the spell Familiar (you know the target well) -5
ends. Seen casually 01 - 33
Viewed once 01 - 43
Description 01 - 43
S False description 01 - 50

Connection Save Modifier


Sacred Flame Likeness or picture -2
Evocation Cantrip Possession or garment -4
Casting Time: 1 action Body part, a lock of hair, a bit of nail, or the like -10
Range: 60 feet
Components: V, S On a successful save, the target isn’t affected, and you can’t use this
Duration: Instantaneous spell against it again for 24 hours.
Flame-like radiance descends on a creature that you can see within On a failed save, the spell creates an invisible sensor within 10 feet of
range. The target must succeed on a Dexterity saving throw or take 1d8 the target. You can see and hear through the sensor as if you were there.
radiant damage. The target gains no benefit from cover for this saving The sensor moves with the target, remaining within 10 feet of it for the
throw. duration. A creature that can see invisible objects sees the sensor as a
The spell’s damage increases by 1d8 when you reach the 5th level luminous orb about the size of your fist.
(2d8), 11th level (3d8), and 17th level (4d8). Instead of targeting a creature, you can choose a location you have
seen before as the target of this spell. When you do, the sensor appears
Sanctuary at that location and doesn’t move.
Abjuration 1st level
Casting Time: 1 bonus action Secret Chest
Range: 30 feet Conjuration 4th level
Components: V, S, M (small silver mirror) Casting Time: 1 action
Duration: 1 minute Range: Touch
You ward a creature within range against attack. Until the spell ends, Components: V, S, M, (an exquisite chest 3 feet long by 2 feet high
any creature who targets the warded creature with an attack or a and deep, made from rare materials worth at least 5,000 gp and a small
harmful spell must first make a Wisdom saving throw. On a failed save, replica made of the same material worth at least 50 gp)
the creature must choose a new target or lose the attack or spell. This Duration: Instantaneous
spell doesn’t protect the warded creature from area effects, such as the You hide a chest, and all its contents, on the Ethereal Plane. You
explosion of a fireball. must touch the chest and the miniature replica that serves as a material
If the warded creature makes an attack or casts a spell that affects an component for the spell. The chest can contain up to 12 cubic feet of
enemy creature, this spell ends. nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can use an action
Scorching Ray and touch the replica to recall the chest. It appears in an unoccupied
Evocation 2nd level space on the ground within 5 feet of you. You can send the chest back
Casting Time: 1 action to the Ethereal Plane by using an action and touching both the chest and
Range: 320 feet the replica.
Components: V, S After 60 days, there is a cumulative 5 percent chance per day that
Duration: Instantaneous the spell’s effect ends. This effect ends if you cast this spell again, if the
You create three rays of fire and hurl them at targets within range. You smaller replica chest is destroyed, or if you choose to end the spell as an
can hurl them at one target or several. action. If the spell ends and the larger chest is on the Ethereal Plane, it is
irretrievably lost.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6
fire damage.
See Invisibility
At Higher Levels. When you cast this spell using a spell slot of 3rd Divination 2nd level

377
Casting Time: 1 action You can set a condition for the spell to end early. The condition can
Range: Self be anything you choose, but it must occur or be visible within 1 mile
Components: V, S, M (pinch of talc and silver powder) of the target. Examples include “after 1,000 years” or “when the Void
Duration: 1 hour invades Runeterra.” This spell also ends if the target takes any damage.
For the duration, you see invisible creatures and objects as if they
were visible, and you can see into the Spiritual Realm. Ethereal creatures Shapechange
and objects appear ghostly and translucent. Transmutation 9th level
Casting Time: 1 action
Range: Self
Seeming
Components: V, S, M (a jade circlet worth at least 1500 gp that you
Illusion 5th level
must place above your head before cast the spell)
Casting Time: 1 action
Duration: Concentration, up to 1 hour
Range: 30 feet
Components: V, S You assume the form of a different creature for the duration. The new
Duration: 8 hours form can be of any creature with a challenge rating equal to your level
or lower. The creature can’t be a construct or an undead, and you must
This spell allows you to change the appearance of any number of
have seen the sort of creature at least once.
creatures that you can see within range. You give each target you choose
a new, illusory appearance. An unwilling target can make a Charisma You transform into an average example of that creature, one without
saving throw, and if it succeeds, it is unaffected by this spell. any class levels or the Spellcasting trait.
The spell disguises physical appearance as well as clothing, armor, Your game statistics are replaced by the statistics of the chosen
weapons, and equipment. You can make each creature seem 1 foot creature, though you retain your alignment and Intelligence, Wisdom,
shorter or taller and appear thin, fat, or in between. You can’t change a and Charisma scores. You also retain all of your skill and saving throw
target’s body type, so you must choose a form that has the same basic proficiencies, in addition to gaining those of the creature. If the creature
arrangement of limbs. Otherwise, the extent of the illusion is up to you. has the same proficiency as you and the bonus listed in its statistics is
The spell lasts for the duration unless you use your action to dismiss it higher than yours, use the creature’s bonus in place of yours. You can’t
sooner. use any legendary actions or lair actions of the new form.
The changes wrought by this spell fail to hold up to physical You assume the hit points and Hit Dice of the new form. When you
inspection. For example, if you use this spell to add a hat to a creature’s revert to your normal form, you return to the number of hit points you
outfit, objects pass through the hat, and anyone who touches it would had before you transformed. If you revert as a result of dropping to 0 hit
feel nothing or would feel the creature’s head and hair. If you use this points, any excess damage carries over to your normal form. As long as
spell to appear thinner than you are, the hand of someone who reaches the excess damage doesn’t reduce your normal form to 0 hit points, you
out to touch you would bump into you while it was seemingly still in aren’t knocked unconscious.
midair.
You retain the benefit of any features from your class, race, or other
A creature can use its action to inspect a target and make an source and can use them, provided that your new form is physically
Intelligence (Investigation) check against your spell save DC. If it capable of doing so. You can’t use any special senses you have (for
succeeds, it becomes aware that the target is disguised. example, darkvision) unless your new form also has that sense. You can
only speak if the creature can normally speak.
Sending When you transform, you choose whether your equipment falls to
Evocation 3rd level the ground, merges into the new form, or is worn by it. Worn equipment
Casting Time: 1 action functions as normal.
Range: Unlimited The DM determines whether it is practical for the new form to wear
Components: V, S, M (short piece of fine copper wire) a piece of equipment, based on the creature’s shape and size. Your
Duration: 1 round equipment doesn’t change shape or size to match the new form, and any
You send a short message of twenty-five words or less to a creature equipment that the new form can’t wear must either fall to the ground
with which you are familiar. The creature hears the message in its mind, or merge into your new form. Equipment that merges has no effect in
recognizes you as the sender if it knows you, and can answer in a like that state.
manner immediately. The spell enables creatures with Intelligence scores During this spell’s duration, you can use your action to assume a
of at least 1 to understand the meaning of your message. different form following the same restrictions and rules for the original
You can send the message across any distance and even to other form, with one exception: if your new form has more hit points than
planes of existence, but if the target is on a different plane than you, there your current one, you hit points remain at their current value.
is a 5 percent chance that the message doesn’t arrive.
Shatter
Sequester Evocation 2nd level
Transmutation 7th level Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: Touch Components: V, S, M chip of mica)
Components: V, S, M (gem powder worth at least 5000 gp which the Duration: Instantaneous
spell consumes) A sudden loud ringing noise, painfully intense, erupts from a point of
Duration: Until dispelled your choice within range. Each creature in a 10-foot-radius sphere
By means of this spell, a willing creature or an object can be hidden centered on that point must make a Constitution saving throw. A
away, safe from detection for the duration. When you cast the spell and creature takes 3d8 thunder damage on a failed save, or half as much
touch the target, it becomes invisible and can’t be targeted by divination damage on a successful one. A creature made of an inorganic material
spells or perceived through scrying sensors created by divination spells. such as stone, crystal, or metal has disadvantage on this saving throw.
If the target is a creature, it falls into a state of suspended animation. A nonmagical object that isn’t being worn or carried also takes the
Time ceases to flow for it, and it doesn’t grow older. damage if it’s in the spell’s area.

378
At Higher Levels. When you cast this spell using a spell slot of 3rd Silence
level or higher, the damage increases by 1d8 for each slot level above Illusion 2nd level (ritual)
2nd. Casting Time: 1 action
Range: 320 feet
Components: V, S
Shield
Duration: Concentration, up to 10 minute
Abjuration 1st level
Casting Time: 1 reaction, which you perform when hit by an attack or For the duration, no sound can be created within or pass through a
targeted by magic missiles 20-foot-radius sphere centered on a point you choose within range.
Range: Self Any creature or object entirely inside the sphere is immune to thunder
Components: V, S damage, and creatures are deafened while entirely inside it. Casting a
Duration: 1 round spell that includes a verbal component is impossible inside.
An invisible barrier of magical force appears and protects you. Until the
start of your next turn, you have a +5 bonus to AC, including against the Silent Image
triggering attack, and you take no damage from magic missile. Illusion 1st level
Casting Time: 1 action
Range: 60 feet
Shield of Faith
Components: S, M (bit of fleece)
Abjuration 1st level
Duration: Concentration, up to 10 minute
Casting Time: 1 bonus action
Range: 60 feet You create the image of an object, a creature, or some other visible
Components: V, S, M (small parchment with holy text) phenomenon that is no larger than a 15-foot cube. The image appears at
Duration: Concentration, up to 10 minute a spot within range and lasts for the duration. The image is purely visual;
it isn’t accompanied by sound, smell, or other sensory effects.
A shimmering field appears and surrounds a creature of your choice
within range, granting it a +2 bonus to AC for the duration. You can use your action to cause the image to move to any spot
within range. As the image changes location, you can alter its appearance
so that its movements appear natural for the image. For example, if you
Shillelagh create an image of a creature and move it, you can alter the image so
Transmutation Cantrip that it appears to be walking.
Casting Time: 1 bonus action
Range: Touch Physical interaction with the image reveals it to be an illusion because
Components: V, S, M (mistletoe, shamrock, weapon) things can pass through it. A creature that uses its action to examine the
Duration: 1 minute image can determine that it is an illusion with a successful Intelligence
(Investigation) check against your spell save DC. If a creature discerns
The wood of a club or a quarterstaff you are holding is imbued with the illusion for what it is, the creature can see through the image.
nature’s power. For the duration, you can use your spellcasting ability
instead of Strength for the attack and damage rolls of melee attacks
using that weapon, and the weapon’s damage die becomes a d8. The Simulacrum
weapon also becomes magical, if it isn’t already. The spell ends if you cast Illusion 7th level
it again or if you let go of the weapon. Casting Time: 12 hours
Range: Touch
Components: V, S, M (snow or ice in quantities sufficient to make a
Shocking Grasp life-size copy of the duplicated creature; some hair, fingernail clippings,
Evocation Cantrip or other pieces of that creature’s body placed inside the snow or ice;
Casting Time: 1 action and powdered ruby worth 1,500 gp, sprinkled over the duplicate and
Range: Touch consumed by the spell)
Components: V, S Duration: Until dispelled
Duration: Instantaneous
You shape an illusory duplicate of one beast or humanoid that is within
Lightning springs from your hand to deliver a shock to a creature you range for the entire casting time of the spell. The duplicate is a creature,
try to touch. Make a melee spell attack against the target. You have partially real and formed from ice or snow, and it can take actions and
advantage on the attack roll if the target is wearing armor made of otherwise be affected as a normal creature. It appears to be the same
metal. On a hit, the target takes 1d8 lightning damage, and it can’t take as the original, but it has half the creature’s hit point maximum and is
reactions until the start of its next turn. formed without any equipment. Otherwise, the illusion uses all the
The spell’s damage increases by 1d8 when you reach the 5th level statistics of the creature it duplicates.
(2d8), 11th level (3d8), and 17th level (4d8). The simulacrum is friendly to you and the creatures you designate.
It obeys your spoken commands, moving and acting in accordance
Shockwave with your wishes and acting on your turn in combat. The simulacrum
Evocation 1st level lacks the ability to learn or become more powerful, so it never increases
Casting Time: 1 action its level or other abilities, nor can it regain expended spell slots. If the
Range: Self (15-foot cone) simulacrum is damaged, you can repair it in an alchemical laboratory,
Components: S using rare herbs and minerals worth 100gp per hit point it regains. The
Duration: Instantaneous simulacrum lasts until it drops to 0 hit points, at which point it reverts to
snow and melts instantly.
Creatures in a 15-foot cone centered on you must pass a Dexterity
saving throw to deflect shock waves from your outstretched hand. On If you cast this spell again, any currently active duplicates you created
failure, they take 3d6 lightning damage and half that on success. with this spell are instantly destroyed

At Higher Levels. For each spell slot higher than the 1st this spell is
cast, 1d6 lightning damage is added to the spell. Sleep
Enchantment 1st level
Casting Time: 1 action
Range: 90 feet

379
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) You touch a living creature that has 0 hit points. The creature becomes
Duration: 1 minute stable. This spell has no effect on undead or constructs.
This spell sends creatures into a magical slumber. Roll 5d8; the total is
how many hit points of creatures this spell can affect. Creatures within Speak with Animals
20 feet of a point you choose within range are affected in ascending Divination 1st level (ritual)
order of their current hit points (ignoring unconscious creatures). Casting Time: 1 action
Starting with the creature that has the lowest current hit points, each Range: Self
creature affected by this spell falls unconscious until the spell ends, the Components: V, S
sleeper takes damage, or someone uses an action to shake or slap the Duration: 10 minutes
sleeper awake. You gain the ability to comprehend and verbally communicate with
Subtract each creature’s hit points from the total before moving on beasts for the duration. The knowledge and awareness of many beasts
to the creature with the next lowest hit points. A creature’s hit points is limited by their intelligence, but at a minimum, beasts can give you
must be equal to or less than the remaining total for that creature to be information about nearby locations and monsters, including whatever
affected. they can perceive or have perceived within the past day. You might be
able to persuade a beast to perform a small favor for you, at the DM’s
Undead and creatures immune to being charmed aren’t affected by discretion.
this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd Speak with Dead
level or higher, roll an additional 2d8 for each slot level above 1st. Necromancy 3rd level
Casting Time: 1 action
Sleet Storm Range: 10 feet
Conjuration 3rd level Components: V, S, M (burning incense)
Casting Time: 1 action Duration: 10 minutes
Range: 150 feet You grant the semblance of life and intelligence to a corpse of your
Components: V, S, M (pinch of dust, drops of water) choice within range, allowing it to answer the questions you pose. The
Duration: Concentration, up to 1 minute corpse must still have a mouth and can’t be undead. The spell fails if the
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder corpse was the target of this spell within the last 10 days.
with a 40-foot radius centered on a point you choose within range. The Until the spell ends, you can ask the corpse up to five questions. The
area is heavily obscured, and exposed flames in the area are doused. corpse knows only what it knew in life, including the languages it knew.
The ground in the area is covered with slick ice, making it difficult Answers are usually brief, cryptic, or repetitive, and the corpse is under
terrain. When a creature enters the spell’s area for the first time on a no compulsion to offer a truthful answer if you are hostile to it or it
turn or starts its turn there, it must make a Dexterity saving throw. On a recognizes you as an enemy. This spell doesn’t return the creature’s soul
failed save, it falls prone. to its body, only its animating spirit. Thus, the corpse can’t learn new
information, doesn’t comprehend anything that has happened since it
If a creature is concentrating in the spell’s area, the creature must died, and can’t speculate about future events.
make a successful Constitution saving throw against your spell save DC
or lose concentration.
Speak with Plants
Transmutation 3rd level
Slow Casting Time: 1 action
Transmutation 3rd level Range: Self (30-foot radius)
Casting Time: 1 action Components: V, S
Range: 320 feet Duration: 10 minutes
Components: V, S, M (drop of molasses)
Duration: Concentration, up to 1 minute You imbue plants within 30 feet of you with limited sentience and
animation, giving them the ability to communicate with you and follow
You alter time around up to six creatures of your choice in a 40-foot your simple commands. You can question plants about events in the
cube within range. Each target must succeed on a Wisdom saving throw spell’s area within the past day, gaining information about creatures that
or be affected by this spell for the duration. have passed, weather, and other circumstances.
An affected target’s speed is halved, it takes a -2 penalty to AC and You can also turn difficult terrain caused by plant growth (such
Dexterity saving throws, and it can’t use reactions. In its turn, it can use as thickets and undergrowth) into ordinary terrain that lasts for the
either an action or a bonus action, not both. Regardless of the creature’s duration. Or you can turn ordinary terrain where plants are present into
abilities or magic items, it can’t make more than one melee or ranged difficult terrain that lasts for the duration, causing vines and branches to
attack during its turn. hinder pursuers, for example.
If the creature attempts to cast a spell with a casting time of 1 action, Plants might be able to perform other tasks on your behalf, at the
roll a d20. On an 11 or higher, the spell doesn’t take effect until the DM’s discretion. The spell doesn’t enable plants to uproot themselves
creature’s next turn, and the creature must use its action on that turn to and move about, but they can freely move branches, tendrils, and stalks.
complete the spell. If it can’t, the spell is wasted.
If a plant creature is in the area, you can communicate with it as if you
A creature affected by this spell makes another Wisdom saving shared a common language, but you gain no magical ability to influence
throw at the end of its turn. On a successful save, the effect ends for it it.
This spell can cause the plants created by the entangle spell to release
Spare The Dying a restrained creature.
Necromancy Cantrip
Casting Time: 1 action
Range: Touch Spider Climbing
Components: V, S Transmutation 2nd level
Duration: Instantaneous Casting Time: 1 action
Range: Touch

380
Components: V, S, M (spider and drop of bitumen) is heavily obscured. The cloud lingers in the air for the duration.
Duration: Concentration, up to 1 hour
Each creature that is completely within the cloud at the start of
Until the spell ends, one willing creature you touch gains the ability to its turn must make a Constitution saving throw against poison. On
move up, down, and across vertical surfaces and upside down along a failed save, the creature spends its action that turn retching and
ceilings, while leaving its hands free. The target also gains a climbing reeling. Creatures that don’t need to breathe or are immune to poison
speed equal to its walking speed. automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after
Spiritual Weapon 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1
Evocation 2nd level round.
Casting Time: 1 bonus action
Range: 60 feet
Stone Shape
Components: V, S
Transmutation 4th level
Duration: 1 minute
Casting Time: 1 action
You create a floating, spectral weapon within range that lasts for the Range: Touch
duration or until you cast this spell again. When you cast the spell, you Components: V, S, M (soft clay, which must be worked into roughly the
can make a melee spell attack against a creature within 5 feet of the desired shape of the stone object)
weapon. On a hit, the target takes force damage equal to 1d8 + your Duration: Instantaneous
spellcasting ability modifier.
You touch a stone object of Medium size or smaller or a section of stone
As a bonus action on your turn, you can move the weapon up to no more than 5 feet in any dimension and form it into any shape that
20 feet and repeat the attack against a creature within 5 feet of it. The suits your purpose. So, for example, you could shape a large rock into a
weapon can take whatever form you choose. weapon, idol, or coffer, or make a small passage through a wall, as long
as the wall is less than 5 feet thick. You could also shape a stone door or
At Higher Levels. When you cast this spell using a spell slot of 3rd
its frame to seal the door shut. The object you create can have up to two
level or higher, the damage increases by 1d8 for every two slot levels
hinges and a latch, but finer mechanical detail isn’t possible.
above the 2nd.

Stoneskin
Spirit Guardians
Abjuration 4th level
Conjuration 3rd level
Casting Time: 1 action
Casting Time: 1 action
Range: Touch
Range: Self (15 foot radius sphere)
Components: V, S, M (diamond dust worth at least 100 gp which the
Components: V, S, M (holy symbol)
spell consumes)
Duration: Concentration, up to 10 minute
Duration: Concentration, up to 1 hour
You call forth spirits to protect you. They flit around you to a distance of
This spell turns the flesh of a willing creature you touch as hard as stone.
15 feet for the duration. If you are good or neutral, their spectral form
Until the spell ends, the target has resistance to nonmagical bludgeoning,
appears angelic or fey (your choice). If you are evil, they appear fiendish.
piercing, and slashing damage.
When you cast this spell, you can designate any number of creatures
you can see to be unaffected by it. An affected creature's speed is halved
in the area, and when the creature enters the area for the first time on Storm of Vengeance
a turn or starts its turn there, it must make a Wisdom saving throw. On Conjuration 9th level
a failed save, the creature takes 3d8 radiant damage (if you are good or Casting Time: 1 action
neutral) or 3d8 necrotic damage (if you are evil). On a successful save, Range: Sight
the creature takes half as much damage. Components: V, S
Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a spell slot of4th
level or higher, the damage increases by 1d8 for each slot level above A churning storm cloud forms centered on a point you can see and spread
3rd. to a radius of 360 feet. Lightning flashes in the area, thunder booms,
and strong winds roar. Each creature under the cloud (no more than
5,000 feet beneath the cloud) when it appears must make a Constitution
Static Shock saving throw. On a failed save, a creature takes 2d6 thunder damage and
Evocation Cantrip becomes deafened for 5 minutes.
Casting Time: 1 action
Each round you maintain concentration on this spell, the storm
Range: 120 feet
produces additional effects on your turn.
Components: V, S
Duration: Instantaneous Round 2. Acidic rain falls from the cloud. Each creature and object
under the cloud takes 1d6 acid damage.
A spark of light is launched at a creature within the range. Make a ranged
Round 3. You call six bolts of lightning from the cloud to strike six
attack. On a hit, the target takes 1d10 lightning damage.
creatures or objects of your choice beneath the cloud. A given creature
Damage increases to 2d10 at 5th level, 3d10 at 11th, and 4d10 at or object can’t be struck by more than one bolt. A struck creature
17th must make a Dexterity saving throw. The creature takes 10d6 lightning
damage on a failed save, or half as much damage on a successful one.
Round 4. Hailstones rain down from the cloud. Each creature under
Stinking Cloud
the cloud takes 2d6 bludgeoning damage.
Conjuration 3rd level
Round 5-10. Gusts and freezing rain assail the area under the cloud.
Casting Time: 1 action
The area becomes difficult terrain and is heavily obscured. Each creature
Range: 90 feet
there takes 1d6 cold damage. Ranged weapon attacks in the area are
Components: V, S, M, (rotten egg or skunk cabbage)
impossible. The wind and rain count as a severe distraction for the
Duration: Concentration, up to 1 minute
purposes of maintaining concentration on spells. Finally, gusts of strong
You create a 20-foot-radius sphere of yellow, nauseating gas centered wind (ranging from 20 to 50 miles per hour) automatically disperse fog,
on a point within range. The cloud spreads around corners, and its area mists, and similar phenomena in the area, whether mundane or magical.

381
Suggestion Range: 120 feet
Enchantment 2nd level Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 30 feet
You shoot a beam of solar energy. Make a ranged magic attack on a
Components: V, M (a snake's tongue and either a bit of honeycomb or
creature in range. On a hit, the spell deals 5d12 radiant damage. Undead
a drop of sweet oil)
take 1d12 additional radiant damage.
Duration: Concentration, up to 8 hour
At Higher Levels. For each spell slot higher than the 3rd this spell is
You suggest a course of activity (limited to a sentence or two) and
cast, the spell causes 1d12 radiant damage additional.
magically influence a creature you can see within range that can hear
and understand you. Creatures that can’t be charmed are immune to
this effect. The suggestion must be worded in such a manner as to make Symbol
the course of action sound reasonable. Asking the creature to stab itself, Abjuration 7th level
throw itself onto a spear, immolate itself, or do some other obviously Casting Time: 1 minute
harmful act ends the spell. Range: Touch
Components: V, S, M (mercury, phosphorus, and powdered diamond
The target must make a Wisdom saving throw. On a failed save, it
and opal with a total value of at least 1,000 gp, which the spell consumes)
pursues the course of action you described to the best of its ability. The
Duration: Untill dispelled or triggered
suggested course of action can continue for the entire duration. If the
suggested activity can be completed in a shorter time, the spell ends When you cast this spell, you inscribe a harmful glyph either on a surface
when the subject finishes what it was asked to do. (such as a section of floor, a wall, or a table) or within an object that can
be closed to conceal the glyph (such as a book, a scroll, or a treasure
You can also specify conditions that will trigger a special activity
chest). If you choose a surface, the glyph can cover an area of the
during the duration. For example, you might suggest that a knight give
surface no larger than 10 feet in diameter. If you choose an object, that
her warhorse to the first beggar she meets. If the condition isn’t met
object must remain in its place; if the object is moved more than 10 feet
before the spell expires, the activity isn’t performed.
from where you cast this spell, the glyph is broken, and the spell ends
If you or any of your companions damage the target, the spell ends. without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation)
Sunbeam check against your spell save DC to find it.
Evocation 6th level
You decide what triggers the glyph when you cast the spell.
Casting Time: 1 action
For glyphs inscribed on a surface, the most typical triggers include
Range: Self (60-foot cone)
touching or stepping on the glyph, removing another object covering
Components: V, S, M (magnifying glass)
it, approaching within a certain distance of it, or manipulating the object
Duration: Concentration, up to 1 minute
that holds it. For glyphs inscribed within an object, the most common
A beam of brilliant light flashes out from your hand in a 5-foot-wide, triggers are opening the object, approaching within a certain distance of
60-foot-long line. Each creature in the line must make a Constitution it, or seeing or reading the glyph.
saving throw. On a failed save, a creature takes 6d8 radiant damage
You can further refine the trigger so the spell is activated only under
and is blinded until your next turn. On a successful save, it takes half
certain circumstances or according to a creature’s physical characteristics
as much damage and isn’t blinded by this spell. Undead and oozes have
(such as height or weight), or physical kind (for example, the ward could
disadvantage on this saving throw.
be set to affect hags or shapechangers). You can also specify creatures
You can create a new line of radiance as your action on any turn until that don’t trigger the glyph, such as those who say a certain password.
the spell ends.
When you inscribe the glyph, choose one of the options below for
For the duration, a mote of brilliant radiance shines in your hand. It its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere
sheds bright light in a 30-foot radius and dim light for an additional 30 with dim light for 10 minutes, after which time the spell ends. Each
feet. This light is sunlight. creature in the sphere when the glyph activates is targeted by its effect,
as is a creature that enters the sphere for the first time on a turn or ends
its turn there.
Sunburst
Evocation 8th level Stunning. Each target must make a Wisdom saving throw and
Casting Time: 1 action becomes stunned for 1 minute on a failed save.
Range: 150 feet Hopelessness. Each target must make a Charisma saving throw.
Components: V, S, M (fire and piece of sunstone) On a failed save, the target is overwhelmed with despair for 1 minute.
Duration: Instantaneous During this time, it can’t attack or target any creature with harmful
abilities, spells, or other magical effects.
Brilliant sunlight flashes in a 60-foot radius centered on a point you
Discord. Each target must make a Constitution saving throw. On a
choose within range.
failed save, a target bickers and argues with other creatures for 1 minute.
Each creature in that light must make a Constitution saving throw. During this time it is incapable of meaningful communication and has
On a failed save, a creature takes 12d6 radiant damage and is blinded disadvantage on attack rolls and ability checks.
for 1 minute. On a successful save, it takes half as much damage and Pain. Each target must make a Constitution saving throw and
isn’t blinded by this spell. Undead and oozes have disadvantage on this becomes incapacitated with excruciating pain for 1 minute on a failed
saving throw. save.
Insanity. Each target must make an Intelligence saving throw. On a
A creature blinded by this spell makes another Constitution saving
failed save, the target is driven insane for 1 minute. An insane creature
throw at the end of each of its turns. On a successful save, it is no longer
can’t take actions, can’t understand what other creatures say, can’t read,
blinded.
and speaks only in gibberish. The GM controls its movement, which is
This spell dispels any darkness in its area that was created by a spell. erratic.
Fear. Each target must make a Wisdom saving throw and becomes
frightened for 1 minute on a failed save. While frightened, the target
Sunshot
drops whatever it is holding and must move at least 30 feet away from
Evocation 3rd level
the glyph on each of its turns, if able.
Casting Time: 1 action

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Death. Each target must make a Constitution saving throw, taking Components: V, S, M (pair of linked silver rings)
10d10 necrotic damage on a failed save, or half as much damage on a Duration: 24 hours
successful save.
Choose a creature that you are familiar with and willing, that creature
Sleep. Each target must make a Wisdom saving throw and falls
can be at any distance, as long as it is in the same realm of existence
unconscious for 10 minutes on a failed save. A creature awakens if it
as you. This spell ends prematurely if you are in a different realm of
takes damage or if someone uses an action to shake or slap it awake.
existence.
As long as the spell is active, you and the creature you choose can
instantly share any sensory memory, be it words, sights, sounds or
T sensations. The creature automatically knows that you are the one
trying to communicate with it. If you are trying to communicate with
a creature with an Intelligence score of at least 1, it will understand the
basic meaning of your words and the general meaning of any other type
Telekinesis
of message you send it.
Transmutation 5th level
Casting Time: 1 action
Range: 60 feet Teleport
Components: V, S Conjuration 7th level
Duration: Concentration, up to 10 minute Casting Time: 1 action
You gain the ability to move or manipulate creatures or objects by Range: 10 feet
thought. When you cast the spell, and as your action each round for the Components: V
duration, you can exert your will on one creature or object that you can Duration: Instantaneous
see within range, causing the appropriate effect below. You can affect This spell instantly transports you and up to eight willing creatures of
the same target round after round, or choose a new one at any time. your choice that you can see within range, or a single object, that you
If you switch targets, the prior target is no longer affected by the spell. can see within range, to a destination you select. If you target an object,
Creature. You can try to move a Huge or smaller creature. Make an it must be able to fit entirely inside a 10-foot cube, and it can’t be held or
ability check with your spellcasting ability contested by the creature’s carried by an unwilling creature.
Strength check. If you win the contest, you move the creature up to 30 The destination you choose must be known to you, and it must be on
feet in any direction, including upward but not beyond the range of this the same plane of existence as you. Your familiarity with the destination
spell. Until the end of your next turn, the creature is restrained in your determines whether you arrive there successfully. The GM rolls d100
telekinetic grip. A creature lifted upward is suspended in mid-air. and consults the table.
On subsequent rounds, you can use your action to attempt to Familiarity Mishap Similar Area Off Target On Target
maintain your telekinetic grip on the creature by repeating the contest. Permanent circle - - - 01 - 100
Object. You can try to move an object that weighs up to 1,000 Associated object - - - 01 - 100
pounds. If the object isn’t being worn or carried, you automatically Very familiar 01 - 05 06 - 13 14 - 24 25 - 100
move it up to 30 feet in any direction, but not beyond the range of this Seen casually 01 - 33 01 - 33 44 - 53 54 - 100
spell. Viewed once 01 - 43 44 - 53 54 - 73 74 - 100
Description 01 - 43 44 - 53 54 - 73 74 - 100
If the object is worn or carried by a creature, you must make an
False destination 01 - 50 51 - 100 - -
ability check with your spellcasting ability contested by that creature’s
Strength check. If you succeed, you pull the object away from that
creature and can move it up to 30 feet in any direction but not beyond Permanent Circle. Means a permanent teleportation circle whose
the range of this spell. sigil sequence you know.
Associated object. means that you possess an object taken from the
You can exert fine control on objects with your telekinetic grip, such desired destination within the last six months, such as a book from a
as manipulating a simple tool, opening a door or a container, stowing wizard’s library, bed linen from a royal suite, or a chunk of marble from
or retrieving an item from an open container, or pouring the contents a lich’s secret tomb.
from a vial. Very familiar. is a place you have been very often, a place you have
carefully studied, or a place you can see when you cast the spell. “Seen
Telepathic Bond casually” is someplace you have seen more than once but with which
Divination 5th level (ritual) you aren’t very familiar. "Viewed once” is a place you have seen once,
Casting Time: 1 action possibly using magic.
Range: 30 feet Description. is a place whose location and appearance you know
Components: V, S, M (eggshell of 2 different creatures) through someone else’s description, perhaps from a map.
Duration: 1 hour False destination. is a place that doesn’t exist. Perhaps you tried
to scry an enemy’s sanctum but instead, view an illusion, or you were
You forge a telepathic link among up to eight willing creatures of your attempting to teleport to a familiar location that no longer exists.
choice within range, psychically linking each creature to all the others On Target. You and your group (or the target object) appear where
for the duration. Creatures with Intelligence scores of 2 or less aren’t you want to.
affected by this spell. Off Target. You and your group (or the target object) appear a
Until the spell ends, the targets can communicate telepathically random distance away from the destination in a random direction.
through the bond whether or not they have a common language. The Distance off target is 1d10 x 1d10 percent of the distance that was to be
communication is possible over any distance, though it can’t extend to traveled. For example, if you tried to travel 120 miles, landed off target,
other planes of existence. and rolled a 5 and 3 on the two d10s, then you would be off target by
15 percent or 18 miles. The GM determines the direction off target
randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as
Telepathy east, and so on around the points of the compass. If you were teleporting
Evocation 8th level to a coastal city and wound up 18 miles out at sea, you could be in
Casting Time: 1 action trouble.
Range: Special Similar Area. You and your group (or the target object) wind up in

383
a different area that’s visually or thematically similar to the target area. can be heard up to 300 feet from you, additionally your next melee
If you are heading for your home laboratory, for example, you might attack deals 2d6 additional thunder damage. Additionally, if the target
wind up in another wizard’s laboratory or in an alchemical supply shop is a creature, it must perform a Strenght saving throw, in a failure, it is
that has many of the same tools and implements as your laboratory. pushed back 10 feet and will fall prone.
Generally, you appear in the closest similar place, but since the spell has
no range limit, you could conceivably wind up anywhere on the plane.
Thunderwave
Mishap. The spell’s unpredictable magic results in a difficult journey.
Evocation 1st level
Each teleporting creature (or the target object) takes 3d10 force damage,
Casting Time: 1 action
and the GM rerolls on the table to see where you wind up (multiple
Range: Self (15-foot cone)
mishaps can occur, dealing damage each time).
Components: V, S
Duration: Instantaneous
Teleportation Circle
A wave of thunderous force sweeps out from you. Each creature in a
Conjuration 5th level
15-foot cube originating from you must make a Constitution saving
Casting Time: 1 minute
throw. On a failed save, a creature takes 2d8 thunder damage and is
Range: 10 feet
pushed 10 feet away from you. On a successful save, the creature takes
Components: V, M, (chalk & ink mixed with gems worth at least 50 gp
half as much damage and isn’t pushed.
which the spell consumes)
Duration: 1 round In addition, unsecured objects that are completely within the area
of effect are automatically pushed 10 feet away from you by the spell’s
As you cast the spell, you draw a 10-foot-diameter circle on the ground
effect, and the spell emits a thunderous boom audible out to 300 feet.
inscribed with sigils that link your location to a permanent teleportation
circle of your choice, whose sigil sequence you know and that is on the At Higher Levels. When you cast this spell using a spell slot of 2nd
same plane of existence as you. A shimmering portal opens within the level or higher, the damage increases by 1d8 for each slot level above 1st.
circle you drew and remains open until the end of your next turn.
Any creature that enters the portal instantly appears within 5 feet of Time Stop
the destination circle or in the nearest unoccupied space if that space is Transmutation 9th level
occupied. Casting Time: 1 action
Range: Self
Many major temples, guilds, and other important places have
Components: V
permanent teleportation circles inscribed somewhere within their
Duration: Instantaneous
confines. Each such circle includes a unique sigil sequence — a string of
magical runes arranged in a particular pattern. When you first gain the You briefly stop the flow of time for everyone but yourself. No time
ability to cast this spell, you learn the sigil sequences for two destinations passes for other creatures, while you take 1d4 + 1 turns in a row, during
on the Material Plane, determined by the GM. You can learn additional which you can use actions and move as normal.
sigil sequences during your adventures. You can commit a new sigil
This spell ends if one of the actions you use during this period, or any
sequence to memory after studying it for 1 minute.
effects that you create during this period, affects a creature other than
You can create a permanent teleportation circle by casting this spell you or an object being worn or carried by someone other than you. In
in the same location every day for one year. You need not use the circle addition, the spell ends if you move to a place more than 1,000 feet form
to teleport when you cast the spell in this way.. the location where you cast it.

Thaumaturgy Tiny Hut


Transmutation Cantrip Evocation 3rd level (ritual)
Casting Time: 1 action Casting Time: 1 minute
Range: 30 feet Range: Self (10 foot radius sphere)
Components: V Components: V, S, M (small crystal bead)
Duration: Up to 1 minute Duration: 8 hours
You manifest a minor wonder, a sign of supernatural power, within A 10-foot-radius immobile dome of force springs into existence around
range. You create one of the following magical effects within range: and above you and remains stationary for the duration. The spell ends
• Your voice booms up to three times as loud as normal for 1 minute. if you leave its area.
• You cause flames to flicker, brighten, dim, or change color for 1 minute. Nine creatures of Medium size or smaller can fit inside the dome with
• You cause harmless tremors in the ground for 1 minute. you. The spell fails if its area includes a larger creature or more than
• You create an instantaneous sound that originates from a point of your
choice within range, such as a rumble of thunder, the cry of a raven, or
nine creatures. Creatures and objects within the dome when you cast
ominous whispers. this spell can move through it freely. All other creatures and objects are
• You instantaneously cause an unlocked door or window to fly open or barred from passing through it. Spells and other magical effects can’t
slam shut. extend through the dome or be cast through it. The atmosphere inside
• You alter the appearance of your eyes for 1 minute. the space is comfortable and dry, regardless of the weather outside.
If you cast this spell multiple times, you can have up to three of its Until the spell ends, you can command the interior to become dimly
1-minute effects active at a time, and you can dismiss such an effect as lit or dark. The dome is opaque from the outside, of any color you
an action. choose, but it is transparent from the inside.

Thunderous Devastation Tongues


Evocation 1st level Divination 3rd level
Casting Time: bonus action Casting Time: 1 action
Range: Self Range: Touch
Components: V Components: V, M (clay model of a ziggurat)
Duration: Concentration, up to 1 minute Duration: 1 hour
Using this spell causes your weapon to be surrounded by thunder that This spell grants the creature you touch the ability to understand any

384
spoken language it hears. Moreover, when the target speaks, any You appear in a spot of your choice within 5 feet of the destination tree,
creature that knows at least one language and can hear the target using another 5 feet of movement. If you have no movement left, you
understands what it says. appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the
Toss Sapling duration. You must end each turn outside a tree.
Conjuration 3rd level
Casting Time: action
True Polymorph
Range: 15 feet
Transmutation 9th level
Components: S, M (any kind of plant seed)
Casting Time: 1 action
Duration: Instantaneous
Range: 30 feet
You throw a seed imbuing it with magic up to 10 feet from you. This Components: V, S, M (a drop of mercury, a dollop of gum arabic, and
seed turns to a sapling with a movement of 20 feet that will chase the a wisp of smoke)
nearest enemy, following its movement at the end of its turn. When it Duration: Concentration, up to 1 hour
finishes the movement it will explode in an area of 10 feet, causing 4d4
Choose one creature or nonmagical object that you can see within range.
of force damage on that area.
You transform the creature into a different creature, the creature into an
At Higher Levels. For each spell slot higher than the 3rd this spell is object, or the object into a creature (the object must be neither worn nor
cast, the spell causes 2d4 force damage additional. carried by another creature). The transformation lasts for the duration,
or until the target drops to 0 hit points or dies. If you concentrate on
this spell for the full duration, the transformation lasts until it is dispelled.
Transport via Plants
Conjuration 6th level This spell has no effect on a shapechanger or a creature with 0 hit
Casting Time: 1 action points. An unwilling creature can make a Wisdom saving throw, and if it
Range: 10 feet succeeds, it isn’t affected by this spell.
Components: V, S Creature into Creature. If you turn a creature into another kind of
Duration: 1 round creature, the new form can be any kind you choose whose challenge
This spell creates a magical link between a Large or larger inanimate rating is equal to or less than the target’s (or its level, if the target doesn’t
plant within range and another plant, at any distance, on the same plane have a challenge rating). The target’s game statistics, including mental
of existence. ability scores, are replaced by the statistics of the new form. It retains its
alignment and personality.
You must have seen or touched the destination plant at least once
before. For the duration, any creature can step into the target plant and The target assumes the hit points of its new form, and when it reverts
exit from the destination plant by using 5 feet of movement. to its normal form, the creature returns to the number of hit points it had
before it transformed. If it reverts as a result of dropping to 0 hit points,
any excess damage carries over to its normal form. As long as the excess
Tree Stride damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t
Conjuration 5th level knocked unconscious.
Casting Time: 1 action
Range: Self The creature is limited in the actions it can perform by the nature of
Components: V, S its new form, and it can’t speak, cast spells, or take any other action that
Duration: Concentration, up to 1 minute requires hands or speech.

You gain the ability to enter a tree and move from inside it to inside The target’s gear melds into the new form. The creature can’t
another tree of the same kind within 500 feet. Both trees must be living activate, use, wield, or otherwise benefit from any of its equipment.
and at least the same size as you. You must use 5 feet of movement to Creature into Object. If you turn a creature into an object, it
enter a tree. You instantly know the location of all other trees of the transforms along with whatever it is wearing and carrying into that
same kind within 500 feet and, as part of the move used to enter the tree, form. The creature’s statistics become those of the object, and the
can either pass into one of those trees or step out of the tree you’re in.

385
creature has no memory of time spent in this form after the spell ends Range: Self
and it returns to its normal form. Components: V, S
Duration: Concentration, up to 1 minute
Object into Creature. You can turn an object into any kind of
creature, as long as the creature’s size is no larger than the object’s size The touch of your shadow-wreathed hand can siphon life force from
and the creature’s challenge rating is 9 or lower. The creature is friendly others to heal your wounds. Make a melee spell attack against a creature
to you and your companions. It acts on each of your turns. You decide within your reach. On a hit, the target takes 3d6 necrotic damage,
what action it takes and how it moves. GM has the creature’s statistics and you regain hit points equal to half the amount of necrotic damage
and resolves all of its actions and movements. dealt. Until the spell ends, you can use a bonus action on each of your
subsequent turns to cause this damage again.
If the spell becomes permanent, you no longer control the creature.
It might remain friendly to you, depending on how you have treated it. At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d6 for each slot level above
3rd.
True Seeing
Divination 6th level
Casting Time: 1 action Vicious Mockery
Range: Touch Evocation Cantrip
Components: V, S, M (an ointment for the eyes that costs 25 gp; is made Casting Time: 1 action
from mushroom powder, saffron, and fat; and is consumed by the spell) Range: 60 feet
Duration: 1 hour Components: V
Duration: Instantaneous
This spell gives the willing creature you touch the ability to see things as
they actually are. For the duration, the creature has truesight, notices You unleash a string of insults laced with subtle enchantments at a
secret doors hidden by magic, and can see into the Spiritual Realm, all creature you can see within range. If the target can hear you (though it
out to a range of 120 feet. need not understand you), it must succeed on a Wisdom saving throw
or take 1d4 psychic damage and have disadvantage on the next attack
roll it makes before the end of its next turn.
True Strike
Divination Cantrip This spell’s damage increases by 1d4 when you reach the 5th level
Casting Time: 1 action (2d4), 11th level (3d4), and 17th level (4d4).
Range: 30 feet
Components: S
Void Bombard
Duration: Concentration, up to 1 hour
Evocation 3rd level
You extend your hand and point a finger at a target in range. Your magic Casting Time: 1 action
grants you a brief insight into the target’s defenses. On your next turn, Range: 90 feet
you gain advantage on your first attack roll against the target, provided Components: V, S
that this spell hasn’t ended. Duration: Instantaneous
Make a ranged magic attack on a creature in range. On a hit, the target
takes 4d10 force damage and must succeed in a Strength saving throw
U or fall (if it is Large or less). On hit, this spell also causes eruptions of
arcane energy, dealing damage to nearby creatures. Creatures within 10
feet of the original target must succeed in a Dexterity saving throw. On
Unseen Servant a failure, they take 4d6 of force damage and are pushed 5 feet from the
Conjuration 1st level (ritual) explosion. In success, they only receive half of that damage.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell slot of 3rd
Range: 60 feet
level or higher, the damage increases 1d10 and 1d6 respectively for each
Components: V, S, M (piece of string, bit of wood)
slot level above 3rd.
Duration: 1 hour
This spell creates an invisible, mindless, shapeless force that performs
simple tasks at your command until the spell ends. The servant springs Voidbolt
into existence in an unoccupied space on the ground within range. It has Evocation Cantrip
AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to Casting Time: 1 action
0 hit points, the spell ends. Range: 120 feet
Components: V, S
Once on each of your turns as a bonus action, you can mentally Duration: Instantaneous
command the servant to move up to 15 feet and interact with an object.
The servant can perform simple tasks that a human servant could do, An ethereal energy is launched at a target creature within range. Make a
such as fetching things, cleaning, mending, folding clothes, lighting ranged spell attack. On a hit, the target takes 1d8 force damage.
fires, serving food, and pouring wine. Once you give the command, the Damage increases to 2d8 at level 5, 3d8 at level 11, and 4d8 at level
servant performs the task to the best of its ability until it completes the 17.
task, then waits for your next command.
If you command the servant to perform a task that would move it Voidbreak
more than 60 feet away from you, the spell ends. Evocation 2nd level
Casting Time: 1 action
Range: Self
V Components: S
Duration: Instantaneous
Creatures in a 30-foot line in front of you must make a Dexterity saving
Vampiric Touch throw. On a failure, creatures take 3d8 force damage and fall prone. On
Necromancy 3rd level a success, they only receive half of that damage.
Casting Time: 1 action

386
At Higher Levels. For each spell slot higher than the 2nd this spell is horizontal or vertical barrier or at an angle. It can be free floating or
cast, 1d8 force damage is added to the spell.. resting on a solid surface. You can form it into a hemispherical dome or a
sphere with a radius of up to 10 feet, or you can shape a flat surface made
up of ten 10-foot-by-10-foot panels. Each panel must be contiguous
Voidburn
with another panel. In any form, the wall is 1/4 inch thick. It lasts for
Evocation 1st level
the duration. If the wall cuts through a creature’s space when it appears,
Casting Time: 1 action
the creature is pushed to one side of the wall (your choice which side).
Range: 60 feet
Components: S Nothing can physically pass through the wall. It is immune to all
Duration: Instantaneous damage and can’t be dispelled by dispel magic. A disintegrate spell
destroys the wall instantly, however. The wall also extends into the
It channels a small burst of energy from the Void centered on a point
Ethereal Plane, blocking ethereal travel through the wall.
in a range that reaches all creatures within a 10-foot radius. Affected
creatures must perform a Dexterity saving throw. On a failure, they take
3d8 force damage. On a success, they only receive half of that damage. Wall of Ice
Evocation 6th level
At Higher Levels. For each spell slot higher than the 1st this spell is
Casting Time: 1 action
cast, the spell causes additional 1d8 force damage.
Range: 320 feet
Components: V, S, M (small piece of quartz)
Voidwalk Duration: Concentration, up to 10 minute
Evocation 3rd level
You create a wall of ice on a solid surface within range. You can form it
Casting Time: bonus action
into a hemispherical dome or a sphere with a radius of up to 10 feet, or
Range: 60 feet
you can shape a flat surface made up of ten 10-foot-square panels. Each
Components: S
panel must be contiguous with another panel. In any form, the wall is 1
Duration: Instantaneous
foot thick and lasts for the duration.
You teleport to an unoccupied space that you can see within the range.
If the wall cuts through a creature’s space when it appears, the
Hostile creatures within 5 feet of the location you teleport must make a
creature within its area is pushed to one side of the wall and must make
Dexterity saving throw. A creature takes 3d6 force damage on a failed
a Dexterity saving throw. On a failed save, the creature takes 10d6 cold
save, or half as much damage on a successful one.
damage, or half as much damage on a successful save.
At Higher Levels. For each spell slot higher than the 3rd this spell is
The wall is an object that can be damaged and thus breached. It has
cast, the spell causes 1d6 force damage additional.
AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire
damage. Reducing a 10-foot section of wall to 0 hit points destroys it
and leaves behind a sheet of frigid air in the space the wall occupied. A
W creature moving through the sheet of frigid air for the first time on a turn
must make a Constitution saving throw. That creature takes 5d6 cold
damage on a failed save, or half as much damage on a successful one.
Wall of Fire
At Higher Levels. When you cast this spell using a spell slot of 7th
Evocation 4th level
level or higher, the damage the wall deals when it appears increases
Casting Time: 1 action
by 2d6, and the damage from passing through the sheet of frigid air
Range: 320 feet
increases by 1d6, for each slot level above 6th.
Components: V, S, M (small piece of phosphorous)
Duration: Concentration, up to 1 minute
You create a wall of fire on a solid surface within range. You can make Wall of Stone
the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed Evocation 5th level
wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is Casting Time: 1 action
opaque and lasts for the duration. Range: 320 feet
Components: V, S, M (small block of granite)
When the wall appears, each creature within its area must make Duration: Concentration, up to 10 minute
a Dexterity saving throw. On a failed save, a creature takes 5d8 fire
damage, or half as much damage on a successful save. A nonmagical wall of solid stone springs into existence at a point you
choose within range. The wall is 6 inches thick and is composed of ten
One side of the wall, selected by you when you cast this spell, deals 10-foot-by-10-foot panels. Each panel must be contiguous with at
5d8 fire damage to each creature that ends its turn within 10 feet of that least one other panel. Alternatively, you can create 10-foot-by-20-foot
side or inside the wall. A creature takes the same damage when it enters panels that are only 3 inches thick.
the wall for the first time on a turn or ends its turn there. The other side
of the wall deals no damage. If the wall cuts through a creature’s space when it appears, the
creature is pushed to one side of the wall (your choice). If a creature
At Higher Levels. When you cast this spell using a spell slot of 5th would be surrounded on all sides by the wall (or the wall and another
level or higher, the damage increases by 1d8 for each slot level above solid surface), that creature can make a Dexterity saving throw. On a
4th. success, it can use its reaction to move up to its speed so that it is no
longer enclosed by the wall.
Wall of Force The wall can have any shape you desire, though it can’t occupy the
Evocation 5th level same space as a creature or object. The wall doesn’t need to be vertical
Casting Time: 1 action or rest on any firm foundation. It must, however, merge with and be
Range: 320 feet solidly supported by existing stone. Thus, you can use this spell to bridge
Components: V, S, M (A pinch of powder made by crushing a clear a chasm or create a ramp.
gemstone)
If you create a span greater than 20 feet in length, you must halve the
Duration: Concentration, up to 10 minute
size of each panel to create supports. You can crudely shape the wall to
An invisible wall of force springs into existence at a point you choose create crenellations, battlements, and so on.
within range. The wall appears in any orientation you choose, as a
The wall is an object made of stone that can be damaged and thus

387
breached. Each panel has AC 15 and 30 hit points per inch of thickness. creature falls prone.
Reducing a panel to 0 hit points destroys it and might cause connected
At Higher Levels. For each spell slot higher than the 2nd this spell is
panels to collapse at the GM’s discretion.
cast, 1d8 of cold damage and 1d8 of bludgeoning damage are added to
If you maintain your concentration on this spell for its whole duration, the spell.
the wall becomes permanent and can’t be dispelled. Otherwise, the wall
disappears when the spell ends.
Water Walk
Transmutation 3rd level (ritual)
Wall of Thorns Casting Time: 1 action
Conjuration 6th level Range: 30 feet
Conjuration 6th level Components: V, S, M (piece of cork)
Duration: 1 hour
You create a wall of tough, pliable, tangled brush bristling with needle-
sharp thorns. The wall appears within range on a solid surface and lasts This spell grants the ability to move across any liquid surface–such as
for the duration. You choose to make the wall up to 60 feet long, 10 feet water, acid, mud, snow, quicksand, or lava–as if it were harmless solid
high, and 5 feet thick or a circle that has a 20-foot diameter and is up to ground (creatures crossing molten lava can still take damage from the
20 feet high and 5 feet thick. The wall blocks line of sight. heat). Up to ten willing creatures you can see within range gain this
ability for the duration.
When the wall appears, each creature within its area must make a
Dexterity saving throw. On a failed save, a creature takes 7d8 piercing If you target a creature submerged in a liquid, the spell carries the
damage, or half as much damage on a successful save. target to the surface of the liquid at a rate of 60 feet per round.
A creature can move through the wall, albeit slowly and painfully.
For every 1 foot a creature moves through the wall, it must spend 4 feet Weapon Ward
of movement. Furthermore, the first time a creature enters the wall on Conjuration Cantrip
a turn or ends its turn there, the creature must make a Dexterity saving Casting Time: 1 action
throw. It takes 7d8 slashing damage on a failed save, or half as much Range: Self
damage on a successful one. Components: V, S
At Higher Levels. When you cast this spell using a spell slot of 7th Duration: 1 round
level or higher, both types of damage increase by 1d8 for each slot level You draw a protective glyph in the air with your hands. Until the end
above 6th. of your next turn, you will have resistance to simple physical damage.

Warding Bond Web


Abjuration 2nd level Conjuration 2nd level
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S, M (a pair of platinum rings worth at least 50 gp each, Components: S, M (bit of spiderweb)
which you and the target must wear for the duration) Duration: Concentration, up to 1 hour
Duration: 1 hour
You conjure a mass of thick, sticky webbing at a point of your choice
This spell wards a willing creature you touch and creates a mystic within range. The webs fill a 20-foot cube from that point for the
connection between you and the target until the spell ends. While the duration. The webs are difficult terrain and lightly obscure their area.
target is within 60 feet of you, it gains a +1 bonus to AC and saving
If the webs aren’t anchored between two solid masses (such as walls
throws, and it has resistance to all damage. Also, each time it takes
or trees) or layered across a floor, wall, or ceiling, the conjured web
damage, you take the same amount of damage.
collapses on itself, and the spell ends at the start of your next turn. Webs
The spell ends if you drop to 0 hit points or if you and the target layered over a flat surface have a depth of 5 feet.
become separated by more than 60 feet. It also ends if the spell is cast
Each creature that starts its turn in the webs or that enters them
again on either of the connected creatures. You can also dismiss the spell
during its turn must make a Dexterity saving throw. On a failed save, the
as an action.
creature is restrained as long as it remains in the webs or until it breaks
free.
Water Breathing
A creature restrained by the webs can use its action to make a
Transmutation 3rd level (ritual)
Strength check against your spell save DC. If it succeeds, it is no longer
Casting Time: 1 action
restrained.
Range: 30 feet
Components: V, S, M (short reed or piece of straw) The webs are flammable. Any 5-foot cube of webs exposed to fire
Duration: 24 hours burns away in 1 round, dealing 2d4 fire damage to any creature that
starts its turn in the fire.
This spell grants up to ten willing creatures you can see within range the
ability to breathe underwater until the spell ends. Affected creatures also
retain their normal mode of respiration. Weird
Illusion 9th level
Casting Time: 1 action
Water Jet
Range: 320 feet
Evocation 2nd level
Components: V, S
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 30 feet
Components: V, S Drawing on the deepest fears of a group of creatures, you create illusory
Duration: Instantaneous creatures in their minds, visible only to them. Each creature in a 30-foot-
radius sphere centered on a point of your choice within range must
Make a ranged magic attack on a creature in range. On a hit, the target
make a Wisdom saving throw. On a failed save, a creature becomes
takes 2d8 cold damage and 2d8 bludgeoning damage. If the creature hit
frightened for the duration. The illusion calls on the creature’s deepest
is Large or smaller, it must do a Strength saving throw. On a failure, the
fears, manifesting its worst nightmares as an implacable threat. At the

388
start of each of the frightened creature’s turns, it must succeed on a • You grant up to ten creatures you can see immunity to a single spell or
Wisdom saving throw or take 4d10 psychic damage. On a successful other magical effects for 8 hours. For instance, you could make yourself
save, the spell ends for that creature. and all your companions immune to a lich’s life drain attack.
• You undo a single recent event by forcing a reroll of any roll made
within the last round (including your last turn). Reality reshapes itself to
Wind Walk accommodate the new result. For example, a wish spell could undo an
Transmutation 6th level opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You
can force the reroll to be made with advantage or disadvantage, and you
Casting Time: 1 minute
can choose whether to use the reroll or the original roll.
Range: 30 feet • You might be able to achieve something beyond the scope of the above
Components: V, S, M (fire and holy water) examples. State your wish to the DM as precisely as possible. The DM
Duration: 8 hours has great latitude in ruling what occurs in such an instance; the greater
the wish, the greater the likelihood that something goes wrong. This spell
You and up to ten willing creatures you can see within range assume a
might simply fail, the effect you desire might only be partly achieved, or
gaseous form for the duration, appearing as wisps of cloud. While in this you might suffer some unforeseen consequence as a result of how you
cloud form, a creature has a flying speed of 300 feet and has resistance to worded the wish. For example, wishing that a villain were dead might
damage from nonmagical weapons. The only actions a creature can take propel you forward in time to a period when that villain is no longer
in this form are the Dash action or to revert to its normal form. alive, effectively removing you from the game. Similarly, wishing for
a legendary magic item or artifact might instantly transport you to the
Reverting takes 1 minute, during which time a creature is incapacitated presence of the item’s current owner.
and can’t move. Until the spell ends, a creature can revert to cloud form,
which also requires the 1-minute transformation. The stress of casting this spell to produce any effect other than
duplicating another spell weakens you. After enduring that stress, each
If a creature is in cloud form and flying when the effect ends, the time you cast a spell until you finish a long rest, you take 1d10 necrotic
creature descends 60 feet per round for 1 minute until it lands, which it damage per level of that spell. This damage can’t be reduced or prevented
does safely. If it can’t land after 1 minute, the creature falls the remaining in any way. In addition, your Strength drops to 3 if it isn’t 3 or lower
distance. already, for 2d4 days. For each of those days that you spend resting and
doing nothing more than light activity, your remaining recovery time
Wind Wall decreases by 2 days. Finally, there is a 33 percent chance that you are
Evocation 3rd level unable to cast wish ever again if you suffer this stress.
Casting Time: 1 action
Range: 320 feet Word of Recall
Components: V, S, M, (tiny fan and exotic feather) Conjuration 6th level
Duration: Concentration, up to 1 minute Casting Time: 1 action
A wall of strong wind rises from the ground at a point you choose within Range: 5 feet
range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot Components: V
thick. You can shape the wall in any way you choose so long as it makes Duration: Instantaneous
one continuous path along the ground. The wall lasts for the duration. You and up to five willing creatures within 5 feet of you instantly
When the wall appears, each creature within its area must make a teleport to a previously designated sanctuary. You and any creatures
Strength saving throw. A creature takes 3d8 bludgeoning damage on a that teleport with you appear in the nearest unoccupied space to the
failed save, or half as much damage on a successful one. spot you designated when you prepared your sanctuary (see below). If
you cast this spell without first preparing a sanctuary, the spell has no
The strong wind keeps fog, smoke, and other gases at bay. Small or effect.
smaller flying creatures or objects can’t pass through the wall. Loose,
lightweight materials brought into the wall fly upward. Arrows, bolts, You must designate a sanctuary by casting this spell within a location,
and other ordinary projectiles launched at targets behind the wall are such as a temple, dedicated to or strongly linked to your deity. If you
deflected upward and automatically miss. (Boulders hurled by giants attempt to cast the spell in this manner in an area that isn’t dedicated to
or siege engines, and similar projectiles, are unaffected). Creatures in your deity, the spell has no effect.
gaseous form can’t pass through it.

Wish
Conjuration 9th level Z
Casting Time: 1 action
Range: Self
Components: V Zone of Truth
Duration: Instantaneous Enchantment 2nd level
Wish is the mightiest spell a mortal creature can cast. By simply speaking Casting Time: 1 action
aloud, you can alter the very foundations of reality in accord with your Range: 60 feet
desires. Components: V, S
Duration: 10 minutes
The basic use of this spell is to duplicate any other spell of 8th level or
lower. You don’t need to meet any requirements in that spell, including You create a magical zone that guards against deception in a 15-foot-
costly components. The spell simply takes effect. radius sphere centered on a point of your choice within range. Until the
spell ends, a creature that enters the spell’s area for the first time on turn
Alternatively, you can create one of the following effects of your or starts its turn there must make a Charisma saving throw. On a failed
choice: save, a creature can’t speak a deliberate lie while in the radius. You know
• You create one object of up to 25,000 gp in value that isn’t a magic item. whether each creature succeeds or fails on its saving throw.
The object can be no more than 300 feet in any dimension, and it appears
An affected creature is aware of the spell and can thus avoid
in an unoccupied space you can see on the ground.
• You allow up to twenty creatures that you can see to regain all hit points,
answering questions to which it would normally respond with a lie. Such
and you end all effects on them described in the greater restoration spell. a creature can be evasive in its answers as long as it remains within the
• You grant up to ten creatures that you can see resistance to a damage boundaries of the truth.
type you choose.

389
390
RUNETERRA

391
392
Chapter 11: Runeterra Wars sparked fear and aggression among those who now realized the
power at their command. Ryze and his master, Tyrus, have sought out to
lock away every World Rune beyond the reach of man for the protection
Runeterra is a spherical planet that revolves around a Yellow Dwarf Star, of Runeterra. Some complied with their pleas, others dismissed them due
in many ways, similar to the Earth we are used to, further data about to their newfound powers and influence. After an incident with Tyrus,
planets in this solar system is currently unknown. Ryze, later on, continued his journey alone in gathering all Runic artifacts
The two known continents are Valoran and Shurima, where are located to prevent another Rune War from starting and possibly destroying the
most of the regions, countries, city-states, or other forms of a society world.
organized by living beings, not always humans. Besides these two
continents, there is Ionia, an insular continent, and some archipelagos The Calendar
like Bilgewater and The Shadow Isles.
What we currently know about Runeterra represents 1/6 of all its With territories spread across Runeterra, the empire of Noxus has united
extensions, most of it is in the northern hemisphere of the planet. and assimilated countless smaller nations for centuries. Aside from its
Everything else in this world remains completely unknown. obvious military strength and stable, central governance, Noxus takes
great pride in "bringing the calendar" to every corner of the globe.
Global Runes But to be Noxian is to subscribe to their notion of the world's history,
which begins long before the Rune Wars that gave rise to the empire.
Centuries ago, magical artifacts called "Global Runes" had been Since many historical records were lost in those dark times, the precise
rediscovered. Over the following decades after such an event, knowledge details of anything earlier are likely based on conjecture or popular myth.
of the Runes began to spread as more were unearthed. The world's The Noxian calendar records events from 9000 BF (before Noxus) to the
brightest minds studied the ancient glyphs, attempting to determine year 996 AN (After Noxus), when the current Runeterra history takes
the powers they possessed. Few could even begin to understand the place.
importance of their origins or the sheer power held within them. Some
surmised that the Runes were integral to the creation of Runeterra itself.
The first use of these mysterious artifacts proved catastrophic, as they
reshaped the landscape of entire nations. Mistrust quickly grew as those
who knew of the Runes imagined such “Makers' Might” being used as
a weapon. Conflicts later related to these magical artifacts were known
as the Rune Wars.
Open warfare raged across Runeterra. The first horrors of the Rune

393
BANDLE CITY

"O
pinions differ as to where exactly the home of the yordles is to Characters
be found, though a handful of mortals claim to have traveled
unseen pathways to a land of curious enchantment beyond When creating a character from this region, you will receive proficiency
the material realm. They tell of a place of unfettered magic, where the with:
foolhardy can be led astray by myriad wonders and end up lost in a
dream. In Bandle City, it is said that every sensation is heightened for Languages. Choose one between: Spiritual, Elemental, or Wild.
non-yordles. Colors are brighter. Food and drink intoxicate the senses Skills. Choose one between: Arcana, Performance, Medicine,
for years and, once tasted, will never be forgotten. The sunlight is Nature, Perception, Sleight of Hand, or Stealth.
eternally golden, the waters crystal clear, and every harvest brings
Weapon. Choose two between: Dagger, Javelin, Handaxe, Light
a fruitful bounty. Perhaps some of these claims are true, or maybe
Hammer, Shortbow, Dart, Sling, Net, or Blowgun.
none—for no two tale-tellers ever seem to agree on what they actually
saw. Only one thing is known for certain: the timeless quality of Bandle Craft. Choose one between: An Artisan craft, Herbalist, or
City and its inhabitants. This might explain why those mortals who find Gambler.
their way back often appear to have aged tremendously, while many
more never return at all." Portals
Runeterra is linked to an enchanted place in the spiritual realm known
It is not known for sure where the home of the Yordles is, although as Bandle City. Paths are rarely seen by mortals, as they are only open
many claim to have passed through invisible portals to a land of strange in particular circumstances or for those with the ability to read and
enchantment. The accounts describe a place of unlimited magic, where interpret the language of the Yordles.
the most unaware, attracted by a multitude of fantastic things, can end
up lost in a dream with no return. Certain portals can only be opened with a series of specific gestures,
usually defined by peculiar symbols inscribed nearby. Some portals open
The land of the Yordle is in a dimension parallel to Runeterra's deadly to a deep cave when the low tide reveals a pattern of runic circles, filling
reality, so its location is not exact and may vary according to the time, the cutouts with seawater.
tides, or even the corner of frogs.
The doors between the realms are whimsical and rarely open; Yordles
sometimes have to wait days for the eastern star to line up with a specific
stone arch, or wander impatiently among the lilies, seeking a silver
flower blooming in the mud - only then the path appears.

394
BILGEWATER

"N
estled away in the Blue Flame Isles archipelago, Bilgewater Characters
is a port city like no other—home to serpent hunters, dock
gangs, and smugglers from across the known world. Here, When creating a character from this region, you will receive proficiency
fortunes are made and ambitions shattered in the blink of an eye. For with:
those fleeing justice, debt, or persecution, Bilgewater can be a place of
new beginnings, for no one on these twisted streets cares about your Languages. Choose one between: Bilgewatrian and Buhru.
past. Even so, with each new dawn, careless travelers can always be Skills. Choose one between: Deception, Intimidation, Medicine,
found floating in the harbor, their purses empty, and their throats slit… Perception, Religion, Sleight of Hand, Stealth, or Survival.
While incredibly dangerous, Bilgewater is ripe with opportunity, free
Weapon. Choose two between: dagger, harpoon, scimitar,
from the shackles of formal government and trade regulation. If you
shortsword, longsword, greatsword, trident, flintlock pistol,
have the coin, almost anything can be purchased here, from outlawed
musket, or hand cannon.
hextech to the favor of local crime lords.
Craft. Choose one between: Cartographer, Locksmith, Forger,
Herbalist, Gambler, Musician, Sailor, or Poisoner.
Bilgewater is probably, the most crucial port city globally, passing
through it all kinds of people and creatures, with the most diverse Buhru
origins and destinations, even staying there. Place of stories that travel
the world through the ships that anchor there, it survives like a floating Even being a region where it is possible to find people from all nations
plague, making the survivors even stronger or leading them to burials in and regions of Runeterra, Bilgewater has a native population, those who
water, the funerary tradition of this region. were there before the region became the most important city port in
the world.
The Buhru, the natives of the region, know this place by another
name, The Serpent Isles, their culture is still common in the region and
respected by the islands especially because of their traditional medicine
and monster hunting techniques, especially the sea ones, both sets of
techniques and teachings, form the cultural basis to which all those
who come to live there end up adapting, if not for the appreciation,
effectiveness and considerable improvement of the chances of survival
in such a dangerous region.
For other nations, to battle is to prove their strength and their value,
through power and dominion of others, for the Buhru, it is not a test of

395
strength, but of will, this relates to the understanding of the processes climate, and the cheap rum.
of life through perpetual motion and self-control in the fluctuations of
This is where many adventures begin, end, or are interrupted, either by
life. They are respected locally and are whom foreigners often resort to
the success of those who manage to prove themselves victorious or by
when they face the threats hitherto unknown by foreigners, but have
those relationships that often end in treason.
long been studied, understood, and dominated among native peoples.
Among the Buhru, the figure that stands out the most is Illaoi, Priestess Butcher's Bridge
of Mother Serpent, a woman of enormous stature, powerful and who
tests the will of those who cross her path. It is the teachings of his divinity Looming over the main harbor is Butcher's Bridge, an ancient stone
that cherish the will to move forward and do not allow themselves to be overpass built into the cliffs, which serves as a path to many destinations.
consumed by weakness.
In it is located the undercover market of the city where goods of dubious
The teachings are formed in three doctrines which are at the heart of origin can be acquired, smuggled, exotic meats, and much more than
religion: every spirit is born to serve the universe; desire is inherent in all money can pay.
living beings, given by the universe; the universe only moves toward its
destiny when living creatures try to fulfill their desires. Another common occurrence on the Bridge are the duels, for whatever
reason, they always end up being resolved at the cost of the lives of
As the Bringer of the Truth of religion, Illaoi's function is to serve her god those who have miscalculated their situation.
directly, clearing the flow of the universe. To this end, it has two sacred
responsibilities. This is the scenario of many of the stories involving Bilgewater, the
merchants here are dangerous, and pickpockets don't have the slightest
The first duty of a Bringer of Truth is to lead the fight against the undead. desire to plunder the unwary travelers who are surprised by the variety
Being outside the normal flow of the universe, the undead are considered of what can be found there.
an abomination in the face of Nagakabouros. Although the protection
of the indigenous population against the Torment is the responsibility The Slaughter Docks
of all the priests of The Kraken, the Bringer of Truth fights her most
powerful spirits and makes the Black Mist retreat. In this region of Bilgewater, there is an infinity of extremely dangerous
Secondly, Illaoi is in charge of searching for individuals with great adventures ready to happen, here industries take advantage of the
potential and challenging them with the Nagakabouros Test. This task is hunting of sea monsters to convert them into meat, oil, leather, scales,
the burden that the title of Illaoi reflects. With her enormous sacred relic, and even bones and teeth for the most diverse purposes.
The Eye of God, the Bringer of Truth subtracts the subject's spirit from Bilgewater's constructions are almost mutants, always changing due
his body and forces them to face it to prove their worth. She does this to the way they are erected. Often ship carcasses are used or even
knowing that whoever fails will be completely annihilated, for the great demolition masonry, causing it to grow in a disorderly and organic way.
Kraken has no tolerance for cowardice, doubt, or hesitation. However, In addition to these constructions, many of the most important trading
destruction is never the goal. Survivors of the ordeal change forever and houses were built on the remains of an ancient civilization, especially
will always have the will to seek their true destiny. abandoned temples.
Although Illaoi is the most powerful and respected Bringer of Truth of But there is not only blood, stench, and death in Bilgewater, as the highest
the last hundred generations, the paradigm break of her faith is what
best describes her. After completing her training as a Bringer of Truth
and at the height of her power, Illaoi left the golden temples of Buhru for
the sordid Bilgewater.
The pirate city is the only place in the Serpent Isles where foreigners are
allowed and is seen as a dirty and stinking gutter by the people of Illaoi.
The previous Bringers of Truth ignored the city and saw the outsiders
who arrived as untouchables. Illaoi broke this tradition when she chose
to protect the residents of Bilgewater from The Torment, or worse
when she decided that some of her residents had souls worthy of the
great test. However, only a few temples were opened in the city, and
very few Paylangi (island name for residents of continental descent)
were allowed to enter. Independently, it was Illaoi who brought the
knowledge of The Mother Serpent to Bilgewater, and it was her
indomitable spirit that made her religion prosper there.
Although not easily found anywhere, her vision is enough for
those who witness her believe in her creed of strength, if not
for her stature, for her irresolute faith, carrying a golden image
of Nagakabouros, the mere fact of carrying something so
heavy and so valuable, without there being any mention of
assaulting her, is enough for anyone to understand that she is
not a woman to mess with.

Rat Town
In the West Bay, there is the largest settlement of Bilgewater, the
Rat Town, a kind of gate that receives those who arrive there
and is the most populous region. From it, it is possible to reach
other points such as The Slaughter Docks, Butcher's Bridge, the
Temple of the Mother Snake, among many other places.
A dirty region full of people in the most deplorable living conditions,
the Rat Town does not have that name for nothing, its stench adds
to the rotten fish, human waste, the sweat caused by the causticizing

396
heights of the city are reached, unique and often forbidden pleasures to serve her god directly, clearing the flow of the universe.
can be found, which usually makes those who arrive there empty their
pockets just to go back to the pier in search of new adventures and The Black Mist
riches.
The proximity of Bilgewater to the Shadow Islands charges its price
Nagakabouros annually, at a certain time of the year, the fog that levies the Shadow
Isles spreads, reaching Bilgewater's beaches.
Although not a place of open spirituality, the prevailing religiosity in
Beside the mist also come terrors and hauntings, creatures that can travel
Bilgewater prays for the Goddess Mother Serpent, the Great Kraken,
only through the mist reach Bilgewater and give horror and death to the
or even the Bearded Lady, the goddess of life, growth, and perpetual
unsuspecting. Perhaps, for this reason, one of the greatest obligations of
movement.
the Great Priestess is the fight against the defunct creatures, the undead.
Usually represented as a huge and monstrous head with many spiral
As the years went by, the residents began to seek to warn and alert the
tentacles, this divinity is a factor present in the lives of those who live
travelers and the unsuspecting since those who are harvested usually
by and for the sea.
return in the following years giving even more strength to the dead.
His lower priests are charged with the maintenance of temples,
invocation of divine serpents, and teaching the words of Nagakabouros Gangplank
to the people. As the Bringer of the Truth of religion, Illaoi's function is
The Gangplank figure was once the iron hand that controlled the entire
region of Bilgewater, with its brutal and cruel power, some order still
existed in the midst of all this gut and blood stinking of rotten fish
everywhere.
The revenge of a bounty hunter, however, caused the tyrant to
lose his rank of power amidst the rumor that he might be dead.
Thanks to this event, the gangs lost the figure that made them
fear and started to fight for power in every corner of Bilgewater,
making the region even more dangerous.

Bounty Board
Although there are laws written in Bilgewater, a place where
strength commands and strategy lives, the Bounty Board is
closest to a code of laws accepted by all. In it are written the
names of the most wanted criminals of the regions, besides
having the value for their heads. It is said that before his
disappearance, Gangplank regularly added a silver serpent to his
name as a challenge to everyone.

397
DEMACIA

A
strong, lawful kingdom with a prestigious military history. Characters
Demacia's people have always valued the ideals of justice,
honor, and duty most highly and are fiercely proud of their When creating a character from this region, you will receive proficiency
cultural heritage. Demacia is a self-sufficient agrarian society, with with:
abundant fertile land, dense forests from which wood is taken, and
mountains rich in mineral resources. It is inherently defensive and Languages. Demacian Skill. Choose one between: Acrobatics,
reclusive, partly in response to frequent attacks by barbarians, looters, Athletics, History, Insight, Animal Handling, Medicine, Perception,
and expansionist civilizations. Some suggest that Demacia's golden or Persuasion.
age is past, and unless she can adapt to a developing world, something Weapons. Choose two martial weapons.
many believe is not possible, her decline is inevitable. Still, Demacia
Craft. Choose one between: An Artisan craft or gambler of "The
remains one of the dominant powers in Valoran and boasts the best
King's Bet”.
and best-trained army in the entire Runeterra.

Proud of its laws, Demacia is a region founded by refugees from the Mageseekers
Rune Wars who have a prestigious military background.
Although she has had glories in the past, some claim that the golden age Demacia always had a troubled relationship with magic. One of its
of Demacia is gone unless she reinvents herself under the winds of the oldest myths, the Winged Protectors’ legend, tells of Demacia's creation
new times that are being announced. A rural and self-sufficient region, and has guided the creation of the laws and values of the realm over the
its society is defensive and values justice, honor, and duty above all. centuries - yet it has also spread the fear of the unpredictable power of
magic. More recently, the infamous Mageseekers have been ordered to
Along the western coast of Valoran, the human nation of Demacia shines obliterate any and all knowledge and practice of sorcery.
as a model of the continent's virtues among all other human settlements.
Residents are always striving to sharpen their bodies and minds in the This has caused a number of social problems in Demacia, especially for
pursuit of absolute justice. the arcana to be born in any social conditions, from peasants to even
noblemen.
The persecution of the wizards has been ostentatious and affects
especially the poorest and most deprived parts of society, yet it has
extended even to powerful families who once managed to protect
themselves by their political, financial, or other importance.

398
Provenance To Jarvan's horror, the atrocities were much worse than he had predicted.
The Noxians wiped out entire villages and slaughtered hundreds of
demacians, leaving only a few injured survivors to tell the story.
The history of Demacia and its culture stems from the cataclysm of the
Rune Wars, where survivors who fled from the conflict had ventured His officers advised the prince to withdraw and send reinforcements.
into the west of Valoran with the hope of establishing safety away But Jarvan was ballasted by the faces of the dead and could not turn
from the chaos. Some say it was while a cult of dark mages terrorized his back on the survivors who needed him. He protected the wounded
these displaced survivors that they hid in an ancient and petrified while ensuring that the retreating gang of Noxians would not escape
forest where the sorcerers that chased suddenly found their magic was without being fought. Moreover, he reasoned, a secondary force of
made ineffective by the strange woods. Deciding to take advantage Demacian soldiers could not arrive in time to face the Noxians. He was
of the unique power from this environment, these vagabonds set up a convinced that he had to act at that moment to avenge the hundreds of
permanent residence. massacred residents and could not see the imprudence of his plan.
Eventually, knowledge of this curious new realm reached other refugees, Jarvan divided his troops, ordering some to remain and take care of the
who came seeking asylum and solidarity from the magic that was wounded civilians while leading the remaining soldiers. They ambushed
ravaging the rest of Runeterra. Within a short time, the united settlers the Noxians during the night, but the Noxian retreat was a trap, in the
had built themselves a sizable community, allied under a new nation they chaos of battle, Jarvan was separated from his guards. He fought fiercely
would come to call Demacia. and killed many enemies but ended up being crushed. The Noxians
captured both Jarvan IV and his men taking Jarvan IV as a prisoner to
parade through the Immortal Bastion in chains upon arriving at Noxus.
Ancient History Jarvan was dragged from Demacia during his weeks in captivity,
ashamed that the recklessness of his decision to persecute the Noxians
Quick to discover their homeland was rich in natural resources, the had led to the unnecessary deaths of Demacians. Crushed by the loss,
development of infrastructure for new cities and farmlands grew he began to believe that he no longer deserved to live in Demacia, much
exponentially. But with progress and wealth came adversaries to the less inherit his throne.
fledgling kingdom, ensuring that Demacia was at constant odds with Garen, angry with himself for not being there when Jarvan needed him
ambitious conquerors. most, led a group of brave soldiers known as the Dauntless Vanguard
Yet there would be no fear of invaders capitalizing on magical warfare, and left in search of his captive prince.
and so Demacia's small but elite infantry would always have the On a moonless night, Garen and The Vanguard attacked the Noxian
advantage when threats took place in their homeland. But not every camp. Although the Demacian warriors couldn't reach Jarvan, the
battle took place within the kingdom's protective boundaries, as the prince used the distraction to fight his captors and escape. While
most cunning enemies would attempt to draw out Demacia's army running, a Noxian soldier shot an arrow at Jarvan's side, but the young
where they would be far more susceptible to arcane attacks. prince persevered and fled into the desert. When Garen and his men
Seeking out a means for more advanced protection, the leaders of discovered the Noxian camp, they only found Jarvan's discarded armor
Demacia enlisted Durand, the greatest artisan of the time, to sculpt a next to a bloody executioner's post. Although Garen scoured the desert
mobile instrument that could be useful in wars set abroad. Later unveiled in search of the prince, in his heart, he had accepted Jarvan's death.
to be a statue titan, shaped in the form of half-man and half raptor- like The news of the supposed death of the prince affected all of Demacia,
the Silverwing's native to the highlands. Proven difficult to transfer in King Jarvan III was in mourning, and Garen blamed himself for what
and out of Demacia but unquestionably effective once it was out on the happened, using the resources at his disposal to help the family of dead
battlefield, the Colossus has been used when necessary ever since. soldiers. The king himself recognized him for this demonstration of
Demacian ideals.

Noxian Invasion
Death of Kings
When the Noxian armies invaded the farms near Demacia's border,
Garen gained a reputation as a particularly fearsome fighter - one of the The Demacian armies led by their king, Jarvan I, had pushed the Noxian
greatest in all Demacia. troops to the walls of Noxus. Sion, a Noxian general, ordered some of his
Meanwhile, Jarvan IV led his troops to defend the nation. He and his men to bar the gates while the rest forced enemy soldiers to fight them
men rode for days on the trail of the Noxians. for every piece of Noxian land. He demanded that they advance like a

399
giant through the Demacian rabble with a clear purpose: to cut the head He came to understand that the true Demacian values are not simply
of his army from his body. about victory but also about union, regardless of differences. To reward
Shyvana's bravery, he promised that she would always have a home in
Jarvan's royal guards believed they could handle that onslaught, but they
his kingdom. However, as they both knew that Demacia was a kingdom
were wrong. Sion slaughtered them, one by one, until only he and the
that remained deeply suspicious of magic, Shyvana vowed not to reveal
king remained. Battered and exhausted, Sion continued the fight with
her nature while fighting alongside Jarvan. Together they traveled to the
the king. He battled Jarvan beyond the point of breaking and was finally
capital dragging the skull of the dragon Yvva.
bested... but not beaten. With his dying breath, he locked his fingers
around the king's throat and broke the will of a nation. The Demacian Although many were excited to see the prince return safely, others
King, Jarvan I, was dead. questioned Jarvan's trial by recruiting Shyvana, a half-dragon, for his
guard, creating suspicion about why he did not return to the capital
Decades later, Demacia was the stage of a very violent civil revolt,
immediately after escaping the Noxians. No matter what King Jarvan
caused by one of her traditions, that of fear and prohibition of magic.
III thought, he received his son back to court. Jarvan IV returned to
A prisoner named Sylas of Dregbourne managed to free himself from
his real duties and vowed to defend the Demacian ideals by building a
prison and, with this, incited a revolt that ended with the death of King
nation that values each of its citizens, uniting them against any threat
Jarvan III by unknown hands.
they might face.
After that, the succession of the throne was given to King Jarvan IV, the
former prince is still on his first day and still seems to be adapting to this
cruel reality that presented itself, however, it seems that he intends to
keep the old tradition of keeping magic as something forbidden.

The Half-Dragon
A few weeks after the supposed death of the prince, he returned
victorious to Demacia next to a purple-skinned warrior, Shyvanna, the
half-dragon who not only rescued the prince but beside him battled
against Yvva, a great dragon which ravaged distant villages.
With the threat overcome, Jarvan IV finally felt worthy to return home.

400
FRELJORD

"F
reljord is a harsh and unforgiving land. Proud and fiercely Characters
independent, its people are composed of born warriors, with
a strong raids culture. Although there are many individual When you create a character from this region, you will gain proficiency
tribes in Freljord, the warfront is being defined by a civil war with three with the following:
fronts that will determine the future for all of them. One tribe follows
the traditions that assure their survival fiercely, another follows the Language. Freljordian
dream of a united future, while the last seeks power with a mysterious Skill. Choose one between: Arcana, Animal Handling, Athletics,
priestess." Intimidation, Nature, Perception, Stealth, and Survival.
Weapon. Choose two between: a simple weapon, greatsword,
The icy region of Freljord is basically divided into three great tribes that longsword, long spear, greataxe, maul, flail, and longbow.
dispute among themselves the primacy among the three descendants of Craft. Choose one between: Blacksmith, Cook, Herbalist,
the legendary three sisters. However, there are many other tribes, like Leathersmith, Musician, Weaver
Loktar, the Ursine tribe, and some say that there are still some deities
who still walk through the ice. Avarosian
A harsh land with unknown real borders, it is said that the deeper you
enter this kingdom, the colder it becomes until, at a distant point, even Guided by Ashe, the avarosians are a conglomerate of progressive tribes
the light is frozen. that believe in diplomacy based on the teachings of Avarosa. They live
mainly in warmer regions like Rakelstake, where a statue of Avarosa
By the weather they deal with daily, the Freljord tribes are adapted to protects this sacred place, where Ashe and Tryndamere sealed their
the cold. Their constructions often make use of the properties of the ice oath.
that surrounds them, and the knowledge that is passed between them
generation after generation is invaluable to continue to exist in this icy Despite Ashe's obvious discomfort at being Avarosa's supposed
immensity. reincarnation, she allowed her followers to honor her by making
pilgrimages to Rakelstake's sacred site.

Winter's Claw
Winter's Claw, a warrior and traditionalist tribe, is led by Sejuani,
harvesting food and supplies from the high plains, forests, and northern
rivers during the summer. In the winter months, the group survives by
plundering its way southwards under frozen seas.

401
Frostguard The three sisters and their most powerful followers were named Iceborn.
Those with this capability to endure the worst of the numbing frost
would be spared until the end.
The Frostguard is a cult surrounded by mystery. Its followers live
in the ancient ruins in the extreme north, in the Frostguard Citadel,
protecting their leader, Lissandra, while taking care of the Howling
Abyss. Nevertheless, missionaries and healers of the cult are common Battle of the Howling Abyss
throughout Freljord.
Each year, on the vernal equinox, a group of Frostguard from the Avarosa argued that the only thing worse than death was slavery. Even
Keepers Lodge descend into the Howling Abyss. The true nature of their Serylda bristled by the information of what would happen to the world
task is perhaps known only to them... and their leader, Lissandra herself. they had fought for. Lissandra tried to calm down her sisters' concerns
while appealing to the Watchers for more time, but the unknowable
In an age now lost to history and in the icy depths beneath the Frostguard nothingness cared not for such platitudes.
Citadel, the horrors of the Void were prevented from entering the
material realm. Even so, the strange and unnatural growth of What- The Void erupted to the mortal plane in the extreme north, and, with
Dwells-Below continues, little by little, year after year, gradually clawing that, Lissanda's loyalty to the Watchers become undeniable. This made
its way up towards the surface. Avarosa tired of servitude and made her join the Iceborn, clashing with
her masters. The final confrontation against the Watchers took place at
The Ancient Keep was built to watch the hazy abyss of the Howling the bridge that crossed the Howling Abyss, in which the only choices
Abyss. The Citadel also houses many historical records of Freljord. were to leave the world be consumed or give up what she cared the
most - Lissandra sacrificed her sisters and her allies that were gathered
there, burying them under a barrier of magical glacial ice that would
True Ice never melt.
Soon, Lissandra found out that even that elemental power wasn't
True Ice occurs naturally and never melts, although it is extremely rare. enough, the monstrous beings that she had frozen slowly corrupted the
Only Iceborn warriors can handle the freezing touch of True Ice and can True Ice around them in something even darker. With that, they started
wield it in battle. to wander again in Lissandra's dreams, which began always to wake up
The secrets of the manipulation and use of the True Ice for the confection terrified, professing her loyalty to the icy eternity that they promised.
of any object, be it tools, weapons, and armors, got lost in time, only a
few relics survived, and many of their whereabouts are unknown.

The Three Sisters


In a time long forgotten, before the sands birthed and then swallowed
Shurima, beings of old magic freely walked Runeterra. The borders
between the mortal realm and what lay beyond it were almost
nonexistent.
In this dangerous and volatile era, Lissandra and her sisters, Serylda and
Avarosa, were born. Each one of them sought power in the war and
paid a terrible price for that. Trying to command the heavens above
them, Serylda lost her voice to Zoe, the first twilight. Avarosa faced the
twisting dark beneath the world and was deafened by its emptiness,
waiting to consume all creation.
Lissandra rose against the wild magic of the mortal world, lost her vision
to the claws of the primordial god Volibear that slashed her eyes and
blinded her forever.
Although the sisters had lost parts of themselves, it was in the frigid
battlefields that they had the chance to unite and where they prevailed.
United, they were unbeatable, but even blood bonds don't last that long.
Becoming blind, Lissandra decided to walk between the dreams. As she
navigated through visions of those who surrounded her, she realized
that only she was able to see the darkness below as it really was: the
persistent abyss promised not only the end of all things but the infinite.
That was death, dangerous but with indescribable potential in the field
of possibilities. Unbeknownst to her sisters, Lissandra made a pact
for them with divine entities with whom she had communicated. The
Watchers would grant her near-immortality in exchange for paving the
way in Runeterra for the Void to come.

402
IONIA

"S
urrounded by treacherous seas, Ionia is composed of several Characters
allied provinces scattered throughout the gigantic archipelago
known as the First Lands. Since the Ionian culture has long When creating a character from this region, you will receive proficiency
been shaped by the search for balance in all things, the boundary with:
between the material and spiritual realms tends to be more flexible
here, especially in wild forests and mountains. Although this place’s Languages. Ionian
magic can be unstable, and its creatures magical and dangerous, most Skills. Choose one between: Acrobatics, Athletics, Arcana, History,
Ionians have managed to lead a prosperous life here for centuries. Insight, Animal Handling, Intuition, Medicine, Nature, Perception,
The monasteries full of warriors, the provincial militias, and even Sleight of Hand, or Stealth.
the continent itself were enough to keep them protected. But that
Weapons. Choose two between: An blowgun, glaive, greatsword,
calmness ended twelve years ago when Noxus attacked the First
halberd, longsword, longbow, net, pike, rapier, shortsword, simple
Lands. The empire’s seemingly endless troops savaged Ionia and were
weapon, or whip.
only defeated after many years, and at great cost. Now, Ionia exists
in an uneasy peace. Different reactions to the war ended up dividing Craft. Choose one between: An Artisan craft, Herbalist.
the region - some groups, like the Shojin or the Kinkou monks, seek to
return to peaceful isolation and ancient traditions. On the other hand,
more radical factions, like the Navori Brotherhood and the Order of
Shadows, demand the militarization of these lands’ magic to create a
Magic
unified nation capable of revenge against Noxus. Ionia's destiny lies
before a delicate balance that few are willing to break, but everyone is It is the most used word when talking about Ionia, the land called "The
capable of feeling some restless energy under their feet. ” First Lands". Magic flows through all parts, in an exuberant and even
scary way through the natural phenomena e events that could easily be
described as surreal.
The island continent of Ionia is home to the most evident and flourishing All magical works find expression and naturalness in Ionia, the
forms of magic. In Ionia, magic flows everywhere; it shapes its people, technologies that took so long to arrive, created in other places with
guides its history, and, above all, shapes the land itself. magic in far less abundance, find in Ionia an expression that is often
The biggest strength of Ionia is the equilibrium, something all living aberrant.
beings that exist there in a delicate balance between all parts. There is
still much to know and explore inside what seems to be the continent Adaptation
with the oldest inhabitants in all of Runeterra.
One characteristic that is famous for outsiders is that how life adapts

403
in Ionia, people from many places in Ionia see themselves as part of The Kinkou
the natural world and have adapted their habits and ways of life to live
in harmony with the otherworldly flora and fauna. To outsiders, the
The Kinkou consider themselves as the guardians of the sacred
relation people have with nature can be seen as weird, but it was thanks
equilibrium of Ionia. Their acolytes walk both through Runeterra and the
to this codependent relationship that the beings that live there have
spiritual world, mediating conflicts between them and, when necessary,
thrived through so many generations.
having to intervene through force. During the war with Noxus, the
Ionian architecture is characterized by a sense of natural flow and grace, Kinkou order was expelled from his former temple by the follower of its
aspiring to reflect the ethereal beauty of the land. Grand, open spaces own ex-acolyte, Zed.
ensure that one is never entirely divorced from what organically existed
The survivors were taken by the pupil of the deceased master to the
there before.
mountains to seek a way to rebuild the order following their fundamental
In this way, trees are not uprooted to provide wood for build homes, but principles, recruiting and training new pupils with the hope of restoring
homes are built with these trees to keep them alive and following part of the strength the order once had.
their natural course.
It isn't weird a room with a tree for a pillar, a bench being made by a rock
Omikayalan, the Heart of the World
that can have been there for thousands of years.
A sacred grove with utmost importance e sacred for the Ionians, a place
where the spiritual and material get mixed, and illusions are the harmless
thing nature will provide.
Noxian Invasion In the past existed there the God-Willow, a massive tree, dripping with
long gossamer leaves that shimmered with golden-green light. Centuries
Since its formation, the residents of Ionia preferred to pursue personal
have passed, and at the place where the God-Willow once stood, a being
enlightenment instead of waging constant battles with other nations.
known as Ivern, the Green Father emerged with a clear mission and
The militaristic nation of Noxus saw their "weakness" as an opportunity.
purpose: to protect all life and teach the world's people to respect and
Noxian spies began to trade aggressively with the Ionians, traveling
appreciate all that.
through provinces to study its weaknesses and identify critical targets.
Not long after, the war hosts set sail for Ionia as part of the long-planned Monasteries of Hirana and Shoujin
Noxian invasion. The south provinces, who were amongst the richest by
the financial concepts, were the first to be invaded, for this reason, being There are many monasteries in Ionia, but two renowned monasteries
invaded by the noxians in the dead of night. stand out, Hirana and Shoujin, where those who seek to understand
Because of the weak resistance they faced, the noxians could easily set their connection with the spiritual plane can be trained. They are home
camp and brought Zaunite mercenaries for the battlefield, mostly mad for martial artists who seek balance and inner peace, from there came
scientists who saw that as an ideal situation to test their creations in non- Lee sin and Udyr, each having a role and responsibility with balance.
combatant civilians. That was what sparked the will to fight back in the
Ionians. Vastaya
Through the self-enlightenment, martial arts flourished in Ionia, they The Vastaya are a race that spread themselves mainly through Ionia in
were the primary tool for the Ionians to fight back. At the fight of the many tribes, they are beings of magical nature and can be spotted by
great Placidium, the natives pushed the noxians back, pushing them having animalistic traces when they are not animals with human traces.
away and expelling them from many of their camps. Although it wasn't
a complete win, this brought back some control of the land for the Creatures with magical natures, they have a special connection with all
Ionians. the Ionian Magic, especially those from their homelands and where their
tribes reside.
There is an ancient treaty between specific Vastayan tribes and the
The Placidium Of Navori humans that deal with the sharing of natural magic. In the last decades,
after the Noxian invasion, the vastaya grew more unhappy and
The Placidium is one of Ionia's most sacred places. Many have journeyed concerned by the way humans use magic. Extremists groups like the
here to study at renowned schools or meditate in its wild, magical Order of Shadows began to use magic for their own goals. The Vastaya
gardens. Many of Ionia's most successful diplomats have spent at least are not happy with that.
some time studying at the Placidium. It was at the Placidium that the Their connection with the magic makes them very sensitive to the
people of Ionia finally took up arms against their Noxian enemies. But unbalance that happens when there exists a misuse of it, with the
the cost of that day's victory was immense, and some now question if outsiders seeking to use more and more of the land, the Vastaya have
fighting back was the right decision since the harmonious balance of been suffering consequences.
their homeland might have been lost forever.

404
IXTAL

"I
xtal is known for its control of elemental magic, was one of the Characters
first independent nations that joined forces with the shurimane
empire Truthfully, the Ixtali culture is much more ancient, it When creating a character from this region, you will receive proficiency
was responsible for the rise of civilizations like the Buhru, the ancient with:
Helia and the ascetics Targonians. Besides their participation in the
western diaspora, they likely had a significant role in creating the Languages. Ixtali (you can also ask GM for the possibility of you
first Ascendant. The Ixtali mages survived The Void, and later the knowing the Ancient Shurimane language)
Darkin distancing themselves of the surrounding kingdoms, using the Skills. Choose one between: Acrobatics, Arcana, Athletics,
wildlife the was around them as a shield. Although much was lost, they Deception, Insight, Nature, Perception, Sleight of Hand, Stealth, or
committed themselves to preserve what is left. Now, isolated in a jungle Survival.
for thousands of years, the sophisticated arcological city of Ixaocan
Weapons. Choose two martial weapons.
keeps itself practicallyclean of outside influence. Having witnessed
from afar the ruin of the Blessed Isles and the Runic Wars right after, Craft. Choose one between: An Artisan craft, Herbalist.
the Ixtali see every other nation of Runeterra as beginners and frauds,
using their powerful magic to keep any outsiders away from them." A Frontier Unexplored
Who is outside of the Ixtali Borders knows very little about the history
Secluded deep in the wilderness of eastern Shurima, the sophisticated of the region. Over the years, countless expeditions from Noxus,
arcology-city of Ixaocan remains mostly free of outside influence. Bilgewater, and, recently, The Explorers Guildhouse from Piltover
Having witnessed from afar the ruination of the Blessed Isles, and the plunged themselves in those forests searching for ancient treasures or
softening of Buhru culture, the Ixtali view the other factions of Runeterra opportunities to claim new land to themselves... only to vanish without
as little more than upstarts and pretenders, and use their powerful a trace.
elemental magic to keep any intruders at bay.
Ixaocan
As a matter of fact, Ixtal is not the uninhabited forest that many see it
as. Far away from indiscreet attention and fingers filled with greed, the
vasts arcology of Ixaocan stays hidden and safe with the vast tropical
forests. The cardinal arcology, the headquarters of the ruling caste of
the Yun Tal, already existed even before the old shurimanes rose their
first Sun Disc.

405
The hidden City of the Ixtali. Even older than many outsiders even could
imagine, the great arcologies are not totally for living or ways to spread
the knowledge of magic, but something in between.

Control Over the Material Plan


Intersecting power lines connect the arcologies. Each one represents a
specific form or discipline for elemental magic. The largest is home to
tens of thousands of Ixtali practitioners, with a social hierarchy based on
the length of time spent studying, furthering their progression toward
ultimate mastery.

Esoteric knowledge
The further one travels from the cardinal arcology, the more specialized
and prestigious the masteries become. High in the mountains, the mages
of this relatively small arcology combine their understandings of fire,
rock, and magnetism to draw precious metals from the earth, crafting
them into exquisite shapes with the merest gesture.

The Elemental Drakes


Curiously, the abandoned ruins scattered throughout Ixtal are home
to a surprising number of dragons. These terrifying creatures have not
fought alongside mortals since the last days of Shurima’s war against the
Void. Now, for the most part, they seem content just to be left alone.

406
NOXUS

"N Culturally Inclusive


oxus is a powerful empire with a fearsome reputation. To
those beyond its borders, Noxus is brutal, expansionist, and
threatening, yet those who look beyond its warlike exterior
As Noxus expands and defeats neighboring cultures and cities, it offers
see an unusually inclusive society, where the strengths and talents of
the conquered people a choice; swear loyalty to Noxus and be judged
its people are respected and cultivated. Its people were once a fierce
solely on your worth, or be destroyed. This is not a scam or any kind
reaver culture until they stormed the ancient city that now lies at the
of ruse; the Noxians are as good as their word, and many who have
heart of their empire. Under threat from all sides, they aggressively
embraced their conquerors' way of life find their prospects greatly
took the fight to their enemies, pushing their borders outward with
improved. But those who refuse to bend the knee are crushed without
every passing year. This struggle for survival has made the Noxians a
mercy.
deeply proud people who value strength above all, though that strength
can manifest by many different means. Anyone can rise to a position of Anyone can prosper in Noxus, no matter their background, so long as
power and respect within Noxus if they display the necessary aptitude, they have the strength of will and the drive to succeed. The warlord
regardless of social standing, background, homeland, or wealth." Darius is a perfect example of this, rising from nothing to become one
of the empire's most powerful leaders. Despite this meritocratic ideal,
the old noble families still wield considerable power at the heart of the
Noxians respect strength above all else, and the only way to stay strong is empire, and some fear that the greatest threat to Noxus comes not from
to be continuously challenged. They value the opportunities to confront its enemies but from within.
because the lack of challenges leads to weakness, and even those at the
peak of their power must always seek new ways to prove themselves if
they don't want their power to be with their days numbered. Noxians Characters
not only appreciate physical or martial strength - those with skills in
politics, crafts, commerce, and magic also help create a stronger Noxus. When creating a character from this region, you will receive proficiency
with:
Noxus is an aggressive and expansionist empire, always seeking to
expand its borders and conquer new lands. But it is not always necessary Languages. Noxian and choose one between: Minotauric,
to resort to violence - in fact, many nations have surrendered to the Bilgewatrian, Freljordian, Ionian, Piltovian, or Zaunite.
Great General for seeing the possibility of greater stability and security Skills. Choose any skill
with the empire. Those who defy Noxus, however, are summarily
destroyed. Weapons. Choose two martial or simple weapons.
Craft. Choose any Craft

407
Magic The Immortal Bastion
The Noxians consider magic to be another powerful tool in their arsenal.
Those who know how to use it are very respected and are usually Situated in the heartlands of what would later become the Noxian
recruited and sought out even outside Noxus so that their talents are empire, The Immortal Bastion was the first citadel to fall to the Noxian
enhanced and used for the benefit of the empire. tribes. Built by a dreaded sorcerer in a far distant age, from what they
say, the Noxians have made the city their capital, and it remains so until
Army today. In the centuries that followed, while Noxian armies conquered
even more territories, the city spread far beyond its battle-marred
walls. The old Noxus maintains its prohibitive nature, but the structures
The noblest, respected, and experienced military force in the Noxian
beyond its fortifications grow more and more varied with the coming
army is "The Legion," led by Darius himself. Besides being the best
of diverse peoples to the empire, attracted by the wealth and glory of
soldiers of Noxus, they are loyal and extremely dedicated to the empire
the capital.
and its leaders. Its armors are heavy and practical and usually have
three notches encrusted on the chest, representing Trifarix: the three The Immortal Bastion, situated in the heart of Noxus, has existed for
principles of strength and the name given to the regimental council of much longer than the empire itself. It is said that he was erected under
Great General Swain. the orders of the dreaded revenant Mordekaiser and parts of him were
demolished and rebuilt over several centuries, so his streets have several
Even in the Trifarian Legion, there is not much uniformity within the
levels, and some districts are now buried. Few dare to walk their streets
ranks. In Noxus, the natural talents and abilities of warriors are valued,
at night without guards to protect them.
and they don't try to impose their own standards so that the warriors
adapt to a particular form of combat. This applies to all aspects of Noxian
life; they believe that it is best to discover one's qualities and then find a
way to use them to strengthen the empire.

Forge
Noxus forges never stop, making swords, axes, and armor in large
quantities for his army. The empire values function more than form, and
its designs often add extra features, such as hook handles, to take down
the enemies of its mounts. In recent years, Noxus has begun testing with
rudimentary gunpowder weapons and Zaunite chemtech, obtaining
controversial and often destructive results for both enemies and allies.

Warmasons
Warmasons are resourceful scouts, engineers, and warriors who design
and oversee the construction of roads, bridges and fortifications. Often
the first indication of Noxian expansion is not the sight of troops on
the march, but a lone warmason scouting enemy territory for possible
invasion routes.

Cities
The Noxian cities are characterized by their imposing structures,
claustrophobic streets, threatened buildings, sloping walls, and massive
gates. Cities reflect the strength and dominion of the empire and are
highly protected; if an enemy tries a surprise attack against a Noxian city,
he will face strong resistance at every turn, for even the humblest houses
are real fortresses. If a city is conquered by force or swears allegiance to
Noxus, the war artisans start working immediately to stamp the empire’s
authority on the newly acquired territory. Dark stone gates extracted
from the mountains surrounding the capital are elevated on each road
that leads to the city. Known in Valoran as Noxtoraa ("Gateway to
Noxus" in Ur'Nox), these gigantic structures leave no doubt to travelers
approaching as to who controls power here.

408
PILTOVER

"P
iltover is a thriving, progressive city whose power and Styles come and go in the halls of piltover, while most people’s tastes
influence is on the rise. It is Valoran’s cultural center, where can be seen as formal or functional, some individuals exceed the limit of
art, craftsmanship, trade, and innovation walk hand in common sense and reason with their demonstrations of wealth.
hand. Its power comes not through military might but the engines
of commerce and forward-thinking. Situated on the cliffs above
the district of Zaun and overlooking the ocean, fleets of ships pass Characters
through its titanic sea-gates, bringing goods from all over the world.
The wealth this generates has given rise to an unprecedented boom When creating a character from this region, you will receive proficiency
in the city’s growth. Piltover has - and still is - reinventing itself as a with:
city where fortunes can be made, and dreams can be lived. Burgeoning Languages. Zaunite Piltovian and choose one between: Demacian,
merchant clans fund development in the most incredible endeavors: Ionian, Noxian, Bilgewatrian, Shurimane, Zaunite
grand artistic follies, esoteric hextech research, and architectural
monuments to their power. With ever more inventors delving into the Skills. Choose any skill
emergent lore of hextech, Piltover has become a lodestone for the most Weapons. Choose two between: crossbow, firearm, gauntlet,
skilled craftsmen the world over." glaive, heavy crossbow, light crossbow, longsword, net, rapier,
shortsword, or a warhammer

The ancient city of Zaun was a shurimane commercial outpost to the Craft. Choose any Craft
north, but the creation of the sea gates of piltover, over three thousand
years late that brought even more prosperity.
Trading is Piltover's primary source of income, and his access to the The City of Progress
main trading routes from the East to the West made their vaults fill
with gold. A consequence of this is the rapid expansion of the Noxian The quaysides of Piltover are always busy, and anyone with a strong
empire, whose army and supplies can travel through quickly the Valoran back and the will to work can easily find employment. A hundred
extension. This also allowed Bilgewater to prosper as a paradise for accents are heard on the wharfside streets at any given time, and scores
bandits that raid ships that enter and exit Piltover. of ships from every port pass through the Sun Gates every day.
The cosmopolitan nature of Piltover allows for its inhabitants to be The mercantile clans of Piltover each have their own unique sigil to
as varied as the city itself, but still, they share a particular persona. A identify their homes, workshops, shipments, warehouses, inventions,
resident of Piltover is usually self-sufficient, doesn’t ask for anything for brands, and business places. Each sigil bears many meanings and
free, and always tries to make his best. They oppose outside influences interpretations; some obvious, some less so.
and see the open market as something essential for the city to prosper.

409
The streets of Piltover are rumored to be paved with gold, but to the unique hextech, such as specialized weaponry or other devices.
disappointment of many a hopeful traveler, that is simply a metaphor.
The current master of Clan Medarda, Jago, commands immense respect
However, the city's most wondrous structures and streetscapes are
and power throughout Piltover. With the revenue generated by his
funded by the merchant clans, who flaunt their wealth as much as
father's piston patents, Jago is funding research into using hextech to
possible.
speed the opening and closing of the Sun Gates.
The interior of Piltover's buildings does not receive any less attention
than the outside and are usually wonders of ingenuity by themselves. Hextech
Piltover's newer structures are graceful mixtures of polished marble,
latticework bronze, and shimmering glass that sit alongside older Hextech is the newly emergent fusion of magic and technology used to
buildings of hewn stone and weathered timber. Fluted towers inlaid with create exquisite artifacts that can be wielded by anyone, not just those
gold and silver reach clear skies, as arching bridges span the chasms few with a natural aptitude for the arcane. It harnesses the magical power
between the clifftops. contained within scarce crystals, and its power is limited only by the
imagination of its users. It is capable of incredible feats, from powering
The entrances to mercantile buildings are often incredibly elaborate. machinery to creating beams of light capable of cutting the strongest
Even those dwellings that predate hextech have since been ornamented steel. The process of crafting hextech is a closely guarded secret, and
with ornate details to reinforce the impression that Piltover is a city no two artificers work to the same methodology. As such, each item of
drowning in gold. hextech is a unique artifact of rare beauty, a bespoke creation that will
likely have taken years to craft.
Piltovan Wonders The first attempt to capture crystalline power in portable form was
the Hexahedral Configuration, with shards cut from the Odyn Valley,
The Sun Gates: The construction of these sea-gates made Piltover
an extraordinary object, as the others hextech improvements they era
a hub of mercantile trade between Valoran and Shurima, bringing
extremely rare and powerful, raising the strength and dexterity of its
unimaginable wealth to the city's rulers.
user considerably. Continous use of some end up damaging its user,
The workshops: Workshops of hextech inventors are the prime causing damage to the bones, but it doesn't lower the demand for them.
example of what a wealthy patron can do for an inventor.
Some items by themselves are scary and wonderful, like Vishlaa's
Lost Wonders: The lifetime's work of Valentina Zindelo, the Incognium Hexlyene Caliver, initially manufactured for the Piltover Wardens, the
Runeterra is a device she claimed could locate any individual in the designs for this hex-powered weapon have since been locked away as
world. Since Zindelo's mysterious death, many believe her alchemical being too dangerous.
formulae have been stolen. The contraption is left inoperable.

Law and Order


The Wardens are the men and women tasked with maintaining the rule of
law in Piltover. The organization is funded by trade taxes and 'voluntary'
contributions from the mercantile clans, outfitting the Wardens with
uniforms and equipment. Many of these donations take the form of

410
SHADOW ISLES

"T
he land known today as Shadow Isles was once a thriving and arcane energies.
stunning kingdom but was destroyed by a magical cataclysm.
Such prosperity made possible that even without an expressive military
The Black Mist covers the isles permanently, and the land
force, they could conquer other lands, having as a goal the evolution
itself is cursed, corrupted by evil witchcraft. The living beings that
of technology in those regions through the wisdom shared by the new
know can be found at the Shadow Isles have their lives slowly drained
rulers of those regions.
from their bodies, attracting more insatiable and predatory spirits of
the dead. Those who perish inside of the Black Mist are doomed to This same prosperity attracted the greed of opposing nations who
haunt those melancholic lands for all eternity. Even worse, the power of sought their own objectives, sending an assassin to end the king's life.
the Shadow Isles is an ever-growing force growing each year, allowing
for the spirits to grow the range to which the dead can mow souls
throughout Runeterrra." The Curse
Once known as the Blessed Isles, the archipelago that is today know During the murder attempt, a victim was made, not the one the assassin
as the Shadow Isles had a golden past, filled with gardens, libraries was hired for, but his wife. The queen, being poisoned by a small wound
and universities filled the whole territory, teaching houses existed in her arm, became infirm.
everywhere with the intent of spreading knowledge, knowledge It wasn't by lack of trying, the best priests, surgeons, and mages worked
which was combined with a harmonic existence with the magic that in a cure, even the King's magic, powerful and driven by the magic of the
proliferated everywhere in those lands. Isles, wasn't able to nothing more than do slow the effects.
The architecture was composed of architectonic puzzles with hidden Everything came to a close when the queen perished and the king, mad
meanings and filled with symbolism of the occult, a reflex of civilization and filled by anguish, began to search desperately for a way to revert
that kept itself isolated thanks to the white mist that guided travelers this curse.
away from the island. It was a society that was in an eternal search for
Having sent his emissaries in search of a cure around the world, the King
self-knowledge.
also began a reign of horror and violence in search of a way that he
As a result of this isolation, the Isles didn't have the most expressive army, could save his loved one.
many of the people living there were searching for self-knowledge, be it
In the end, in his final and larger act of madness, going against everything
in the ways of art, learning, or even in the many exquisite crafts.
he ever learned and practiced in most of his life, the King tried to violate
The fertility of the Isles was tremendous, not only thanks to its abundant the natural laws, trying to subvert magic and bend it to his will.
magic but the advanced agricultural technologies and techniques which
Such insult to the equilibrium came with a high cost, the Blessed Isles
harmonically utilized the land, never forcing it too much or depleting its
became a lugubrious and dreary place, such as the actions of the king,

411
they became a parody of what once was life and beauty, in which spirits
that were once alive howled in agony stuck in a state between life and
post-mortem.

Helia
Helia, once the capital of the Blessed Isles, is located at the shore. As a
result, many parts of the city were flooded right after the crumbling of
the Isles. Beyond the capital, many other ancients wonders remain lost,
abandoned, or simply too cursed for even the maddest, courageous or
luckiest living being to survive in daring to enter these lands. Once a
great gallery of ancient artifacts that stored items of many cultures and
ages, now it is nothing more than a crater in the Shadow Isles.
Any mortal that steps in the Shadow Isles will attract the specters of the
fallen, maybe the Widow of the songs, a collector of birds that tried to
free them when the disaster came and now roams through the island,
searching for songs that he can not remember anymore, or even one
of the many humble registrars e archivists of the Blessed Isles that died
on their pulpits, without even noticing the disaster that fell upon them.
These lost souls now write descriptions of their torments in an infinite
scroll fervently and conveying them to any living being.
Yet, through so much insanity, there is still a glimpse of light here and
there, like the Shepherd of Lost Souls that seeks to protect the weaker
spirits of predatory aspects.
Although the weaker spirits can only manifest during a torment, more
powerful entities can do it every time, sometimes wandering beyond the
Shadow Isles. The most powerful specters maintained more of their own
personality and wishes even after the Ruin, and they became predatory
spirits that can hunt the weak and vulnerable for all eternity.

WARNING!
While the Shadow Isles is listed here as a region for the players and
masters be aware of, adventuring in it is highly discouraged for
beginners’ adventures. This Isle is a place of suffering and lingering pain,
adventures here must be careful to translate the everlasting danger at
every second, and the destiny of those who dare to invade these lands is
almost always death.

412
SHURIMA

"T
he Shuriman empire once was a prosper civilization which Characters
once inhabited a vast desert. Right after the era of prosperity
and growth, the fall of the rising capital left the empire in When creating a character from this region, you will receive proficiency
ruins. For millennia, the tales of the glorious Shurima became myth with:
and religion for the descendants of the scattered survivors of the fall.
Most nomad inhabitants of Shurima seek a way to feed themselves in Languages. Shurimane
a ruthless land. Some guard small military outposts built around a few Skills. Choose one between: Acrobatics, Animal Handling,
oases. Others hunt treasures buried between the fallen empire’s ruins Arcana, Athletics, Deception, Insight, Investigation, Intimidation,
or seek mercenary work, getting paid in coin right before vanishing in Perception, Persuasion, Religion, Sleight of Hand, Stealth or
the sand. Today, the tribes are troubled and uneasy by rumors that can Survival.
be heard in the desert: The city of Shurima rose again."
Weapons. Choose two between: a blowgun, gauntlet, glaive,
greatsword, khopesh, longsword, longbow, net, pike, rapier,
After the fall of Shurima, the old city sank in the sands where it once rose scimitar, shortsword, simple weapon, or trident.
above. Sandstorms filled the watershed, burying the Sun disc and taking Craft. Choose one between: An Artisan craft, Playing cards Player,
everything from the survivors but the desert. or Navigator.
Slowly, the few Shurimanes left divided themselves into tribes scattered
around where once was the great solar empire.
Many harbors and cities located in the north of Shurima have joined Nashramae
forces with the Noxian Empire, the natives of those settlements live
in relative peace with their noxian neighbors and see the exchange of The Shuriman port became famous for its silk, its replica of the Sun Disc,
goods and commercial deals as a price worth paying in exchange for the and the festival which pays homage to Rammus and is, up today, one of
military protection against intruders. the few remaining cities of the ancient empire. Being a portuary zone,
Nashramae stands thanks to fishing and its commercial relations with
By contracting shuriman scavengers for almost nothing and selling the other regions.
artifacts they found to occupant noxians, some unsavory merchants
became rich rapidly. Zoantha Cascade
It is known that the dunes movements can tear paths through bare
rocks, tumbling from the cliff faces in big sandfalls. As a tradition, the
shurimanes toss beloved objects in the sand as gifts for the Ascended.

413
As a result of this tradition, these cascades are well known places for reservoirs of water. The dormuns riders use hooks to get through the
treasure hunters to find some profit. complex web of ropes that connects the mobile village’s housing. As
soon as one of them grows too old to "ride through the ropes”, they are
taken to the floor to live for the rest of their lives as a ground inhabitant.
The City of Gardens
This city, who once was vibrant and beautiful, was destroyed during The Sun Disc
the apocalyptic Rune Wars. It is said that the whole population was
annihilated in one terrible night, the city was utterly destroyed… The tool used by the ancient shurimanes to ascend to divinity. The Disc
everything that remains there are ruins. was destroyed with the empire, though it rises again to bathe itself with
sunlight once more.
Created with the tutoring of the Targonians, the Great Sun Disc brought
Valley of Song the favor of the celestial powers to Shurima. As soon as it was complete,
it is said that the waters of life poured through the canyons that
The name of this remote pass came from the disorienting whistles that surrounded the city, bringing life to the desert.
can be heard due to the strong wind that passes through the hollow rock
structures. Many unwary travelers have found themselves at the mercy
of the deafened marauders who prowl the valley by night.

Marrowmark Market
It was erected in the ribcage of some long-dead desert behemoth,
It is said that anything under the sun can be found in the bazaars of
Marrowmark for the right price.

Shurimane Nomads

Scavengers

The Shuriman scavengers live pillaging food, valuable items and goods.
Usually, they go to the ruins of cities abandoned and destroyed by
the sand. Scavengers are the main target of pillagers when they find
themselves on foot, so they usually mount in sand swimmers to avoid
ambushes.

Pillagers

The Shuriman pillagers survive not by trading but from violence. These
gangs usually try to hide in the ambiance trying to lure travelers that
aren’t careful enough to traps so they can kill them, steal their goods,
and onsome rare occasions, eat them. These nomad robbers are known
for their agility, using their hardened bone clamps and spears to launch
themselves against their victims at terrifying speed.

Riding Dormuns

Some shurimanes choose to live their nomad existences riding gigantic


and slow creatures know as dormuns. Protected by chitin, the dormuns
evolved to survive the eternal drought, and the severe conditions of
Shurima. The dormun riders clean their creatures and hunt and airborne
pests that get close, while the dormuns use their senses to locate hidden

414
TARGON

"M
ount Targon is the mightiest peak in Runeterra, a towering the mountain.
peak of sun-baked rock amid a range of summits.
A lake, frozen millennia ago, was slowly pulled up the mountain
Unmatched in scale anywhere else in the world. Located far
toward Targon Prime. No matter how well-trained the climber, the thin
from civilization, Mount Targon is utterly remote and all but impossible
atmosphere, and countless perils of the mountain mean that nearly all
to reach, save by the most determined seeker. Many legends cling to
who attempt to reach Targon's peak die on their climb. The bodies of
Mount Targon, and, like any place of myth, it is a beacon to dreamers,
the dead freeze where they fall, permanently-preserved in the thin, frigid
madmen, and questors of adventure. Some of these brave souls
air of the mountain and serving as a dark warning to those who come
attempt to scale the impossible mountain, perhaps seeking wisdom or
after. Some climbers face divine visions and tests of character and faith.
enlightenment, perhaps chasing glory or some soul-deep yearning to
Sometimes they see ghostly images of loved ones they had to leave on
witness its summit. The ascent is all but impossible, and those hardy
the hillside to continue their journey - or even personify their deepest
few who somehow survive to reach the top rarely speak of what they
fears. Others face grotesque beasts embedded in the ice with sharp stone
have seen. Some return with a haunted, empty look in their eyes, others
teeth. Each journey to the top is extremely different, to the point that
changed beyond all recognition, imbued by an aspect of unearthly,
climbing can last a single night or several months.
inhuman power with a destiny few mortals can comprehend."

Mount Targon can be broken into distinct regions, as delineated by


patterns in the rock and a marked increase in hazardous weather Characters
conditions, difficulty of the climb, and increased death rate. The upper
levels of the mountain expand and contract as if the land itself were alive, When creating a character from this region, you will receive proficiency
making it impossible to map a reliable pathway to the top. Each ascent is with:
different, as the mountain magically stretches. Some climbs can last for Languages. Choose one between: Targonian and Rakkor.
months while others reach the peak in just a day.
Skills. Choose one between: Arcana, Athletics, Stealth,
The base of the mountain experiences a variety of weather, creating Intimidation, Insight, Medicine, Perception, Religion, or Survival.
climates where the Rakkor can hunt and forage for food, herd animals,
and sustain life. During spring and summer, flora and fauna thrive, Weapons. Choose two between: Dagger, Shortbow, a martial
making everyday life possible even on such steep slopes. weapon, Khopesh, or Chakram.

The vegetation grows lush on the supernatural surface of the mountain Craft. Choose one between: An Artisan craft, Sailor.
during the summer, when there is freshwater in abundance and when
the shepherds lead their flocks to the pastures at the foot. To the Rakkor,
these gargantuan patterns in the rock prove that divine beings forged

415
The Mountain stone, they usually have an elegant design, subtle and easy to hide as one
of the characteristics of this forbidden religion.
The path that circumscribes the mountain was carved in the rock,
creating shelters that protect the Rakkor, markets, houses, bridges, and
ceremonial chambers were also shaped using the shapes of the mountain Temple of the Solstice
itself. The circular drawings of the stone vaults serve as a reminder of the
celestial beings who created this place. Some families inscribe symbols The entrance to the Solari Temple on the eastern slopes of the mountain
on the rocks next to their houses to mark important events and thus is carved from gold-veined marble. Windows are carved into the
record their stories generation after generation. temples at precise locations so that the light of the sun floods the inner
Using the natural curvature of rock, the Rakkor carved stone routes and chambers during the solar equinoxes and solstices. Scribes and acolytes
stairs leading to the lower sections of the mountain. Thick woven panels sometimes spend the winter sheltering in the relative warmth of temples,
supported by woven rope fibers offer shelter from wind and snow, and conducting divine rituals that invoke the power of the sun and mapping
in certain enclaves around the mountain, trails have been opened in the movements of the stars. In difficult times, Solari priests can spend
labyrinthine caves and tunnels inside the rock where they shelter from weeks meditating in the external tabernacle, without water or food,
violent storms and other bad weather. taking all their sustenance from the sun - the source of every form of life.
In this sacred space, aspirants seek a place among the Ra'Horak, the
Solari Templars. If the aspirant proves himself worthy, he is admitted to
Rakkor the group of elite warriors. This sanctuary was built to display important
celestial events, observable through its carefully positioned windows.
Living in the shadow of cyclopean structures of monumental scale, the
Rakkor believe they were called to the mountain by mysterious powers.
Some believe that the patterns in the rock were once a map of the realms Mountain Test
beyond the heavens; others say the markings warn of a day when a
great war will ravage the lands and set brother against brother. Despite The upper slopes of Mount Targon, relentless even for the most
such speculation, the true origin and purpose of these patterns in the experienced climbers, are tormented by frigid winds, arctic storms and
rock remain a mystery. frequent avalanches. With its rarefied air, every breath is a laborious and
painful act. Those who survive the climb describe the hard nights when
they tried to shelter from the severe cold, where they say they witness
The Solari strange visions of ethereal figures. The most dangerous elements of
climbing are not its weather conditions, but the way it tests the character
of each climber. The Rakkor see the climb as a test not only of strength
The dominant religious group in Targon, the Solari, believe that the sun
and resilience, but also of spirit and soul; after all, the climbers encounter
is the source of all life. For them, any other source of light is, besides false,
visions that distract them from their journey. Some are more benevolent,
a threat to the future of their people. The Solari Temple is on the slopes
leading climbers to the safest path during a snowstorm or helping the
of Mount Targon, where disciples are taught the scriptures of their faith.
exhausted stand up again.
The warrior Templars, the Ra'Horak, practice for years under the most
severe conditions so that they can defend the lands from invading armies Travelers sometimes climb in groups to help each other up. Quando um
and execute heretics with divine justice. The Ra'Horak, the Solari's elite alpinista se fere gravemente ou se exaure a ponto de não mais poder
warriors, have practiced for years under the most severe conditions. seguir, não há mais esperança de resgate; qualquer tentativa seria uma
Under the belief of being blessed with the strength and virility of the sun, missão suicida. The corpses do not decompose at such an altitude, but
they train to be less susceptible to cold. seem to merge with the rock, gradually intertwining with the circular
patterns and furrows of the mountain.
At the highest points, inclement winds and dangerous snow ravines
The Lunari challenge the natural cycle of the seasons, creating an endless winter.
Here, supernatural forms create unusual patterns and rock formations
The Lunari, an ancient and hidden sect, have as their object of worship that make up a strange and dangerous landscape for lost explorers.
the sacred light of the silver moon. They practice their beliefs in secret, Plants and animals are rare in the rarefied atmosphere and cold climate.
hiding from the Solari, who seek to expel the Lunari forever from
existence. It is said that long ago, the two groups coexisted, living in
peace and worshipping the many heavenly bodies as one people. The Pilgrims
One of the Lunari's practices is to map the celestial movements
to predict the future. Some priestesses wear glass-mirrored moon With their daily migration across steep slopes, the tribes of Mount
necklaces, believing that reflections can reveal even greater truths, while Targon carry as few belongings as possible. Heavy tools and equipment
some Lunari seers seal their eyes during the day, training to see only in are stored around the mountain and repaired or remade when necessary.
darkness, for only under the pure light of the moon is the truth revealed. Tied pulley systems help transport belongings from bottom to top on the
Rare and forbidden, Lunari Weapons are forged from iridescent orb slopes.

416
The Peak
In the rare event when a worthy mortal successfully ascends Mount
Targon's peak, the heavens open in a dazzling display of cosmic aurorae.
Few ever bear witness to the radiant sight far above the cloudline and
beneath the glittering stars, where a beam of light emerges from the
peak. Beyond the mountain's summit, it is said that immortal godlike
beings dwell in a city of gold and silver.
Almost all the survivors who reach the peak of Targon see nothing
but an empty, rocky and charmless summit. However, on the very rare
occasions when Aspects choose a worthy hero to act as their mortal
receptacle, it is said the air itself sparkles with stardust while a portal
opens over the mountain. Some say that beyond the veil, a ghostly
outline of a bright golden and silvery city is seen, and that divine light
shines in vibrant colors as heavenly beings descend from the Celestial
Kingdom.

417
VOID

"S
creaming into existence with the birth of the universe, the Void beneath the world, servants of the mythical Watchers are attracted by
is a manifestation of the unknowable nothingness that lies the power of the World Runes.
beyond. It is a force of insatiable hunger, waiting through the
The threat of The Void hovers throughout Runeterra, from Targon to
eons until its masters, the mysterious Watchers, mark the final time of
Shurima, through Freljord and even into the depths of Zaun, the closer
undoing. To be a mortal touched by this power is to suffer an agonizing
to the abyss and darkness, the closer to accessing the Void or layers of it.
glimpse of eternal unreality, enough to shatter even the strongest mind.
Denizens of the Void realm itself are construct-creatures, often of only
limited sentience, but tasked with a singular purpose - to usher in total
oblivion across Runeterra." Icathia
In the past, there was a city called Icathia, a magocracy, with free citizens
Over the centuries, many mortals from the world above have answered ruled by the Mage-Kings.
the Void's call or been dragged down against their will. There are
those among them—few and far between—who have survived the Axamuk, the last of the Mage Kings, was the final ruler to fall before the
encounter... though not a single one of them returned unchanged. Shuriman Sun Empress when she led her golden host of men and gods
into the kingdom of Icathia. Icathia remained a vassal state controlled by
In the abyssal darkness, deep underground, it is believed that the first Shurima for a thousand years, its people subjugated and enslaved.
great Void creatures to walk the surface of Runeterra now lie, dormant
and unseen. If that is true, then they have waited patiently through the The Icathian thaumaturges were the magicians of the earth and the
millennia, and it must surely now be time for them to rise once more. rock, charged during the last days of the city to dig out a weapon that
would turn the tide in favor of the nation.
Although it has generated many of them, no horror of The Void is
exactly the same as another. Their supernatural forms are as varied as A great and terrible battle was fought against the Void before the walls
they are terrifying; however, they are all motivated by insatiable hunger, of the ancient Icathia. In the end, the lands around the ruined city became
and the mysterious pulsation of their hearts is what makes them move devastated areas, and even its existence was swept away from Shurima's
forward relentlessly. maps. There was a hope, perhaps naive, that the horrors released there
would one day be forgotten.
Some legends suggest that when the first life forms of the Void emerged
in Runeter's air, the cubs of the Void were usually pale, fibrous, and One of the few ways to fight The Void is to let it starve. Without any
flexible. As they age, parts of their shape become darker, resembling a organic or magical supplies around, the Void's material growth slows
shell, rigid enough to defeat virtually any weapon. down - until it finally enters a state of numbness.

Far beyond the known lands of Valoran, at the deepest and darkest points On the outskirts of Icathia is located The Rupture, the greatest evidence
of the rise of The Void from the depths of the earth, in an era long

418
forgotten. Although both brave and curious have repeatedly tried to
discover more about them, only the most stubborn explorers would
venture into the dark spaces of the depths.

Fall of Icathia
At the start of the Icathian rebellion against Shurima, the reformed Kohari
order was rebuilt with the objective of retaking and liberating the city.
The city was full of screams from all sides, while angry mobs chased and
murdered every Shurimans officer they could find. The resentment for
centuries of humiliating laws designed to eradicate Icathian culture - as
well as the brutal executions of those who violated those laws - reached
its peak on a bloody day filled with violence. No matter the function and
importance, all those who served the Sun-Emperor were killed.
The effigies of the Sun, symbol of Shuriman domination, were torn from
the rooftops and crushed by the crowds in applause. The Shurimans
writings were incinerated, and their treasures plundered while the
statues of the past emperors were desecrated in a last act of rebellion.
The day after the massacre, an army of bricklayers and thaumaturges
were erecting freshly dug granite blocks in the city, ten thousand men
and women were recruited to defend the city, mostly armed with axes,
picks, and spears and wearing beaten leather armor.
Three high-level infantry blocks formed most of its front line. Shurimans
corpses were impaled on stakes stuck in the ground, and carrion birds
surrounded the top. Priests surrounded these stakes, and each of them
drew complex patterns in the air with their stellar metal staffs.
The Sun-Emperor soon went to Icathia with five armies, each with tens
of thousands of men, siege machines, wizards, and at the heart of the
armies, Nine Ascended, divine warriors armored in bronze and jade.
During the bloody battle that would decimate the Icathians, the pavilion
exploded with traces of light. Purple energy ties ripped through the
sky and lashed it like waves breaking reality. The force of the explosion
threw everyone to the ground. The sky, once bright and blue, was now
the color of a week-long bruise. The unnatural twilight dominated. A
nightmare light, purple and blue, suffocated the world, pressing from
above and blossoming from somewhere below.
A chasm that bled purple light was torn between the Shurimanes, and
Setaka was taken by lashings of matter. She fought to free herself with
violent movements of her sword, but the power of The Void was too
much for her. The pulsating, bright light spread over his body like a
hideous cocoon. Slippery coils rise from the earth or from the air itself to
seize the flesh of mortals. Men and women were dragged and involved,
bodies dissolved as the tentacles of dirty energy dominated them.
At the end of the battle, the city was devastated by The Void, its
inhabitants consumed by the rift or dispersed, and the land was marked
forever by that event.

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ZAUN

"Z
aun is an undercity district at the bottom of the large canyons symbol of power and a source of clean air.
that threads Piltover. The few glimpses of light that reach
The levels where Piltover and Zaun merges are the home of vibrant
down there are filtered through the fumes and smokes that
markets and commercial saloons. These areas are the most cosmopolitan
tangles out of the corroded pipework and reflected from the stained
of the city, where people of many different lifestyles can be found.
glass of its industrial architecture Zaun and Piltover were once one,
but now they are as symbiotic as they are different. Though it exists Most of Zaun's structures are crafted from lattice ironwork, either
in a perpetual twilight filled with smog, Zaun now prospers with his forged in the many seething foundries or wrought from scavenged
vibrant people and rich culture. Piltover’s wealth has allowed Zaun to material discarded from above. Though there is brutal functionality to
develop in tandem; a dark mirror of the city above. Many of the goods the bolts-and-rivets of Zaun's structures, its inhabitants still manage to
coming to Piltover find their way into Zaun’s black markets, most of the craft breathtaking wonders that pierce the smog and reach for the sky.
hextech inventors who think that the restrictions that Piltover enforces Although many parts of Zaun being covered by gigantic cliffs, it isn't a
too rigid often find that their dangerous experiments are welcomed in city of darkness. Chemical lights burn in lamps, and through the creative
Zaun. Unfettered development of volatile technologies and reckless use of stained glass, wheels of light bring a gleam to the darkness.
industry has rendered whole swathes of Zaun polluted and dangerous.
Streams of toxic waste have stagnated in the lower parts of the city, but
even with that volatile environment, some people found ways to thrive Characters
and prosper."
When creating a character from this region, you will receive proficiency
with:
Zaun and Piltover share the same geographical area and could even be
considered the same city, but it would be viewed as a mistake as soon Languages. Zaunite and choose one between: Demacian, Ionian,
as you enter the town. Zaun's atmosphere is full of a chemical burning Noxian, Bilgewatrian, Shurimane, Zaunite Piltovian
taste: Zaun's Gray. For the locals, Piltover's air is too clean and without Skills. Choose any skill
substance.
Weapons. Choose two between: crossbow, firearm, gauntlet,
The trip between Zaun and Piltover typically requires a strenuous and glaive, heavy crossbow, light crossbow, longsword, net, rapier,
long climb. For those who can pay for it, the journey can be made by shortsword, or a warhammer
buying a ticket for these enormous elevators, allowing a much faster trip.
Craft. Choose any Craft.
Though many parts of Zaun are nothing less than polluted slums and
others being totally taken by stone and steel, living beings have found
ways to thrive and grow. The rich zaunites have isolated houses made of
glass called cultivairs, containing trees and plants that give life, both as a

420
The Levels of Zaun
Promenade Level: The upper reaches of Zaun exist alongside the lower
districts of Piltover, though the differing architecture means the two
could never be confused. This is where the wealthy of Zaun gather to
shop, dine, and trade goods and supplies from below.
Entresol Level: Deep in Zaun, brokers, dealers, traffickers, and
entertainers mingle in cliff-dug trading posts and workshops. This is
where the Zaun Graytends to linger most. Most zaunites that live here
say it is the level that most of the work is, making it one of the most
populated districts of the cities.
Sump Level: Even deeper in Zaun lies the most squalid and vibrant parts
of the city. It is here that the Zaun Gray is formed, rising through the
pipes and the wind.

Life in Zaun
The low life expectancy of the Zaunite workers results in a significant
number of orphans that populate the city. Sump Riders can be found
exploring, robbing, or working to receive where their small size is an
advantage.
When the pipes of Zaun get clogged by the toxic slug, the sump-
gas nebulizer is used with their corrosive rods to unclog them. Face
protection is needed since all the hospitals are filled with blind and
burned sump-plumbers.
The vigilnauts are workers that are hired by the Chem-Barons to watch
the sump-scrappers who walk on stilts and the workers of the factories,
the ensure that those unfortunate souls don’t try to keep something
valuable to themselves.
Nothing is wasted in Zaun, even the toxic wastelands of the Sump
Level can be searched seeking something worth being taken. The toxic
environments are too hostile for an unprotected human, so the Sump-
scrappers work walking through the sewer with stilts made of metal.

Chemtec
Denied the funds and means to craft hextech, Zaun's researchers instead
use potent chemicals to power their creations. Chemtech performs like
hextech but is far more dangerous, toxic, and explosive.

Chem-Barons
A loose alliance of convenience exists between Zaun's powerful Chem-
Barons, powerful individuals who control each an area of the city. It is
they and their thugs who keep Zaun from descending into chaos.

421
Baroness Velveteen Lenare

A chem-baron with many business interests in Piltover, Lenare deals


mainly in research into golem technology. Her ravaged body was dying,
so she had her head transplanted to a hextech-powered replacement.
She visits Piltover regularly for fluid baths and blood/oil transfusions.

Baron Petrok Grime

Grime lost both his arms in an explosion at one of his chem-refineries.


Despite (or perhaps because of) this, his chemtech stock is some of the
most sought after blends.

Baron Saita Takeda

Takeda has made no secret of his disdain for his fellow chem-barons.
Claiming lineage from an exiled caste of warriors from a distant land, he
has plans far beyond his own territories and interests.

Baron Wencher Spindlaw

Once a lowly lieutenant, Spindlow murdered his boss and took over his
empire. Armed with a pair of shock-batons, he is a ruthless killer who
sees murder and mayhem as tools of the trade.

422
REALMS OF EXISTENCE

"T Beyond the Material Realm


his world’s familiar sun still hides below the horizon. Crude
and unpolished earth unfurls below. Mountains contort into
barriers that stretch like fingers across empty scrub lands.
Besides the Material Realm, the various realms of existence are realms
Palaces, or rather, what pass for palaces, fail to loom over anything
of myth and mystery. They are not merely other worlds, but places
but the squattest of hills. The curvature of the planet meets the stars
that bring different qualities of being, formed and governed by abstract
with a serenity and grace few of the dwellers below will ever witness.
spiritual and elemental principles of the ordinary world.
They are so scattered across the globe and grasp so blindly for any sort
of understanding that it’s no surprise they’ve been conquered and don’t
even comprehend their predicament." Planar Travel

When adventurers travel into other Realms of Existence, they are


In the universe of Runeterra, there are some realms that exist parallel undertaking a legendary journey across the thresholds of existence to
to the material realm, where you can find the most diverse imaginable a mythic destination where they strive to complete their quest. Such a
creatures, from small harmless and playful spirits to creatures with journey is the stuff of legend. Braving the realms of the dead, seeking out
celestial powers close to the powers of true gods. The Celestial servants of a deity, or bargaining with a Feeric in its home
Many spells and magical items can draw energy from these realms, invoke city. Travel to the realms beyond the Material Plane
the creatures that inhabit them, communicate with their inhabitants, can be accomplished in two ways:
and allow adventurers to travel there. As your character reaches higher by Casting a Spell or by using a
power and higher levels, you can walk on streets made of pure energy or planar portal.
test your skills on a battlefield where death has no effect.

Material Realm
The Material Realm is the realm of mortals, where most creatures with
a physical body, such as Humans or the Dragalops, are found. This
Realm is the bond, where the philosophical and elemental forces which
define the other realms collide in the confusing existence of mortal and
ordinary life.
It is also where the world of Runeterra is located, where most of the
known regions are present, from the icy lands of Freljord to the isolated
city of Ixtal.

423
Spells. A number of Spells allow direct or indirect access to other spiritual magic is extremely abundant and intense, and can permanently
Realms of Existence. Plane shift and gate can transport adventurers alter a being’s constitution, as was the case with the Vastayashai'rei.
directly to any other realm of existence with different precision
degrees. Etherealness and Astral Projection allow adventurers to
enter the Spiritual Realm. Bandle City
Portals. A portal is a general term for a stationary interplanar The city of the Yordles is located in an unknown demiplane within the
connection that links a specific location on one realm to a specific Spiritual Realm. In Bandle City, it is said that every sensation is heightened
location on another. Some Portals are like doorways, a clear for non-yordles, colors are brighter, food and drink intoxicates the senses
window, or a fog-shrouded Passage, and simply stepping through for years and, once tasted, will never be forgotten.
it Effects the interplanar Travel. Others are locations— circles
of standing stones, soaring towers, sailing ships, or even whole The sunlight is eternally golden, the waters crystal clear, and every
towns—that exist in multiple realms at once or flicker from one harvest brings a fruitful bounty. Perhaps some of these claims are true,
plane to another in turn. Some are vortices, typically joining an or maybe none, for no two taletellers ever seem to agree on what they
Elemental Realm with a very similar location on the Material Realm, actually saw.
like a mystical tree on top of a hill. Only one thing is known for certain: The timeless quality of Bandle City
and its inhabitants. This might explain why those mortals who find their
way back often appear to have aged tremendously, while many more
Demiplanes
never return at all.
Demiplanes are small extradimensional spaces with their own unique Paths are rarely seen by mortals, as they only open in particular
rules. They are pieces of reality that don’t seem to fit anywhere else. circumstances or for those with the ability to read and interpret the
Demiplanes come into being by a variety of means. Some are created by language of the Yordles.
Spells, such as demiplane, or generated at the desire of a powerful deity Certain portals can only be opened with a series of specific gestures,
or other force. usually defined by peculiar symbols inscribed nearby. Some portals open
They may exist naturally, as a fold of existing reality that has been to a deep cave when the low tide reveals a pattern of runic circles, filling
pinched off from the rest of the multiverse, or as a baby universe the cutouts with seawater. Although the location of the portals may
growing in power. A given Demiplane can be entered through a single change over time, many always remain in the same location. Sometimes,
point where it touches another plane. in these places known as bandlewood, spiritual magic transits between
the two kingdoms, affecting the local flora and fauna in strange and
Theoretically, a plane shift spell can also carry travelers to a Demiplane,
unpredictable ways.
but the proper frequency required for the tuning fork is extremely hard
to acquire. The gate spell is more reliable, assuming the caster knows of
the Demiplane. The Glade

Spiritual Realm The Glade, from what is said in the legends, is a demiplane connected to
the Spiritual Realm, known as the kingdom of fairies, being considered a
The Spiritual Realm is found in a parallel with the Material Realm, and in place even stranger than Bandópolis. It existed long before yordles came
some points, it can blend with it, as in the case of Ionia, where the veil that into the world, and it was perhaps from the Glade that Bandle City itself
divides the two planes is thinner and where the spirits directly influence sprung. A place of raw primordial magic, it was hidden away so deeply
the local life, both in fauna and flora, bringing magic in abundance to the that no yordle had ever found.
environment.
It is a place where you can change your surroundings as well as
The Material Realm, Runetera, is directly linked to the Spiritual Realm, a change your own way as you wish. Absolutely everything your fertile
place where time has no relevance, and the natural laws of the Material imagination can conceive can be realized.
Realm do not apply. It is a place of extraordinary powers in which

424
Celestial Realm tribe is separated from the specific name of the creature, for example, the
case of the xer'sai, where the name of the queen of this tribe is known
as Rek'Sai, the terror of the underground. In that case, "Rek" would be
Celestial Realm, known as the City of Gold and Silver, is a realm beyond
something like “queen” and "Sai" something like “desert comes out”,
Runeterra whose entrance can be found at the top of Mount Targon.
giving her the name of Queen of the Desert.
A place where celestial beings are known as Aspects and mythical
creatures of the stars reside. It is a vast realm bathed in golden light It is not known whether the Void possesses some entity that commands
during the day and sparkling stars at night. all the existing tribes of Voidborns, coordinating them in an elaborate
attack on the other realms of existence, or whether the creatures just
Among the first beings to appear in the universe, celestial beings are
attack irrationally and infrequently, yet there are powerful indications
strangers in comparison with any other creature to be found in the
that some entity is behind it all, making even Celestial Dragons worry
Material or Spiritual Realm. These beings come in various forms, from
about it.
Aspects as representations of concepts and ideas, to the numerous
beings, such as Celestial Dragons and Stellacorns, who interact with the
world of Runeterra with motives far beyond mortal comprehension.

The Aspects

The Aspects are stellar beings that live beyond the physical and spiritual
realms of Runeterra. These beings embody concepts and celestial magic.
They are able to meld with mortals, ascend them, making them their
hosts with which they are able to traverse and/or interact with the
mortal plane with relative efficiency. However, with the exception of the
Aspect of Twilight and its hosts, they rarely interfere with the mortal
realm outside of time with great needs.
As originators of all the ascended mortals by Aspects, the celestials
shaped the destiny of the world in past eras, including in this, the
instructions for the Shuriman Ascendeds to be possible, channeling
powers directly from the Sun through the Sun Disc.

Mitna Rachnun
Mitna Rachnun is a demiplane connected to the Death Realm, it is
connected to the Material Realm through the Immortal Bastion in
Noxus. Mitna Rachnun was once an empty afterlife: a gray wasteland,
shrouded by ethereal fog and plagued by Ochnun whispers, with lost
souls wandering and eventually fading into the fog.
All of this changed when Sahn-Uzal refused to fade, this fierce
determination had let him persist long enough to learn Ochnun, a
profane tongue unspoken by any among the living. He whispered from
beyond the veil to mortals until a coven of sorcerers brought him back
by binding him to a piece of iron armor. From this day he was renamed
in Ochnun: Mordekaiser.
After Mordekaiser ruled and massacred on eastern Valoran for almost 3
centuries, he was banished back to Mitna Rachnun, where all the souls
all those who had died under his latest reign were waiting. Perverted by
dark sorcery, their spirits would never fade. The strongest souls would
compose his devout army, and the weak would be the building blocks
of the new castles and buildings that would form Mordekaiser's new
afterlife.
And now, almost 1100 years after his banishment, Mordekaiser's
afterworld is complete, and he prepares to claim every soul into his Final
Reign.

The Void
The Void, to what is known, is a demiplane that has no connection with
any specific realm but can connect to any known realm.
This place is a plan whose desire to consume is eternal, this desire is
shared with all the creatures born in it, these creatures are known as
Voidborns. This desire to consume is manifested in different ways for
each of the tribes of Voidborns, like food, evolution through assimilation,
or knowledge through disintegration.
Some of the Voidborns that are known by mortals had their names
created from the Ancient Shurimane, in which the name of the Voidborn

425
426
Appendix A: Conditions to a Special condition called exhaustion. Exhaustion is measured in six
levels. An effect can give a creature one or more levels of exhaustion, as
specified in the effect’s description.
Some class skills, spells, runes, among other things, are able to grant
negative conditions to a creature, giving it one of the effects listed below. Exhaustion Effects
These conditions are described below in alphabetical order: Level Effect
Bleeding 1 Disadvantage on ability checks

2 Speed halved
Some special abilities and some weapons can cause Bleeding, the bleeding
3 Disadvantage on attack rolls and saving throws
is measured in points and these points are cumulative. When you receive
1 point of bleeding, you take 1 point of damage at the beginning of 4 Hit point maximum halved

each of your turns, when you receive a new point of bleeding you take 5 Speed reduced to 0

2 points of damage instead of 1 and so on. Your Bleeding points are 6 Death
maintained until you heal at least 1 hit point.

If an already exhausted creature suffers another effect that causes


exhaustion, its current level of exhaustion increases by the amount
specified in the effect’s description.
A creature suffers the effect of its current level of exhaustion as well as
all lower levels. For example, a creature suffering level 2 exhaustion has
its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in
the effect’s description. All exhaustion effects ending if a creature’s
Blinded exhaustion level is reduced below 1.
• A blinded creature can’t see and automatically fails any ability check that Finishing a long rest reduces a creature’s exhaustion level by 1, provided
requires sight.
• Attack rolls against the creature have advantage, and the creature’s that the creature has also ingested some food and drink.
attack rolls have disadvantage.

Charmed
• A charmed creature can’t attack the charmer or target the charmer with Feebleness
harmful abilities or magical effects. • A creature with feebleness has disadvantages in saving throws and skills
• The charmer has advantage on any ability check to interact socially with related to Strength, Dexterity and Constitution.
the creature.

Deafened Frightened
• A deafened creature can’t hear and automatically fails any ability check • A frightened creature has disadvantage on ability checks and attack rolls
that requires hearing. while the source of its fear is within line of sight.
• The creature can’t willingly move closer to the source of its fear.

Exhaustion Grappled
Some special abilities and environmental hazards, such as starvation and • A grappled creature’s speed becomes 0, and it can’t benefit from any
the long­-term effects of freezing or scorching temperatures, can lead bonus to its speed.

427
• The condition ends if the Grappler is incapacitated (see the condition). Petrified
• The condition also ends if an effect removes the grappled creature from
the reach of the grappler or grappling effect, such as when a creature is • A petrified creature is transformed, along with any nonmagical object it
hurled away by the thunderwave spell. is wearing or carrying, into a solid inanimate substance (usually stone). Its
weight increases by a factor of ten, and it ceases aging.
• The creature is incapacitated (see the condition), can’t move or speak, and
is unaware of its surroundings.
• Attack rolls against the creature have advantage.
• The creature automatically fails Strength and Dexterity saving throws.
• The creature has resistance to all damage.
• The creature is immune to poison and disease, although a poison or
disease already in its system is suspended, not neutralized.

Incapacitated
• An incapacitated creature can’t take actions or reactions.

Poisoned
• A poisoned creature takes poison damage at the start of each of its turns
until it heals or removes the source of its poison. The amount of damage
received varies with each type of poison.

Intoxicated
• An intoxicated creature has disadvantage on attack rolls and ability
checks.

Prone
• A prone creature’s only movement option is to crawl, unless it stands up
and thereby ends the condition.
Invisible • The creature has disadvantage on attack rolls.
• An attack roll against the creature has advantage if the attacker is within 5
• An invisible creature is impossible to see without the aid of magic or a feet of the creature. Otherwise, the attack roll has disadvantage.
Special sense. For the purpose of Hiding, the creature is heavily obscured.
The creature’s location can be detected by any noise it makes or any
tracks it leaves.
• Attack rolls against the creature have disadvantage, and the creature’s
attack rolls have advantage.

Restrained
• A restrained creature’s speed becomes 0, and it can’t benefit from any
bonus to its speed.
Paralyzed • Attack rolls against the creature have advantage, and the creature’s
attack rolls have disadvantage.
• A paralyzed creature is incapacitated (see the condition) and can’t move • The creature has disadvantage on Dexterity saving throws.
or speak.
• The creature automatically fails Strength and Dexterity saving throws.
• Attack rolls against the creature have advantage.
• Any attack that hits the creature is a critical hit if the attacker is within 5
feet of the creature.

428
Silenced
• A silenced creature is not able to cast spells or sutras that require the
Verbal component.
• They also cannot express ideas or communicate using their voice.

Stunned
• A stunned creature is incapacitated (see the condition), can’t move, and
can speak only falteringly.
• The creature automatically fails Strength and Dexterity saving throws.
• Attack rolls against the creature have advantage.

Unconscious
• An unconscious creature is incapacitated (see the condition), can’t move
or speak, and is unaware of its surroundings
• The creature drops whatever it’s holding and falls prone.
• The creature automatically fails Strength and Dexterity saving throws.
• Attack rolls against the creature have advantage.
• Any attack that hits the creature is a critical hit if the attacker is within 5
feet of the creature.

429
430
Appendix B: Creatures Fiends. They are creatures of perversity whose origin is unknown.
Evil priests and wizards sometimes invoke minions to the world to
bring chaos or to make a deal. Fiends include demons like Tahm Kench,
A scenario like Runeterra is full of animals, monsters, and creatures of the Evelynn, and Nocturne, as well as spirits like Akana.
most varied, unlike other fantastic scenarios where there are creatures
without magic, in Runeterra, the very existence is full of arcane energy. Humanoids. Standard people in the world of Runeterra, both civilized
and wild, including humans and a tremendous variety of other species.
This means that all animals and creatures have magical potential, They have language and culture, some people have some innate magical
although some have manifested it, others have only traces within abilities (although most humanoids can learn to conjure) and a bipedal
themselves, without being able actually to perform magical acts. form. The most common humanoid origins are best suited to be player
From the Raptors of Demacia to the Basilisks of Noxus, through the Rats characters: Human, Minotaur, Vastaya, and Yordles. An origin that
of Bilgewater and even the Druvask of Freljord, the fauna of Runeterra inhabits both the deserts of Shurima and the icy fields of Freljord, much
is immense and varied, with new species being discovered every day. more wild and brutal and, for the most part, uniformly bad, are the tribes
of Trolls (Trolls of sand or ice).
But this is not limited to Fauna, Flora also has numerous intelligent,
mobile, and in some cases, even hybrids between animals and plants. Plants. In this context, they are vegetable creatures, not normal flora.
This, not to mention creatures of mineral origin or even just pure energy. Many of them are mobile, and some are carnivorous. Quintessential
plants are Antroplantæs like Maokai or Zyra. Also included in this
If only in the material realm does this already create a multitude of category are the Thorn Spitter and Vine Lasher creatures.
possibilities, when adding the spiritual realm, demons, fairies, spirits, and
more, we have an endless panorama of creatures ready to be used on Spirits. They usually are incorporeal beings with great magical power.
your game table. They are mostly on the spiritual plane. Most are found in Ionia, like the
Kanmei.
Some of these creatures are found only in certain regions, while others
can be found everywhere, some may have migratory patterns, while Undead. They were once living creatures, now brought to a terrible
others can be born, live, reproduce and die without even knowing what state of non-life through necromantic magic or some impure curse. The
is beyond the next mountain. undead includes walking bodies, like zombies, as well as disembodied
spirits, like ghosts and specters. Shadow Island beings fall into this
The creatures presented in this chapter are just a small example of what category.
Runeterra's diversity can provide, their traits are given so that they can
be used in their adventures, but in no way do they limit what may or Voidborns. They are creatures from the Void, an unknown region
may not exist in each conflict, dungeon, battle or even in caves never that wants to devour the entire life of the planets they pass through.
touched by men. Voidborn are essentially Chaotic Evil.

Type Speed

The creature type speaks of its fundamental nature. Certain spells, magic Creatures that do not have a form of terrestrial locomotion will have a
items, class characteristics, and other effects in the game interact in walking distance of 0 feet. Some creatures have one or more modes of
unique ways with creatures of a particular type. For example, a dragon- movement.
killing arrow does extra damage not only to dragons but also to other
dragon-like creatures, such as dragon dogs and wyverns. The game
includes the following types of creatures, which do not have their own
rules.
Beasts. They are non-humanoid creatures that are a natural part of
the ecology. Some of them have magical powers, but most are not
intelligent and lack any concept of society, however, like most beings of
nature, they understand the Sylvan language. Beasts include all varieties
of ordinary animals and giant versions of animals.
Celestials. They are creatures with divine powers. Many of them are
servants of deities, like the Targon aspects, employed as messengers
or agents in the world of Runeterra. Celestials include Aspects,
Ascendants, Half-Gods, and Deities.
Constructs. They are done, they are not born. Some are programmed
by their creators to follow a simple set of instructions, while others can
think independently and are imbued with sentience.
Dragons. They are large reptilian creatures of ancient origin and
tremendous power. Celestial dragons are highly intelligent and have
mighty innate magic, being able to destroy worlds with the snap of
a finger. Elemental Dragons are typical of Ixtal, they do not have the
extraordinary power of a celestial dragon, but they are still very
powerful. Also in this category are creatures related in some way
to dragons, but less powerful, less intelligent, and less magical, such
as Drake-hounds.
Elementals. They are little more than animated masses of their
respective elements, including creatures called simply elementals. Others
have biological forms, infused with elemental energy.
Feys. They are magical creatures closely connected to the forces of
nature. They inhabit twilight woods and misty forests. They are closely
linked to the Glade, the spiritual world, and Bandle-City. Fey include
Fairies, Silphos, and Yordles.

431
Lethality

Also, starting from CR 14, all creatures receive the


power to consume 1 life die to recover 1 Spark, 2 for a
Flow, and 3 for a Vortex, and 4 for an Explosion. You roll
the dice for that and subtract from the creature's total
health.
In his wanderings, Santangelo noticed that the
creatures usually follow very fixed patterns, with little
variation in size and even varieties of characteristics
that do not match the species in common. However,
on rare occasions, some creatures had atypical
characteristics, sometimes by simple training in
the hands of a skilled trainer, but at other times for
reasons that are not always understandable.
It is as if each creature had a standard manifestation that
does not exploit its full potential, thus being able to have its
destructive potential elevated by several factors besides simple training,
such as magic, scientific experiments, and even greater and higher
influences such as emanations of the Global Runes or the intervention
Languages of other powers.
With that in mind, he created a simple classification system called
The languages a creature can speak are listed in alphabetical order. “Lethality”, referring to this power of unique creatures, the system
Sometimes a creature can understand a language but cannot speak it, consists of 3 creature classes, the common, the destructive ones that
and this is described in that line. A “-” indicates that the creature does usually are trained ordinary creatures or under specific conditions, and
not speak or understand any language. obliterators that are normally enhanced by magic or other experiments.

Special Traits Mass Runes

Special traits (which appear after the creature's challenge level but Some creatures have Mass Runes, this means that a specific Rune can be
before any actions or reactions) are characteristics that may be relevant used on more than one target at the same time. In the case of offensive
in a combat encounter and that require some explanation. runes, reaching all applicable targets at the discretion of the master and,
in defensive runes, it can affect allied creatures.

Actions
Unique Runes for Creatures
There are actions of Melee Attack, Ranged Attack, and Multiple Attacks.
Reload X – Y. The notation “Reload X – Y” means that a creature can Runic Pulse
use a special ability once, and then that ability has a random chance to
Brood Power
recharge during each subsequent combat round. At the beginning of
Prerequisite: Snakeling or Spiderling
each of the creature's turns, roll a d6. If the result is one of the numbers
in the reload notation, the creature regains the use of its special ability. You receive +1 hit and damage for each brood spawn within 30 feet of
This ability also recharges when the creature ends a short or long rest. you.
Legendary Actions. A legendary creature can perform a number of
Dreadful
special actions - called legendary actions - outside its turn. Only one
This creature is a more robust specimen of its kind, it has +2 to its
legendary action option can be used at a time and only at the end of
Constitution value, plus 2 additional hit points per CR, including 0.
another creature's turn. A legendary creature regains its legendary
actions at the beginning of its turn. The legendary creature is not
Elemental
required to use the legendary action, and it cannot use legendary actions
All attacks made by this creature deals additional damage to an element
while Incapacitated.
at +1 times the challenge level (minimum 1). The element causes visible
transformations in the creature.
Creature Runes
Mana Drainer
Each spell delivered against this creature has 5% times the challenge
The development of the creatures is similar to that of the players,
level, up to a maximum of 75%, chances of being absorbed. Absorbed
however, creatures are more in tune with their elemental, spiritual or
spells heal the creature for 1 life per spell level.
celestial essence, which makes their runic power much stronger and raw,
reaching enormous ferocity as their CR increases.
Mystical Escapade
Unlike the players, the creatures receive 3 upgrades before reaching Prerequisite: Demonic or Fey Familiar
mastery, yet, from challenge level 21 onwards, they start receiving new
When you have less than ¹ / ₄ of your maximum life, you are invisible for
Pulse, Vortexes, and Runic Explosions, these are in accordance with the
1 minute. This rune is activated only once for a short or long rest.
creatures and their habitat.
From Challenge Rating 20, in Destructive lethality, they start to receive, Native of Region
in addition to new Pulses, Vortexes and Explosions, massive effects, Creatures native to a region (such as desert, tundra, or ocean) receive
being able to use a massive rune effect, be it to benefit him and his allies an addition equal to their proficiency bonus on Stealth and Perception
or to attack the players. checks made in their native region. Additionally, they have +1 to AC
against ranged attacks.

432
Lethality
Runes Runes
CR Common Destructive Obliterator DC CR Common Destructive Obliterator DC
0 Pulse Pulse Pulse + Spark 11 14 Improvement 3 Explosion Improvement 2 22
1/8 - - Improvement 1 11 15 Mastery Improvement 1 Improvement 3 22
1/4 - Spark Improvement 2 11 16 Explosion Improvement 2 Mastery 23
1/2 - Improvement 1 Improvement 3 11 17 Improvement 1 Improvement 3 2nd Pulse 24
1 Spark Improvement 2 Mastery 13 18 Improvement 2 Mastery 2nd Vortex 25
2 Improvement 1 Improvement 3 Flow 13 19 Improvement 3 2nd Pulse Improvement 1 25
3 Improvement 2 Mastery Improvement 1 13 20 Mastery 2nd Vortex and Mass Rune Improvement 2 and Mass Rune 26
4 Improvement 3 Flow Improvement 2 14 21 2nd Pulse Improvement 1 Improvement 3 27
5 Mastery Improvement 1 Improvement 3 15 22 2nd Vortex Improvement 2 Mastery 28
6 Flow Improvement 2 Mastery 16 23 Improvement 1 Improvement 3 2nd Explosion 28
7 Improvement 1 Improvement 3 Vortex 16 24 Improvement 2 Mastery Improvement 1 29
8 Improvement 2 Mastery Improvement 1 17 25 Improvement 3 2nd Explosion Improvement 2 30
9 Improvement 3 Vortex Improvement 2 18 26 Mastery Improvement 1 Improvement 3 31
10 Mastery Improvement 1 Improvement 3 and Mass Rune 19 27 2nd Explosion Improvement 2 Mastery 31
11 Vortex Improvement 2 Mastery 19 28 Improvement 1 Improvement 3 3rd Pulse 32
12 Improvement 1 Improvement 3 Explosion 20 29 Improvement 2 Mastery 3rd Vortex Complete 33
13 Improvement 2 Mastery Improvement 1 21 30 Improvement 3 3rd Vortex 3rd Explosion complete and Mass Rune 33+

Runic Armor of additional poison damage, creatures hit must perform a Constitution
For each threat other than the first, the creature receives 1 additional saving throw DC 13, if they fail, they will be Poisoned, taking 2d10 of
health die at temporary health. Besides, for every 2 threats, it receives poison damage at the beginning each of your turns. At the end of the
+1 on the AC and +1 on its saving throws. creature's turn, it can redo the saving throw.
Improvements
Voracity
Use: +1 use per improvement
Each time this creature hits a different target from the previous attack,
it deals +2 cumulative damage. +4 in the second, + 6 in the third. This Damage: +1 damage dice per improvement
damage is increased by 1 point for every 5 Challenge Rating the creature Mastery: +1 damage dice and +1 use
has. CR 5 = 3, CR10 = 4 and so on.
Mystical Speed
Runic Spark Prerequisite: Demonic or Fey Familiar

Escape Screech Using a bonus action, you can grant a creature within 20 feet of
Prerequisite: Wisdom 13 you 20 feet of flight speed and an extra attack on
the creature's next turn.
Once per long rest, the creature can emit a shrill screech to ward off
nearby enemies. Creatures in a 10-foot circle must do a Wisdom DC Improvements
16 saving throw, if they fail, they receive 1d8 thunder and 1d8 psychic Speed: +10 feet of speed per
damage and receive the Frightened condition for two turns. The creature improvement
receives 1 point of exhaustion, and, during the screech, it is vulnerable Range: +10 feet of range per
to piercing attacks. At the start of the second round, creatures that have improvement
been affected can redo the saving throw to remove the effect. Mastery: +1 extra attack and +10
feet of speed
Improvements
Damage: +1 damage dice per improvement
Duration: +1 turn of duration per improvement
Mastery: +1 turns of duration and -+1 use

Guerrilla Enhanced Tactic


Prerequisite: Wisdom 13
Once per long rest, the creature performs a melee attack that
grants an advantage to its allies but prevents it from continuing
to act, the target must perform a DC 15 Dexterity saving
throw, in case of failure, both the enemy and the rune user
become Restrained until the start of their next turn, the enemy
takes 3d10 bludgeoning or piercing damage, on success the target
takes only half the damage.
Improvements
Difficulty: +1 on DC per improvement
Damage: +1 damage dice
Mastery: +1 damage dice and +1 on the
DC

Intoxicating Potence
Prerequisite: Snakeling or Spiderling
Once per long rest, when
performing a melee attack, you
can use this rune to inflict 3d10

433
Primordial Creature
Prerequisite: Primal Beast, Strength or Dexterity 13
Primal creatures have a brutality that is lost in
today's creatures. Once a day, a primal beast can
increase the damage of 1 of his attacks by 3d10.
Improvements
Damage: +1 damage dice per
improvement
Use: +1 use per improvement
Mastery: +1 damage dice and +1 use

Sign of War
Prerequisites: Wisdom 13 and Large
Once per long rest, the creature may emit a signal such as
steam through the nose or even a roar that makes all creatures
in a 25-foot cone have to do Wisdom saving throw DC 15, if they
fail, they are frightened for two turns, at the end of these two turns,
the creature receives 1 point of exhaustion. Targets that fail in the saving
throw can redo the test in its second round of duration, if they pass, the Constrictor Strike
effect is stopped. Prerequisite: Snakeling or Spiderling
Improvements Using a bonus action, you can perform a constricting attack on a creature
Difficulty: +2 on DC per improvement within 30 feet of you for 1d8 bludgeoning damage. The creature hit
Duration: +1 turn of duration per improvement must perform a Strength CD16 saving throw, if the creature fails, it will
Mastery: +1 turns of duration and -1 exhaustion point be Restrained until the end of its next turn.
Improvements
Stampede Damage: +1 damage dice per improvement
Prerequisites: Strength 13, Constitution 15 and Large Difficulty: +1 on DC per improvement
Once per long rest, the creature can initiate a stampede action gaining Mastery: +1 damage dice and +1 on the DC
invulnerability to physical damage and 30 feet speed for 3 turns.
Improvements Famine of Essence
Speed: +10 feet of speed per improvement Prerequisites: Undead and Constitution 13
Duration: +1 turn of duration per improvement Once every 10 minutes, when the creature can hit its melee attack, it can
Mastery: +1 turns of duration and +10 feet of speed drain its enemy's energy, the target takes 4d10 necrotic damage that is
converted into temporary life for the rune user.
Visceral Bite Improvements
Prerequisite: Strength 13 Damage: +1 damage dice per improvement
Once per long rest, the creature can expand its range by 10 feet and Use: +1 use per improvement
forego an action to channel this rune, causing its next bite attack to Mastery: -2 minutes reload
receive +1 attack and damage and be amplified, transforming it into
a visceral bite that causes 2d10 additional slashing damage and 1d10 Intoxicating Explosion
bleeding per turn until the wound is stopped. The creature making the Uma vez a cada descanso longo a criatura pode utilizar sua ação bônus
attack receives 1 point of exhaustion. para conjurar uma pequena explosão de gás venenoso a sua volta, todos
os inimigos a 5 pés devem realizar uma salvaguarda de Constituição CD
Improvements 16 ou irão receber 8d8 de dano venenoso e irão ficar Intoxicadas até o
Damage: +1 damage dice per improvement final de seu próximo turno, a criatura que canalizou essa runa também
Duration: +1 turn of duration per improvement recebe o mesmo dano porém possui resistência a ele.
Mastery: +1 turns of bleeding duration and -1 exhaustion point Improvements
Damage: +1 damage dice per improvement
Runic Flow
Difficulty: +1 on DC per improvement
Charming Voice Mastery: +1 damage dice and +1 on the DC
Prerequisite: Charisma 13
Once per long rest, the creature uses its voice and bonus action to charm Mystical Rooting
all enemies around it in a 15-foot circle, the targets must perform a Prerequisite: Demonic or Fey Familiar
Charisma DC 16 saving throw, creatures with immunity to charm obtain
automatic success if they fail, for 3 turns they will be susceptible to the Using a bonus action, you can perform an attack on a creature within 30
creature's commands, at the end of each of their turns the saving throw feet of you for 1d8 damage based on the type of familiar. The affected
can be repeated and in case of success the effect ends. creature must make a Charisma CD16 saving throw, if it fails, the
creature will be Restrained until the end of its next turn.
Improvements
Duration: +1 turn of duration per improvement Improvements
Damage: +1 damage dice per improvement
Difficulty: +1 on DC per improvement
Difficulty: +1 on DC per improvement
Mastery: +1 turns of duration and +2 on DC
Mastery: +1 damage dice and +1 on the DC

434
Primal Essence strength as possible to obliterate any enemy in front of it. The creature
Prerequisite: Spark - Primordial Creature makes a total of 3 extra attacks on a single creature 5 feet from you, all
of which are a critical hit if hit, after making the attacks, the creature
Once for a long rest, a Primal Beast can use its bonus action to force
receives 3 points of exhaustion.
a creature up to 30 feet from it, performing a DC 16 Charisma saving
throw, on a failure, the creature will fall prone and be frightened by the Improvements
Primal Beast for 2 turns. Use: +1 uses per improvement
Improvements Exhaustion: -1 point of exhaustion received for improvement
Duration: +1 turn of duration per improvement Mastery: +2 extra uses and +1 extra attack
Difficulty: +1 on DC per improvement
Mastery: +2 turns of duration and +1 on DC Chronomantic Explosion
Prerequisites: 13 Intelligence and spellcasting ability
Unbreakable Will Twice per long rest, the creature can use its action to create a magical
Once every 8 hours, the creature can, upon hitting an attack, raise both and temporal disruption in the present location in which it finds
its energy reserve and its fury to the limit, becoming almost unstoppable. itself, all creatures in a 10-foot circle centered on you must perform a
When using this rune, the creature receives 6d10 in temporary health Constitution DC 21 saving throw so, in case they fail, they will take 8d8
that lasts for 2 turns. Also, it receives 1 point of exhaustion due to the force damage. Also, the rune user receives 1 point of exhaustion.
great effort.
Improvements
Improvements Damage: +1 damage dice per improvement
Life: +1 hit dices per improvement Use: +1 use per improvement
Duration: +1 turn of duration per improvement Mastery: +2 damage dice and +1 turn of duration
Mastery: +2 damage dice and +1 turn of duration
Overpowering shot
Voice of Command Prerequisite: Have a throwing weapon, a breathing weapon, a bow and
Once per long rest, the creature can use its bonus action and voice arrow, or a firearm in hand
with a roar or an order to try to paralyze a single target within 5 feet,
Twice per long rest, the creature can shoot its enemy using its reaction.
a Wisdom DC 16 saving throw must be performed, in case of success
If having one of the prerequisite options at hand, a long-range attack
nothing happens, if the target fails it will be paralyzed until the end of
must be performed against a creature within a 60-foot limit (the line
its next turn.
damage extends all the way to the target), all creatures between the
Improvements sniper and the target must perform a DC 19 Dexterity saving throw, if
Difficulty: +1 on DC per improvement they fail they will receive 8d8 piercing damage. The attack target also
Use: +1 use per improvement takes the damage, automatically failing if the rune user hits it with the hit
Mastery: +2 DC and +5 feet of range or passing if the user misses.

Runic Vortex Improvements


Damage: +1 damage dice per improvement
Adrenaline Rush Use: +1 use per improvement
Prerequisite: 13 Strength, 13 Dexterity, and 13 Constitution Mastery: +2 damage dice and +1 use
Twice per long rest, a creature can, using this rune, unleash as much of its

435
Seismic Tremor Improvements
Prerequisite: 18 Strength Use: +2 uses per improvement
Twice per long rest, the creature can, with a bonus action, reach the Damage: +2 damage dice per improvement
ground where it finds itself with an absurd force. All enemies in a 30-foot Mastery: +2 damage dice and +2 use
cone will have to perform a DC 19 Strength saving throw, if they fail,
they will take 4d8 bludgeoning damage and fall Prone. Transcendence
Improvements Prerequisite: Intelligence 15
Damage: +1 damage dice per improvement Twice per long rest, you can temporarily grant a creature within 60 feet
Use: +1 use per improvement of you the ability to see and understand the lines that connect everyone,
Mastery: +2 damage dice and +1 use until the end of your next turn, that creature gains 2d8 temporary hit
points, 60 feet of true vision, and resistance to physical damage.
Thick Skin Improvements
Twice per long rest, the creature can become incredibly resistant in Duration: +2 turn of duration per improvement
combat for 2 turns, with one free action, the creature can receive +3 in Shield: +2 temporary hit points dice per improvement
its armor class against melee weapon attacks, distance, and resistance to Mastery: +20 feet of speed and +2 uses
the type of first elemental damage it receives.
Improvements
Use: +1 use per improvement
Duration: +1 turn of duration per improvement
Mastery: +2 turns of duration and +1 use

Runic Explosion
Breathlessness
Twice per long rest, the creature can use its reaction to reduce its
exhaustion levels by 5 points when any effect would leave it with 6
exhaustion points, it can also spend a use of the rune with its bonus
action to reduce 3 exhaustion points. Regardless of which option, the
creature that channeled this rune receives 20 feet extra movement until
the end of this turn.
Improvements
Use: +2 uses per improvement
Speed: +20 feet of speed per improvement
Mastery: +20 feet of speed and +2 uses

Corrosive Illusion
Twice per long rest, you can use this rune to create an illusory greenish
rain in a circle from 15 feet to 120 feet from you, this rain that lasts for
2 turns, in which all creatures hostile to you must perform a DC 23
Wisdom saving throw, on a failure they will take 4d8 psychic damage
while in the rune's area of effect, and furthermore, they will believe that
their bodies are being corroded by acid. Creatures that fail in the saving
throw can repeat it at the end of their turns, so they don't take any more
damage and notice the illusion. With success, the creature becomes
immune to this effect for 24 hours.
Improvements
Damage: +2 damage dice per improvement
Duration: +2 turn of duration per improvement
Mastery: +2 damage dice and +2 turn of duration

Glacial Shroud
Once per long rest, you can use this rune to receive Immunity to glacial
damage and a +5 bonus to your AC for two turns.
Improvements
Use: +2 uses per improvement
AC: +2 on AC for improvement
Mastery: +2 on AC and +2 turns duration

Sensory Loss
Once per long rest, the creature can use this rune to inhibit its enemy's
senses. Hostile creatures in a 15-foot circle centered on you must
perform a DC 25 Charisma saving throw, if they fail, they will take 2d8
psychic damage and become blind, deaf, and muted for 2 turns.

436
Suggested Places Demacia
Following are some creature sheets and a suggestion of where they can Red Brambleback
be found. Large plant, chaotic neutral
Descriptions of the creature and its lairs will be in the creature supplement Armor Class: 15 (natural armor)
Santangelo.
Hit Points: 192 (24d10 + 72)
Speed: 30 feet
Bilgewater
STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 17 (+3) 6 (-2) 16 (+3) 13 (+1)
Ocklepod
Small beast, unaligned Skills: Perception +6, Intimidation +4
Armor Class: 14 (natural armor) Senses: Passive perception 16
Hit Points: 50 (10d6 + 20) Damage Resistance: Cold, fire
Speed: 5 feet, fly 30 feet (hover) Damage Immunity: Lightning
STR DEX CON INT WIS CHA Condition Immunity: Blinded, Deafened, Exhaust
15 (+2) 14 (+2) 14 (+2) 4 (-3) 18 (+4) 9 (-1)
Languages: Sylvan (understand)
Skills: Perception +6, Stealth +4
Challenge: 7 (8400 XP)
Condition Immunity: Blinded, Prone
Innate Spellcasting. A red brambleback's casting ability is Charisma (spell save
Senses: Passive perception 16 DC 16, +4 to hit with magic attacks). It can innately cast the following spells
without the need for material components:
Languages: Sylvan (understand)
At Ease. Fire bolt
Challenge: 1/2 (100 XP)
2/day each. Fireball
Actions
Actions
Multiattack. The red brambleback performs two claw attacks. If both attacks
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8
hit a Medium or smaller target, the target is Grappled (Dexterity save DC 16
+ 2) bludgeoning damage.
to escape).
Ray. Ranged Weapon Attack: +4 to hit, reach 25 ft., one target. Hit: 5 (1d6 +
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 +
2) lightning damage.
3) slashing damage.
Runes
Runes
Runic Pulse. Runic Armor
Runic Pulse. Elemental.
Runic Spark. Visceral Bite Complete.
Wharf Rat Runic Flow. Unbreakable Will with 1 improvement.
Small beast, unaligned Runas
Armor Class: 13 Pulso Rúnico. Voracidade.
Hit Points: 32 (8d6 + 8) Fagulha Rúnica. Mordida Visceral Completa.
Speed: 30 feet Fluxo Rúnico. Vontade Inquebrável Completa.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 3 (-4) 9 (-1) 5 (-3)
Skills: Perception +1
Senses: Passive perception 11, darkvision 30 feet
Languages: Sylvan (understand)
Challenge: ¼ (50 XP)
Wharf Agility. Once per round, the wharf rat can use its reaction to perform a
Dexterity save to dodge an attack, if the save is greater than the attack roll, the
rat will not receive any damage.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3)
piercing damage.
Runes
Runic Pulse. Voracity.

Wharf Rat

Red Brambleback

437
Freljord
Silverwing
Huge beast, chaotic good
Armor Class: 17 Blue Sentinel
Large construct, neutral
Hit Points: 312 (26d12 + 156)
Armor Class: 16 (natural armor)
Speed: 35 pés, fly 120 pés
Hit Points: 299 (23d10 + 184)
STR DEX CON INT WIS CHA
28 (+9) 25 (+7) 23 (+6) 9 (-1) 17 (+3) 19 (+4) Speed: 20 feet
Saving Throws: Dexterity +11, Strength +13, Constitution +10 STR DEX CON INT WIS CHA
19 (+4) 7 (-2) 26 (+8) 9(-1) 17 (+3) 13 (+1)
Skills: Intimidation +8, Perception +7
Saving Throws: Constitution +13
Condition Immunity: Frightened
Skills: Intimidation +6, Perception +8
Senses: Passive perception 17
Senses: Passive perception 18, blindsight 10 feet
Languages: Sylvan (understand)
Damage Resistance: Radiant
Challenge: 10 (5900 XP)
Damage Immunity: Slashing, piercing, and necrotic
Legendary Resistance (3/day). If the silverwing fails a save, it can choose to
succeed instead. Condition Immunity: Blinded, Deafened, Exhaust
Actions Languages: Its creator's language
Multiple Attacks. The silverwing can perform three attacks: one with its beak Challenge: 9 (5000 XP)
and two with its claws.
Innate Spellcasting. A blue sentinel's casting ability is Charisma (spell save
Beak. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 DC 15, +7 to hit with magic attacks). It can innately cast the following spells
+ 9) piercing damage. without the need for material components:
Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 At Ease. Ray of frost
+ 9) slashing damage.
2/day each. Magic missile, thunderwave
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 +
Actions
9) bludgeoning damage.
Multiattack. The blue sentinel makes two punch attacks. If both attacks hit a
Legendary Actions
Medium or smaller target, the target is Prone (Dexterity save DC 16 to escape).
Actions. The silverwing can perform 3 legendary actions, chosen from the
Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (3d8 +
options below. Only one legendary action can be used at a time and only at the
4) bludgeoning damage.
end of another creature's turn. The silverwing recovers the legendary actions
spent at the beginning of his turn. Runes
Tail Attack. The silverwing performs a tail attack. Runic Pulse. Mana Drainer.
Wing Attack (Cost 2 Actions). The silverwing flaps its wings. Each creature
Runic Spark. Guerrilla Enhanced Tactic complete.
within 15 feet of the silverwing must succeed in a Dexterity save DC 19 or
take 15 (2d6 + 9) bludgeoning damage and fall. After flapping its wings, the Runic Flow. Unbreakable Will with 3 improvements.
silverwing can fly up to half its fly speed.
Runes
Runic Pulse. Voracity.
Runic Spark. Visceral Bite Complete.
Runic Flow. Unbreakable Will complete.

Silverwing

438
Ionia
Druvask
Large beast, unaligned
Armor Class: 15 (natural armor)
Stone Elemental
Medium elemental, neutral
Hit Points: 112 (14d10 + 42)
Armor Class: 14 (natural armor)
Speed: 30 feet
Hit Points: 90 (15d8 + 30)
STR DEX CON INT WIS CHA
Speed: 30 feet
14 (+2) 12 (+1) 16 (+3) 3 (-4) 13 (+1) 7 (-2)
STR DEX CON INT WIS CHA
Saving Throws: Constitution +5
14 (+2) 8 (-1) 14 (+2) 4 (-3) 8 (-1) 10 (0)
Skills: Intimidation 0
Damage Resistance: Cold
Damage Resistance: Cold
Senses: Passive perception 9, blindsight 10 feet
Senses: Passive perception 11
Languages: Elemental and Sylvan
Languages: Sylvan (understand)
Challenge: 2 (450 XP)
Challenge: 3 (700 XP) Evolutionary Line. This elemental has the ability to evolve over time. If the GM
Charge. The druvask can use its ram as a bonus action when moving at least 10 wishes, it can increase the CR by 1, up to a maximum of 10. For each CR above
feet in a straight line to a target, if it strikes, the target takes an extra 10 (2d8 + the 2nd, this elemental receives +1 AC, 3 additional hit dice, +1 Strength, and
2) bludgeoning damage. If the target is a creature, it must succeed in a Strength +1 Constitution. On CR 10 it receives multiattack.
save of DC 12, or it will be pushed 10 feet away and will be Prone. Actions
Actions Punch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 +
Multiattack. Druvask can perform up to two attacks with its horns in the 2) bludgeoning damage.
same turn. Runes
Horns. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + Runic Pulse. Runic Armor
2) piercing damage.
Runic Spark. Escape Screech with 1 improvement.
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
bludgeoning damage.
Runes Vine Elemental
Runic Pulse. Runic Armor Medium elemental, chaotic neutral
Runic Spark. Sign of War with 2 improvements. Armor Class: 14 (natural armor)
Hit Points: 90 (15d8 + 30)
Speed: 40 feet
Poro STR DEX CON INT WIS CHA
Tiny beast, unaligned 8 (-1) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 10 (0)
Armor Class: 12 Damage Vulnerability: Fire
Hit Points: 6 (2d4 + 2) Senses: Passive perception 11, blindsight 5 feet
Speed: 25 feet Languages: Elemental and Sylvan
STR DEX CON INT WIS CHA
Challenge: 2 (450 XP)
1 (-5) 14 (+2) 12 (+1) 3 (-4) 8 (-1) 8 (-1)
Evolutionary Line. This elemental has the ability to evolve over time. If the GM
Skills: Insight +1, Survival +1
wishes, it can increase the CR by 1, up to a maximum of 10. For each CR above
Senses: Passive perception 9, darkvision 30 feet the 2nd, this elemental receives +1 AC, 3 additional hit dice, +1 Dexterity, and
+1 Constitution. On CR 10 it receives multiattack.
Languages: Sylvan (understand)
Actions
Challenge: 0 (1 XP)
Punch. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 8 (2d6 +
2) bludgeoning damage.
Actions Runes
Harmless Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 Runic Pulse. Mana Drainer.
(1d4 + 2) bludgeoning damage.
Runic Spark. Escape Screech with 1 improvement.
Runes
Runic Pulse. Everyone's Love: Whenever the poro is the target of an attack,
the attacker has a 75% chance of miss the attack.

Druvask

Poro

439
Ixtal
Cloud Elemental Dragon Ocean Elemental Dragon
Gargantuan dragon, chaotic neutral Gargantuan dragon, chaotic neutral
Armor Class: 26 (natural armor) Armor Class: 23 (natural armor)
Hit Points: 480 (32d20 + 160) Hit Points: 540 (30d20 + 240)
Speed: 40 feet, burrowing 40 feet, fly 80 feet Speed: 40 feet, swim 40 feet, fly 80 feet
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
27 (+8) 30 (+10) 21 (+5) 18 (+4) 23 (+6) 21 (+5) 27 (+8) 30 (+10) 27 (+8) 22 (+6) 18 (+4) 23 (+6)
Saving Throws: Dexterity +16, Strength +14, Wisdom +12 Saving Throws: Dexterity +17, Constitution +15, Intelligence +13
Skills: Stealth +16, Perception +12, Insight +12 Skills: Stealth +17, Perception +11
Damage Immunity: Lightning Damage Immunity: Cold
Senses: Passive perception 26, blindsight 60 feet, darkvision 120 feet Senses: Passive perception 21, blindsight 60 feet, darkvision 120 feet
Languages: Ixtali and Draconic Languages: Ixtali and Draconic
Challenge: 20 (25000 XP) Challenge: 21 (33000 XP)
Walking on Ice. The dragon can move and climb frozen surfaces without Amphibian. The dragon can breathe air and water.
having to perform an ability check. Also, difficult terrain made up of ice or
Draconic Recovery. Recover 3d20 hit points on every critical hit.
snow does not cost it extra speed.
Actions
Actions
Multiattack. The dragon can use its Terrifying Presence, it can then make
Multiattack. The dragon can use its Terrifying Presence, it can then make
three attacks: one with its bite and two with its claws.
three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (2d10
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d10
+ 8) piercing damage plus 10 (2d10) cold damage.
+ 8) piercing damage plus 10 (2d10) lightning damage.
Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (3d6
Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 16 (2d6
+ 10) slashing damage.
+ 10) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 16 (2d8 +
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 16 (2d8 +
8) bludgeoning damage.
8) bludgeoning damage.
Terrifying Presence. Each creature, chosen by the dragon, that is up to 120
Terrifying Presence. Each creature, chosen by the dragon, that is up to 120
feet from the dragon and is aware of it, must succeed in a Wisdom save DC 20
feet from the dragon and is aware of it, must succeed in a Wisdom save DC
or be Frightened for 1 minute. A creature can repeat the save at the end of each
20 or be Frightened for 1 minute. A creature can repeat the save at the end of
of its turns, ending the effect on itself if successful. After the end of this round,
each of its turns, ending the effect on itself if successful. If a creature's save is
the target is immune to this effect for the next 24 hours.
successful or if the effect ends on it, the creature will be immune to the dragon's
Terrifying Presence for the next 24 hours. Cold Breath (Recharge 5-6). The dragon can expel a cold explosion in a
100-foot cone. Each creature on the line must succeed in a Dexterity save
Electric Breath (Recharges 5-6). The dragon can expel electricity in a line
DC 23, taking 90 (18d10) cold damage in a failing save, or half that damage
120 feet long and 10 feet wide. Each creature on the line must succeed in a
if successful.
Dexterity save DC 23, taking 80 (16d10) lightning damage in a failing save, or
half that damage if successful. Legendary Actions
Legendary Actions Actions. The dragon can perform 3 legendary actions, chosen from the
options below. Only one legendary action can be used at a time and only at
Actions. The dragon can perform 3 legendary actions, chosen from the
the end of another creature's turn. The dragon recovers the legendary actions
options below. Only one legendary action can be used at a time and only at
spent at the beginning of its turn.
the end of another creature's turn. The dragon recovers the legendary actions
spent at the beginning of its turn. Detect. The dragon performs a Perception check.
Detect. The dragon performs a Perception check. Tail Attack. The dragon performs a tail attack.
Tail Attack. The dragon performs a tail attack. Wing Attack (Cost 2 Actions). The dragon flaps its wings. Each creature
within 15 feet of the dragon must succeed in a Dexterity save DC 22 or take
Wing Attack (Cost 2 Actions). The dragon flaps its wings. Each creature
14 (2d6 + 8) bludgeoning damage and fall Prone. After flapping its wings, the
within 15 feet of the dragon must succeed in a Dexterity save DC 24 or take
dragon can fly up to half its fly speed.
14 (2d6 + 8) bludgeoning damage and fall. After flapping its wings, the dragon
can fly up to half its fly speed. Runes
Runes Runic Pulse. Elemental.
Runic Pulse. Elemental. Runic Spark. Visceral Bite Complete.
Runic Spark. Visceral Bite Complete. Runic Flow. Unbreakable Will complete.
Runic Flow. Charming Voice complete. Runic Vortex. Overpowering shot complete.
Runic Vortex. Adrenaline Rush complete. Runic Explosion. Breathlessness complete.
Runic Explosion. Absence of Sensation complete

440
Kumungu Forest Noxus

Thorn Spitter Basilisk


Large beast, unaligned
Medium plant, chaotic neutral
Armor Class: 16 (natural armor)
Armor Class: 14 (natural armor)
Hit Points: 230 (23d8 + 138)
Hit Points: 102 (17d8+34)
Speed: 30 feet
Speed: 0 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
18 (+4) 7 (-2) 22 (+6) 2 (-4) 12 (+1) 9 (-1)
13 (+1) 7 (-2) 14 (+2) 3 (-4) 12 (+1) 10 (0)
Skills: Intimidation +3
Senses: Blindsight 30 feet (Blind)
Condition Immunity: Frightened
Damage Vulnerability. Fire
Senses: Passive perception 11
Condition Immunity: Blinded, Deafened, Exhaust
Languages: Sylvan (understand)
Languages: Sylvan (understand)
Challenge: 9 (5000 XP)
Challenge: 3 (700 XP)
Powerful Constitution. The basilisk counts as a higher size category when it
determines its load capacity and weight that it can push, drag, or lift.
Actions
Charge. The basilisk can use its ram as a bonus action when moving at least 10
Multiattack. The thorn spitter can perform two thorn attacks. feet in a straight line to a target, if it strikes, the target takes extra 12 (2d8 + 4)
Thorn. Ranged Weapon Attack: +3 to hit, reach 30 ft., one target. Hit: 5 (1d8 bludgeoning damage. If the target is a creature, it must succeed in a Strength
+ 1) piercing damage. save of DC 16, or it will be pushed 10 feet away and will be Prone.

Runes Live Ram. Basilisk can deal twice as much damage to stone and wood
structures.
Runic Pulse. Mana Drainer.
Actions
Runic Spark. Sign of War with 2 improvements.
Multiattack. The basilisk performs one attack with its ram and two horn
attacks per turn.
Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 +
Vine Lasher 4) bludgeoning damage.
Medium plant, chaotic neutral Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 +
Armor Class: 13 (natural armor) 4) piercing damage.
Hit Points: 102 (17d8 + 34) Runes
Speed: 0 ft. Runic Pulse. Runic Armor
STR DEX CON INT WIS CHA Runic Spark. Sign of War complete.
13 (+1) 7 (-2) 14 (+2) 3 (-4) 12 (+1) 10 (0) Runic Flow. Unbreakable Will with 3 improvements.
Skills: -
Senses: Blindsight 30 feet (Blind)
Damage Vulnerability. Fire
Condition Immunity: Blinded, Deafened, Exhaust
Languages: Sylvan (understand)
Basilisk
Challenge: 3 (700 XP)

Actions
Multiattack. The vine lasher can perform two thornwhip attacks.
Thornwhip. Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 5
(1d8 + 1) slashing damage and decreases the hit creature's speed by 10 feet
(this effect does not stack).
Runes
Runic Pulse. Mana Drainer.
Runic Spark. Sign of War with 2 improvements.

Thorn Spitter

441
Runeterra
Drake-Hound
Medium dragon, unaligned
Armor Class: 15 (natural armor)
Ancient Krug
Large beast, unaligned
Hit Points: 126 (21d8 + 42)
Armor Class: 17 (natural armor)
Speed: 30 feet
Hit Points: 312 (26d10 + 182)
STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 15 (+2) 6 (-2) 15 (+2) 10 (0) Speed: 20 feet
Saving Throws: Constitution +5 STR DEX CON INT WIS CHA
15 (+2) 7 (-2) 24 (+7) 3 (-4) 18 (+3) 8 (-1)
Skills: Perception +5
Saving Throws: Constitution +12
Senses: Passive perception 15, darkvision 60 feet
Damage Resistance: Piercing, slashing
Languages: Draconic (understand)
Senses: Passive perception 12, blindsight 5 feet
Challenge: 4 (1100 XP)
Languages: Sylvan (understand)
Keen Hearing and Smelling. Drake-hounds have advantage in Perception
checks related to hearing and smell. Challenge: 9 (5000 XP)
Frenzy. When the drake-hound reduces a target to 0 hit points with a melee Fake Appearance. As long as the ancient krug remains immobile, it is
attack on its turn, it can perform a bonus action to move up to half its speed indistinguishable from any boulder.
and perform a bite attack.
Divide. When the ancient krug receives an attack that would leave it with 0 hit
Pack Tactics. The drake-hound has advantage on an attack roll against a points or less, it splits into 2 krugs.
creature if at least one of its allies is within 5 feet of the creature, and the ally Actions
isn't Incapacitated.
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d8 +
Actions 2) bludgeoning damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 +
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d10 +
3) slashing damage.
2) bludgeoning damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) Runes
piercing damage. If the target is a creature, it must succeed in a Strength save
of DC 15, or it will fall Prone. Runic Pulse. Runic Armor
Runes Runic Spark. Stampede complete.
Runic Pulse. Voracity. Runic Flow. Unbreakable Will with 3 improvements.
Runic Spark. Sign of War with 3 improvements.

Piltover
Dunpor
Medium beast, unaligned Ancient Krug
Armor Class: 10
Hit Points: 30 (10d8 - 10)
Speed: 25 feet
STR DEX CON INT WIS CHA
5 (-3) 11 (0) 9 (-1) 4 (-3) 16 (+3) 6 (-2)
Skills: Perception +5
Senses: Passive perception 15
Languages: Sylvan (understand)
Challenge: 1/2 (100 XP)
Keen Hearing. Dunpors have advantage in Perception checks related to
hearing.
Actions
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (2d4)
bludgeoning damage.
Runes
Runic Pulse. Runic Armor

442
Brown Bear Crimson Raptor
Large beast, unaligned
Medium beast, unaligned
Armor Class: 11 (natural armor)
Armor Class: 15
Hit Points: 56 (7d10 + 21)
Hit Points: 126 (21d8 + 42)
Speed: 40 feet, climb 30 feet
Speed: 30 feet
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
19 (+4) 10 (0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
13 (+1) 21 (+5) 15 (+2) 4 (-3) 16 (+3) 6 (-2)
Skills: Perception +3
Saving Throws: Dexterity +6
Senses: Passive perception 13
Skills: Perception +7
Languages: Sylvan (understand)
Senses: Passive perception 17
Challenge: ¹/₂ (100 XP)
Languages: Sylvan (understand)
Keen Smelling. The bear has advantage in Perception checks that depend on
Challenge: 4 (1100 XP)
smell.
Keen Sight and Smelling. The crimson raptor has advantage in Perception
Actions
checks related to sight and smell.
Multiattack. The brown bear makes two attacks: one with its bite and one
Pack Tactics. The crimson raptor has advantage on an attack roll against a
with its claws.
creature if at least one of its allies is within 5 feet of the creature, and the ally
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) isn't Incapacitated.
piercing damage.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 +
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 +
4) slashing damage.
5) piercing damage.
Runes
Corrosive Saliva. Ranged Weapon Attack: +7 to hit, reach 25 ft., one target.
Runic Pulse. Runic Armor Hit: 14 (3d8 + 2) acid damage.
Runes
Runic Pulse. Voracity.
Camel Runic Spark. Stampede with 3 improvements.
Large beast, unaligned
Armor Class: 9
Hit Points: 14 (2d10 + 4) Crocodile
Large beast, unaligned
Speed: 50 feet
Armor Class: 12 (natural armor)
STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-3) Hit Points: 24 (4d10 + 4)

Senses: Passive perception 9 Speed: 20 feet, swim 30 feet

Languages: Sylvan (understand) STR DEX CON INT WIS CHA


15 (+2) 10 (0) 13 (+1) 2 (-4) 10 (0) 5 (-3)
Challenge: ¹/₈ (25 XP)
Skills: Stealth +2
Senses: Passive perception 10
Actions
Languages: Sylvan (understand)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3)
bludgeoning damage. Challenge: ¼ (50 XP)
Runes Hold Breath. The crocodile can hold its breath for 15 minutes.
Runic Pulse. Native of Region. Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
bludgeoning damage, and the target is Grappled (DC 12 to escape). Until the
grapple ends, the target is Restrained, and the crocodile cannot bite another
target.
Runes
Runic Pulse. Runic Armor

Crimson Raptor

443
Demonic Familiar Dire Wolf
Tiny fiend, lawful evil Large beast, unaligned
Armor Class: 13 Armor Class: 14 (natural armor or created)
Hit Points: 36 (9d4 + 18) Hit Points: 50 (6d10 + 20)
Speed: 25 feet, climb 30 feet Speed: 50 feet
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (0) 16 (+3) 15 (+2) 14 (+2) 12 (+1) 17 (+3) 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
Skills: Deception +5, Stealth +5, Perception +4 Skills: Stealth +4, Perception +3
Damage Vulnerability: Radiant Senses: Passive perception 13
Damage Resistance: Necrotic Languages: Sylvan (understand)
Condition Immunity: Frightened Challenge: 1/2 (100 XP)
Senses: Passive perception 14, darkvision 60 feet Keen Hearing and Smelling. The primal weasel has advantage in Perception
checks that depend on hearing or smell.
Languages: Sylvan, Runic, and 1 common language (telepathy 50 feet)
Pack Tactics. The wolf has an advantage in an attack roll against a target
Challenge: ¹/₄ (50 XP) if at least one of its allies is within 5 feet of the creature, and the ally is not
Mystical Evolution. This creature has the ability to evolve according to its Incapacitated.
summoner. A character with Demonic Pact Runessence upon reaching levels 7, Actions
12, and 17 increases the creature's CR by +3, up to a maximum of 8. For every
3 CR over ¹/₄, this creature gains +2 Strength, +2 Dexterity (increasing AC), Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
+2 Constitution (adding modifier for each hit dice), 8 additional hit dice, +1 DC piercing damage. If the target is a creature, it must succeed on a DC 13 Strength
on web, and +4 damage dice in a bite attack. On CR8 receives +2 Charisma. saving throw or be knocked Prone.
Innate Spellcasting. A familiar's casting ability is Charisma (spell save DC Runes
13). It can innately cast the following spells without the need for material Runic Pulse. Dreadful.
components:
At Ease. minor illusion
Elephant
3/day each. bane, charm person Huge beast, unaligned
Fiend Vision. Magic darkness does not affect the demonic familiar's darkvision. Armor Class: 15 (natural armor)
Magical Resistance. The Familiar has an advantage in saving throws against Hit Points: 72 (8d12 + 24)
magic and magical effects.
Speed: 40 feet
Shapeshifter. The Demonic Familiar can use its action to polymorph into the
forms of a beast, a rat (20 feet fey), crow (20 feet, fly 60 feet) or spider (20 feet, STR DEX CON INT WIS CHA
climbing 40 feet), or in its true form. Your stats are the same in all ways. If killed, 22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (0) 6 (-2)
the familiar returns to its normal form. Senses: Passive perception 10
Actions Languages: Sylvan (understand)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) Challenge: 1 (200 XP)
piercing damage.
Trampling Charge. If the elephant moves at least 20 feet straight toward a
Runes creature and then hits it with a horn attack on the same turn, that target must
CR¼ - Runic Pulse. Mystical Escapade succeed on a DC 16 Strength saving throw or be knocked Prone. If the target
is Prone, the elephant can make one stomp attack against it as a bonus action.
CR2 - Runic Spark. Mystical Speed with 1 improvement.
Actions
CR5 - Mastery. 2 improvements and mastery in Mystical Speed.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 +
CR8 - Runic Flow. Mystical Rooting with 2 improvements 6) piercing damage.

Elephant Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit:
10 (2d4 + 6) bludgeoning damage.
Runes
Runic Pulse. Runic Armor
Runic Spark. Stampede

Demonic Familiar

444
Fey Familiar Giant Bat
Tiny Fey, chaotic neutral Large beast, unaligned
Armor Class: 14 Armor Class: 13
Hit Points: 32 (8d4 + 16) Hit Points: 17 (3d10 + 2)
Speed: 25 feet, fly 40 feet Speed: 10 pés, fly 60 pés
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 12 (+2) 14 (+2) 15 (+2) 15 (+2) 16 (+3) 11 (0) 2 (-4) 12 (+1) 6 (-2)
Skills: Stealth +6, Insight +4, Perception +4 Senses: Passive perception 13, blindsight 60 feet
Damage Vulnerability: Necrotic Languages: Sylvan (understand)
Damage Resistance: Radiant Challenge: ¹/₈ (25 XP)
Condition Immunity: Charmed Echolocation. The bat can't use its blindsight while deafened.
Senses: Passive perception 14, darkvision 30 feet Keen Hearing. The bat has advantage in Perception checks that depend on
hearing.
Languages: Sylvan, Feeric e Spiritual (telepathy 50 pés)
Actions
Challenge: ¹/₄ (50 XP)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3)
Mystical Evolution. This creature has the ability to evolve according to its piercing damage. If the target is a creature, it must succeed on a DC 13 Strength
summoner. A character with Fey Pact Runessence upon reaching levels 7, 12, saving throw or be knocked Prone.
and 17 increases the creature's CR by +3, up to a maximum of 8. For every 3
CR over ¹/₄, this creature gains +2 Strength, +2 Dexterity (increasing AC), +2 Runes
Constitution (adding modifier for each hit dice), 8 additional hit dice, +1 DC Runic Pulse. Dreadful.
on web, and +4 damage dice in a bite attack. On CR8 receives +2 Wisdom.
Innate Spellcasting. A familiar's casting ability is Charisma (spell save DC
12). It can innately cast the following spells without the need for material Giant Boar
components: Large beast, unaligned

At Ease. druidcraft Armor Class: 13 (natural armor)

3/day each. goodberry, entangle Hit Points: 74 (8d10 + 34)

Fey vision. The familiar touches a target and discovers its current emotional Speed: 40 feet
state. If the target fails a DC 12 Charisma saving throw, the familiar will also STR DEX CON INT WIS CHA
know the creature's alignment. Celestials automatically succeed in this saving 17 (+3) 10 (0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)
throw.
Senses: Passive perception 8
Magical Resistance. The Familiar has an advantage in saving throws against Languages: Sylvan (understand)
magic and magical effects. Challenge: 1 (200 XP)
Shapeshifter. The Fey Familiar can use its action to polymorph into the forms Charge. If the boar moves at least 20 feet straight toward a target and then hits
of a beast, a rat (20 feet speed), crow (20 feet, fly 60 feet) or spider (20 feet, it with a ram attack on the same turn, the target takes an extra 4 (2d4) piercing
climbing 40 feet), or in its true form. Your stats are the same in all ways. If killed, damage. If the target is a creature, it must succeed on a DC 13 Strength saving
the familiar returns to its normal form. throw or be knocked prone.
Actions Tireless (Recharges after a Short or Long Rest). If the giant boar takes 10
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) damage or less, that would reduce it to 0 hit points, instead, it is reduced to 1
piercing damage. hit point.

Runes Actions

CR¼ - Runic Pulse. Mystical Escapade Fangs. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
3) slashing damage.
CR2 - Runic Spark. Mystical Speed with 1 improvement.
Runes
CR5 - Mastery. 2 improvements and mastery in Mystical Speed.
Runic Pulse. Dreadful.
CR8 - Runic Flow. Mystical Rooting with 2 improvements
Runic Spark. Escape Screech.

Fey Familiar

445
Giant Constrictor Snake Giant Eagle
Huge beast, unaligned Large beast, neutral good
Armor Class: 12 Armor Class: 13
Hit Points: 66 (8d12 + 18) Hit Points: 43 (5d10 + 18)
Speed: 30 feet, swim 30 feet Speed: 10 pés, fly 80 pés
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (0) 3 (-4) 16 (+3) 17 (+3) 14 (+2) 8 (-1) 14 (+2) 10 (+0)
Skills: Perception +2 Skills: Perception +4
Senses: Passive perception 12, blindsight 10 feet Senses: Passive perception 14
Languages: Sylvan (understand) Languages: Sylvan (understand)
Challenge: 1 (200 XP) Challenge: ¹/₂ (100 XP)
Keen Sight. The giant eagle has advantage in Perception checks that depend
on sight.
Actions
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 +
4) piercing damage. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 +
3) piercing damage.
Constriction. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
(1d8 + 4) bludgeoning damage, and the target is Grappled (DC 14 to escape). Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
Until this grapple ends, the creature is Restrained, and the giant constrictor 3) slashing damage.
snake cannot grab another target.
Runes
Runes
Runic Pulse. Dreadful.
Runic Pulse. Dreadful.
Runic Spark. Visceral Bite Complete.
Giant Elk
Huge beast, unaligned
Giant Crab Armor Class: 14 (natural armor)
Medium beast, unaligned
Hit Points: 66 (7d12 + 24)
Armor Class: 15 (natural armor)
Speed: 60 feet
Hit Points: 16 (3d8 + 4)
STR DEX CON INT WIS CHA
Speed: 30 feet, swim 30 feet 16 (+3) 17 (+3) 14 (+2) 8 (-1) 14 (+2) 10 (+0)
STR DEX CON INT WIS CHA Skills: Perception +4
13 (+1) 15 (+2) 11 (0) 1 (-5) 9 (-1) 3 (-4)
Senses: Passive perception 14
Skills: Stealth +4
Languages: Sylvan (understand)
Senses: Passive perception 9, blindsight 30 feet
Challenge: 1 (200 XP)
Languages: Sylvan (understand)
Charge. If the elk moves at least 20 feet straight toward a target and then hits it
Challenge: ¹/₈ (200 XP) with a ram attack on the same turn, the target takes an extra 7 (2d6) damage.
If the target is a creature, it must succeed on a DC 13 Strength saving throw
Amphibian. The giant crab can breathe air and water.
or be knocked prone.
Actions
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
bludgeoning damage, and the target is Grappled (DC 11 to escape). The giant
bludgeoning damage.
crab has to claws, each of which can grapple only one target.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit:
Runes
7 (1d8 + 3) bludgeoning damage.
Runic Pulse. Dreadful.
Runes
Runic Pulse. Dreadful.
Runic Spark. Escape Screech.
Giant Constrictor Snake

446
Giant Goat Giant Owl
Large beast, unaligned Large beast, neutral
Armor Class: 11 (natural armor) Armor Class: 12
Hit Points: 27 (3d10 + 12) Hit Points: 30 (4d10 + 10)
Speed: 40 feet Speed: 5 feet, fly 60 feet
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 11 (0) 14 (+2) 3 (-4) 12 (+1) 6 (-2) 13 (+1) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (0)
Senses: Passive perception 11 Skills: Stealth +4, Perception +5
Languages: Sylvan (understand) Senses: Passive perception 15, darkvision 120 feet
Challenge: ¼ (50 XP) Languages: Sylvan (understand)
Charge. If the goat moves at least 20 feet straight toward a target and then Challenge: ¹/₄ (50 XP)
hits it with a ram attack on the same turn, the target takes an extra 2 (1d4)
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an
bludgeoning damage. If the target is a creature, it must succeed on a DC 13
enemy's reach.
Strength saving throw or be knocked prone.
Keen Hearing and Sight. The owl has advantage in Perception checks that
Sure-Footed. The goat has advantage on Strength and Dexterity saving
depend on hearing or sight.
throws made against effects that would knock it Prone.
Actions
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 +
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3)
1) slashing damage.
bludgeoning damage.
Runes
Runes
Runic Pulse. Dreadful.
Runic Pulse. Dreadful.
Giant Poisonous Snake
Giant Hyena Medium beast, unaligned
Large beast, unaligned
Armor Class: 14
Armor Class: 12
Hit Points: 43 (7d8 + 15)
Hit Points: 50 (6d10 + 20)
Speed: 30 feet, swim 30 feet
Speed: 50 feet
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (0) 18 (+4) 13 (+1) 2 (-4) 10 (0) 3 (-4)
16 (+3) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
Skills: Perception +2
Skills: Perception +3
Senses: Passive perception 12, blindsight 10 feet
Senses: Passive perception 13
Languages: Sylvan (understand)
Languages: Sylvan (understand)
Challenge: 1/2 (100 XP)
Challenge: ¹/₂ (100 XP)
Frenzy. When the hyena reduces a target to 0 hit points with a melee attack on
Actions
its turn, it can perform a bonus action to move up to half its speed and perform
a bite attack. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4)
piercing damage, and the target must make a DC 11 Constitution saving throw,
Actions
taking 3 (1d6) poison damage on a failed save or half of it on a successful one.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
Runes
piercing damage.
Runic Pulse. Dreadful.
Runes
Runic Pulse. Dreadful.
Giant Rat
Medium beast, unaligned
Giant Lizard
Large beast, unaligned Armor Class: 12
Armor Class: 12 (natural armor) Hit Points: 14 (3d8 + 2)
Hit Points: 15 (2d10 + 5) Speed: 30 feet
Speed: 30 feet, climb 30 feet STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 11 (0) 2 (-4) 10 (0) 4 (-3)
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (0) 5 (-3) Senses: Passive perception 10, darkvision 60 feet
Senses: Passive perception 10, darkvision 30 feet Languages: Sylvan (understand)
Languages: Sylvan (understand) Challenge: ¹/₈ (25 XP)
Challenge: ¹/₈ (25 XP) Keen Smelling. The rat has advantage in Perception checks that depend on
smell.

Actions Pack Tactics. The rat has advantage in an attack roll against a target if at least
one of its allies is within 5 feet of the creature, and the ally is not Incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)
piercing damage. Actions

Runes Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)
piercing damage.
Runic Pulse. Dreadful.
Runes
Runic Pulse. Dreadful.

447
Giant Spider Giant Vulture
Large beast, unaligned Large beast, neutral evil
Armor Class: 14 (natural armor) Armor Class: 10
Hit Points: 44 (6d10 + 14) Hit Points: 71 (9d10 + 26)
Speed: 30 feet, climb 30 feet Speed: 10 pés, fly 60 pés
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (0) 4 (-3) 15 (+2) 10 (0) 15 (+2) 6 (-2) 12 (+1) 7 (-2)
Skills: Stealth +7 Skills: Perception +5
Senses: Passive perception 10, blindsight 10 feet, darkvision 60 feet Senses: Passive perception 15
Languages: Sylvan (understand) Languages: Sylvan (understand)
Challenge: ¹/₂ (100 XP) Challenge: 1/2 (100 XP)
Spider Climbing. The spider can climb difficult surfaces, even upside down on Keen Sight and Smelling. The giant vulture has advantage in Perception
the ceiling, without having to make an ability check. checks that depend on sight or smell.
Web Sense. While in contact with a web, the spider knows the exact location Pack Tactics. The giant vulture has advantage on an attack roll against a
of any other creature in contact with the same web. creature if at least one of its allies is within 5 feet of the creature, and the ally
isn't Incapacitated.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
2) piercing damage.
3) piercing damage, and the target must make a DC 11 Constitution saving
throw, taking 4 (1d8) poison damage on a failed save or half as much damage Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 +
on a successful one. If the poison damage reduces the target to 0 hit points, the 2) slashing damage.
target is stable but Intoxicated for 1 hour, even after regaining hit points, and is
Runes
Paralyzed while Intoxicated in this way.
Runic Pulse. Dreadful.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 30/ 60 ft., one
target. Hit: The target is Restrained by webbing. As an action, the Restrained
target can make a DC 12 Strength check, bursting the webbing on a success.
The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to Giant Wasp
fire damage; immunity to bludgeoning, poison, and psychic damage). Medium beast, unaligned
Runes Armor Class: 12
Runic Pulse. Dreadful. Hit Points: 30 (6d8 + 6)
Speed: 10 feet, fly 50 feet
STR DEX CON INT WIS CHA
Giant Toad 10 (0) 14 (+2) 10 (0) 1 (-5) 10 (0) 3 (-4)
Medium beast, unaligned
Senses: Passive perception 10
Armor Class: 11
Languages: Sylvan (understand)
Hit Points: 68 (10d10 +18)
Challenge: ¹/₄ (50 XP)
Speed: 20 feet, swim 40 feet
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (0) 3 (-4) Actions
Senses: Passive perception 12, darkvision 30 feet Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +
2) piercing damage, and the target must make a DC 11 Constitution saving
Languages: Sylvan (understand) throw, taking 3 (1d6) poison damage on a failed save or half as much damage
Challenge: ¹/₂ (100 XP) on a successful one. If the poison damage reduces the target to 0 hit points, the
target is stable but Intoxicated for 1 hour, even after regaining hit points, and is
Amphibian. The toad can breathe air and water. Paralyzed while Intoxicated in this way.
Standing Leap. The toad's long jump is up to 20 feet, and its high jump is up to Runes
10 feet, with or without a running start.
Runic Pulse. Dreadful.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 +
2) piercing damage, and the target is Grappled (DC 13 to escape). Until the
grapple ends, the target is Restrained, and the crocodile cannot bite another
target.
Swallow. The toad makes one bite attack against a Medium or smaller target it Giant Wasp
is grappling. If the attack hits, the target is swallowed, and the grapple ends. The
swal lowed target is Blinded and Restrained, it has total cover against attacks
and other effects outside the toad, and it takes 6 (2d6) acid damage at the start
of each of the toad's turns. The toad can have only one target swallowed at a
time. If the toad dies, a swallowed creature is no longer restrained by it and can
escape from the corpse using 5 feet of movement, exiting prone.
Runes
Runic Pulse. Dreadful.

448
Giant Weasel Greater Murkwolf
Large beast, unaligned Medium beast, unaligned
Armor Class: 13 Armor Class: 13
Hit Points: 14 (2d10 + 4) Hit Points: 144 (24d8 + 48)
Speed: 40 feet Speed: 40 feet
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (0) 16 (+3) 10 (0) 4 (-3) 12 (+1) 5 (-3) 15 (+2) 16 (+3) 15 (+2) 3 (-4) 13 (+1) 6 (-2)
Skills: Stealth +5, Perception +3 Skills: Stealth +6, Perception +4, Intimidation +5
Senses: Passive perception 13, darkvision 60 feet Senses: Passive perception 16, darkvision 30 feet
Languages: Sylvan (understand) Languages: Sylvan (understand)
Challenge: ¹/₈ (25 XP) Challenge: 5 (1800 XP)
Keen Hearing and Smelling. The giant weasel has advantage in Perception Keen Hearing and Smelling. Murkwolf has advantage in Perception checks
checks that depend on sight or smell. related to hearing and smell.
Actions Pack Tactics. The murkwolf has advantage on an attack roll against a creature
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) if at least one of its allies is within 5 feet of the creature, and the ally isn't
piercing damage. Incapacitated.

Runes Actions

Runic Pulse. Dreadful Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 +
3) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d8 +
Gorilla 2) piercing damage.
Medium beast, unaligned
Runes
Armor Class: 12
Runic Pulse. Voracity.
Hit Points: 30 (5d8 + 10)
Runic Spark. Visceral Bite Complete.
Speed: 30 feet, climb 30 feet
STR DEX CON INT WIS CHA Gromp
15 (+2) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2) Large beast, unaligned
Skills: Athletics +5, Perception +3 Armor Class: 14
Senses: Passive perception 13 Hit Points: 150 (15d10 + 75)
Languages: Sylvan (understand) Speed: 20 feet
Challenge: ¼ (50 XP) STR DEX CON INT WIS CHA
11 (0) 19 (+4) 20 (+5) 3 (-4) 14 (+2) 8 (-1)
Skills: Perception +6
Actions
Senses: Passive perception 16
Multiattack. The gorilla makes two fist attacks. Languages: Sylvan (understand)
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Challenge: 4 (1100 XP)
bludgeoning damage. Keen Hearing. Gromp has advantage in Perception checks related to hearing.
Poisoned Skin. The gromp has a skin that at the touch can cause hallucinations,
Rock. Ranged Weapon Attack: +4 to hit, reach 25/ 50 ft., one target. Hit: 5
any creature that the touch must perform a DC 16 Constitution saving throw,
(1d6 + 2) bludgeoning damage.
in a failure, the creature will be hallucinated for 1 minute and will attack the
Runes creature closest to it, in success the creature is immune to this effect for 24
Runic Pulse. Runic Armor hours. At the end of each of its turns, the target can repeat the saving throw
to end the condition.
Actions
Gromp Multiattack. The gromp performs two tongue attacks.
Tongue. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6
+ 4) bludgeoning damage.
Hallucinogenic Poison. Ranged Weapon Attack: +8 to hit, reach 20 ft., one
target. If the target is a creature, it must succeed in DC 17 Constitution saving
throw against the poison, or it will be Paralyzed until healed. Every minute, the
creature must repeat the save, reducing its maximum hit point by 4 (1d8) if it
fails. This reduction lasts until cured. The creature dies if the poison reduces its
maximum hit points to 0.
Runes
Runic Pulse. Mana Drainer.
Runic Spark. Escape Screech with 3 improvements.

449
Horned Horse Krug
Large beast, unaligned Medium beast, unaligned
Armor Class: 10 Armor Class: 15 (natural armor)
Hit Points: 64 (8d10 + 24) Hit Points: 200 (20d8 + 120)
Speed: 40 feet Speed: 20 feet
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 11 (0) 16 (+3) 4 (-3) 10 (0) 6 (-2) 15 (+2) 7 (-2) 23 (+6) 3 (-4) 18 (+3) 8 (-1)
Skills: Athletics +5 Saving Throws: Constitution +10
Senses: Passive perception 10 Damage Resistance: Piercing, slashing
Languages: Sylvan (understand) Senses: Passive perception 12, blindsight 5 feet
Challenge: 1 (200 XP) Languages: Sylvan (understand)
Trampling Charge. If the horse moves at least 20 feet straight toward a Challenge: 5 (1800 XP)
creature and then hits it with a horn attack on the same turn, that target must
Fake Appearance. As long as the krug remains immobile, it is indistinguishable
succeed on a DC 14 Strength saving throw or be knocked prone. If the target
from any boulder.
is Prone, the elephant can make one stomp attack against it as a bonus action.
Actions
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 +
Horns. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
2) bludgeoning damage.
3) piercing damage.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d10 +
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
2) bludgeoning damage.
3) bludgeoning damage.
Runes
Runes
Runic Pulse. Mana Drainer.
Runic Pulse. Runic Armor
Runic Spark. Stampede complete.
Runic Spark. Sign of War.

Killer Whale Lion


Large beast, unaligned
Huge beast, unaligned
Armor Class: 12
Armor Class: 12 (natural armor)
Hit Points: 42 (7d10 + 7)
Hit Points: 73 (9d12 + 19)
Speed: 50 feet
Speed: 0 feet, swim 60 feet
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1)
19 (+4) 10 (0) 13 (+1) 3 (-4) 12 (+1) 7 (-2)
Skills: Stealth +6, Perception +3
Skills: Perception +3
Senses: Passive perception 13
Senses: Passive perception 13, blindsight 120 feet
Languages: Sylvan (understand)
Languages: Sylvan (understand)
Challenge: ¹/₂ (100 XP)
Challenge: 1 (200 XP)
Keen Smelling. The lion has advantage in Perception checks that depend on
Echolocation. The whale can't use its blindsight while deafened.
smell.
Hold Breath. The whale can hold its breath for 30 minutes.
Pack Tactics. The lion has advantage in an attack roll against a target if at least
Keen Hearing. The primal eagle has advantage in Perception checks that one of its allies is within 5 feet of the creature, and the ally is not Incapacitated.
depend on hearing.
Pounce. If the lion moves at least 20 feet straight toward a creature and then
Actions hits it with a claw attack on the same turn, that target must succeed on a DC
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) 13 Strength saving throw or be knocked Prone. If the target is Prone, the lion
piercing damage. can make one stomp attack against it as a bonus action.

Runes Running Leap. With a 10-foot running start, the lion can long jump up to 25
feet.
Runic Pulse. Dreadful.
Actions
Runic Spark. Visceral Bite Complete.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.
Lion Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
3) slashing damage.
Runes
Runic Pulse. Voracity.

450
Murkwolf Poisonous Toad
Medium beast, unaligned Tiny beast, unaligned
Armor Class: 12 Armor Class: 11
Hit Points: 102 (17d8 + 34) Hit Points: 4 (1d10 - 1)
Speed: 40 feet Speed: 20 feet, swim 20 feet
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 5 (-3) 1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)
Skills: Stealth +4, Perception +3 Skills: Stealth +3, Perception +1
Senses: Passive perception 13, darkvision 30 feet Senses: Passive perception 11, darkvision 60 feet
Languages: Sylvan (understand) Languages: Sylvan
Challenge: 3 (700 XP) Challenge: 0 (10 XP)
Keen Hearing and Smelling. Murkwolf has advantage in Perception checks Amphibian. The toad can breathe air and water.
related to hearing and smell. Standing Leap. The toad's long jump is up to 10 feet, and its high jump is up to
5 feet, with or without a running start.
Pack Tactics. The murkwolf has advantage on an attack roll against a creature
if at least one of its allies is within 5 feet of the creature, and the ally isn't Poisoned Skin. When touching a poisonous frog, it must succeed in a
Incapacitated. Constitution saving throw DC 13, in a failure, it is Stunned for 1 minute. At
the end of each of its turns, the target can repeat the saving throw to end the
Actions
condition.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 +
Actions
2) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
piercing damage. Runes
Runes Runic Pulse. Mana Drainer.
Runic Pulse. Voracity.
Runic Spark. Visceral Bite with 2 improvements.
Primal Bat
Large beast, unaligned
Armor Class: 13
Panther
Medium beast, unaligned Hit Points: 50 (10d10)
Armor Class: 12 Speed: 10 pés, fly 60 pés
Hit Points: 20 (5d8) STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (0) 2 (-4) 12 (+1) 6 (-2)
Speed: 50 feet, climb 40 feet
Senses: Passive perception 13, blindsight 60 feet
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (0) 3 (-4) 14 (+2) 7 (-2) Languages: Sylvan (understand)
Skills: Stealth +6, Perception +4 Challenge: 1 (200 XP)
Senses: Passive perception 14 Evolutionary Essence. This creature has the ability to evolve according to
its summoner. A character with Vastaya Awaken upon reaching levels 7, 12,
Languages: Sylvan (understand) and 17 increases the creature's CR by +3, up to a maximum of 10. For every
Challenge: ¼ (50 XP) 3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC),
+3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2
Keen Smelling. The panther has advantage in Perception checks that depend
DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3
on smell.
Wisdom.
Pounce. If the panther moves at least 20 feet straight toward a creature and
Echolocation. The bat can't use its blindsight while deafened.
then hits it with a claw attack on the same turn, that target must succeed on a
DC 12 Strength saving throw or be knocked Prone. If the target is Prone, the Keen Hearing. The bat has advantage in Perception checks that depend on
elephant can make one stomp attack against it as a bonus action. hearing.
Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage. piercing damage. If the target is a creature, it must succeed on a DC 13 Strength
saving throw or be knocked Prone.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +
2) slashing damage. Runes
Runes CR1 - Runic Pulse. Native of Region.
Runic Pulse. Voracity. CR1 - Runic Spark. Creature Primordial.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.

Poisonous Toad

451
Primal Bear Primal Boar
Large beast, unaligned Large beast, unaligned
Armor Class: 11 (natural armor) Armor Class: 13 (natural armor)
Hit Points: 80 (10d10 + 30) Hit Points: 72 (9d10 + 27)
Speed: 40 feet, climb 30 feet Speed: 40 feet
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) 17 (+3) 10 (0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)
Skills: Perception +3 Senses: Passive perception 8
Senses: Passive perception 13 Languages: Sylvan (understand)
Languages: Sylvan (understand) Challenge: 1 (200 XP)
Challenge: 1 (200 XP) Evolutionary Essence. This creature has the ability to evolve according to
its summoner. A character with Vastaya Awaken upon reaching levels 7, 12,
Evolutionary Essence. This creature has the ability to evolve according to its
and 17 increases the creature's CR by +3, up to a maximum of 10. For every
summoner. A character with Vastaya Awaken upon reaching levels 7, 12, and
3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC),
17 increases the creature's CR by +3, up to a maximum of 10. For every 3
+3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2
CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC), +3
DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3
Constitution (adding modifier for each hit dice), 10 additional hit dice, +2 DC,
Wisdom.
and +5 damage dice in a natural weapon attack. On CR10 receives +3 Wisdom.
Keen Smelling. The bear has advantage in Perception checks that depend on Charge. If the boar moves at least 20 feet straight toward a target and then hits
smell. it with a ram attack on the same turn, the target takes an extra 4 (2d4) piercing
damage. If the target is a creature, it must succeed on a DC 13 Strength saving
Actions
throw or be knocked prone.
Multiattack. The brown bear makes two attacks: one with its bite and one
with its claws. Tireless (Recharges after a Short or Long Rest). If the primal boar takes 10
damage or less, that would reduce it to 0 hit points, instead, it is reduced to 1
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) hit point.
piercing damage.
Actions
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6)
Fangs. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 +
slashing damage.
3) slashing damage.
Runes
Runes
CR1 - Runic Pulse. Native of Region.
CR1 - Runic Pulse. Native of Region.
CR1 - Runic Spark. Creature Primordial.
CR1 - Runic Spark. Creature Primordial.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.

Primal Camel
Large beast, unaligned
Armor Class: 9
Primal Boar Hit Points: 63 (9d10 + 18)
Speed: 50 feet
STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-3)
Senses: Passive perception 9
Languages: Sylvan (understand)
Challenge: 1 (200 XP)
Evolutionary Essence. This creature has the ability to evolve according to
its summoner. A character with Vastaya Awaken upon reaching levels 7, 12,
and 17 increases the creature's CR by +3, up to a maximum of 10. For every
3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC),
+3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2
DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3
Wisdom.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
bludgeoning damage.
Runes
CR1 - Runic Pulse. Native of Region.
CR1 - Runic Spark. Creature Primordial.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.

452
Primal Constrictor Snake Primal Crab
Large beast, unaligned Large beast, unaligned
Armor Class: 12 Armor Class: 15 (natural armor)
Hit Points: 66 (11d10 + 11) Hit Points: 55 (11d10)
Speed: 30 feet, swim 30 feet Speed: 30 feet, swim 30 feet
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (0) 3 (-4) 13 (+1) 15 (+2) 11 (0) 1 (-5) 9 (-1) 3 (-4)
Skills: Perception +2 Skills: Stealth +4
Senses: Passive perception 12, blindsight 10 feet Senses: Passive perception 9, blindsight 30 feet
Languages: Sylvan (understand) Languages: Sylvan (understand)
Challenge: 1 (200 XP) Challenge: 1 (200 XP)
Evolutionary Essence. This creature has the ability to evolve according to Evolutionary Essence. This creature has the ability to evolve according to
its summoner. A character with Vastaya Awaken upon reaching levels 7, 12, its summoner. A character with Vastaya Awaken upon reaching levels 7, 12,
and 17 increases the creature's CR by +3, up to a maximum of 10. For every and 17 increases the creature's CR by +3, up to a maximum of 10. For every
3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC), 3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC),
+3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2 +3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2
DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3 DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3
Wisdom. Wisdom.
Actions Amphibian. The primal crab can breathe air and water.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + Actions
4) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1)
Constriction. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 bludgeoning damage, and the target is Grappled (DC 11 to escape). The primal
(1d8 + 4) bludgeoning damage, and the target is Grappled (DC 14 to escape). crab has to claws, each of which can grapple only one target.
Until this grapple ends, the creature is Restrained, and the giant constrictor
Runes
snake cannot grab another target.
CR1 - Runic Pulse. Native of Region.
Runes
CR1 - Runic Spark. Creature Primordial.
CR1 - Runic Pulse. Native of Region.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR1 - Runic Spark. Creature Primordial.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR10 - Mastery. 2 improvements and mastery in Primal Essence. Primal Crocodile
Large beast, unaligned
Armor Class: 12 (natural armor)
Hit Points: 72 (12d10 + 12)
Speed: 20 feet, swim 30 feet
STR DEX CON INT WIS CHA
15 (+2) 10 (0) 13 (+1) 2 (-4) 10 (0) 5 (-3)
Skills: Stealth +2
Senses: Passive perception 10
Languages: Sylvan (understand)
Challenge: 1 (200 XP)
Evolutionary Essence. This creature has the ability to evolve according to its
Primal Crab summoner. A character with Vastaya Awaken upon reaching levels 7, 12, and
17 increases the creature's CR by +3, up to a maximum of 10. For every 3
CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC), +3
Constitution (adding modifier for each hit dice), 10 additional hit dice, +2 DC,
and +5 damage dice in a natural weapon attack. On CR10 receives +3 Wisdom.
Hold Breath. The primal crocodile can hold its breath for 15 minutes.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 +
2) piercing damage, and the target is Grappled (DC 12 to escape). Until the
grapple ends, the target is Restrained, and the crocodile cannot bite another
target.
Runes
CR1 - Runic Pulse. Native of Region.
CR1 - Runic Spark. Creature Primordial.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.

453
Primal Eagle Primal Elephant
Large beast, neutral good
Huge beast, unaligned
Armor Class: 13
Armor Class: 15 (natural armor)
Hit Points: 63 (9d10 + 18)
Hit Points: 72 (8d12 + 24)
Speed: 10 pés, fly 80 pés
Speed: 40 feet
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 8 (−1) 14 (+2) 10 (+0)
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (0) 6 (-2)
Skills: Perception +4
Senses: Passive perception 10
Senses: Passive perception 14
Languages: Sylvan (understand)
Languages: Sylvan (understand)
Challenge: 1 (200 XP)
Challenge: 1 (200 XP) Evolutionary Essence. This creature has the ability to evolve according to
Evolutionary Essence. This creature has the ability to evolve according to its its summoner. A character with Vastaya Awaken upon reaching levels 7, 12,
summoner. A character with Vastaya Awaken upon reaching levels 7, 12, and and 17 increases the creature's CR by +3, up to a maximum of 10. For every
17 increases the creature's CR by +3, up to a maximum of 10. For every 3 3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC),
CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC), +3 +3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2
Constitution (adding modifier for each hit dice), 10 additional hit dice, +2 DC, DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3
and +5 damage dice in a natural weapon attack. On CR10 receives +3 Wisdom. Wisdom.
Keen Sight. The primal eagle has advantage in Perception checks that depend
TramplingCharge. If the elephant moves at least 20 feet straight toward a
on sight.
creature and then hits it with a horn attack on the same turn, that target must
Actions succeed on a DC 16 Strength saving throw or be knocked Prone. If the target
is Prone, the elephant can make one stomp attack against it as a bonus action.
Multiattack. The primal eagle makes two attacks: one with its beak and one
with its claws. Actions
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 +
3) piercing damage. 6) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit:
3) slashing damage. 10 (2d4 + 6) bludgeoning damage.
Runes Runes
CR1 - Runic Pulse. Native of Region. CR1 - Runic Pulse. Native of Region.
CR1 - Runic Spark. Creature Primordial. CR1 - Runic Spark. Creature Primordial.
CR4 - Improvement. 3 improvements in Creature Primordial. CR4 - Improvement. 3 improvements in Creature Primordial.
CR7 - Runic Flow. Primal Essence with 1 improvement. CR7 - Runic Flow. Primal Essence with 1 improvement.
CR10 - Mastery. 2 improvements and mastery in Primal Essence. CR10 - Mastery. 2 improvements and mastery in Primal Essence.

Primal Elephant

454
Primal Elk Primal Goat
Large beast, unaligned
Large beast, unaligned
Armor Class: 11 (natural armor)
Armor Class: 14 (natural armor)
Hit Points: 70 (10d10 + 20)
Hit Points: 70 (10d10 + 20)
Speed: 40 feet
Speed: 60 feet
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
17 (+3) 11 (0) 14 (+2) 3 (-4) 12 (+1) 6 (-2)
16 (+3) 17 (+3) 14 (+2) 8 (-1) 14 (+2) 10 (+0)
Senses: Passive perception 11
Skills: Perception +4
Languages: Sylvan (understand)
Senses: Passive perception 14
Challenge: 1 (200 XP)
Languages: Sylvan (understand)
Evolutionary Essence. This creature has the ability to evolve according to
Challenge: 1 (200 XP)
its summoner. A character with Vastaya Awaken upon reaching levels 7, 12,
Evolutionary Essence. This creature has the ability to evolve according to and 17 increases the creature's CR by +3, up to a maximum of 10. For every
its summoner. A character with Vastaya Awaken upon reaching levels 7, 12, 3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC),
and 17 increases the creature's CR by +3, up to a maximum of 10. For every +3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2
3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC), DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3
+3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2 Wisdom.
DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3
Charge. If the goat moves at least 20 feet straight toward a target and then
Wisdom.
hits it with a ram attack on the same turn, the target takes an extra 6 (2d6)
Charge. If the elk moves at least 20 feet straight toward a target and then hits it bludgeoning damage. If the target is a creature, it must succeed on a DC 13
with a ram attack on the same turn, the target takes an extra 6 (2d6) damage. Strength saving throw or be knocked prone.
If the target is a creature, it must succeed on a DC 13 Strength saving throw
Sure-Footed. The goat has advantage on Strength and Dexterity saving
or be knocked prone.
throws made against effects that would knock it Prone.
Actions
Actions
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
bludgeoning damage.
bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit:
Runes
7 (1d8 + 3) bludgeoning damage.
CR1 - Runic Pulse. Native of Region.
Runes
CR1 - Runic Spark. Creature Primordial.
CR1 - Runic Pulse. Native of Region.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR1 - Runic Spark. Creature Primordial.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.

Primal Elk

455
Primal Gorilla Primal Hyena
Large beast, unaligned Large beast, unaligned
Armor Class: 12 Armor Class: 12
Hit Points: 70 (10d10 + 20) Hit Points: 63 (9d10 + 18)
Speed: 30 feet, climb 30 feet Speed: 50 feet
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2) 16 (+3) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
Skills: Athletics +5, Perception +3 Skills: Perception +3
Senses: Passive perception 13 Senses: Passive perception 13
Languages: Sylvan (understand) Languages: Sylvan (understand)
Challenge: 1 (200 XP) Challenge: 1 (200 XP)
Evolutionary Essence. This creature has the ability to evolve according to Evolutionary Essence. This creature has the ability to evolve according to its
its summoner. A character with Vastaya Awaken upon reaching levels 7, 12, summoner. A character with Vastaya Awaken upon reaching levels 7, 12, and
and 17 increases the creature's CR by +3, up to a maximum of 10. For every 17 increases the creature's CR by +3, up to a maximum of 10. For every 3
3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC), CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC), +3
+3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2 DC,
DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3 and +5 damage dice in a natural weapon attack. On CR10 gain +3 Wisdom.
Wisdom.
Frenzy. When the hyena reduces a target to 0 hit points with a melee attack on
Actions its turn, it can perform a bonus action to move up to half its speed and perform
Multiattack. The gorilla makes two fist attacks. a bite attack.
Actions
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
bludgeoning damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.
Rock. Ranged Weapon Attack: +4 to hit, reach 25/ 50 ft., one target. Hit: 6
(1d8 + 2) bludgeoning damage. Runes
Runes CR1 - Runic Pulse. Native of Region.
CR1 - Runic Pulse. Native of Region. CR1 - Runic Spark. Creature Primordial.
CR1 - Runic Spark. Creature Primordial. CR4 - Improvement. 3 improvements in Creature Primordial.
CR4 - Improvement. 3 improvements in Creature Primordial. CR7 - Runic Flow. Primal Essence with 1 improvement.
CR7 - Runic Flow. Primal Essence with 1 improvement. CR10 - Mastery. 2 improvements and mastery in Primal Essence.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.
Primal Killer Whale
Huge beast, unaligned
Primal Horse
Large beast, unaligned Armor Class: 12 (natural armor)
Armor Class: 11 Hit Points: 72 (9d12 + 18)
Hit Points: 54 (9d10 + 9) Speed: 0 feet, swim 60 feet
Speed: 60 feet STR DEX CON INT WIS CHA
19 (+4) 10 (0) 14 (+2) 3 (-4) 12 (+1) 7 (-2)
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) Skills: Perception +3
Senses: Passive perception 11 Senses: Passive perception 13, blindsight 120 feet
Languages: Sylvan (understand) Languages: Sylvan (understand)
Challenge: 1 (200 XP) Challenge: 1 (200 XP)
Evolutionary Essence. This creature has the ability to evolve according to its Evolutionary Essence. This creature has the ability to evolve according to its
summoner. A character with Vastaya Awaken upon reaching levels 7, 12, and summoner. A character with Vastaya Awaken upon reaching levels 7, 12, and
17 increases the creature's CR by +3, up to a maximum of 10. For every 3 17 increases the creature's CR by +3, up to a maximum of 10. For every 3
CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC), +3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC), +3
Constitution (adding modifier for each hit dice), 10 additional hit dice, +2 DC, Constitution (adding modifier for each hit dice), 10 additional hit dice, +2 DC,
and +5 damage dice in a natural weapon attack. On CR10 gain +3 Wisdom. and +5 damage dice in a natural weapon attack. On CR10 gain +3 Wisdom.
Trampling Charge. If the horse moves at least 20 feet straight toward a Echolocation. The whale can't use its blindsight while deafened.
creature and then hits it with a horn attack on the same turn, that target must
Hold Breath. The whale can hold its breath for 30 minutes.
succeed on a DC 12 Strength saving throw or be knocked Prone. If the target
is Prone, the elephant can make one stomp attack against it as a bonus action. Keen Hearing. The primal eagle has advantage in Perception checks that
Actions depend on hearing.

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + Actions
2) bludgeoning damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4)
Runes piercing damage.

CR1 - Runic Pulse. Native of Region. Runes


CR1 - Runic Pulse. Native of Region.
CR1 - Runic Spark. Creature Primordial.
CR1 - Runic Spark. Creature Primordial.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.

456
Primal Lion Primal Lizard
Large beast, unaligned Large beast, unaligned
Armor Class: 14 (natural armor) Armor Class: 12 (natural armor)
Hit Points: 66 (11d10 + 11) Hit Points: 66 (11d10 + 11)
Speed: 50 feet Speed: 30 feet, climb 30 feet
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1) 15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (0) 5 (-3)
Skills: Stealth +6, Perception +3 Senses: Passive perception 10, darkvision 30 feet
Senses: Passive perception 13 Languages: Sylvan (understand)
Languages: Sylvan (understand) Challenge: 1 (200 XP)
Challenge: 1 (200 XP) Evolutionary Essence. This creature has the ability to evolve according to
its summoner. A character with Vastaya Awaken upon reaching levels 7, 12,
Evolutionary Essence. This creature has the ability to evolve according to
and 17 increases the creature's CR by +3, up to a maximum of 10. For every
its summoner. A character with Vastaya Awaken upon reaching levels 7, 12,
3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC),
and 17 increases the creature's CR by +3, up to a maximum of 10. For every
+3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2
3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC),
DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3
+3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2
Wisdom.
DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3
Wisdom. Actions
Keen Smelling. The lion has advantage in Perception checks that depend on Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
smell. piercing damage.
Pounce. If the lion moves at least 20 feet straight toward a creature and then Runes
hits it with a claw attack on the same turn, that target must succeed on a DC CR1 - Runic Pulse. Native of Region.
13 Strength saving throw or be knocked Prone. If the target is Prone, the lion
can make one stomp attack against it as a bonus action. CR1 - Runic Spark. Creature Primordial.

Running Leap. With a 10-foot running start, the lion can long jump up to 25 CR4 - Improvement. 3 improvements in Creature Primordial.
feet. CR7 - Runic Flow. Primal Essence with 1 improvement.
Actions CR10 - Mastery. 2 improvements and mastery in Primal Essence.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
piercing damage. Primal Panther
Large beast, unaligned
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
3) slashing damage. Armor Class: 12
Runes Hit Points: 55 (11d10)
CR1 - Runic Pulse. Native of Region. Speed: 50 feet, climb 40 feet
CR1 - Runic Spark. Creature Primordial. STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (0) 3 (-4) 14 (+2) 7 (-2)
CR4 - Improvement. 3 improvements in Creature Primordial.
Skills: Stealth +6, Perception +4
CR7 - Runic Flow. Primal Essence with 1 improvement.
Senses: Passive perception 14
CR10 - Mastery. 2 improvements and mastery in Primal Essence.
Languages: Sylvan (understand)
Challenge: 1 (200 XP)
Evolutionary Essence. This creature has the ability to evolve according to its
Primal Panther summoner. A character with Vastaya Awaken upon reaching levels 7, 12, and
17 increases the creature's CR by +3, up to a maximum of 10. For every 3
CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC), +3
Constitution (adding modifier for each hit dice), 10 additional hit dice, +2 DC,
and +5 damage dice in a natural weapon attack. On CR10 gain +3 Wisdom.
Keen Smelling. The panther has advantage in Perception checks that depend
on smell.
Pounce. If the panther moves at least 20 feet straight toward a creature and
then hits it with a claw attack on the same turn, that target must succeed on a
DC 12 Strength saving throw or be knocked Prone. If the target is Prone, the
panther can make one claw attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 +
2) slashing damage.
Runes
CR1 - Runic Pulse. Native of Region.
CR1 - Runic Spark. Creature Primordial.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.

457
Primal Poisonous Snake Primal Rat
Large beast, unaligned Large beast, unaligned
Armor Class: 14 Armor Class: 12
Hit Points: 66 (11d10 + 11) Hit Points: 55 (11d10)
Speed: 30 feet, swim 30 feet Speed: 30 feet
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (0) 18 (+4) 13 (+1) 2 (-4) 10 (0) 3 (-4) 7 (-2) 15 (+2) 11 (0) 2 (-4) 10 (0) 4 (-3)
Skills: Perception +2 Senses: Passive perception 10, darkvision 60 feet
Senses: Passive perception 12, blindsight 10 feet Languages: Sylvan (understand)
Languages: Sylvan (understand) Challenge: 1 (200 XP)
Challenge: 1 (200 XP) Evolutionary Essence. This creature has the ability to evolve according to
its summoner. A character with Vastaya Awaken upon reaching levels 7, 12,
Evolutionary Essence. This creature has the ability to evolve according to
and 17 increases the creature's CR by +3, up to a maximum of 10. For every
its summoner. A character with Vastaya Awaken upon reaching levels 7, 12,
3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC),
and 17 increases the creature's CR by +3, up to a maximum of 10. For every
+3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2
3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC),
DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3
+3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2
Wisdom.
DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3
Wisdom. Keen Smelling. The rat has advantage in Perception checks that depend on
smell.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + Pack Tactics. The rat has an advantage in an attack roll against a target
4) piercing damage, and the target must make a DC 11 Constitution saving if at least one of its allies is within 5 feet of the creature, and the ally is not
throw, taking 6 (2d6) poison damage on a failed save or half as much damage Incapacitated.
on a successful one. Actions
Runes Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 2)
CR1 - Runic Pulse. Native of Region. piercing damage.
Runes
CR1 - Runic Spark. Creature Primordial.
CR1 - Runic Pulse. Native of Region.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR1 - Runic Spark. Creature Primordial.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.

Primal Rat

458
Primal Spider Primal Tiger
Large beast, unaligned Large beast, unaligned
Armor Class: 14 (natural armor) Armor Class: 12
Hit Points: 60 (10d10 + 10) Hit Points: 63 (9d10 + 18)
Speed: 30 feet, climb 30 feet Speed: 40 feet
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (0) 4 (-3) 17 (+3) 15 (+2) 15 (+2) 2 (-4) 12 (+1) 5 (-3)
Skills: Stealth +7 Skills: Stealth +6, Perception +3
Senses: Passive perception 10, blindsight 10 feet, darkvision 60 feet Senses: Passive perception 13, darkvision 60 feet
Languages: Sylvan (understand) Languages: Sylvan (understand)
Challenge: 1 (200 XP) Challenge: 1 (200 XP)
Evolutionary Essence. This creature has the ability to evolve according to Evolutionary Essence. This creature has the ability to evolve according to
its summoner. A character with Vastaya Awaken upon reaching levels 7, 12, its summoner. A character with Vastaya Awaken upon reaching levels 7, 12,
and 17 increases the creature's CR by +3, up to a maximum of 10. For every and 17 increases the creature's CR by +3, up to a maximum of 10. For every
3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC), 3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC),
+3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2 +3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2
DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3 DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3
Wisdom. Wisdom.
Spider Climbing. The spider can climb difficult surfaces, even upside down on Keen Smelling. The primal tiger has advantage in Perception checks that
the ceiling, without having to make an ability check. depend on smell.
Web Sense. While in contact with a web, the spider knows the exact location Pounce. If the primal tiger moves at least 20 feet straight toward a creature and
of any other creature in contact with the same web. then hits it with a claw attack on the same turn, that target must succeed on a
DC 13 Strength saving throw or be knocked Prone. If the target is Prone, the
Web Walker. The spider ignores movement restrictions caused by webbing.
tiger can make one claw attack against it as a bonus action.
Actions
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 +
+ 3) piercing damage, and the target must make a DC 11 Constitution
3) piercing damage.
saving throw, taking 5 (1d10) poison damage on a failed save or half
as much damage on a successful one. If the poison damage reduces the Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
target to 0 hit points, the target is stable but Intoxicated for 1 hour, even 3) slashing damage.
after regaining hit points, and is Paralyzed while Intoxicated in this way.
Runes
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 30/ 60 ft., one
target. Hit: The target is Restrained by webbing. As an action, the Restrained CR1 - Runic Pulse. Native of Region.
target can make a DC 12 Strength check, bursting the webbing on a success.
CR1 - Runic Spark. Creature Primordial.
The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to
fire damage; immunity to bludgeoning, poison, and psychic damage). CR4 - Improvement. 3 improvements in Creature Primordial.
Runes CR7 - Runic Flow. Primal Essence with 1 improvement.
CR1 - Runic Pulse. Native of Region. CR10 - Mastery. 2 improvements and mastery in Primal Essence.
CR1 - Runic Spark. Creature Primordial.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.

Primal Spider

459
Primal Toad Primal Vulture
Large beast, unaligned Large beast, neutral evil
Armor Class: 11 Armor Class: 10
Hit Points: 60 (10d10 + 10) Hit Points: 84 (12d10 + 24)
Speed: 20 feet, swim 40 feet Speed: 10 pés, fly 60 pés
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (0) 3 (-4) 15 (+2) 10 (0) 15 (+2) 6 (−2) 12 (+1) 7 (−2)
Senses: Passive perception 12, darkvision 30 feet Skills: Perception +3
Languages: Sylvan (understand) Senses: Passive perception 13
Challenge: 1 (200 XP) Languages: Sylvan (understand)
Evolutionary Essence. This creature has the ability to evolve according to Challenge: 1 (200 XP)
its summoner. A character with Vastaya Awaken upon reaching levels 7, 12,
Evolutionary Essence. This creature has the ability to evolve according to
and 17 increases the creature's CR by +3, up to a maximum of 10. For every
its summoner. A character with Vastaya Awaken upon reaching levels 7, 12,
3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC),
and 17 increases the creature's CR by +3, up to a maximum of 10. For every
+3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2
3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC),
DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3
+3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2
Wisdom.
DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3
Amphibian. The toad can breathe air and water. Wisdom.
Standing Leap. The toad's long jump is up to 30 feet, and its high jump is up to Keen Sight and Smelling. The primal vulture has advantage in Perception
15 feet, with or without a running start. checks that depend on sight or smell.
Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +
2) piercing damage, and the target is Grappled (DC 13 to escape). Until the 2) piercing damage.
grapple ends, the target is Restrained, and the toad can not bite another target.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 8 (2d6 +
Swallow. The toad makes one bite attack against a Medium or smaller target it 2) slashing damage.
is grappling. If the attack hits, the target is swallowed, and the grapple ends. The
Runes
swallowed target is Blinded and Restrained, it has total cover against attacks
and other effects outside the toad, and it takes 6 (2d6) acid damage at the start CR1 - Runic Pulse. Native of Region.
of each of the toad's turns. The toad can have only one target swallowed at a
CR1 - Runic Spark. Creature Primordial.
time. If the toad dies, a swallowed creature is no longer restrained by it and can
escape from the corpse using 5 feet of movement, exiting prone. CR4 - Improvement. 3 improvements in Creature Primordial.
Runes CR7 - Runic Flow. Primal Essence with 1 improvement.
CR1 - Runic Pulse. Native of Region. CR10 - Mastery. 2 improvements and mastery in Primal Essence.
CR1 - Runic Spark. Creature Primordial.
Primal Wasp
CR4 - Improvement. 3 improvements in Creature Primordial. Large beast, unaligned
CR7 - Runic Flow. Primal Essence with 1 improvement. Armor Class: 12
CR10 - Mastery. 2 improvements and mastery in Primal Essence. Hit Points: 55 (11d10)
Speed: 10 feet, fly 50 feet
Primal Toad STR DEX CON INT WIS CHA
10 (0) 14 (+2) 10 (0) 1 (-5) 10 (0) 3 (-4)
Senses: Passive perception 10
Languages: Sylvan (understand)
Challenge: 1 (200 XP)
Evolutionary Essence. This creature has the ability to evolve according to its
summoner. A character with Vastaya Awaken upon reaching levels 7, 12, and
17 increases the creature's CR by +3, up to a maximum of 10. For every 3
CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC), +3
Constitution (adding modifier for each hit dice), 10 additional hit dice, +2 DC,
and +5 damage dice in a natural weapon attack. On CR10 gain +3 Wisdom.
Actions
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +
2) piercing damage, and the target must make a DC 11 Constitution saving
throw, taking 6 (2d6) 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 points, the
target is stable but Intoxicated for 1 hour, even after regaining hit points, and is
Paralyzed while Intoxicated in this way.
Runes
CR1 - Runic Pulse. Native of Region.
CR1 - Runic Spark. Creature Primordial.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.

460
Primal Weasel Primal Wolf
Large beast, unaligned
Large beast, unaligned
Armor Class: 13
Armor Class: 14 (natural armor or created)
Hit Points: 55 (11d10)
Hit Points: 63 (9d10 + 18)
Speed: 40 feet
Speed: 50 feet
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
11 (0) 16 (+3) 10 (0) 4 (-3) 12 (+1) 5 (-3)
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
Skills: Stealth +5, Perception +3
Skills: Stealth +4, Perception +3
Senses: Passive perception 13, darkvision 60 feet
Senses: Passive perception 13
Languages: Sylvan (understand)
Languages: Sylvan (understand)
Challenge: 1 (200 XP)
Challenge: 1 (200 XP)
Evolutionary Essence. This creature has the ability to evolve according to
Evolutionary Essence. This creature has the ability to evolve according to
its summoner. A character with Vastaya Awaken upon reaching levels 7, 12,
its summoner. A character with Vastaya Awaken upon reaching levels 7, 12,
and 17 increases the creature's CR by +3, up to a maximum of 10. For every
and 17 increases the creature's CR by +3, up to a maximum of 10. For every
3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC),
3 CR over 1, this creature gains +3 Strength, +3 Dexterity (increasing AC),
+3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2
+3 Constitution (adding modifier for each hit dice), 10 additional hit dice, +2
DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3
DC, and +5 damage dice in a natural weapon attack. On CR10 receives +3
Wisdom.
Wisdom.
Keen Hearing and Smelling. The primal weasel has advantage in Perception
Keen Hearing and Smelling. The primal weasel has advantage in Perception
checks that depend on sight or smell.
checks that depend on hearing or smell.
Actions
Pack Tactics. The wolf has an advantage in an attack roll against a target
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) if at least one of its allies is within 5 feet of the creature, and the ally is not
piercing damage. Incapacitated.
Runes Actions
CR1 - Runic Pulse. Native of Region. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
piercing damage. If the target is a creature, it must succeed on a DC 13 Strength
CR1 - Runic Spark. Creature Primordial.
saving throw or be knocked Prone.
CR4 - Improvement. 3 improvements in Creature Primordial.
Runes
CR7 - Runic Flow. Primal Essence with 1 improvement. CR1 - Runic Pulse. Native of Region.
CR10 - Mastery. 2 improvements and mastery in Primal Essence. CR1 - Runic Spark. Creature Primordial.
CR4 - Improvement. 3 improvements in Creature Primordial.
CR7 - Runic Flow. Primal Essence with 1 improvement.
CR10 - Mastery. 2 improvements and mastery in Primal Essence.

Raptor
Small beast, unaligned
Primal Weasel Armor Class: 12
Hit Points: 80 (20d6 + 20)
Speed: 30 feet
STR DEX CON INT WIS CHA
10 (0) 15 (+2) 12 (+1) 2 (-4) 14 (+2) 6 (-2)
Saving Throws: Dexterity +5
Senses: Passive perception 12
Languages: Sylvan (understand)
Challenge: 2 (450 XP)
Keen Sight and Smelling. The raptor has advantage in Perception checks
related to sight and smell.
Pack Tactics. The raptor has advantage on an attack roll against a creature
if at least one of its allies is within 5 feet of the creature, and the ally isn't
Incapacitated.
Actions
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (3d4 +
2) piercing damage.
Runes
Runic Pulse. Voracity.
Runic Spark. Stampede with 1 improvement.

Raptor

461
Rhinoceros Spiderling
Large beast, unaligned Tiny beast, unaligned
Armor Class: 11 (natural armor) Armor Class: 12
Hit Points: 63 (9d10 + 18) Hit Points: 30 (10d4 + 10)
Speed: 40 feet Speed: 20 feet, climb 30 feet
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2) 7 (-2) 15 (+2) 12 (+1) 4 (-3) 16 (+3) 5 (-3)
Senses: Passive perception 11 Skills: Stealth +4, Intimidation -+1
Languages: Sylvan (understand) Senses: Passive perception 13
Challenge: 1 (200 XP) Languages: Sylvan
Charge. If the rhinoceros moves at least 20 feet straight toward a target and Challenge: ¹/₄ (50 XP)
then hits it with a ram attack on the same turn, the target takes an extra 4 (2d6)
Web Walker. The spider ignores movement restrictions caused by webbing.
bludgeoning damage. If the target is a creature, it must succeed on a DC 15
Spider Climbing. The spider can climb difficult surfaces, even upside
Strength saving throw or be knocked Prone.
down on the ceiling, without having to make an ability check.
Actions Mystical Evolution. This creature has the ability to evolve according to its
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + summoner. A character with Brood Mystic Runessence upon reaching levels 7,
5) slashing damage. 12, and 17 increases the creature's CR by +3, up to a maximum of 8. For every
3 CR over ¹/₄, this creature gains +2 Strength, +2 Dexterity (increasing AC),
Runes +2 Constitution (adding modifier for each hit dice), 8 additional hit dice, +1 DC
Runic Pulse. Runic Armor on web, and +4 damage dice in a bite attack. On CR8 receives +2 Wisdom.

Runic Spark. Sign of War. Web (Recharge 5-6). With a bonus action, the spiderling can shot a spiderweb
in a line of up to 15 feet that explodes in contact with the first target, it must
make a DC 13 Dexterity saving throw, if it fails, it gets the condition Grappled
Snakeling by 1 minute, at the beginning of each turn it can make a new Strenght save
Tiny beast, unaligned with the same DC, if it succeeds, it is no longer grappled.

Armor Class: 13 Web Sense. While in contact with a web, the spider knows the exact location
of any other creature in contact with the same web.
Hit Points: 30 (10d4 + 10)
Actions
Speed: 30 feet, burrowing 15 feet
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)
STR DEX CON INT WIS CHA slashing damage.
2 (-4) 16 (+3) 12 (+1) 4 (-3) 14 (+2) 7 (-2)
Runes
Skills: Stealth +5, Intimidation -+1
CR¼ - Runic Pulse. Brood Power.
Senses: Passive perception 12, blindsight 10 feet
CR2 - Runic Spark. Intoxicating Potence with one improvement.
Languages: Sylvan
CR5 - Mastery. 2 improvements and mastery in Intoxicating Potence.
Challenge: ¹/₄ (50 XP)
CR8 - Runic Flow. Constrictor Strike with two Improvements
Mystical Evolution. This creature has the ability to evolve according to its
summoner. A character with Brood Mystic Runessence upon reaching levels 7,
12, and 17 increases the creature's CR by +3, up to a maximum of 8. For every
3 CR over ¹/₄, this creature gains +2 Strength, +2 Dexterity (increasing AC),
+2 Constitution (adding modifier for each hit dice), 8 additional hit dice, +1 DC
on web, and +4 damage dice in a bite attack. On CR8 receives +2 Wisdom.
Venom (Recharge 5-6). As an action, the snakeling spits poison in a line of 15 Spiderling
feet that hit the first target, it must make a DC 11 Constitution saving throw
if it fails, receives 2d8 poison damage, and remains Intoxicated for 1 minute. If
successful, the target takes only half the damage. The target can redo the save
at the beginning of each of their turns to end the Intoxicated condition.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3)
piercing damage.
Runes
CR¼ - Runic Pulse. Brood Power.
CR2 - Runic Spark. Intoxicating Potence with one improvement.
CR5 - Mastery. 2 improvements and mastery in Intoxicating Potence.
CR8 - Runic Flow. Constrictor Strike with two Improvements

462
Tiger White Shark
Large beast, unaligned Medium beast, unaligned
Armor Class: 12 Armor Class: 12 (natural armor)
Hit Points: 42 (6d10 + 12) Hit Points: 25 (5d8 + 5)
Speed: 40 feet Speed: 0 feet, swim 40 feet
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 2 (-4) 12 (+1) 5 (-3) 14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (0) 8 (-1)
Skills: Stealth +6, Perception +3 Skills: Perception +2
Senses: Passive perception 13, darkvision 60 feet Senses: Passive perception 12, blindsight 30 feet
Languages: Sylvan (understand) Languages: Sylvan (understand)
Challenge: ¹/₂ (100 XP) Challenge: ¹/₄ (50 XP)
Keen Smelling. The tiger has advantage in Perception checks that depend on Pack Tactics. The white shark has advantage on an attack roll against a
smell. creature if at least one of its allies is within 5 feet of the creature, and the ally
isn't Incapacitated.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then
hits it with a claw attack on the same turn, that target must succeed on a DC 13 Water Breathing. The white shark can only breathe underwater.
Strength saving throw or be knocked Prone. If the target is Prone, the elephant
Actions
can make one stomp attack against it as a bonus action.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
Actions
piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
Runes
piercing damage.
Runic Pulse. Voracity.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
3) slashing damage.
Runes
Shadow Isles
Runic Pulse. Voracity.
Eternal Scrivener
Medium undead, neutral
Warhorse
Large beast, unaligned Armor Class: 16 (natural armor)
Armor Class: 11 Hit Points: 216 (36d8 + 72)
Hit Points: 18 (3d10 + 3) Speed: 10 feet, fly 30 feet (hover)
Speed: 60 feet STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 26 (+8) 16 (+3) 16 (+3)
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) Saving Throws: Intelligence +13, Wisdom +8
Senses: Passive perception 11 Skills: Arcana +13, History +13
Languages: Sylvan (understand) Senses: Passive perception 13, blindsight 60 feet (blind beyond that)
Challenge: ¼ (50 XP) Languages: Helian (telepathy)
Trampling Charge. If the horse moves at least 20 feet straight toward a Challenge: 8 (3900 XP)
creature and then hits it with a horn attack on the same turn, that target must
succeed on a DC 12 Strength saving throw or be knocked Prone. If the target Spellcasting. The eternal scrivener is a 10th-level caster. It's casting ability
is Prone, the elephant can make one stomp attack against it as a bonus action. is Intelligence (spell save DC 19, +11 to hit with magic attacks). It has the
following Arcane spells prepared:
Actions
Cantrips (at ease): mage hand, light, prestidigitation, fire bolt, shocking grasp
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1st level (4 slots): mage armor*, detect magic, shield, illusory script
2) bludgeoning damage. 2nd level (3 slots): detect thoughts, identify, fog cloud
Runes 3rd level (3 slots): counterspell, lightning bolt, animate dead
4th level (3 slots): banishment, fire shield, stoneskin*
Runic Pulse. Runic Armor 5th level (2 slots): cone of cold, wall of force, scrying
* The eternal scrivener casts these spells on itself before combat.
Magic Resistance. The eternal scrivener has an advantage in saving throws
against spells and other magical effects.
Eternal Scrivener Actions

Runes
Runic Pulse. Mana Drainer.
Runic Spark. Stampede complete.
Runic Flow. Voice of Command with 2 improvements.

463
Shurima
Soul Shepherd
Medium undead, chaotic good
Armor Class: 18 (natural armor)
Sandswimmer
Huge beast, unaligned
Hit Points: 376 (47d8 + 188)
Armor Class: 18 (natural armor)
Speed: 35 feet
Hit Points: 195 (15d12 + 105)
STR DEX CON INT WIS CHA
Speed: 20 feet, burrowing 50 feet
10 (0) 18 (+4) 19 (+4) 18 (+4) 16 (+3) 16 (+3)
STR DEX CON INT WIS CHA
Saving Throws: Intelligence +9, Dexterity +9
19 (+4) 17 (+3) 25 (+7) 2 (-4) 10 (0) 5 (-3)
Skills: Arcana +9, Intimidation +8, Persuasion +8, Perception +8
Saving Throws: Strength +9
Senses: Passive perception 18, blindsight 20 feet
Skills: Perception +5
Languages: Helian
Senses: Passive perception 15, darkvision 30 feet, tremorsense 60 feet
Challenge: 13 (10000 XP)
Languages: Sylvan (understand)
Spellcasting. The soul shepherd is a 9th-level caster. It's casting ability is
Challenge: 6 (2300 XP)
Intelligence (spell save DC 18, +9 to hit with magic attacks). It has the following
Arcane spells prepared: Fake Appearance. As long as the sandswimmers remains immobile, it is
indistinguishable from any sand dune.
Cantrips (at ease): mage hand, light, weapon ward, fire bolt, shocking grasp
1st level (4 slots): mage armor, protection from evil and good, shield, unseen Burrow/ Unborrow. With one action, you can bury yourself deep in the sand,
servant earth, ice, mud, and solid stone. This ability lasts for only 1 minute.
2nd level (3 slots): detect thoughts, protection from energy, fog cloud
Surprise Attack. If the sandswimmer surprises a target and hits it with an
3rd level (3 slots): counterspell, tongues, fireball
attack during the first round of combat, the target takes extra 35 (10d6)
4th level (2 slots): banishment, fire shield, major invisibility, private sanctum
damage in that attack.
5th level (1 slot): dominate person
Actions
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d12 +
Multiattack. The soul shepherd can perform up to 2 actions in its turn, being
4) piercing damage.
able to cast spells.
Runes
Runes
Runic Pulse. Runic Armor
Runic Pulse. Mana Drainer.
Runic Spark. Visceral Bite Complete.
Runic Spark. Escape Screech complete.
Runic Flow. Unbreakable Will.
Runic Flow. Charming Voice complete.

Xer’Sai Sentry
Tiny voidborn, chaotic evil
Armor Class: 13
Hit Points: 24 (6d8)
Speed: 25 feet, burrowing 35 feet
STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 10 (0) 5 (-3) 13 (+1) 4 (-3)
Skills: Perception +3
Senses: Passive perception 13, tremorsense 20 feet
Soul Shepherd Languages: Voidborn
Challenge: ¼ (100 XP)
Burrow/ Unborrow. With one action, you can bury yourself deep in the sand,
earth, ice, mud, and solid stone. This ability lasts for only 1 minute.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +
3) slashing damage.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1)
piercing damage.
Runes
Runic Pulse. Mana Drainer.

Sandswimmer

464
Targon
Tamu
Medium beast, unaligned
Bolor Armor Class: 11
Large beast, unaligned
Hit Points: 32 (4d8 +16)
Armor Class: 16 (natural armor)
Speed: 25 feet
Hit Points: 175 (25d10 + 50)
STR DEX CON INT WIS CHA
Speed: 30 feet, climb 40 feet 14 (+2) 12 (+1) 18 (+4) 4 (-3) 15 (+2) 8 (-1)
STR DEX CON INT WIS CHA Senses: Passive perception 12
21 (+5) 17 (+3) 14 (+2) 4 (-3) 13 (+1) 11 (0)
Languages: Sylvan (understand)
Saving Throws: Wisdom +4, Dexterity +8
Challenge: ¼ (50 XP)
Skills: Perception +4
Charge. The tamu can use its ram as a bonus action when moving at least
Senses: Passive perception 14, darkvision 90 feet 10 feet in a straight line to a target, if it strikes, the target takes extra 6 (2d6)
bludgeoning damage. If the target is a creature, it must succeed in a Strength
Languages: Sylvan (understand)
save of DC 13, or it will be pushed 10 feet away and will be Prone.
Challenge: 6 (2300 XP)
Actions
Keen Sight. The bolor has advantage in Perception checks related to sight.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +
Diving Attack. If the bolor is gliding and diving at least 20 feet in a
2) slashing damage.
straight line towards a target, it can perform a melee attack roll, if
it hits it, the attack deals 16 (4d8) additional damage to the target. Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
Standing Leap. The bolor's long jump is up to 40 feet, and its high jump is up to bludgeoning damage.
30 feet, with or without a running start.
Runes
Glide. The bolor cannot fly, instead, its limbs allow it to glide for up to 70 feet, Runic Pulse. Runic Armor
losing 5 feet of altitude per turn while gliding.
Frightening Symphony. If the bolor reduces a creature to 0 hit points, it can,
as a bonus action, emit a scary song that will frighten creatures up to 130 feet. Vazio
Creatures that can hear you will have to perform a DC 16 Wisdom saving
throw, or they will be Frightened for one minute, being able to perform the
save at the end of their turns to end the condition.
Voidling
Small voidborn, chaotic evil
Actions
Armor Class: 12
Multiattack. The bolor can perform two attacks: one with its beak and one
with its claws. Hit Points: 28 (14d6 - 14)

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + Speed: 35 feet
5) slashing damage. STR DEX CON INT WIS CHA
10 (0) 15 (+2) 9 (-1) 5 (-3) 4 (-3) 6 (-2)
Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10
+ 5) piercing damage. Skills: Athletics +5
Runes Damage Resistance: Disruptive
Runic Pulse. Voracity. Senses: Passive perception 10
Runic Spark. Visceral Bite Complete. Languages: Voidborn (understand)
Runic Flow. Famine of Essence. Challenge: ¹/₂ (100 XP)
Cover. Voidlings can bury themselves in sand, earth, mud, or ice to hide for 1
minute or until someone takes it from where it was hiding. Voidlings cannot
dig solid stone.

Voidling Self-Destruction. Voidlings can self-destruct, inflicting 2d4 bludgeoning


damage over a 5-foot area, creatures in this range must perform a Dexterity
save (DC 13), on a success, they take no damage.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +
2) slashing damage.
Runes
Runic Pulse. Mana Drainer.

465
466
Appendix C: References

Art Content

Although Riot Games has a generous public collection of illustrations A generous portion of this book has become much easier thanks to the
related to the League of Legends, ranging from the splash art of the production and creation of content made globally and available free of
champions to some items, this work would not have reached the level charge over the Internet. In most cases, we chose to insert creations and
that reached without the use of art by several fan artists. adaptations of our own authorship, but in other cases, the creations we
In large part, these arts were found in Artstation, especially in had access to were already as good as the ones we had in mind, or even
productions made by artists mostly not hired by Riot Games or even better, that we chose to use them, in others cases where we think it is
with a direct connection to the League of Legends. appropriate, we modify the creation of third parties.

Whenever possible, we seek illustrators/designers so that it is possible to Below are some references for these creations:
give them credit for the work, since Runarcana is not charged at all, they
were used freely without ever generating any financial profit. Below are
the credits for all of them in order of appearance. League of Legends Wiki

If you are the owner of the rights to any of the images in this book and Items from League of Legends, adapted for 5e D&D
you want to claim its authorship or your right and withdraw it, just
contact us proving the authenticity that we will promptly remove.

Page 62 - The Moon Also Rises by GisAlmeida


Page 63 - Tahm Kench Retreat!! by Benlo
Page 76 - Janna artwork by Lee Kent
Page 83 - Syndra Cinematic by FrAcTuRe75
Page 90 - Ahri by Unkwnown Artis
Page 101 - Spirit Guard Udyr by Alessandro Baldasseroni
Page 110 - Mega Gnar by Jasper Sandner
Page 126 - Warwick and little Annie by Qiang Zhou
Page 132 - Teemo Redesign by João Vagner
Page 154 - Shen vs Zed by Wasan Techawibulchai
Page 219 - Nidalee by Big Q dai
Page 259 - Study by Danjing
Page 280 - LoL Icon Nashor's Tooth by Rickellion
Page 444 - Elephants by Dmytro Teslenko
Page 446 - Python Snake by Valentin Oana
Page 448 - Enicospilus myricae by Mieke Roth
Page 450 - Lion 3D by Dmytro Teslenko
Page 452 - Bristling Boar by Svetlin Velinov
Page 453 - Crabs by Feng Zhu
Page 454 - Woolly Mammoths by Balázs Petheo
Page 455 - Forest Cover by Tuomas Korpi
Page 457 - Panther Speedsculpt by Maria Puchkova
Page 458 - Rat Creature Design by Russel Dongjun Lu
Page 459 - Giant Spider by Salvatore Omar Scala
Page 460 - Venotoad by Jia Hao
Page 461 - Weasel by Kristen Plescow

467
CHARACTER SHEET

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