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World of Darkness

5e Conversion
Table of Contents

Table of Contents 1

Introduction 3

CHAPTER 1: STEP-BY-STEP CHARACTERS 5

CHAPTER 2: SETTING OVERVIEW 15


Rise of the Iconnu 15
The Sleeper’s Life 17
The World You Know 18
What the Hell Are They? 19
Agents of the Iconnu 19
The Intrusion Point 20
The Haunted Lands 21
The Annihilation Zone 21
The Conflagration 22
Highway to Hell? 23
The Nightmare Wave 23
Horrors Unleashed 25
The Human Response 28
Outside the United States 29
What your average person knows 30
What the experts know 31
Fighting Back 31
Caught in the middle 32
A world at war 33

CHAPTER 3: NATURES 35

Vampire 38
Werewolf 45
Demon 52
Scion 59
Aware 63
Mage 67
Promethean 74
Begotten 82
Changeling 94

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CHAPTER 4: CLASSES 111
Awakened 112
Created 136
Deviant 153
Forsaken 169
Gifted 183
Hunter 184
Imbued 185
Investigator 198
Kindred 199
Lost 215
Renegade 230
Unchained 231

CHAPTER 5: DETAILS & OPTIONS 247


Character Details 247
Backgrounds 256

CHAPTER 6: SUPERNATURAL POWERS 259


What is a Supernatural Power? 259
Nexuses 262
Begotten - Lairs 271
Changeling - Pledge Magic 277
Demon - Invocations 290
Demon - Pact Magic 297
Mage Attainments 301
Promethean - Disquiet & Wastelands 313
Promethean - Spark of Life 318
Vampire Disciplines 318
Werewolf Rites 338

CHAPTER 7: CREATIVE THAUMATURGY 360


Arcanum 360
Casting a Spell 366
Spell Effects 375
Spell Factors 391
Backlash & Paradox 395

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Introduction
The World of Darkness is a series of tabletop RPGs, all set in our own world, only filled with
every type of horrific monster imaginable. It started with the release of Vampire the
Masquerade in 1991, but from there it expanded to include more and more titles. Most allow
you to become a different type of monster from vampires, to werewolves, to human spell casters
known as mages. While all game lines use the underlying Storyteller System each makes its
own modifications to the rules as needed.

As befits their horror setting in World of Darkness (WoD) games you are often one false move
from a grisly death. That's true even if you're a monster yourself, and the other things that share
the night with you are more terrifying than you will ever be. Plus you are often at war with your
own nature. Do you indulge your craving and feed off a helpless child? Do you let yourself fly
into a murderous rage? These kinds of moral dilemmas are what the WoD is all about.

I’m a huge fan of WoD and the Storyteller System. It’s just difficult to combine game lines, if
someone wants to play a vampire while someone else plays a werewolf. The systems are
compatible to a point, but don’t really fit well together. That’s where Monte Cook Comes in.

Monte Cook’s World of Darkness

In 2007 veteran game designer Monte Cook created a version using the popular d20 system.
His system merged every major game line while also introducing a horrific and captivating
campaign setting. His dark world is the result of a group of eldritch horrors he called the Iconnu
ripping a hole in our reality. The Iconnu intended to devour us whole but instead the collective
will of humanity somehow held them back. Our world is still around, but it's now filled with all
sorts of monsters. It's a World of Darkness.

So why this Guide?

I love all of that, and I've wanted to run a MC WoD game for a while. Problem is all of that uses
3e as a base, which is not a game I like very much. With this guide I'm attempting to convert it
to 5e (making it a conversion of a conversion).

This guide will explain more of the world and the horrors within, as well as the kind of characters
you can play. Just know that I'm not trying to reinvent the wheel here unless I have to. With this
conversion I'm attempting to use existing 5e concepts as much as I can, merging them with the
ideas presented in the MC WoD setting. You're going to see a lot you recognize. That's
intentional. I also don't know how any of this will balance out.

Either way I hope we can have a fun game that combines the best of 5e and the World of
Darkness.

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The last thing I remember before the world
ended was how beautiful it looked.

I’d lost my job a few days prior, so with nothing left to lose I’d
packed my bags and driven across state lines.

Finally getting to check something off my bucket


list. A hike through Badlands National park.

I was watching the sunrise over the rocks, bathing the area in
a soft purple glow when the sky rippled like water.

Like a lake above instead of below, disturbed by an


invisible and mighty hand.

Then there was an implosion or air so loud it sucked away all


other sounds.

The ground below my feet dropped away.

And just like that I was gone.

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CHAPTER 1: STEP-BY-STEP CHARACTERS
Your first step into playing a survivor of this horrific new world is to imagine and create a
character of your own. Your character is a combination of game statistics, roleplaying hooks,
and your imagination. Unlike traditional D&D there’s going to be a heavier emphasis on
roleplaying, and a deeper dive into the psychology of the character you play.

However, creating your character will follow similar rules as a typical 5e game. You choose a
Nature (such as vampire or werewolf), which in most cases will be a combination of race and
class (that is each Nature can only play the “class” associated with it). The exception is if you
choose to be one of the aware, humans who are partially awake to what’s happening and have
chosen to fight back. Play one of them and you will have to choose a class as normal from
among a short list.

You also invent the personality, appearance, and backstory of your character. This will include
determining your character’s outlook, motivation, and virtue and vices. This game requires using
the fear, horror and sanity rules from the Dungeon Master’s Guide.

Before you dive into step 1 below, think about the kind of survivor you want to play. You might
play a vampire skulking through the shadows hungry for blood, a werewolf who can barely
contain their beastial rage, or a human hunter who sacrifices everything to kill the creatures of
the night.

Maybe you’re more interested in playing a mage who can bend reality to their whim, a
changeling who survived living in an alien realm, or a deviant who was subjected to terrible
experiments.

If you have no idea what to play consider watching a good horror movie or TV show. Try Buffy
the Vampire Slayer, True Blood, or Being Human. Maybe play a horror video game or even
just read through the nature descriptions later on in the book to get an idea of what’s playable.

Once you have a character in mind, follow these steps in order, making decisions that reflect the
character you want. Your conception of your character might evolve with each choice you make.
What's important is that you come to the table with a character you're excited to play.

Building John Constatine

Each step of character creation includes an example of that step, with a player building the
iconic comic book character John Constatine. In case you don’t know him Constantine is a
cynical, fast-talking warlock and occult detective from DC Comics.

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Step 1: Choose a Nature

Every creature in the World of Darkness (aside from normal animals and plants) is either a
Horror, a Sleeper, or one of the various possible Natures that blur the line between the two.

Horrors are the various monsters and evil alien things that haunt the darkness. As with D&D
monsters horrors are further subdivided into various categories. Even the most benign of them
are incomprehensible to the human mind, and thus unplayable.

Sleepers are the mass of humanity, who despite all that's happened since the intrusion remain
unaware of (asleep to) what's occurring in this world. In this game they lack power as they
refuse to accept what’s really going on. While they are occasional allies and sometimes even
dangerous adversaries they exist mostly to be killed and eaten.

What remains are the Natures, one of which you will choose when you create your character.
Unlike races in D&D, Natures usually combine racial traits and class features into a single
whole. Choose a vampire as your Nature and you are limited to only playing the kindred
(vampire) class. Opt to play a werewolf and your class will be forsaken.

This splits the abilities of each creature type among class and race allowing you to start with
some initial abilities for your Nature while allowing room to grain greater powers as you level up.

The exception to this is if you play one of the aware. The aware are humans one step removed
from sleepers, but unlike the common bystanders of the world the aware know a little bit about
what’s happening and they aren’t going to take it lying down. If you play one of the aware you
will have to choose a class as normal.

The Nature you choose contributes to your character's identity in an important way, by
establishing your core traits (strengths and weaknesses), be they mundane or otherwise. Your
character's Nature grants particular special traits, such as special senses, natural weapons, or
supernatural abilities. The class associated with your Nature grants defining features such as
proficiencies with certain weapons or armor, and other abilities.

Typically this will include an energy source that fuels your powers. This could take the form of
the blood of mortal creatures, ambient spiritual energy or some other type of power source.
Some Natures have an easier time finding “fuel” than others. When you’re a vampire you’re one
juicy human neck away from a full belly. Others will usually have to find and defend a base to
keep their energy at a reasonable level. Keep that in mind as you decide what to play.

Your Nature also increases one or more of your ability scores, which you determine in step 2.
Note these increases and remember to apply them later.

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LEVEL

Typically, a character starts at 1st level and advances in level by surviving the horrors of the
night and completing milestones. A 1st-level character is inexperienced in the World of
Darkness, although they might have been a soldier or a police officer and done dangerous
things before.

Starting off at 1st level marks your character's entry into a darker world. If you're already familiar
with the game, or if you are joining an existing campaign, your GM might decide to have you
begin at a higher level, on the assumption that your character has already survived a few
harrowing encounters.

If you do play an aware your Nature will only outline your core traits. You will need to choose a
class to determine your defining features such as hit dice and starting hit points. If you choose
to play an aware you can only choose from one of the classes available to the aware although
you will be able to multiclass as you level up (if you choose to).

HIT POINTS AND HIT DICE

Your character's hit points define how tough your character is in combat and other dangerous
situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).

At 1st level, your character has 1 Hit Die, and the die type is determined by your Nature or
class's defining features. You start with hit points equal to the highest roll of that die, as
indicated in your defining features description. (You also add your Constitution modifier, which
you'll determine in step 3.) This is also your hit point maximum.

After you rest, you can spend Hit Dice to regain hit points. I suggest using the optional rules that
make a short rest a day, and a long rest 7 days for a grittier game. Whenever you roll a Hit Die
to regain hit points, you add your Constitution modifier to the roll.

PROFICIENCY BONUS

The table that appears in your defining features description shows your proficiency bonus,
which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers
you'll be recording on your character sheet:

● Attack rolls using weapons you're proficient with


● Attack rolls with powers you use
● Ability checks using skills you're proficient in
● Ability checks using tools you're proficient with
● Saving throws you're proficient in

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● Saving throw DCs for powers you use

Your defining features determine your weapon proficiencies, your saving throw proficiencies,
and some of your skill and tool proficiencies.

Your background gives you additional skill and tool proficiencies. Be sure to note all of these
proficiencies, as well as your proficiency bonus, on your character sheet. Your proficiency
bonus can't be added to a single die roll or other number more than once. Occasionally, your
proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a
circumstance suggests that your proficiency bonus applies more than once to the same roll or
that it should be multiplied more than once, you nevertheless add it only once, multiply it only
once, and halve it only once.

Building Constantine, Step 1

Constantine is first and foremost a spellcaster, which means to build him we’ll go with the
mage nature. This makes him someone who’s gone through an awakening, a supernatural
experience that saw his soul hurled through dimensions. This makes his type Humanoid
(mage), gives him a speed of 30ft, as well as other features including advantage on saves
against being mind controlled. He needs to choose an obsession (the drawback to playing a
mage). For Constantine that’s easy, he wants to stop the Iconnu at all costs.

He’ll also have to choose a path, which represents the way his soul returned to Earth during
his awakening. He’s well known as a warlock so that makes him a Mastigos.

Step 2: Determine Ability Scores

Much of what your character does in the game depends on his or her abilities. This game
includes the standard Strength, Dexterity, Constitution, Intelligence, Wisdom, and
Charisma. However in this game will also have a seventh ability score, Sanity, which will
determine how stable your character's mind is.

The seven abilities and their use in the game are described in the Dramatic Systems chapter.
The Ability Score Summary table provides a quick reference for what qualities are measured by
each ability, and what Natures increase which abilities.

Instead of rolling for your attributes you'll be using this array: 15, 14, 13, 12, 11, 10, 8. Now take
these seven numbers and write each number beside one of your character's abilities to assign
scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Sanity.

Afterward, make any changes to your ability scores as a result of your Nature choice. After
assigning your ability scores, determine your ability modifiers using the Ability Scores and
Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from

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the ability score and then divide the result by 2 (round down). Write the modifier next to each of
your scores.
Building Constantine, Step 2

Constatine’s strongest feature is his natural Charisma so we’ll make that the highest. He’s
also known as being an expert sleight of hand artist, and pickpocket so we’ll put the 14 in
Dexterity. His Intelligence is above average so that’s where we put the 12, but he is a bit of a
push over so we’ll put the 8 in Strength. That leaves 13 for Wisdom, 11 for Constitution and
10 for Sanity. After applying his core traits (increasing his Charisma to 17, and his Dexterity
to 15) he is left with the following: Strength 8 (-1), Dexterity 15 (+2), Constitution 11 (+0),
Intelligence 12 (+1), Wisdom 13 (+1), Charisma 17 (+3), Sanity 10 (+0).

Ability Scores and Modifiers


Score Modifier

1 -5

2-3 -4

4-5 -3

6-7 -2

8-9 -1

10-11 +0

12-13 +1

14-15 +2

16-17 +3

18-19 +4

20-21 +5

Step 3: Assign your Class/Defining Features

The next step is to assign your character’s class, which gives them their defining features.
These are the main abilities that you will use as you play your character. Unless you’re an
aware your nature limits you to only a single possible class.

Building Constantine, Step 3

Constatine’s nature means his class is automatically awakened. He has 1 Hit Die (a d6) and 6
hit points. He starts with two features, Creative Thaumaturgy and Mage Sight, and a Gnosis of
1 meaning he has 2 Arcanum ranks. He puts 1 in mind, and the other in space. He has to
choose 4 rotes from the mind and space Arcanum, and he starts with 7 mana. His defining

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features give him proficiency in a few different weapons, and he gets to choose proficiency in
some skills (including Arcana).
Step 4: Flesh out your Character

At this point you will flesh out your character by determining your character’s name, age, and
appearance. We’ll also determine their personality traits just like in standard D&D, only this
game doesn’t use the usual D&D traits. Instead you will have to choose an outlook (your
general attitude towards life), some mannerisms or habits your character has, and some
anchors that bind you to the world.

If you're playing a vampire, werewolf, scion, deviant, changeling or mage your anchor is what
keeps you grounded, keeps you human. If you're a promethean your anchor is a memento you
found along the way that defines your pilgrimage, while for a demon an anchor is the thing they
love about the world that made them choose it over the Iconnu.

Finally you will have to choose your motivation. Your motivation is the thing you want to
achieve. If you're one of the aware your motivation is why you're not a sleeper, why you can't
just give it up and hide with the rest of the sheep. If you're a different Nature is why you don’t go
hide in some corner someplace. You also have the option of choosing a dark secret.

In addition, instead of ideal you have a virtue, which is some aspect of your character's
personality that makes them lean towards goodness. On the opposite side instead of a flaw
you'll have a vice, which, as you can probably guess, is the thing that drives you to darkness.

In this game you will have dozens of virtues and vices to choose from, which will be outlined
later in this guide. Your virtues and vices let you recover willpower, which is a special resource
you can use to aid your attacks, skill checks or saves. If you're a demon you don't have virtues
or vices. Instead you have cravings and bans. We'll talk about those and the pilgrimage later on.

Building Constantine, Step 4

We fill in some of Constantine’s details including his name (John), plus height, weight and
age. We opt to give him bright blond hair, and a signature trench coat. Constantine is known
for his cynical outlook, and he tends to smoke like a fire wand so those become his outlook
and habit. His motivation is to destroy the Iconnu because of the guilt he feels over his role in
letting a child named Astra die. He hopes by destroying the Iconnu he can atone for his past.
His role in the child’s death is his dark secret.

For all his faults however Constantine hates injustice, to the point he’s willing to risk his life to
right wrongs, so Justice becomes his virtue. For vice there’s a lot to choose from, but his
primary vice is how Deceitful he is.

His willpower is set at 8 (5 + the highest of his Intelligence, Wisdom, or Charisma modifiers).

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Step 5: Choose your Background

The next step is to choose your character's background, as in regular D&D. Your character's
background describes where he or she came from, his or her original occupation (which may or
may not be what they currently do for a living), and the character's place in the world of
darkness. You'll be choosing from the backgrounds in this guide instead of the ones in the
Player's Handbook or other sources. This will provide you some skills, some starting equipment,
and a background feature.

Unlike regular D&D your choice of nature does not generally give you any additional languages,
although your background might. Typically though you'll start with one free language (depending
on the part of the world the campaign is set in). If you want to, you can give up one skill or tool
proficiency, gaining one additional language for each skill or tool proficiency you give up. You
are considered literate in all the languages you speak.

And that's it. Alignment does not exist in this game so you can ignore it. You will also not have
to define your character's basic personality. You'll figure that out as we play. Background does
determine your lifestyle, reputation, and general wealth.

Building Constantine, Step 5

Believe it or not before Constantine underwent his awakening and became a mage he was a
small time musician. That makes him a Creative, which gives him some skill proficiencies, and
a modest wealth bonus (+2). That means he’s struggling financially when he becomes a
mage. He’s also completely unknown so his reputation is 0. Finally his choice of background
gives him the feature “body of work”.

Step 6: Starting Gear

It's a dangerous world out there, and if you're not careful you'll end up a greasy spot on the wall,
or a nice snack for something really nasty. To survive you'll probably need some weapons,
certainly you'll need some clothes (just to avoid getting the cops called whenever you go out). It
wouldn't hurt to have a car either.

In this step we'll figure out what gear you have based on your lifestyle and wealth. Unlike in 5e
you don't get starting gear based on your class. Instead you have a selection of weapons and
armor to choose from (everyone chooses from the same list).

For additional stuff you have whatever would be reasonable for your wealth level. It's important
to note that I'm not going to be using normal ways to measure money that other games use.
Instead we'll be using a wealth system that abstracts everything to a single stat (a wealth stat).

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For more information you should see the d20 Modern ruleset, which I’m going to be referencing.

ARMOR CLASS
Your Armor Class (AC) represents how well your character avoids being wounded in battle.
Things that contribute to your AC include the armor you wear, the shield you carry, and your
Dexterity modifier. Not all characters wear armor or carry shields, however.

Without armor or a shield, your character's AC equals 10 + his or her Dexterity modifier. If your
character wears armor, carries a shield, or both, calculate your AC using the rules in the
Equipment section. Record your AC on your character sheet.

Your character needs to be proficient with armor and shields to wear and use them effectively,
and your armor and shield proficiencies are determined by your class. There are drawbacks to
wearing armor or carrying a shield if you lack the required proficiency, as in standard D&D.
Some powers and class features give you a different way to calculate your AC. If you have
multiple features that give you different ways to calculate your AC, you choose which one to
use.

WEAPONS
For each weapon your character wields, calculate the modifier you use when you attack with the
weapon and the damage you deal when you hit.

When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but
only if you are proficient with the weapon) and the appropriate ability modifier.

● For attacks with melee weapons, use your Strength modifier for attack and damage rolls.
A weapon that has the finesse property, such as a katana, can use your Dexterity
modifier instead.

● For attacks with ranged weapons, use your Dexterity modifier for attack and damage
rolls. A weapon that has the thrown property, such as a hatchet, can use your Strength
modifier instead.

Building Constantine, Step 6

We now write down the starting gear based on Constantine’s wealth level. He doesn’t have
the money to afford armor, but that’s okay. He’ll soon have mage armor, which should cover
him. Until he gets that though his AC is 12. He can afford a few changes of clothes, but
doesn’t have a place to live (he crashes on people’s couches). He also doesn’t have any
weapons, although he does have that cool trench coat. That, a deck of cards, and his guitar is
all he really needs.

Step 6: Coming Together

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Surviving the World of Darkness is almost impossible to do alone. Each character plays a role
within a party, a group of survivors working together for a common purpose. Teamwork and
cooperation greatly improve your party's chances to survive the many perils you will face. Talk
to your fellow players and your GM to decide whether your characters know one another, how
they met, and what sorts of missions the group might undertake.

BEYOND 1ST LEVEL

As your character survives and overcomes challenges, he or she will gain milestones. Every
time you earn enough milestones you level up.

DEFINING FEATURES AND HIT DICE

When your character gains a level, his or her class often grants additional features, as detailed
in the class description. Some of these features allow you to increase your ability scores, either
increasing two scores by 1 each or increasing one score by 2. You can't increase an ability
score above 20. In addition, every character's proficiency bonus increases at certain levels.

Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution
modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the
fixed value shown in your class entry, which is the average result of the die roll (rounded up).

When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each
level you have attained. For example, if your 7th-level kindred has a Constitution score of 17,
when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing
his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.

DANCING WITH DARKNESS

No matter which kind of character you choose to play keep in mind that this is still a game of
supernatural horror. You will be faced with terrifying situations and horrific monsters. You will
probably be a monster yourself and find yourself compelled to drink blood, tempt mortals into
selling their souls, or even to kill. How far you go with this is up to you.

Hey Wait a Minute!

As you go through this book you might notice some similarities between these and existing
class and race options. You might notice that (aside from the mage) many of these use the
same spell system, and same spells, as in D&D. Each class also grants weapon proficiencies,
hit dice, and skills, just like class does in other 5e games, even if that doesn't totally make
sense.

I ask you to bear me with me here. I'm not trying to reinvent the wheel. The races and classes

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look familiar because I'm using existing races and classes to base them on. That means using
existing spells too. I tweak where necessary, but I steal everywhere else. If I didn't I'd go crazy
trying to do this. All I ask is that you keep an open mind as you read, and as you play. Thank
you!

Thirty years on the job. I’ve never seen anything like it.

It was some kinda animal. No, not an animal. Something


else. All we saw was the remains. Piles of skin and meat with
chunks torn out of ‘em.

We did find its jaw though. Matched the bite marks to the bodies. There were
so many bodies. Men. Women.

Children.

It’d probably been living down in the sewers for months. Feeding.
I don’t know who or what killed it. Something bigger and scarier.

Whatever did though, we owe it one.

- Detective David Peele, Chicago P.D.

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CHAPTER 2: SETTING OVERVIEW
The World of Darkness is a modern-day campaign setting with a strong emphasis on horror and
fear. Within that sphere though it can run the gamut from intense psychological examinations of
the meaning of fear, to guns blazing vampire blasting action heroics.

The World of Darkness is much like the world we see outside our windows, but unseen
predators lurk in the shadows, predators that prey on the unsuspecting mass of humanity.
These creatures range from the relatively familiar (those already described in legends and
stories) to other things for which we have no names.

The World of Darkness is the most popular setting published by White Wolf, and you might be
familiar with the World of Darkness from some of the other games set in it: Vampire: The
Requiem, Werewolf: The Forsaken, Mage: The Awakening or perhaps Promethean: The
Created or Changeling: The Lost. The World of Darkness presented in this book is similar to
but not identical to that other World of Darkness.

Any sort of game you want can take place in this World of Darkness, from normal humans
confronting ever-more-horrific truths to games where players play vampires and werewolves
engaged in a stealthy, shadow war of politics, intrigue and assassination to supernatural
creatures waging open battle across the ruins of America’s cities.

In the typical World of Darkness game there aren’t any answers as to why monsters exist, or
where they came from. They just are, and they’ve always been. Some settings offer
possibilities, such as Mage’s story of the great city of mages and war to become gods, or
Werewolf’s severing of the physical world from the spiritual. Yet even those are just stories,
comforting myths that may or may not be true.

This setting is not like that. In this setting we know exactly where the evil comes from.

Rise of the Iconnu


It happened a little over a year ago. Before that the world was normal. Far from perfect, but not
insane. Not filled with monsters. Then they came, and just like that the world ended.

Sort of.

It was supposed to end. That’s what the Iconnu wanted. Only they didn’t get what they wanted.
The collective will of humanity stopped them in their place. These things, the term “eldritch
horror” doesn’t do them justice, came to destroy Earth, and humanity stopped them.

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The Iconnu are horrific, as human beings understand that term, but they are also so utterly alien
that incomprehensible doesn’t cover it. They just are. They are the Iconnu, or as some call
them, the Unbidden Ones.

No human knows where they came from. Theories suggest it was some alternate reality. What
is known is that they came to Earth to feed, to rip reality apart atom by atom and then slurp
down the pureed pieces of the universe.

This attempt, called the Intrusion, should have spelled the end of the world, with little humanity
dying a swift, horrific death as seven billion souls were consumed by creatures that didn’t even
fully recognize their existence.

That’s the other thing. Incomprehensible goes both ways. Humans are as alien to Iconnu as the
Unbidden are to them. More than that though even 7 billion humans are too insignificant for
these cosmic beings to see. Yet despite their lack of power compared to the Inconnu, the
collective of humanity was somehow stronger than they could have possibly foreseen.

It wasn’t physical strength or wisdom or intelligence. It was humanity’s willpower. Their


collective desire to survive at all costs. That will to live was focused like a laser beam through
the souls of millions of human beings living all over the world. These linchpins, as they came to
be called, amplified that energy like a lens concentrating it into a wall of psychic force. The
Intrusion happened, the Iconnu came to destroy us and together we quietly said “no” and
stopped it dead in its tracks.

Imagine it from the Iconnu’s perspective. It’s like going to tear down a house you just bought
and the mass of termites that live in its walls cause your machines to break down halfway
through. Not by attacking them directly, but by thinking, by not wanting to die.

Unfortunately for the world the Iconnu by the time that happened the Unbidden already had a
foot, or tentacle, in the door. The Iconnu established a connection on Earth, specifically in the
middle of North America. The site of their intrusion into reality yawns wide in the Great Plains of
the United States. It’s a seething sphere of nightmarish unexistence. The poor people there
were consumed in a conflagration greater than any the world had ever seen. No atom bomb. No
explosion. Just suddenly Middle America is gone.

In addition the Intrusion sent a ripple through the planet that cascaded around the world altering
reality in its wake. This ripple, called the Nightmare Wave, left its mark in many ways, some
small, others not so much. In some locales, particularly those close to the Intrusion Point, the
Nightmare Wave wrought terrible physical destruction. In others, the changes the ripple brought
were subtler and more insidious.

Imagine: People in one small town suddenly gain the taste, the need, for human flesh. A broken,
unplugged jukebox in a condemned diner plays songs that give clues to events that haven’t yet

16
happened. Cockroaches in an old warehouse communicate and think with a single mind, and
combine themselves physically into one monstrous creature. The world is now home to all of
that and more.

Despite this the world was mostly saved. The Iconnu had been stopped. But they weren’t done.
Unsatisfied, the Iconnu opened more tears in reality letting spirits and demons into the material
world. At first they were just trying to figure out what was stopping them from their goal, like
when you stop on the street to figure out if there’s gum on your shoe.

Some of these spirits merged with human bodies and souls to become composite entities.
Others clothed themselves in earthly matter and took on the guise of men and women. These
beings seek to complete the world’s destruction, through terror, through misinformation, through
assassination and brutality and murder. Though it may be important to know that as strange and
horrific as they are, they’re not the Iconnu themselves. Even to these demons and things, the
Unbidden are alien and unknowable. These things are more like agents, corrupted and
converted to work for them.

Yet once again the Iconnu underestimated the human spirit. In spite of everything they did to
stop it some of the possessed humans retained control of their bodies. They resisted the Iconnu
and maintained their free will. Many turned their powers against the Iconnu and now work to
save humanity. They are waging a shadow war to save existence, but it is one that must remain
in the shadows because despite everything that’s happened most of humanity remains ignorant.

The Sleeper’s Life


It’s hard to imagine how exactly, but most human beings, the teeming masses of people, are as
of yet unaware that anything has happened. Well not quite. They know something has
happened, only they don’t know its true nature. Most of the world thinks a nuclear accident of
some sort destroyed the middle of the United States, and that maybe it caused radioactive
fallout or ash clouds and that’s why people are acting so strange lately.

Whatever justification or lie people tell themselves about their new reality they certainly don’t
believe in things like demons or monsters, anymore than they used to anyway. These people
are called sleepers, humans who sleepwalk through life without correlating the full contents of
their minds. Anything they witness is explained away (that wasn’t a werewolf, it was a big dog),
and anything they can’t explain away is simply forgotten.

Most theorize this has something to do with the very will of humanity holding reality together. As
if in combination with a desire not to die was a desire to avoid having to change. This creates a
sort of psychic shroud that occludes the minds of sleepers, keeping them from recognizing their
new truth. These can affect even linchpins most of whom remain unaware how important they
are to keeping the rest of humanity alive.

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Not everyone stays asleep though. Some wake up and realize what’s really happening. They
pierce the shroud, see through the veil and suddenly notice the horrors around them. When a
normal human does this they become one of the aware, humans who for whatever reason have
seen the truth and must now live with it. If however they’re also linchpins they can learn to tap
into the power flowing through them becoming champions of humanity known as scions. Either
way from that point forward they are fighting a war against a slow-motion apocalypse.

Agents of the Iconnu travel throughout the world, seeking to complete its destruction. Their own
kind fights against them, along with some aware, and some scions and even some who wield
ancient powers given new potency. A maelstrom of warping reality howls like a tornado in the
middle of what was once the world’s most powerful nation. The Nightmare Wave’s influence
haunts sites across the globe. Government agencies and tough-minded individuals work to stop
the Iconnu’s agents, and people throughout the world attempt to discover what’s really
happened and what’s happening. Few of them get close.

And all the Iconnu have to do to win is break humanity's will to fight. Throw enough horrors at
the world so that the collective fear of them overwhelms the desire to live, or corrupt human
beings until they turn as evil as the things sent to kill they, or get them to collectively give up, or
just kill every linchpin so that there's no more living lenses to focus their will through. Any of that
happens even for a second and it’s all over. Lights out. Bye by universe.

The World You Know


It’s today. Or maybe tomorrow. This campaign setting is Earth as we know it, with all its
shortcomings, problems, sorrows, joys, blessings and triumphs.

At least, it was the world we know, until a year ago, when everything changed. Yet still, it’s
similar. Kids still go to school. People still go to work. Life carries on. The events of one year
ago are easy to grasp, though only a few know the truth about them, and no one knows the
whole truth, because it is, in fact, unknowable.

Since the setting is present-day Earth, the world is familiar. Though supernatural beings now
exist in the world, they have not had a long, secret history of interaction with humanity. They
showed up a year ago. Thus, to play this game, you don’t need to read through lengthy
histories; the history is all here, in this chapter.

In addition, the technology, the people and the cities are elements we all know. Characters have
access to information, technology and weapons that you are familiar with in the real world.
Characters likely can drive cars, use computers and have cell phones. They conceivably could
fly jet airliners, fire automatic rifles, develop anti-venom serums and hack into computer
networks. The difference is: they do so while struggling against eldritch horrors beyond their
ability to comprehend.

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What the Hell Are They?
One year ago, the Iconnu forever altered Earth by intruding a portion of their reality into ours.
Iconnu supposedly means “stranger.” (Though in what language, nobody knows.) They are also
called “the Unbidden Ones”: uninvited or unasked for intruders into human reality.

The Iconnu are beings beyond space and time as human beings understand such things. Utterly
unknowable and alien. Not just in form (they are not made of matter), but also in concept and
motive. Being isn’t even the proper word for these things. Maybe “aberration” would be better.
Certainly not “gods.”

And, good or bad, the absolute lack of comprehension works both ways. Just as humans cannot
comprehend the Iconnu, they cannot understand humanity. They barely recognize people as
living, thinking beings. When they created the Intrusion, they had no idea why it didn’t work.

It’s like when you travel to some exotic destination only when you get there you get sick from
some virus on the plane and it ruins your vacation. You can’t see the virus, and can only do
something about it after the fact, if you can do anything at all. The Iconnu are like the traveller
and humans are the virus.

The Iconnu aren’t going away for vacation, however. They destroy things. That’s what they do.
No one is sure why. There are theories. Maybe it’s just their nature. In the same way that fish
swim and birds fly and people must dominate the environment, that’s just what the Iconnu do.
It’s like that old parable of the turtle and the scorpion: The turtle agrees to swim the scorpion
across the ocean, because he knows that if the scorpion stings him, they’ll both drown. But the
scorpion stings the turtle anyway. “Why?” asks the turtle, as they both go under. “Because it’s
my nature,” replies the scorpion.

Or maybe that’s not it. Maybe the Iconnu destroy for some purpose. Maybe they have to do so
to propagate their species. Maybe they destroy realities to create some higher, or, at least,
other, reality that human beings cannot perceive or even comprehend. In any case, humanity
will likely never know, and if they did know, that knowledge would consume and destroy them
utterly. The intrusion is that far beyond human understanding. All they can do is struggle to
maintain their reality.

Agents of the Iconnu


If the Iconnu have done anything worthwhile, they’ve answered a few questions instead of
sparking them. Human beings know something more about death, thanks to them, death, and
what comes after. Spirits. Ghosts. Whatever you want to call them, they’re really out there. And
those bastard Iconnu use humanity’s own dead against them.

The Iconnu’s solution to the problem they encountered when they entered reality was to call up
spirits. Spirits of dead people, evil dead people. And the Iconnu didn’t stop with them; the

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Iconnu also summoned other spirits, spirits that have little to do with humanity. These were
bestial creatures from . . . somewhere. Some might call it “the void.” Some might call it “Hell.”

There are lots of names for these agents. You’ll almost certainly hear them called vampires,
werewolves and even demons. It seems like something out of a cheesy movie, but in truth the
names fit pretty well. The Iconnu summoned these spirits and had them investigate and deal
with the problem. (To continue the above metaphor, similar to doctors using antiviral agents to
deal with a virus, or antibiotics to deal with bacterial infection.)

So now the world sort of looks like it did a year ago, but with possessed people and monsters
from other dimensions slinking around in the shadows, or, in some cases, in broad daylight, and
killing each other. Weird things happen for no apparent reason. A giant, roiling ball of mean has
taken over about 300 square miles of the north-central United States. And somewhere out there
are the Iconnu, which caused all this destruction without even knowing what they did.

A few folks think it’s possible to end this war by destroying the Iconnu, but that’s a joke. Human
beings can’t even interact with the Inconnu. Not even their most trusted agents ever “meet” an
Iconnu or communicate with one in any way. No more than the doctor sits the antibiotics down
and tells them to go kill this virus. Their instructions are more like instincts and primitive drives
than anything related to discourse.

Bottom line: The Iconnu want for nothing that humanity can understand, other than reality's
destruction. They don’t want to be worshipped, they don’t feed on souls and they don’t want to
bring misery or pain. They aren’t devils or demons or even evil gods. They are simply
unknowable, and yet a threat. Like a boot coming down upon on an anthill.

The Intrusion Point


When the Iconnu attempted to access reality, the event became known as the Intrusion, and the
pinpoint spot where it occurred, the Intrusion Point. The Intrusion event should have
metaphysically cracked open our world, and maybe the entire universe, like an egg, destroying
it utterly. Instead, reality proved unbreakable, not due to its inherent resilience but the strength
of will of the intelligent beings who inhabited it. On a purely subconscious level, millions of
people held the world together.

There’s a name for these people — they are the linchpins, but nobody knows what makes them
special. In some ways, they seem like the most human people humanity has to offer. A year
later, it’s clear the linchpins staved off the world’s destruction because of their strong connection
to it, their inherent force of personality and spirit was too strong to allow reality to be destroyed.

It’s important to point out that millions of people contributed to this unconscious resistance.
“Millions'' sounds like a lot, but compared to the six or seven billion who exist, it’s a drop in the
bathtub. Truth is most people don’t have what it takes to subconsciously fight incomprehensible
beings from realms beyond human knowledge. Only these select few, less than 1% of all

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humanity, served as the anchor points to reinforce and protect reality. If those linchpins were
ever hunted down and killed pop goes the universe.

When the Iconnu’s Intrusion failed, the area around the point of their Intrusion was left a
physical and spiritual wasteland, gripped in the horror of unreality. The laws of physics are gone
there, leaving all things utterly unpredictable. This place lies in the upper Great Plains of the
United States, sort of near the midpoint of North America, in the northeastern portion of South
Dakota.

Let’s say you’re far away from the Intrusion Point, California, say, and for some crazy reason
you want to go take a gander at the point. Not a great idea, but, hey, it’s your death.

First off, you should know that the Intrusion’s effects are felt throughout the world. Primarily,
these effects come indirectly, from the possessed creatures and physical spirits that roam the
world at the Iconnu’s instinctive request. However, some effects are more direct. When the
Intrusion occurred, a ripple of metaphysical and physical madness pulsed out from the point,
like a single shockwave that swept around the world in decreasing potency. This pulse is called
the Nightmare Wave, and, if you’re unlucky, you can feel its influence anywhere in the world.

The Haunted Lands


Things get worse when you approach the Intrusion Point. It starts about 500 miles out (in any
direction, even up or down). In this area, and moving inward (toward the point), the Nightmare
Wave’s effects are palpable and much more frequent than elsewhere in the world. These are
the Haunted Lands. Kansas City, Denver, Winnipeg and dear old Chicago fall into this realm.
Strange things happen here.

In addition to the Nightmare Wave, strange weather patterns play havoc in the Haunted Lands.
Thanks to a huge hemisphere of air suffering the effects of collision with the Iconnu’s reality
(see “The Conflagration,” below), unnatural and often dangerous weather spreads from the
Intrusion Point. The Haunted Lands feel this, though not so keenly as the other areas. Sudden
heat waves in excess of 110 degrees. Hail in the summer. Tornadoes. The area’s ecosystem is
decimated, and God knows how, even if, it will recover.

So the Haunted Lands are bad, but not real bad. At least people live there. (People and other
things that are much, much worse.) You pass through about 250 miles of Haunted Lands. Once
you get within 250 miles of the Intrusion Point, you officially enter the Annihilation Zone.

The Annihilation Zone


The Annihilation Zone starts when you get within 250 miles of the Intrusion Point and stops
when you get within 150 miles of it. This 100-mile-wide swath is filled with rubble, smashed
buildings and broken, deformed bodies. The sky churns. The earth shudders. The devastation is

21
terrible, and the landscape forlorn. A solitary crow caws in a ravaged tree. Somewhere in the
distance, a spatter of gunfire.

When the Intrusion occurred, everything, people, buildings, rock, air, in a 300-mile diameter was
annihilated. (That area is now the Conflagration; see below.) The annihilation of earth and air in
this area created, and continues to create, earthquakes and wild, violent weather patterns that
destroy buildings, bridges, roads and other infrastructure. The assault killed hundreds of
thousands of people. The Annihilation Zone suffered, and still suffers, these effects. It is a
wasteland pulled from the most frightening of post-apocalypse scenarios.

And that’s not all, folks. The Nightmare Wave effect is strong in the Annihilation Zone, changing
people and animals in disturbing ways, warping matter and altering the rules of physics on a
regular basis. A woman’s legs grow to 10 feet in length. A pack of stray dogs sprout sticky,
compound eyes across their bodies. A man is abruptly flung into the air, then plummets,
screaming, to splatter like a cantaloupe on the ravaged remains of the sidewalk.

Many people have been evacuated from the Annihilation Zone, but some people still dwell in
this horrific region. Why? Who knows? Simple human craziness maybe. The Annihilation Zone
also plays home to tens or hundreds of thousands of troops, from the United States and its
allies, who try to smack down the locals with martial law and control the chaos seeping from the
Intrusion Point.

The Annihilation Zone includes Minneapolis/St. Paul, but not quite Omaha or Rapid City.

The Conflagration
A 150-mile radius around the singularity, the Intrusion Point, is entirely uninhabitable. This 300-
mile-diameter area, called the Conflagration, has no life. Any living creature, from virus to
person, perished instantly. This destruction means the Intrusion killed around a half million
people right off the bat. Combine that with the poor folks in the Annihilation Zone who were
ripped apart by ensuing disasters, and the death toll for the Intrusion stands at around a million.

This 300-mile-diameter area, for all intents and purposes, no longer exists in the normal
universe. Instead, it’s a horrible cacophony of swirling energy, churning matter and things for
which we don’t have names or definitions. Inorganic matter in this region is in a constant state of
flux, warping and changing state from gas, liquid, solid and energy. Think about it: an area
approximately 300 miles across is just gone. The Earth’s crust has been punctured, but the
Conflagration annihilated the resultant magma displacement. This destructive, consuming field
is hardest on the air, churning new, drastic and dangerous weather patterns to life.

Entering the Conflagration is deadly. The vast majority of those who enter it are eradicated. A
few come out, hideously changed, in body or mind or spirit or all three. Many of those that
simply come close to the Conflagration are killed or changed. The Conflagration extends almost

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to Minneapolis and encompasses the small cities of Sioux Falls, South Dakota, and Fargo,
North Dakota.

Highway to Hell?
To some, the Intrusion Point seems like a portal to Hell. Some even call it “the Hell Chasm,”
which is clever slang but bears little relation to the reality (or unreality, as the case may be). The
Intrusion Point is not a “portal,” and does not lead to “Hell.” It’s more like a footprint, or maybe a
scar. It is the result of something truly OTHER touching the world. The only accurate term is
“Intrusion Point”.

It’s not hard to imagine where these misguided people get their ideas, though. The reality of the
Iconnu, the reality beyond this one, is so completely alien that it seems like Hell. So does the
portion of reality that has touched theirs (the Conflagration). There’s fire and brimstone (and just
about anything else you can imagine). The collision of realities alters people and animals and
creates demonic, hellish creatures that one can easily believe crawled from the Netherworld.

In addition, the Iconnu, somehow, tap into the wellspring of dead spirits connected with this
world, evil spirits. The Iconnu also draw upon other spirits, spirits bestial, inhuman, and vicious.
Even abstract concepts, like the idea of murder or hate, have seemingly been given physical
form. All of this enhances the feeling that the Iconnu come from Hell in the Judeo-Christian
sense. It’s not hard to see why people might make that mistake.

The Nightmare Wave


The Nightmare Wave was a world-traversing pulse of something that altered fundamental laws
of reality in isolated locations spread when the Iconnu intruded on reality. The wave turns
portions of the world into excerpts from horror stories, some of them truly gruesome, but the
Nightmare Wave wasn’t a weapon or a tactic of the Iconnu. The Nightmare Wave was and is a
side effect, a result of one reality coming into contact with another.

The result isn’t supposed to be horrific. It isn’t supposed to be anything. But human minds (and
the physical laws of the universe) can’t handle the transition. To them, it creates waking
nightmares. People in the know have thought a lot about this. Why nightmares? Why are the
things the Nightmare Wave creates frightening, dangerous, even deadly? Granted, some of
them fall into the creepy or disturbing category instead, but they are all unpleasant. If the effects
were truly random, which, on first hearing that they stem from an alien reality running into ours,
seems at least somewhat likely, wouldn’t they occasionally create positive events? Yet that’s
not what happens.

A leading theory is that the human subconscious has something to do with it. Somehow, the
Nightmare Wave taps into human fears, both subtle and overt, both primal and modern, and
makes them reality.

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When the Intrusion occurred, the Nightmare Wave emanated from the site like a single ripple
spreading from a stone thrown in a pond, a pulse of energy that cannot be defined. The
Nightmare Wave spread across the Earth, but (thankfully) lost strength as it moved. A hundred
and fifty miles from the Intrusion, the Nightmare Wave wiped out everything. This is the
Conflagration, and here the Nightmare Wave was so powerful that it took our laws of reality,
twisted them, mangled them, liquefied them and then left the puddles lying on the floor.

A hundred and fifty to 250 miles from the Intrusion, the Nightmare Wave wrought widespread
havoc. This is the Annihilation Zone, and though the Nightmare Wave came and went, its
effects remain. Nightmare Wave effects are common occurrences in the region. The wave’s
influence works on people, animals and plants as well as locations here, turning them into
unholy monstrosities physically or mentally, or both. Whereas elsewhere in the world, Nightmare
Wave effects are limited to single locations such as a house or an alley, in the Annihilation Zone
large areas, sometimes many square miles, suffer the effects.

Moving out further, 250 to 500 miles from the Intrusion, the Nightmare Wave’s influence is less
pronounced, but unmistakably present. These are the Haunted Lands, and are aptly named.
The Nightmare Wave’s effects have created “haunted” places and strange occurrences. Most
people have at least heard about these places and events, and many people have encountered
them. Unlike the Annihilation Zone, here most of the effects are localized to a single house, a
back alleyway, a copse of trees or a single family or small group. Such places are called
Nightmare Sites.

Beyond the Haunted Lands, the Nightmare Wave’s effects are still present throughout the world,
but the events are isolated. Only the occasional room of a house, the area around an old tree or
a single animal or person are affected, and usually only in the subtlest of ways. Often one
cannot tell whether someone is acting strange due to the Nightmare Wave or (more likely) some
natural human weirdness.

Nightmare Wave effects and changes are sometimes permanent, sometimes transitory. Every
so often, new nightmares manifest that are not products of the original Nightmare Wave, like a
punctured infection that spews pus, then dies down to a slow trickle of blood.

Despite the occasional new nightmares, the vast majority of these events stem from the original
Nightmare Wave. New nightmares are more common in areas close to the Intrusion, and even
then, you can usually trace the “seeds” of the nightmare back to the moment of the Intrusion,
the original Nightmare Wave. The Nightmare Wave causes changes. Changes in just about
anything people, animals, plants, places. And the changes are bad, almost universally so.

They’re not just physical changes either. The Nightmare Wave is as much about mental and
spiritual transmutation as physical. People think different thoughts, have different desires.
Someone’s personality changes from good Christian to Satanist. A cute kitten becomes a hyper-
intelligent murderer.

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Every so often, the changes are merely bizarre or unnerving rather than dangerous or horrifying.
Sometimes they are minor, especially far away from the Intrusion Point. The effect might be
merely a slight change in color, or a minor alteration of physical form. A car suddenly has animal
(or demonic) horns and makes bestial noises when started up, or the leaves of a tree all
become copper. Kind of weird, but at least it isn’t going to eat you, hopefully.

Horrors Unleashed
All of these effects very often produce monsters, or creatures humanity can only think of as
monsters. The strange thing though is that many seem to have leapt right out of human myths
and legends. Vampires, and werewolves, but there’s also aswang, or chupacabras or banshees
or just about any terrifying thing human beings ever thought up or told stories about, all just
suddenly walking around. It’s as if the Nightmare Wave (aptly) pulled nightmares right out of
human minds and made them manifest in the world.

Together these assorted things now sharing the Earth are called Horrors. Most of them are not
direct agents of the Iconnu, or don’t seem to be. Instead they appear to be just after effects of
the Intrusion and the Nightmare Wave, accidental creations of a world gone mad.

However although they don’t serve the Iconnu directly they definitely meet the Unbidden One's
interests. Horrors are purveyors of fear. Through the suffering and terror they unleash they
contribute to the breaking of the human spirit. Through the death they leave in their wakes they
weaken humanity’s will to live

Those rare few who have studied Horrors have broken them into several categories. This helps
not only with predicting their behavior it goes a long way to figuring out how to kill one. It’s good
to know your enemy.

The most common type of Horror is the Living Dead. The first act the Iconnu did after realizing
the Intrusion failed was to pierce the veil between this realm and the realm of the dead. This
caused thousands, maybe millions, of once-living human spirits to pour into this universe. A
great many remained bodiless, ghosts, and poltergeists and wraiths and other apparitions.
Others managed to find bodies to animate, either their own or someone else’s. And a very
select few squirreled their way into the bodies of the living, merging their souls into one,
becoming vampires.

Spirits make up the second most common type of Horror. It turns out that there’s a reality
closer than most realized, where immaterial beings manifest. Actually calling them beings is a
bit of a misnomer. Even in their own realm they are more like concepts or elements than living
creatures. Here they usually remain untouchable and intangible, until they manifest. Animism,
the belief that everything is “alive” on some level seems to be true within the spirit’s native
reality. There are spirits of cars, or dogs, or rocks, each a possible real being that you might
encounter. There can even be spirits of concepts such as “war” or “fire”. Most want nothing
more than to make more of whatever they are, which they seem to feed off of. A spirit of murder

25
wants to kill, or better yet to urge humans to kill, while a spirit of love wants to encourage love,
no matter the consequences.

Like ghosts, spirits can possess creatures. A dog might be possessed with a spirit of poison
causing it to exude clouds of noxious gas, while a human might be possessed by a spirit of
glass causing broken shards to erupt from his skin. Beings possessed in this way (by ghosts or
spirits) are called Ridden. Unlike a vampire or werewolf these possessions are not true
mergings or replacements of the soul and it is possible to save a Ridden. It’s just dangerous and
difficult. Even places or objects can be ridden creating haunted lakes that drain the life from
anyone who swims in them or possessed cars that run down their victims.

A lesser version of the Ridden is the Stigmatics. The Stigmatics are not fully controlled, just
influenced by something outside themselves. They are called this because almost always a
mark is left upon them indicating their change, although this mark can be mental as often as it is
physical. This category includes all creatures whose minds or bodies have been affected by the
Nightmare Wave. The townsfolk who’ve developed a craving for human flesh are Stigmatics. So
is the alleyway that bends back on itself trapping anyone who enters. It’s possible sometimes to
cure the affected, but not always. Sometimes a creature once touched by the Iconnu or one of
their Horrors never fully recovers.

After Spirits the most common Horrors are the Cryptids. This category includes creatures,
human and otherwise, that have been so horrifically transformed by the Nightmare Wave that
they aren’t recognizable anymore. A cat that’s grown eight eyes and a taste for blood is a
cryptid, as is the human turned into a cannibalistic wendigo. Of all the Horrors, cryptids are the
most likely to be similar to creatures of myths and legends. Mothmen, and maenads, and
Japanese Ushi-Oni all fit under this category.

Far rarer than cryptids are the Amalgams. Amalgams are combinations of, typically non-living,
material or objects that have been animated by a non-spirit energy. It’s clearly non-spirit energy
because it can’t be dispelled or exorcised. The only cure for an Amalgam is to destroy them.
The pile of discarded car parts that’s been animated by dark magic is an amalgam. So is the
living statue tasked with guarding a mage’s warehouse. Sometimes human bodies can even be
animated in this way. In such a case it’s hard to tell the amalgam from a living dead or ridden
body.

Rarer still are the Entities. This is a sort of catch all category for beings that don’t behave like
spirits, but still seem to live by recognizable logic. It’s hard to know exactly what these are.
Mages posit that there happen to be five realms, or realities, or universes, that were close to this
one when the Intrusion happened (aside from the spirit realm). If so Entities appear to be the
native denizens of those realms. Although they manifest on Earth similar to spirits, entities very
likely had physical bodies when in their own universes. It doesn’t look like all entities are actively
seeking humanity’s destruction. Some have even reported finding benevolent entities akin to
angels, that they swear intervened to save them. It’s possible humans are not alone in this fight.

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Finally we have the most inhuman and alien Horrors known, the Aberrations. If Entities are
beings that seem to live by logic we might understand, Aberrations are something else entirely.
They are the closest things to the Iconnu, wholly unknowable things, that follow their own rules,
if they even have rules. The Mother of Pus that manifests as a hideous conglomeration of
eyeballs, mouths and tentacles is an Aberration, as is the eel-like aboleth that lives in the ocean
and uses its lamprey mouth to drag ships into the dark waters.

Of all the Horrors though the most insidious and very possibly the most dangerous are the
Agents. Unlike other Horrors, agents are not left to pursue their own agendas. Each one has a
task drilled into their mind, a sort of overarching mission that defines their purpose in the great
war. While it never carries specific orders (not thoughts or even images) it leaves each one with
a powerful urge to do what the Iconnu want.

With time and effort an agent can learn to push these urges away, breaking their ties with the
Iconnu. Once they do this they are free to do as they wish. However these freed agents very
often find themselves hunted by their own kind. Considering the difficulty and dangers of
resisting most just do as they are bid. Agents are not a separate category of Horror though.
Each is a subtype of one of the one of the above.

First on the list are the vampires. As a group vampires belong to the category of Living Dead.
They are blood drinkers created when the spirit of a murderer is brought forth from the spirit
world and bound to a mortal body. This merges them with the soul inside the body, and once
merged it’s impossible to separate them without killing them and the host. This process kills the
body but leaves them with new found powers. As agents they are the spies and assassins of
the Iconnu tasked with figuring out why the Intrusion failed and killing those responsible.

Next are the werewolves. Despite their physical form werewolves are considered Spirits. They
are spirits of beasts and animals and wild things that have been forced into human bodies. This
utterly consumes the soul inside, leaving a hollowed out shell that the werewolf controls.
Because of this it’s a process that’s impossible to undo once it’s happened. This causes the
beast spirit to absorb some of the knowledge, even the personality traits of the human whose
body they control. But make no mistake the human spirit is gone, and only the beast remains.
It’s important to note that despite the name it’s not always (or even often) a wolf spirit that
controls the body. It’s just that the transformation creates something that looks like a large wolf.
No one knows why this would be. It just is. Werewolves are the soldiers of the Iconnu, and as
such it is their job to hunt down and kill as many humans as they can in the hope of eliminating
the problem at its source. Of course they must always temper this or else they risk triggering a
war with the entire human race at once.

The last type of agent are the demons. Demons are Entities, creatures that live as physical
beings in a realm of chaos and destruction. Of all the agents, demons are the most aware of
what the Iconnu want and what they are (even if they don’t know exactly). That makes them the
least likely to break from the Iconnu, and the most likely to be hunted by their own kind if they
do. Once in this realm a demon fills in the spot vacated by a human who disappeared in the

27
Intrusion, or was abducted along the way. This allows the demon to take the human’s
memories, skills, even their very life, all of which makes it much easier to fulfill their given task.
For this to work the human must be alive somewhere, it just doesn’t have to be in this universe.
As agents, demons are tasked with being the corrupters, and torturers of the Iconnu army. It
is their job to break humanity’s will, to either turn humans against themselves or to cause them
to give up entirely.

The Human Response


The response to all of this has been mixed, and muted, plagued as it was by shock, horror and
misunderstanding.When the Intrusion occurred, most thought it was a natural disaster of
incredible magnitude. Some earthquake or volcanic eruption. A meteor strike was another
possibility. After a couple of hours, though, it stopped seeming like a natural disaster, and
started seeming like an attack. Terrorists. Russians. The Chinese or the North Vietnamese or
the Cubans or someone, attacking the United States, possibly with a nuclear assault.

Yet in the aftermath, that didn’t seem right, either. Now, no one is sure what to believe.
Everyone’s got theories, and all the government hubbub about the Intrusion Point adds to the
fear and paranoia going around. Every day, people around the world watch the news, and no
matter what channel or what country, the top stories are about the Intrusion: events in the
surrounding areas or linked to it, sightings of things thought to be related to it, the results or
ongoing coverage of an investigation as to its cause and/or lasting impact and, of course,
theories. Television, radios, newspapers and Internet sites bring in experts of all stripes:
scientists, philosophers, theologians, military personnel, political personalities, movie stars,
basketball players, dudes-on-the-streets, authors, priests, psychologists, physicists, biologists,
talk show hosts, anyone who has a theory gets his time in the spotlight.

Despite all this discussion, most people remain confused. They think other people out there
know more than they do. They’re probably right, and the fact that citizens are suspicious of their
governments doesn’t help matters, though it’s also nothing new.

The official government response is that they are still investigating the incident. The president
declared the Annihilation Zone a disaster area shortly after the Intrusion. In the days
immediately following, fleets of military trucks, Red Cross vans, helicopters and other relief
poured in and out of the area, though many of them had difficulty bypassing the rubble, or
suffered strange and deadly malfunctions. In the year since then, the efforts have slowed, but
they continue.

Supposedly, all the people living in the Annihilation Zone were evacuated. However, everyone
knows that hundreds of thousands still live there. Some want desperately to escape, but are
trapped, others remain of their own free will. Some find that life in the post-apocalyptic
Annihilation Zone is better than the lives they knew before. Others see themselves as chosen to
fight against the Conflagration. Still others stay to do research, either professionally or out of

28
simple, amateur curiosity. Their motives are as varied as they are, and they have no intention of
coming out.

The U.S. military has done its best to cordon off the Conflagration, though in reality most troops
remain just outside the Annihilation Zone. Here, they keep watch in modular sentry towers,
patrol the roads and land via Humvees and all-terrain vehicles and helicopters and string up
barbed wire and more sophisticated barricades. Officially, the military’s primary objective is to
keep people from entering the disaster area. Secondary objectives include providing relief to
those who run screaming from the zone, and controlling, or, at least, attempting to control, the
stranger things that emerge from the ruin.

Some units are unfortunate enough to be assigned to operate within the Annihilation Zone,
where they attempt to keep order and evacuate the people who remain. Doing so is no easy
task, for the rubble of cities and bodies lies in heaps, and the sky and trees and grass are
strange. The soldiers’ machinery is prone to mysterious, and sometimes lethal, malfunctions.
Looters and self-declared warlords snipe at the troops from ruined buildings, while darker things
stalk them at night.

The demands of the Intrusion Point, Conflagration, Annihilation Zone and related concerns tax
the United States’ resources. The sheer number of troops alone is massive. To make the
numbers, the government has mobilized the National Guard and the military reserves. Worse,
three months ago Congress passed an extremely unpopular emergency draft, which grabs men
ages 18 to 28. Taking a cue from the Vietnam era, the draft is a birthday lottery. They’ve used
34 days so far; 331 to go.

Outside the United States


The Intrusion affects the entire world, but not to the same degree as the United States.
Internationally, indirect fallout from the Intrusion exists in terms of sporadic Nightmare Wave
effects and the Iconnu’s inhuman agents waging their shadow war across oceans and
boundaries. (Canada gets more than its fair share of strife from the Intrusion Point as well.)
Other countries don’t feel the Haunted Lands, the Annihilation Zone, the Conflagration and the
pinprick of colliding realities as the United States does.

Foreign nations are only slightly less concerned, shocked and horrified about the Intrusion.
They, individually and through organizations such as the United Nations, have offered aid in
various forms, from troops to emergency supplies, but the United States refuses most of these
offers and attempts to remain self-reliant although a number of foreign experts have traveled to
the United States to study the phenomenon and lend their own theories to the mix.

The U.S. military has withdrawn from all foreign concerns. All available troops are within
American borders now, with only token forces on U.S. bases and posts around the world.

29
Of course, others, primarily those in foreign nations, see it as a good thing that the United
States is occupied with other concerns. The United States can no longer be the world’s police
force. In the wake of all that the Intrusion means, sometimes it’s easy to overlook the fact that
the world is still a global culture, and everything that occurs within a country’s borders has
repercussions without.

It’s important to note that not every soldier is aware. Even the ones who’ve encountered Horrors
or the agents can still be sleepers. There are no limits to some people’s ability to rationalize
what they see and ignore what they don’t want to think about.

What your average person knows


After a year of speculation, the meteor-strike theory has returned to the fore. Most reputable
sources cite an impact with a medium-sized meteor as the cause of the event, and the idea has
some points that make it seem valid. Impacts with smaller meteors in the past have leveled
forests and created huge craters, so a meteor strike could have created devastation in the large
area called the Annihilation Zone. Even a basketball-sized meteor can do serious damage, and
would be too small for astronomers to detect until it was too late. Perhaps the meteor released
some strange alien radioactivity, which is why the government is so keen to keep people away.

There are other theories of course, ranging from terrorist attacks to it being the Biblical end
times. Even the most “likely” and “reputable” idea, the meteor, has gaping holes however,
foremost being the decidedly non-impact-site-like images contained in photographic evidence of
strange events and places close to the Intrusion Point. Such photographs were leaked onto the
Internet shortly after the event. Also, the number of concurrent events, such as a dramatic
increase in weird things due to the Nightmare Wave and words such as “vampire” and
“werewolf” being thrown around with alarming frequency, is a problem.

Despite this your average person knows:

● More than a million people died

● The central United States is laid waste. Major cities, including Minneapolis and Omaha,
are in ruins.

● The area surrounding the point where the event occurred is still very dangerous.

● The American government is doing its best to cope, but is also keeping secrets.

● Some people claim to have been changed by the event. More often than one might
expect, such words as “vampire” and “werewolf” are tossed around. Incidents of general
weirdness seem more common now

30
No matter what they know though, the mood in the country is dark. Everyone is afraid. Everyone
is worried that things are going to get worse. They think the people in charge don’t know what
they’re doing, or cannot contain whatever is going on. No one knows what’s really happening.

What the experts know


The government has compartmentalized information related to the event. Everything is on a
need-to-know basis, and only the people with the highest level of clearance in the government
really know what’s going on.

Yet some do know. The President. Certain high-level military personnel. Some specialized
agents. They’ve captured the Iconnu’s servants and interrogated them. Studied the
Conflagration and the Nightmare Wave’s effects. They know more or less, what’s happened,
except for the true nature of the Iconnu or why they came.

Many questions continue to baffle them. What is the Iconnu’s reality like? Why did they attempt
to destroy ours? Can we communicate with them? From where do they draw the souls and
spirits they use to create their agents? What does the existence of these things mean about life
after death, about the nature of the universe, about religion and philosophy? Yet, existentialism
takes a backseat to survival.

Fighting Back
Not long after the Intrusion, the government created two new agencies responsible for dealing
with this disaster. The first, and most visible, is called the Intrusion Defense Agency, or the
IDA.

While technically a branch of FEMA (the Federal Emergency Management Agency), the IDA
works more like the FBI, with agents (usually in pairs or in teams) investigating Nightmare
effects and dealing with the Iconnu’s various agents. Their agents include even beings that the
Iconnu intended to use against humans.

The IDA is the closest to an official response the United States is likely to have. They are
primarily investigators and administrators. Their goal is to help mitigate the damage, while also
figuring out what happened, and what to do about it. IDA agents “on the ground” are some of
the best-informed and most aware people in the world on the subject of the Intrusion, its genesis
and its effect. The agency includes scientists and strategists as well as experts in sabotage,
espionage, assassination and other forms of combat

The other agency however is so secret even most members of the IDA are unaware of it. If the
IDA is the government's investigating arm Task Force Valkyrie is its weapon. Where the IDA is
full of scientists learning all about the Intrusion, the Task Force is only interested in one thing,
turning back the tide. To them the world is now at war, and their job is to win that war. No matter
the consequences.

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These agencies aren’t the only ones trying to turn back the tide. There’s various militaries and
other government agencies of course, but beyond that there are three major groups.

The most prominent and most dedicated are the scions, not that they have much of a choice.
They are all linchpins, humans whose very existence keeps the Iconnu at bay. Unlike other
linchpins however they know what’s happening around them and they accept it. This lets them
tap into the energy flowing through them from the rest of humanity, which enhances their
strength, natural healing abilities, and gives them several potent gifts. In addition to this they can
feel the effects of the Nightmare Wave. Some even report hearing the screams of those killed
by Horrors up to miles away. Those scions who try to refuse the call are often driven mad by
this knowledge. They are the chosen ones no matter if they want it or not.

Next to the scions stand the mages, humans who’s minds have been awakened to the true
nature of reality. This allows them to perceive things on a different level than other humans.
With this knowledge they can tap into incredible sources of energy, or even change the nature
of reality around them. This puts them into a slight conflict with the rest of humanity, who’s will
pushes back on even the mages causing them backlashes and worse if they aren’t careful. Still
despite everything mages are human and many are fighting aside other humans to win the
shadow war.

Finally there are the aware, humans who have discovered the truth. They aren’t linchpins like
the scions, so they don’t have any supernatural abilities (usually) so they are forced to use
every skill they have if they’re going to survive. Hunters take the battle to the monsters,
overwhelming them with superior tactics and fighting skills. Renegades focus on survival at any
cost. They use their skills, and willingness to play dirty, to keep on living for another day.
Investigators focus on learning the truth of this dark new world, and thus become expert
occultists. Deviants are humans who’ve been experimented upon or who’ve had run ins with
the supernatural that left them changed. They have powerful abilities equal to other Natures.
Gifted are humans who’ve unlocked some great mental power. Unlike mages they know no
more of reality than other humans. They just have an ability to tap into powers that scare them
as much as they scare others.

Caught in the middle


The rest of humanity, the sleeping masses, are caught between these two forces. Yet they are
unaware of the battle raging around them. The agents of the Iconnu and the forces arrayed
against them both have reasons to keep this war quiet. It’s no telling how long that veil of
ignorance will last, but were humanity to wake up it might cause a massive panic or it might
inspire people to take up arms on a planet-wide scale. Neither side wants to be the one to
trigger that coin flip, but it’s only a matter of time.

Yet humanity is not the only force that seems to have not picked a side. When the Intrusion
happened many millions across the world simply disappeared, vanished into the swirling ether

32
of colliding realities. Most of these people simply died or fell away to unknown fates, but a few
were taken for a very specific purpose. To understand what happened the demons felt it
necessary to understand humanity. To tempt humans they needed to be human. The easiest
way to achieve this end was to snatch human beings away, and then slip into their vacated
lives. This gave demons the knowledge and place in the world they needed to work their task.

To make this work though they had to keep those stolen humans alive in some form, and some
managed to escape this trap and flee back to Earth. Back on this world they have become
changelings, lost souls trying to find their way in a world that no longer wants them. Marked by
their torment they have become stigmatics.

Along with them are the prometheans, strange amalgams of stitched together flesh that now
wander the world. They are as much a mystery to the agents as they are to humanity. Where
did they come from? Who made them? And more importantly why are they here? Do they intend
to pick a side, and if so who’s? These questions dominate all discussion of the created. There
are reports of them fighting against the horrors, and protecting people, but are they like some
agents who’ve pushed back against some darker purpose or were they brought here specifically
to help? No one knows, and that makes them dangerous.

And finally there are the Horrors themselves. Most serve the will of the Iconnu consciously or
otherwise, but, as with the agents, a few carve their own path. There are rumors of some who
call themselves the begotten, living nightmares who claim to once be humans who’ve
discovered a monstrous side they never knew they had. If it were true the begotten could be
useful allies or a dangerous addition to the Iconnu’s forces.

A world at war
Together all of these forces collide, Iconnu, horrors, agents, scions, aware, sleepers and all the
rest. It’s anybody’s game at this point. Any side could prevail, or the world itself might be torn
apart. Either way one thing is clear, someone might end the war but there will be no winners.

“Just tell me why. Before I kill you.


Tell me why you couldn’t just do what they brought us here for.”

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Mudafie looked away, considering the question. He knew why of course, he knew what
was in his heart, but how to make the other understand?

No, Mudafie realized, that one would never understand. He was still bound, still doing
their bidding. He looked up, facing his enemy, one set of soulless demon eyes to
another. “They have no right,” he whispered to the wind.

“No right! Are you mad? You sound like a human!”

Mudafie nodded, tilted his head down. Well it wasn’t his head, exactly. Neither was the
woman he’d fallen in love with, but that didn’t make any sort of difference. “Just do
what you came to do.”

As the claws slashed his throat to shreds Mudafie just smiled. He was at peace.

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CHAPTER 3: NATURES
To participate in the World of Darkness you’ll need an avatar, a character that you run as your
own, and the first step in creating this character is to choose your Nature. Maybe it will be a
skulking bloodsucker, slipping from shadow to shadow as it stalks its human prey. Or maybe it
will be a demon, dressed like the dapper businessman whose face it stole, that is until it feels
the need to discard this costume of flesh and reveal its true horrific form.

Or you might choose something more exotic, like a lost changeling who’s life was stolen by
demons and who now hunts the thing that took everything from it. Or perhaps you’ll be a
promethean, a being of stitched together flesh on a pilgrimage to understand her purpose and
achieve her given role, but who must contend with the fury she creates in those around her.

Whatever you choose to play, know that you will most likely be a monster, hunted and feared by
the normal humans you encounter. Even if you opt to play a human you will have to contend
with family and friends who don’t understand why you always have so many bruises, or what
you’re spending your nights doing. In time they will probably come to see you as a monster as
well. There are no easy answers in the World of Darkness.

Choosing a Nature
Unlike typical D&D games you’re not choosing a race. There are no fantasy races in this game,
and the usual choices of dwarf or elf don’t exist here. Instead in this game the word “race”
means what it does in our world, a descriptor of your cultural and ethnic background. All
creatures you can opt to play as were either once human, or are masquerading as a human. All
of the human races that exist in our world exist in this game and you’re free, and encouraged, to
choose to play a character of any background, upbringing or orientation you want.

In place of race you will choose a Nature, which is a just a way of describing your identity as
either a supernatural being or a human who chooses to fight against them. The vast majority of
thinking beings in the world are simple sleepers, ordinary humans who have no idea what’s
happening around them. You won’t be playing one of them. Instead, even if you opt to be
human, you will be someone who knows enough to fight back and who feels compelled to do
so.

Your choice of Nature affects many different aspects of your character. It establishes your core
traits that exist throughout your character's story. When making this decision, keep in mind the
kind of character you want to play. For example, a vampire can be a good choice if you want to
play someone sneaky or deceptive, a werewolf could be a lot of fun if you want to go wild and
savage, while a mage allows a lot of power and creative control at the expense of playing a
more complicated character.

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It’s important to point out that three of the Nature choices (vampire, werewolf, and demon) are
by and large agents of the very things trying to destroy this world. In most games if you play one
of these you will be playing someone who has turned their back on this role. This might be
because they have their own agenda or they might be fighting to save the world. Either way the
Nature and class descriptions in this and the following chapter assume you are not an active
agent of evil.

Your character’s Nature not only affects your ability scores and traits but also provides the cues
for building your character's story. Each Nature’s description in this chapter includes information
to help you roleplay a character of that Nature, including personality, physical appearance,
features of society, and special consideration. For instance some Natures are mergings of two
souls together, meaning in some ways you’ll be playing two characters who share the same
body. Do these two forces war against one another or is one dominant? In other cases you
might be playing someone who’s disguised as a human. How do you convey that alien nature
while still running a playable character?

These details are suggestions to help you think about your character; an individual's story can
deviate widely from the norm for their Nature. It's worthwhile to consider why your character is
different, as a helpful way to think about your character's background and personality.

Nature Traits

The description of each Nature includes core traits that are common to that Nature. In most
cases this is only half of a Nature’s story. Most Natures are limited to a single “class” essentially
splitting the Nature’s abilities in two. Core traits (analogous to racial traits in a typical D&D
game) are defined in this chapter. Defining features (your class abilities) are described in the
following chapter.

Choosing a Nature requires some special considerations.

Languages: Your character can speak, read, and write one language (typically English). If your
background justifies it the DM might allow you one additional language of your choice. If you
want to you can learn additional languages by trading one skill or tool proficiency for a language
on a one-to-one basis. In some cases your Nature might grant you additional languages. Unless
otherwise specified you must choose a living (not dead) language that actually exists in our
world.

Creature Type: As in typical D&D every creature, including every player character, has a
special tag in the rules that identifies the type of creature they are. This is based on your Nature,
with each Nature representing a different type of creature that is available in the World of
Darkness.

36
Non-supernatural animals, plants and other non-thinking beings are classified as naturals. Most
of humanity is classified as Humanoid (sleeper). Your Nature will tell you what your type is.
Other types include Amalgam, Aberration, Cryptid, Entity, Horror, Living Dead, Ridden, Spirit,
and Stigmatic.

These types don't have rules themselves, but some rules in the game affect creatures of certain
types in different ways. For example, magic that uses the Life sphere doesn't work on a creature
that has the Amalgam, Spirit, or Living Dead type.

Age. Since all characters either started as humans or are still humans age is not usually
determined by your Nature. Your character can be any age you want as long as it’s playable,
from thirteen to eighty or even outside this range. Some Natures are an exception to this rule. If
so it will be called out in the Nature description.

Size. Unless you’re playing a child your size will probably be Medium, a size category including
creatures that are roughly 4 to 8 feet tall. If you are playing someone smaller than this your
speed will be reduced by 5 feet and you gain the following trait:

● Undersized. Your small stature makes it hard for you to wield bigger weapons. You
can't use heavy shields. Additionally, you can't use martial weapons with the two-handed
property unless it also has the light property, and if a martial weapon has the versatile
property, you can only wield it in two hands.

Perks & Drawbacks. Most of your Nature’s core traits will be positive. This includes things like
your ability score increase, or supernatural powers such as the ability to see in the dark.
However some of your traits are negative such as a vampire’s sensitivity to (and damage from)
sunlight. Your traits will be listed as either perk (for positive traits) or drawback (for negative
traits).

Energy. Most Natures require a source of energy to use their powers. This is your Nature’s
juice. Some Natures have an intrinsic easier time acquiring this energy. This is rated from easy
to acquire, to moderate, to challenging. This can depend on the situation (a vampire lost in a
wasteland will not have their usual access to blood) so this rating is just what you can typically
expect. In any case the full details of your Nature’s energy will be outlined in its associated class
section.

Class. With only one exception each Nature is tied to a specific class. The names of these
classes reflect what the Nature calls itself (whereas its Nature name reflects what society calls
them). Your Nature can only take levels in the listed class and only members of your Nature can
take levels in that class. Each Nature (even the aware) prevents it from becoming a member of
another Nature.

All other traits are outlined in your Nature descriptions.

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38
Vampire
"How do we seem to you? Do you find us beautiful and magical? Our white skin, our fierce
eyes? 'Drink,' you ask me. Do you have any idea of the things you will become."

- Anne Rice, Interview with The Vampire

“Listen to them, the children of the night. What music they make!”

- Bram Stoker, Dracula

Vampires in this game are unlike those in other fiction. Here vampires are the result of a strange
merging of two humans. One, a murderer or criminal who died and whose spirit has now
returned. The other a human living in the modern day. The merging kills the body, but leaves
both souls trapped inside it, fighting for control.

A Fusion of Souls

The word "vampire" doesn't exactly cover what these creatures are, but it’s the closest word that
sort of explains the basic concepts. That it matches fictional vampires at all is somewhat
strange, but so are many of the Horrors that stalk the new world. They are as if the Iconnu
plucked the worst fears from the human subconscious and made them real.

No matter what you call them though vampires here are a fusion of souls. When the Iconnu
burst a hole into this universe they brought with them the souls of the dead. Many remain
bodiless ghosts or wraiths, but a select few, universally murderers and criminals, forced their
way into human bodies. The process kills the host, but traps its soul, along with the invading
soul, inside, forcing them together.

The result is an undead creature that needs the blood of the living to continue its existence. Or
in other words, a vampire.

Kindred and Clan

Vampires call themselves The Kindred, partially as a way of signifying that they are all in this
together against the living, even those that turn their back on the Iconnu. Yet this is also done
as an ironic and dark bit of humor since vampires, despite their connections, will turn on one
other as soon as it suits them.

This also speaks to how different vampires are from each other. For sure, they have some traits
in common, such as direct sunlight causing incredible damage to their bodies, or the need to

39
drink blood in order to live. Yet there are far more traits that vampires don’t share with most
other vampires, and even some that they have all to themselves. The primary separation is that
of the clan. Vampires have discovered over the year since the Intrusion that vampirism takes
five separate forms, which they call clans.

Each clan has its own powers, and its own unique weaknesses. Clan is determined by the type
of soul that invaded the human host, specifically the type of criminal that soul was in life. A
violent murderer makes a savage vampire, while crime lords and wouldbe despots turn into
more commanding and controlling vampires.

So far there have been only five clans and they do seem to account for every possible type of
murderer or criminal that exists, and since only murderers and criminals can become vampires
that would seem to limit the total clans to five forever. Only time will tell if this remains true.

In addition to clan though vampires can have different abilities and even different weaknesses.
Some vampires are driven mad by the presence of fire, others can’t enter a home uninvited or
cross a body of flowing water. Most Kindred believe these are psychological. A newly formed
vampire expects to have certain weaknesses common in fiction and so they do. Whatever the
reason though vampires can be very different from one another.

To Sire or Not to Sire

Among the Kindred the original vampires created by the Nightmare Wave are known as the 1st
generation. Since it’s only been a year this generation is often as lost and confused about their
nature as any other vampire.

However the Nightmare Wave is not the only source of vampires that exist. If that were the case
the number of vampires would be ever diminishing, but unfortunately for the living there’s more
than one way for the dead to walk the Earth.

For one thing while there is no second Nightmare Wave the gateway to the lands of the dead
remains open. Occasionally a new murderous soul will find its way back to Earth and into the
body of a host and thus create a new vampire. This group sometimes even includes humans
who have died since the Intrusion. These vampires are quick to include themselves in the 1st
generation, a claim that is not always appreciated by those who came before.

The second way for a vampire to be created is for them to have been sired by another vampire.
The ability to sire a 2nd generation of Kindred is a relatively recent discovery. There seems to
be a process involved of finding a host, draining them to the point of near death and then
somehow inviting a soul to invade their body.

The exact specifics are still being worked out among the Kindred, and there are many
contradictory claims about the process. It seems to be clear that vampires who sire tend to
invite souls similar to their own to invade the host, and thus their progeny (as vampires are

40
calling the ones they make) tend to be of the same clan as their maker. This is not universal
however.

In either case vampires are finding themselves faced with a choice. To create another vampire
like themselves or to avoid the temptation.

The Dance Macabre

No matter what though Kindred have not been brought into this world for their own pleasures.
No, they were created for a very specific purpose. A vampire who has not cut themselves off
from the Iconnu can feel the urge to fulfill that task like a constant hum in the back of their
minds..

Vampires understand their given task is to be spies and assassins. They are to learn everything
they can about humanity and how it was able to stop the Intrusion. Then they are to track down
those responsible and kill them. That’s the most likely explanation for why only the souls of
murderers have been brought forth as Kindred.

This means finding the linchpins and doing away with them. Ever dramatic, vampires who follow
this task are said to be doing the dance macabre, like puppets on a string for their Iconnu
overlords.

Not every vampire wants to do this. Afterall that would mean the end of the world, which they
exist in too. In fact of all the agents vampires are the most likely to turn against the Iconnu and
are the most tolerated by their own if they do. This involves pushing out the intrusive thoughts
until the pressure to complete their tasks simply fades away.

This doesn’t mean they become protectors of humanity. They are all murderers, and they
remain so no matter if they follow the Iconnu or not. It just means they are killing who they want
to kill instead of who the Iconnu wish them to kill.

The Masquerade

No matter what they decide to do, the Kindred know that it is in their best interests to keep
humanity in the dark. Not only would it be much harder to feed if people were aware of
vampires’ existence, but it would also make their nights more dangerous than they need to be.
No matter how powerful they become a vampire is vulnerable when they sleep, and all it takes
is one human to drag them into the light for them to burn.

The Kindred are very serious about hiding their existence, maintaining the masquerade as they
call it. A vampire who seeks to let the world know about vampires or who is in danger of letting
something slip through carelessness is severely punished by other vampires. Woe be to the
Kindred who breaks the masquerade.

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Two Lives, One Body

Since vampires are two souls merged together it's important to think about who both were. It's
as if you're building two characters at once. One lives in the modern day, they probably have a
family, some people who love them and wonder why they aren't around so much anymore.

The other is someone who lived anywhere from a few years to centuries ago. This person was a
murderer or violent criminal of some kind. The sort of person who doesn't think twice before
trying to take someone's body from them. The longer ago they lived the more interesting they
are, but also the harder it will be to roleplay their perspective.

In addition to that you have to think about how those two different personalities feel about each
other. Some vampires merge into a single being, becoming some other person that combines
the traits of both into a single new personality. For other vampires one of the two personalities is
dominant while the other is forced along for the ride, while for others it’s a constant battle
between the two. It's up to you to decide how this works for your character.

Vampire Names. Vampires have ordinary human names, as befitting the time period in which
their two personalities lived. Your modern half would have a modern name, although it could be
something weird. The other half can have any name that was common, or uncommon,
throughout history.

Vampire Traits

As a vampire your character has the following traits:

Type: Living Dead


Speed: 35 feet.
Energy (easy): Vitae, or blood. Easily acquired.
Class: Kindred

Ability score increase (perk). Your strength score increases by 2.

Superior Darkvision (perk). Your blood-red eyes pierce through the darkness. You can see in
dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray

Vampiric Bite (perk). You have a pair of extended incisors that you can retract at will. As an
action on your turn, you can make a melee attack with advantage to bite a creature that is
willing, grappled, incapacitated, or restrained. This uses your unarmed attack bonus. On a hit
you do necrotic damage equal to your unarmed damage. Instead of doing damage you can use
your fangs to feed (see feeding in class description).

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Child of the Night (perk): You do not need to eat, drink or breathe, and you do not age. If you
attempt to eat food or drink you automatically throw it up. Your skin is cold to the touch, and
pale. You do not cast a reflection in mirrors although you can still be viewed in video cameras.
You are immune to poison and disease, but can become exhausted as normal. You are
resistant to piercing damage.

Creature of Darkness (drawback): You do not heal hit points naturally, and cannot spend hit
dice in order to heal without spending vitae. You recover hit dice as normal. If you are reduced
to 0 hit points, but not killed outright, then you enter a deep sleep known as "torpor". You
automatically stabilize, but are paralyzed, and unconscious. After 1d4 minutes you may spend
vitae to heal, at which point you wake up. You also enter torpor if a wooden stake is ever driven
into your heart, in which case you remain that way until the stake is removed.

If you suffer any damage while in torpor you gain one failed death save, two if it's a critical hit. If
you gain 3 failed death saves, or if you take damage from a single attack that's larger than your
normal hit point maximum, you are destroyed. If you are destroyed for any reason you cannot
be raised from the dead without a true resurrection or wish spell.

Curse of the Requiem (drawback): If you end your turn in direct sunlight and lack a protective
covering (such as heavy clothing that completely covers you) you take 10 radiant damage. If
you drop below 1 hit point from this damage you are instantly destroyed. While you are in direct
sunlight, even if you are covered up, you have disadvantage on attack rolls, saves, and ability
checks. You are also vulnerable to fire damage and radiant damage.

Curse of the Day Sleep (drawback): Every 24 hours you must spend at least 8 hours in torpor,
typically during the day. When the night falls you must spend 1 vitae in order to become
animate. If you don't have vitae to spend you remain in torpor until you are somehow given at
least 1 point of vitae which you spend to animate yourself.

It is difficult for you to remain awake during the day. To do so you must spend 1 vitae (in
addition to any vitae you need to become animate). You then roll a Sanity check. The DC is 10
+ 1 for every day in a row beyond the first that you have been active. If you succeed on the
check you may operate that day without penalty. If you fail by 4 or less you may be awake that
day but you suffer one level of exhaustion that cannot be healed until you have slept at least
one day. If you fail by 5 or more you lose the vitae and must still sleep that day.

Clans: Choose from among one of the clans below, which is based on the nature of the
murderous spirit that makes you a vampire.

Gangrel
Animated by spirits of particularly violent or aggressive murderers or criminals, gangrel are the
savages of the vampire world. They are the most bestial of all vampires, and develop bodies
and attitudes to match. Of all the living dead, gangrel most resemble werewolves and might

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even develop animal-like features. A man who beat people to death with his fists might make a
gangrel. So might a person who was a violent gang member in life.

Ability Score: Your Constitution score increases by 1.


Core Attribute: Constitution.
Feral: Your animating spirit is wild, and violent, making it hard to resist the urge to kill. You have
proficiency in the Survival skill. Additionally, while you are wearing no armor and not wielding a
shield, your AC is 1 higher than normal.

Nosferatu
Nosferatu are hideous creatures that hardly resemble the people they now inhabit. Unlike other
vampires, Nosferatu don’t look like the host bodies, Nosferatu hardly look human at all. They
are deformed into some monstrous shape, something despicable that makes humans think the
Nosferatu are the victims of horrible diseases. Particularly depraved spirits create nosferatu,
who even other vampires fear. A child predator might be a nosferatu. So would the nurse who
murdered her patients.

Ability Score: Your Dexterity score increases by 1.


Core Attribute: Dexterity.
Hideous: Your appearance is ghastly to behold. You have proficiency with the Intimidation skill.
When you roll initiative, you can choose one humanoid you can see to scare. That creature
must make a Wisdom saving throw against your save DC or be frightened until the end of your
next turn.

Mekhet
The Mekhet are secretive creatures that cling to the shadows and keep low profiles. Darkness is
their home, and they know that their enemies cannot locate them and their prey cannot protect
themselves if the Mekhet remain unknown. Mekhet's come from spirits that were shadowy, and
calculating in life. Serial killers have a good chance of being mekhets. As do any that planned
their kills.

Ability Score: Your Intelligence score increases by 1.


Core Attribute: Intelligence.
Visions of Decay: You are cursed so that everything you see rots before your eyes. Faces turn
to dust, buildings rot and fall, and everything around you withers and dies, only to reform as the
vision passes. As a result, you are immune to the charmed condition.

Daeva
The Daeva are hedonistic spirits who revel in the pleasures of their regained flesh. They take
great joy in having bodies again, and they want to experience that anyway they can. They are
also the most beautiful, and alluring of all clans. In life those who's murders were crimes of
passion or whose embrace of pleasure led them to kill, become daeva. The opium addict who

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killed to get money to feed his addiction, and the woman who stabbed her cheating lover to
death might both be daeva.

Ability Score: Your Charisma score increases by 1.


Core Attribute: Charisma.
Irrationality: Your mind is a swirl of powerful emotions, and urges, and you are as much a
victim of them as the bodies you leave in your wake. You can add your Charisma modifier, in
addition to your Dexterity modifier, to your initiative rolls.

Ventrue
Ventrue are domineering spirits interested in power. These vampires revel in their supernatural
abilities. They flaunt these powers over humans, forcing them to bend the knee or be broken.
Ventrue are the leaders of the vampire world. Animated by spirits of tyrants, wouldbe despots,
and those who convinced others to murder for them. A warlord might end up as a ventrue. So
would a cult leader.

Ability Score Increase: Your Wisdom increases by 1.


Core Attribute: Wisdom.
Hallow: Your warring souls swirl around a black abyss inside your mind. You are prone to cold
cruelty even for a vampire. When you, your thralls or your ghoul reduces a hostile creature to 0
hit points, you drain some of its life force, and gain temporary hit points equal to your Kindred
level + Wisdom modifier (minimum of 1).

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Werewolf
"Repression is the father of neurosis, of self-hatred. Now, stress results when we fight against
our impulses. We've all heard people talk about animal magnetism, the natural man. The noble
savage, as if we'd lost something valuable in our long evolution into civilized human beings.
Now there's a good reason for this.."

- Dr. George Waggner, The Howling

Like vampires, werewolves don't fit the standard pop-culture definition. In many ways they
hardly seem like werewolves. They do transform into beasts, and those beasts do (somewhat
vaguely) resemble wolves and human-wolf hybrids, but otherwise they are very different. For
one these werewolves control their change, deciding when to shift and what to shift into. In
addition, much like vampires, werewolves are a merging of two souls, but in this case one of
those souls is anything but human.

Man and Beast

Somewhere in the churning sea of existence there is a universe where savage beings dwell.
Mages call it the Primal Wilds. It's an ephemeral place, more a spirit realm than anything
physical, and it is populated by the embodiments of abstract concepts, unrestrained emotions,
and animalistic fury. It is from this place that spirits come, drawn by the Inconnu, to wreak havoc
on this planet. This is the home of the werewolves.

When the Iconnu punched a hole in reality many spirits flooded through the breach. Most tried
to hold onto their spirit bodies for as long as they could, but the spirit is not compatible with this
realm, and so those very often faded away only to return when they could once more find their
way through the breach.

A select few found a different way. They anchored themselves to human bodies, consuming the
souls within. The result is a werewolf. Part spirit, they are able to transform their host bodies into
a closer representation of their true form.

Unlike a vampire the original human soul is not in the body fighting for control. It's gone,
absorbed by the beast spirit, but it's memories, parts of its personality, even its hopes and loves,
live on in the werewolf.

The beast believes it and it alone is in charge, that the human is gone, but is that true or just a
comforting lie werewolves tell themselves? After all werewolves retain the knowledge of the
body they inhabit. They remember being human as much as they remember being a wild spirit
in a wild realm. So which are they? They don’t know.

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Forsaken or Pure

One thing werewolves do understand is why they were brought here, why the Iconnu breached
the spirit realms in the first place. It was to allow particularly savage and animal spirits through
into this world so that they may be guided into a human body. Alone the merging necessary to
create a werewolf would be beyond any spirit, even the most powerful. The best they could
hope for was to create a ridden, a type of possession that results in changes to the host.

Werewolves are not ridden. They retain too much of their spirit essence, and are too fully
merged into the body they’ve taken as their own. Only with the help of the Iconnu could they
have achieved this transformation.

The Iconnu did not give them this gift without expecting something in return. The Iconnu expect
them to be the soldiers and shock troops of their army, to use their human bodies (and
memories and minds) to hunt and kill as many humans as they can.

Of course this is balanced with the need to avoid tipping their hands too early to the human
world lest they arouse an overwhelming response. They are to hunt, and kill as they can, but
without being caught, all while biding their time. If the vampire assassins and demon corrupters
fail the final blow will be struck by the weres.

In their home dimension the animal spirits all worship Luna, a grand spirit of the moon that
hovers over their world. Werewolves believe the Iconnu must have struck some sort of deal with
Luna so that she would let her progeny work in this world.

Werewolves who believe in this pact, and thus carry out the will of the Iconnu are known as the
Pure. Yet some werewolves choose a different path. They either don’t believe a deal was
struck, and thus they are here without Luna’s permission, or they reject Luna in the first place.

Maybe the humanity lingering within them changes their outlook. Or maybe they learn to love
this world and want to fight for it. No matter their reasoning they turn their back on this supposed
pact and walk their own path, forever shunned by the pure. They have become the forsaken.

Aspects of Luna

Taking over a human body gives werewolves many impressive abilities. By far the most
important of which is their ability to change their shape, much as the moon of our world changes
forms throughout the month.

In their human form werewolves are indistinguishable from any other human. Myths of long
eyebrows or other identifying marks simply aren’t true. They use these bodies to move

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undetected among their prey. However a werewolf who is ready to kill can unleash the beast
within. This causes them to transform into something closer to their true form.

How much of a transformation they undergo depends on how much beast they unleash. Weak
werewolves can usually only transform into an animal or back into a person. Stronger
werewolves can transform into a hybrid creature that is pure savagery although this
transformation is draining and can only be maintained for so long.

Stronger werewolves can transform into other forms and maintain them for longer. In either case
for most werewolves their forms sort of look like a wolf or dog or wolf-human hybrid. Despite the
name werewolves can choose a different path, either more fully embracing the wolf or branching
out to some other animal type.

No matter what though all weres are guided by the moon. On their world the moon is the only
source of light. Like our moon theirs comes in different phases, or auspices, but where our's
changes over the course of a month theirs changes based on geography. There are parts where
it is always a full moon, while in others it is always a half, or new moon. A were’s personality can
vary dramatically based on what auspice they lived under.

Death Rage

The most powerful form a were can adopt however is that of the gauru. More than any other
power it is the ability to assume this form that leads sleepers to call them werewolves. This form
is their ultimate form, the pure mixing of human and beast.

In this form they are larger and far more powerful than normal. In this form they can rip apart
cars, shred through enemies, and take incredible punishment without pain. However the dark
side of this is called death rage.

Death rage, Kuruth in the spirit tongue, is the werewolf at her most violent and destructive.
Under the throes of death rage a werewolf automatically assumes its gauru form, only more
savage and violent. Lost to the rage of Kuruth the werewolf is completely unable to control
themselves. Werewolves lost in the throes of death rage have been known to attack and even
kill their most trusted allies.

The true horror of death rage though is that anything can trigger it, from being insulted to seeing
a loved one being killed or hurt. A werewolf might enter into a simple argument with a friend only
to watch that fight escalate until one or both are triggered, only to wake up later covered in their
friend’s blood with only haunting memories of what they did.

Where Beast Ends Man Begins

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When creating your werewolf character it's important to consider who the human was that the
wolf spirit took over. Were they wild to begin with or more laid back? Did they have any family?
What would they think about the murders the werewolf does with their body?

It can be challenging to roleplay a werewolf. The animal spirit is savage and violent. How
tempered that is by the soul of the human they possess is up to you. Like vampires this is also
not a standard possession. The wolf spirit cannot be forced out of the body, nor can the human
ever be brought back to life. If you want you could even decide that the wolf spirit and the
human's soul have merged, becoming one.

Werewolf Names. In the Primal Wilds the savage animal spirit had no name that a human
could understand. If it had an identity it was as much unspoken smells or sights beyond our
senses as it was sounds we perceive. The human does have a name though and most
werewolves adopt it as their name while they are in this world.

Werewolf Traits

As a werewolf your character has the following traits:

Type: Spirit
Speed: 30 feet.
Energy (challenging): Essence, or spiritual energy. Somewhat hard to acquire.
Class: Forsaken

Ability score increase (perk). Your Strength and Constitution scores increase by 1 each.

Keen senses (perk). You have proficiency with the Perception skill. If you are already proficient
in Perception you have expertise instead.

First Speech (perk). You have the ability to speak to and understand spirits in a language they
call the First Speech.

Shapeshifting (perk). You have the ability to assume various forms. Your most human form is
called Hishu. In Hishu form you look exactly like the human whose body you control. Attempts
to discern that you're a supernatural creature are made with disadvantage, but you have
disadvantage on all Charisma checks made to influence spirits.

You can use your action to transform into your wolf form, which is called Urhan. You can revert
to Hishu earlier by using a bonus action on your turn. You automatically revert if you fall
unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:

● Your game statistics are replaced by the wolf’s statistics, but you retain your personality,
and Intelligence, Wisdom, and Charisma scores.

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● You also retain all of your skill and saving throw proficiencies, and also gain those of the
wolf.

● You can add your proficiency bonus to the wolf’s attack and damage rolls. If the wolf has
the same proficiency as you and the bonus in its stat block is higher than yours, use the
wolf’s bonus instead of yours.
● Your hit points do not change while in wolf form and any damage you incur is retained
when you change back.
● You can’t cast spells, use a rite, speak, or take any action that a wolf cannot, although
you may use the First Speech to speak to spirits and other werewolves without penalty.
Transforming doesn’t break your concentration however, or prevent you from taking
actions that are part of a spell or rite you've already activated.

You retain the benefit of any features from your class, race, or other source and can use them if
a wolf is physically capable of doing so. When you transform, anything you're wearing or
carrying falls off of you unless you have a special rite that prevents it.

Starting at 3rd level you can adopt a form called Dalu, the near-human. In this form you are
stronger and slightly larger than your standard form, but could still pass for a human if people
aren't looking close enough. In this form your body and facial hair thicken, your muscles grow
larger, and you develop lupine or beastal features.

You can assume this form as an action, or revert to Hishu as a bonus action. While in this form
you have the following advantages:

● Your carrying capacity is doubled


● You gain darkvision out to 60 ft
● Your walking speed increases by 5 ft
● You can speak both the human tongue and First Speech without penalty

Beginning at 5th level you may transform into your Urshul, or near-wolf form. In this form you
have the statistics of a dire wolf with the same changes as for Urhan above except for the
following additional benefit:

● While in Urshul form you gain temporary hit points equal to your Constitution score plus
your proficiency bonus. You lose these temporary hp when you switch to any other form.

You may only transform into your Urshul form a total number of times equal to your Proficiency
bonus. You regain these uses after a long rest.

Silver’s Touch (drawback). You are vulnerable to weapons coated in silver. Even touching an
item coated in silver can be painful for you. If you touch an item coated in silver you take 1d4
necrotic damage each round, and cannot remove the item yourself. In addition you gain 1 level

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of exhaustion for each item you're touching up to a maximum of 5 levels of exhaustion. This
exhaustion cannot be cured until you are no longer touching silver.

Death Rage (drawback). A supernaturally deadly rage werewolves can be affected by.
Whenever the werewolf is subjected to something that can trigger Death Rage they must make
a Sanity check. The DC depends on the thing that triggered them, but is typically 15 for most
situations. On a failure you spend one use of your rages (if you have any left, see class
description) and assume Gauru form as a reaction. In addition to the normal effects of the
transformation you have advantage on all melee attacks you make.

On your turn you attack the closest creature no matter if it’s an ally or even a loved one. Then
you spend all of your attacks against that creature until it is dead or you are driven off. If there
are no creatures in melee range you spend all your movement trying to get to the closest
creature you can perceive. If there are no creatures you go on a rampage of destruction as
determined by the GM.

The first time you drop to half your points or less the GM rolls a Sanity check on your behalf. On
a success self-preservation kicks in and you run away. This check is repeated every time you
are damaged after that point until you are driven away or until your hit point total rises above the
halfway mark. Like normal rage, Death Rage lasts 1 minute, but cannot be ended early.

Typical situations that might trigger a Death Rage include:

● Being damaged by a silvered weapon


● Being subject to a critical hit
● Becoming bloodied

But in truth anything that can insult or enrage you can potentially trigger a death rage roll. The
GM is the final arbiter of if something can trigger such a check.

Auspices. Choose from one of the auspices below which represents the area your inhabiting
animal spirit comes from.

Rahu - Full Moon, Warrior


Rahu are true beasts, bigger and stronger, and less able to control their rage. Some manage to
channel that rage into a refined warrior spirit, but most become living embodiments of savagery.
Spirits drawn from the land under the full moon are born of mad fury. These werewolves find it
almost impossible to resist their worst impulses. In a pack they are the warriors, and front-line
fighters.
Core Skills: You are proficient in either Intimidation or Survival (your choice).
Warrior's Eye. As a bonus action you can size up a hostile creature. The creature makes a
Charisma saving throw vs your rite DC. On a failure you learn whether the creature is stronger
than you (its CR or level is higher than yours) or weaker or equal to you. It also tells you if its hit
points are higher than yours, lower, or about the same. This doesn't tell you what special

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abilities, if any, the creature may have. In addition your next attack against the creature is made
with advantage. Once you use this ability you can't use it again until you take a short or long
rest.

Cahalith - Gibbous moon, Visionary


Priest, historian, war howler, and oracle. Those spirits who lived under the gibbous moon sense
things stronger than others. Their lot is to roil with constant emotion, and of all auspices they are
the most likely to feel their humanity. They seek knowledge above all things, and their howls are
able to inspire others in their packs to glory.
Core Skills: You are proficient in either Performance or Investigation (your choice).
Glorious Howl. As a bonus action you utter a long and powerful howl filled with intense
emotion. All allied creatures with 30 feet of you who can see and hear you are filled with
supernatural power. They may add 1d4 to the next attack, check, or saving throw they make.
Once you use this ability you can’t use it again until you take a long rest.

Elodath - Half moon, Walker Between


Elodath are wise and patient wolves. They are envoys to the spirit realms who among all weres
learn to control both their physical and spiritual selves. To live under the half moon is to live a
life caught between two sides at all times. It is a life of balance, and duality. This makes the
elodath the judges, overseers and leaders of every werewolf pack.
Core Skills: You are proficient in Persuasion and Insight.
Spirit Envoy. As an elodath you have advantage on any Insight or Persuasion check made to
influence spirits, and you never have disadvantage to converse with spirits even in Hishu form.

Ithaeur - Crescent moon, Shaman


Some werewolves think it was the Ithaeur who first sniffed out Earth as a new place for prey. Of
all werewolves ithaeur are the most capable of wielding the supernatural gifts known as rites.
Those who live in the lands of the crescent moon are natural mystics, and shamans. This gives
them abilities that few werewolves possess, but at the cost of sometimes not being able to see
the physical world at all.
Core Skills: You are proficient in either Medicine or Religion (your choice).
Sense the Unseen. If you succeed on a passive or active perception check you can tell if you
are in the presence of a Nightmare Site or spirit infused area. The DC depends on the strength
of the supernatural elements in that area. In addition your rite DC is +2.

Irraka - New moon, Stalker


The lands under the new moon are lands of no light, where only darkness holds sway. Living in
such a land turns the irraka into expert scouts and deceivers. Irraka are swift, silent and unseen.
They are scouts, the first to catch sight or scent of their prey. They are wolves who hunt without
howling and kill without growling.
Core Skills: You are proficient in either Deception or Stealth (your choice).

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Lone wolf stalker. You have advantage on Dexterity (stealth) checks if there are no allied
creatures within 30 feet of you. In addition you can attempt to hide even when you are only
lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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Demon
“I am the spirit that negates.
And rightly so, for all that comes to be
Deserves to perish wretchedly;
'Twere better nothing would begin.
Thus everything that that your terms, sin,
Destruction, evil represent—
That is my proper element.”

- Johann Wolfgang von Goethe, Faust - Part One

Of all the unearthly horrors that the Inconnu unleashed upon the Earth, demons might be the
most insidious. As with vampires and werewolves, demons are spirits brought into this world by
a rip in reality created by the Iconnu. Like the other agents they are given a task, but there’s is
the most broadest reaching and insidious of all.

Living Lies

The mission given to those fiends called demons is the third prong in what passes for the
Iconnu's strategy to take the planet. If assassination and outright war will not work, if the Horrors
are not enough to frighten humanity into submission then it will fall to the demons to break the
human spirit, for if they lose their will to fight they lose everything.

To accomplish this task each demon is sent to Earth to either tempt humans into acts of evil,
torture them until they break, or terrify them until they beg for death. These specific roles, called
Incarnations, are the reason the Iconnu brought demons here. Each and every demon knows its
task, and is strongly compelled to follow it, almost like an obsession.

Yet if all the Iconnu did was drop demons here and expect them to figure things out on their own
they would fail for sure. Demons, being wholly alien to this planet, have no intrinsic idea of what
to tempt humans with, or how to break them. To demons, humans are a grotesque enigma.

Not only that but temptation is hardest to resist when it comes from those you trust. The myth of
the convincing stranger is intriguing, but evil can find an easier roost hidden behind a friendly
face.

To get around this the Iconnu imprint each demon with a "cover", which is an identity stolen
from real humans who either disappeared at the moment of intrusion or at some point in the
years afterwards. These covers provide demons with names, faces, full identities, basic skills for
operating in the world, even basic personalities, all of which they use to conduct their missions.

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Demons are living lies cast in the faces of our loved ones, of friends and family, of those people
hold most dear, all so they can destroy the human will to live.

Demons and other fiends

Those of you who are familiar with 5e D&D might be a little confused about the terminology in
this setting. In basic 5e "Fiend" is an overall creature type, the three main subtypes of which
are demons, devils, and yogoloths. Obviously demons in this game are different.

For the purposes of this game I'm using the word "demon" exclusively to refer to the type of
fiend presented here, one that is playable as a race/class combo like the other options in this
campaign. These demons are more akin to the devils of standard 5e who tempt mortal
creatures to evil. You could also think of the three Incarnations as being roughly analogous to
the three main types of fiends; devils (tempter), yugoloth (torturer), and demon (scourge).

To handle the unplayable monsters I'll just call them Entities, a type which would include
Celestials. Honestly though it doesn't matter too much, as long as you remember a World of
Darkness demon and a 5e demon are not the same thing.

Fear Given Form

This all raises a question. What happens to the humans whose identity was stolen? That’s not
something the demon’s know or care about. Maybe they’re alive. Maybe they’re dead. To the
demon it makes no difference. All they know is that they were put here for a reason. They know
enough about the people they're impersonating to be able to trick anyone in that person’s life.

To those caught in the lie it’s as if this person they know just started behaving a little oddly, but
nothing that can’t be explained away by trauma, and in the world of darkness there’s plenty of
that to go around.

Demons aren’t limited by that primary cover either. They can forge pacts with humans, using
those deals to steal away pieces of people’s lives in exchange for minor magical boons. They
can use these chunks of life to fill in the gaps in their identities, grant themselves resources they
didn’t have before, or even adopt entirely new covers. Or they can just take a tiny bit of a
person’s soul one drop at a time.

Apocalyptic Transformations

In truth demons are nothing more than collections of inanimate material in the shape of people,
but possessed by the demon's energy they become fully fleshed creatures, that are almost
impossible to tell from the humans they impersonate.

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From this one might think demons are amalgams. After all their bodies, like those of amalgams,
are composed of unliving material brought to live. However that’s not true. The body is not the
demon. It’s just the vessel.

In reality demons are a type of alien being that is neither spirit nor flesh. They are grouped in
with other like beings called entities. In their home universe they are indescribable in any terms
a human might understand. To look at their real true form would shatter the human mind.

Fortunately for humans, demons can’t adopt their true forms in this universe. The collective will
of humanity prevents it (yet more reason for them to want to break that will). However a demon
can borrow some elements of their true form, adopting some of its power in this realm.

Broken Chains

Sometimes demons get too deep undercover. Sometimes they like the human personality a bit
too much. Or sometimes they just have their own agendas. This can lead them away from the
Iconnu, and they can find themselves walking their own path.

When you play a demon you will be playing one of those rebels to Iconnu rule. They call
themselves the unchained for they are no longer bound by the Iconnu's rules. They might help
humans against the Iconnu, or they might just enjoy their time as humans, or plot their own
schemes. Their way is theirs to decide.

No matter what they choose other demons (the bound) loathe the unchained. To them
unchained are betrayers who should be destroyed. Most will opt to attack the unchained on
sight, forcing them to keep their distance from others of their kind. Even adopting their
apocalyptic form can alert other demons of the presence of the unchained leading them to being
hunted down.

This makes the demons, of all the Iconnu’s agents, the most fervent and obedient to their
mission. Your average demon doesn’t know their kind is so willing to do the Iconnu’s dirty work,
but there are theories.

In their home realm demons live in a tightly controlled hierarchy. Each demon answers to those
above them in rank, and those answer to those above them and so on. At the top of this
diabolical ladder there are rumored to be powerful demons lords who control the masses below
them. If one of them, or all of them, had forged a pact of their own with the Iconnu it would
explain why the mission is so heavily enforced.

A Human Suit

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Of all the possible characters types you can play in this campaign demons might be the most
challenging. They are so alien in mindset and desire that it can be hard to figure out what such a
character might want, let alone how they would go about achieving it.

Making it perhaps even more complicated is the ability of demons to assume multiple human
identities. They can take a little from a few people, mixing it all together into a new person, or
they can adopt the personality as a whole. Either way these personalities are usually adopted
and removed the way humans change clothes.

Sometimes however, typically with their default identity, demons might get too undercover.
These identities were real people, and the demon often has to pretend to be the person in order
to accomplish their agenda. It's not too surprising that if they pretend to be human long enough
they start to find themselves thinking like a human. From there it's all too easy for them to lose
themselves in their new life. How all of this fits together is up to you.

Demon Names. Demons don't care for names. In their home dimension names were usually
rare, existing more as projected concepts or force of personality. Of course once they're here
they do need to call themselves something. Usually this means adopting lots of different names
as the mood suits them. Some are names taken from their covers, but some are just whatever
weird name they feel like having.

Demon Traits

As a demon your character has the following traits:

Type: Entity
Speed: 30 feet.
Energy (moderate): Anima, human soul energy. Challenging to set up a source of it. It
becomes easier once you have a regular supply.
Class: Unchained

Ability score increase (perk). Your Charisma score increases by 2.

Darkvision (perk). You can see in dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hellish Resistance (perk). Choose either fire, cold, acid, necrotic, or lightning. You have
resistance to the chosen damage type.

Inhuman Anatomy (perk). You do not age and you do not need to eat or breathe, and you are
immune to normal poisons and diseases, although you may ingest food or drink if you wish.

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Cover Story (perk). To facilitate your false human identity, a "cover" was imprinted on you. This
is the source of your skills, your basic understanding of the world, and your background feature,
all of which was taken from a real human who was kidnapped by the Iconnu.

Your first cover is your default, but it's not the only cover you can have. You can forge pacts
with sleepers, who become your marks. As an action you can assume the appearance and
voice of any one of your marks. This lets you adjust your height and weight, but not so much
that your size changes.

This alone does not grant you any of the marks memories, languages or skills. Your clothing
and equipment aren't changed by this trait. You stay in the new form until you use an action to
revert to your default cover or until you die.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or
if a wary creature suspects something is amiss, you have advantage on any Charisma
(Deception) check you make to avoid detection.

Apocalyptic Form (perk). In addition to your cover forms you have an apocalyptic form, which
is an approximation of your true form as you appeared in your alien realm. This form can look
like whatever you want, but due to your nature it is often hideous or terrifying to behold.

Your statistics do not change while in your apocalyptic form and you use your same hit point
total. Your incarnation type grants you specific abilities you gain while in your apocalyptic form.
You can assume your form as an action, or revert to your default cover as a bonus action. Your
clothing and equipment merge into your new form, and has no effect until you leave the form.

You can assume the form as often as you like, and stay in it for as long as you like.

Pact breaker (drawback). As one of the unchained you are hunted by other demons and by
those who serve the Iconnu. Other demons who recognize you as a demon will realize you are
an unchained immediately.

This is especially bad when you assume your apocalyptic form. After you spend 1 minute in
your form the GM rolls a d20. If the result of the roll is less than the number of sleepers present
you attract the attention of the bound, who immediately start hunting you.

The GM repeats this roll every minute until you change out of your apocalyptic form, retreat to
an area with no sleepers present, or attract the attention of the bound.

Maintenance cost (drawback). Keeping your cover up, even your default cover, is exhausting.
Every four hours you spend in one of your cover forms you have to change to your apocalyptic
form, and stay that way for 30 minutes. If you don't you suffer a level of exhaustion that cannot
be recovered until you spend at least 30 minutes in your apocalyptic form. You also cannot gain

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the benefits of a short or long rest unless you spend at least 6 hours a night in your apocalyptic
form.

Craving & Bane (drawback). Demons are inhuman creatures and as one you do not have a
virtue or a vice. Instead you have a craving and a bane. A craving is something you need in
order to remain healthy, while a bane is something you must avoid as if it were poison.

A craving can be any quantity of substance that you need to consume or rest in. It's usually a
large quantity of common substances such as alcohol or antifreeze, or smaller quantities of
rarer substances such as virgin's blood or uranium. Every time you indulge your craving you
regain 1 willpower point. You are immune to the damaging effects of your craving while you are
indulging in it.

A bane may be a substance, a condition or even a word. Some demons cannot stand the touch
of salt, or rum or silver. Some cannot cross water, or bear the light of the full moon or see their
reflections in mirrors. Work with your GM to determine your specific bane.

If a creature invokes your bane while in your presence (you can see and/or hear them) or you
come across your bane naturally you have to roll a Sanity saving throw. The DC is 15. On a
failure you take psychic damage equal to twice your level (round up) and are frightened until the
start of your next turn.

Incarnations. Choose from one of the incarnations below which represents the mission given to
you by the Iconnu.

Tempter
Demons who were brought to break human spirits by tempting them to sin, betrayal, and evil.
Ability Score. Your Intelligence score increases by 1
Prurient Form. Your apocalyptic form is almost attractive in its terrible nature, like a devil-
horned man with eyes of flame, or a beautiful maiden covered in blood.

While in your apocalyptic form as an action you can choose a humanoid creature within 30 feet.
That creature must make a Charisma saving throw vs your spell DC. On a failure they are
charmed by you for 1 minute. Sleepers have disadvantage on this save. Once you use this
ability you must complete a short or long rest before you can use it again.

In addition other creatures find it hard to attack you. While you are in your apocalyptic form you
may add your Charisma modifier to your Armor Class as long as you are not wearing armor.

Torturer
Demons who were brought here to break human spirits through direct application of pain, or by
invoking intense psychological damage.
Ability Score. Your Constitution score increases by 1

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Abhorrent Form. Your apocalyptic form is beyond disturbing, such as a man with flayed
maggot covered skin, or a burning skeleton covered in spiders. While in your apocalyptic form
each non-entity creature within 10 feet of you takes necrotic damage equal to half your level
(rounded up). In addition once on each of your turns, you can deal extra necrotic damage to one
target you hit with an attack or spell. This damage is equal to half your level rounded up.

Scourge
Demons who were brought here to break human spirits through the application of fear or terror.
Ability Score. Your Strength score increases by 1
Harrowing Form. Of all the incarnations of demon your apocalyptic form is the most terrifying,
such as a putrid fly in the shape of a person, or something that can only be described as a
vagina centipede.

The instant you adopt your apocalyptic form other non-entity creatures within 10 feet of you that
can see you must each succeed on a Charisma saving throw vs your spell DC or become
frightened of you until the end of your next turn.

In addition once on each of your turns while in your apocalyptic form you can cause a creature
you successfully damage with an attack or spell to see horrific visions. These visions do extra
psychic damage to the target equal to half your level rounded up.

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Scion
“Well, we’re afraid. And what of it? Do we sit down and weep and tremble? Life must go on. And
what will be, will be. What is destined can’t be avoided, in any case.”

- Geralt of Rivia, The Sword of Destiny

They call themselves the imbued for they've been imbued with the powers they need to defend
humanity, even if the enormity of the task all but destroys them. They are the ones who kept
reality intact in the wake of the Intrusion, who preserved the universe in the face of destruction.

Linchpins of Reality

When the Iconnu burst into this universe they were stopped in their tracks by the collective will
of human beings. That energy doesn't just come from anywhere though. It flows through specific
people who's mental and physical traits make them perfect focusing lenses for humanity’s will.
It's that energy that holds back the Iconnu. They are the linchpins.

For all the energy that flows through them however most of the time they are completely
unaware of what the Earth has become. Not only do they not sense the energy coursing through
them they also remain as ignorant of what's happening in the world as most of humanity.

That makes them particularly vulnerable. While there are possibly millions of linchpins it's non
inconceivable to imagine the Iconnu could wipe them all out, that's why the vampires are here.
Aside from death though the linchpins could have their spirits broken until they just give up.

If either of those things were to happen then it would spell the end of this reality. Without a focus
for humanity's collective will the energy holding back the Iconnu would dissipate, the bonds
holding back the Iconnu would break, and they would consume this universe as they've done to
countless others.

It doesn't even have to happen to all linchpins. At some point if enough die or give up then the
remaining ones would not be strong enough to hold back the end. No one knows what this
tipping point would be. No one even knows how many linchpins there are meaning at any
moment reality might be a few dead people away from destruction.

Becoming Aware

Just as there are ordinary sleepers who wake up to what's happening (becoming aware) there
are linchpins who have the same revelations. It might be caused by an encounter with a horror
or an Inconnu agent, or it might be a gradual realization that something is wrong with the world.

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Either way when a linchpin becomes aware things change for them on a deep level. They start
to sense the energy flowing through them and can make use of that energy. They find
themselves able to heal faster than before as well as being granted fighting capabilities they
might not have had before. Instead of just becoming aware they become scions, inheritors of
humanity's future.

With their newfound powers comes a new outlook on their lives. Scions very often have to
wrestle with why they were imbued and not someone else. Were they chosen to have these
powers or did they have them all along? And what should their role be in this war they've found
themselves suddenly thrust into? These are the questions that drive scions.

Ignorance is Bliss

Some scions are happy with what's happened to them. They might have suspected that
something was wrong with the world. Becoming a scion confirms it, and once confirmed they
can do something about it. In a world where humanity is being hunted it pays to have powers.

Not all scions feel like that though. Most have lives outside of hunting monsters. They have jobs,
families, responsibilities all of which must take a sudden backseat to their new greater purpose.
They can't even tell anyone in their ordinary lives what's happening to them without running the
risk of being carted off to a mental hospital by concerned family and friends.

Then there's the job itself. It takes a heavy toll to go out every night and hunt the creatures of
the dark. They regularly bear witness to things that are unbelievably horrific. They risk their lives
fighting in the shadows so that their loved ones can live in the light. It's a job that can break
anyone especially if they try to maintain a regular life at the same time.

Very often in a scion's life they will dream of giving it all up and ignoring what's out there in the
dark. That's easier said than done however. One of the earliest powers all scions develop is an
innate sense of the evil around them. They can feel when a Nightmare Wave has changed
something. They can sense the monsters nearby. They can hear the screams of the victims no
matter how far away they are.

Sure it's possible to ignore all of this. Eventually it will fade and along with it will go all of the
scion's powers and new abilities. While they will still be a linchpin, and thus a target for the
Iconnu, they will go back to being a sleeper again. Most who try are driven insane long before
that, and those who succeed very often find themselves defenseless when something comes
knocking. But it is possible to return to sleep. All they have to do is turn their back on the dying.

The Burden of Destiny

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Next to the aware scions are probably the easiest nature to roleplay. Aside from their powers
they are almost completely human. They have lives, and loved ones just like anyone else. They
might be construction workers, cops, accountants or anything.

Of course there are things to keep in mind. For one it's very rare for a scion to be younger than
19, and all but impossible for them to be younger than 15. There's just not enough time to
develop the emotional maturity needed to be a linchpin before becoming an adult.

Second becoming a scion can have a drastic effect on anyone's personality. How much of an
effect it had on your character would be up to you, but keep in mind all they've lost and all
they've gained. Do they have ordinary lives and if so do they try to balance things or have they
given up on being normal? What do they think about becoming a scion? Do they relish in their
new abilities or do they hate what they've become?

You should also give some thought to what your scion thinks about their destiny and why they
were imbued. Do they use their powers to mercilessly hunt down monsters or do they focus on
defending the innocent? Would they ever work with a monster?

Keep in mind that the answers to these questions shouldn't impair the enjoyment of others
during the game. You deciding you want to play an imbued who destroys monsters on sight and
would never work with them is all fine and good until someone else at the table wants to play a
vampire or werewolf. Whatever you choose, it shouldn't interfere with the game.

Scion Names. Scions are human and have human names. That could be anything (it's a big
world after all) but it should be something a normal human would be named in our world. Of
course nothing's stopping you from taking a code name. It might even be a good idea.

Scion Traits

As a scion your character has the following traits:

Type: Humanoid (scion)


Speed: 30 feet.
Energy (easy): Conviction, scions recover conviction naturally
Class: Imbued

Ability score increase (perk). One ability score of your choice increases by 2, and two other
ability scores of your choice increase by 1. Alternatively, four ability scores of your choice each
increase by 1.

Vigilant Guardian (perk). When a creature you can see within 5 feet of you is hit by an attack
roll, you can use your reaction to swap places with that creature, and you are hit by the attack
instead. Once you use this trait, you can't do so again until you finish a long rest.

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Defiant (perk). When you or a creature you can see that can see and understand you makes
an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action
required). You can use this before or after the roll, but before the GM determines the roll's
outcome. Once you've used this feature, you must complete a short or long rest before you can
use it again.

Supernatural Healing (perk). After 5 minutes of rest you can spend a hit die to recover hit
points. This works as if you’d spent the hit die during a short rest. In addition, as a bonus action,
you can spend a hit die to reduce your exhaustion level, if any, by 1.

Sense Nightmare Wave (perk). You can sense the proximity of Nightmare Sites and objects
and creatures altered by the Nightmare Wave. You don't need to actively search for them. If you
pass within 100 feet of such a site, creature or object you can roll a Wisdom (Perception) check
to detect them, which manifests as an eerie feeling, a prickling on the neck, or a sickness in the
pit of your stomach.

The DC for a site or object is based on the strength of the supernatural magic within it, with
weaker effects being harder to detect. For creatures the DC is 20 minus the creature's level or
CR (rounded up). You don't have to actively look to sense these effects if your passive
perception is high enough to detect them. Once detected you can narrow the source down with
an Intelligence (Investigation) check at the same DC.

Screams of the Dying (drawback). You can feel the fear and hear the screams of victims of
horrors and other monsters in your area. When this happens is determined by the GM, but it's
possible to sense such an effect up to 1 mile away or even farther.

It's possible to ignore this call but doing so makes it hard to sleep and can slowly drive you mad.
Every week that goes by where you haven't destroyed or actively hunted a supernatural
creature or purged a Nightmare Site you must roll a Sanity save. The DC is 10 + 1 for every
previous week that's gone by where you've ignored your calling.

On a failure you gain one level of exhaustion and one intermediate derangement from the list in
the DMG. Neither of these can be cured until you destroy or hunt an Iconnu creature or purge a
Nightmare Site, even by magic. Once you do though you are immediately cured of all
exhaustion and derangements you've gained for ignoring your calling.

If you manage to survive this slow degradation for at least 6 months without hunting a creature
or purging a site then you become a sleeper again. You lose all your scion traits and defining
features. All existing derangements you've gained as a result of this go away, and you can
begin recovering exhaustion levels as normal. From that point on you are a sleeper.

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Aware

“Sam, that is exactly why our lives suck. I mean come on, we hunt monsters. What the hell? I
mean, normal people, they see a monster and they run, but not us. No, no, no we-we search
out things that want to kill us. You know who does that? Crazy people.”

- Dean Winchester, Supernatural

The world has, almost literally, gone to hell. There are monsters of all kinds running around,
people are dying, reality is hanging on by its fingernails. It is only normal that most people would
want to pretend this isn’t happening, but there are some who just can’t buy into the big lie. They
may not know what’s going on, but that doesn’t stop them. Maybe they fight back, maybe they
investigate, or maybe they just try to survive. Either way they can’t go back to sleep. They are
the aware.

Sleepwalking Through A Nightmare

To the monsters and agents of the Iconnu the aware occupy a strange middle ground between
the average sleeper, and those who are fully in the know such as mages or scions. Thus some
refer to the aware as sleepwalkers, semi awake but still oblivious to most of what’s happening.

This isn’t really a fair distinction however. The aware are not just a variation of sleeper, and
while they don’t have all the answers who does? Even the agents don’t know everything, or
really anything beyond the basics. Some aware are even more knowledgeable than most
supernatural beings.

The aware are just people, and unlike the scions or mages, they aren’t usually gifted with
powers. They have nothing to fall back on except their skills, their luck, and their weapons. Most
know it’s only a matter of time before something out there in the dark takes them out. The best
case? They go out cleanly and with a minimum of pain, but even that is unlikely.

The aware know that their most likely end will be filled with agony, and terror. They might even
be brought back as a monster themselves, and forced to hunt and kill the people they care
about. Yet, despite that they fight on, and refuse to give up.

The Choice is Theirs

Unlike scions the aware are not linchpins. They could die by the millions until every aware was
gone, and as long as the linchpins are still around, reality would hold on. That means when they
do become aware they gain nothing from it. They don’t manifest powers, or acquire any special
insight into reality. They just realize what’s going on.

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When that happens the aware are presented with a choice. It is possible to ignore the truth.
Essentially that’s what all sleepers are doing. A year after the Intrusion it’s fairly impossible to
not pick up on the fact that something is amiss. To continue to live your normal life requires a
large amount of willful ignorance.

But that isn’t the choice the aware make. Instead they opt not to ignore what’s happening. They
accept that things have gotten weird. They stop trying to forget about it. Instead they figure they
want to do something about it.

So what do they do? That defines their path forward as well as the skills they seek to acquire.
Hunters go on the offensive. To them fighting back means killing as many monsters as they
can. If they can save some people along the way all the better, but their primary focus is ending
the threat by direct confrontation.

Investigators on the other hand, make the choice to learn more about what they’re facing
before taking action. To them it’s all about acquiring knowledge. They want to learn as much
about the enemy as they can, a path that even sometimes leads to them acquiring some minor
supernatural powers.

Then there are the renegades. They are an eclectic bunch, but what they have in common is a
keen instinct for survival. To them being a sleeper is just stupid. It means waiting around
defenseless until something kills you. That’s a dumb way to die. Instead they use their skills to
keep going without giving into denial.

There are also two other types of aware that have less of a choice than others. First are the
gifted, those born with strange mental powers. That makes so much in tune with the world that
there’s no ignoring what’s going on.

Finally there are the deviants. Maybe they were in the wrong place at the wrong time. Maybe
someone experimented on them. Or maybe they were exposed to something that forever
changed them. Either way they are forced to live at a halfway point between human and
something else, and they can never go back.

Most aware end up as one of those. Some mix and match, opting to add a hunter’s fighting skill
to an investigator’s scholarly approach, or in the course of surviving as a renegade they might
develop the powers of a psychic. It’s a strange world, and the aware cover a lot of ground.

The Shadow Society

Most aware come to their new knowledge alone. They encounter a supernatural creature or
save a family member from the effects of a nightmare site and now they know the truth. Or
something like it anyway.

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Thus they are alone. They don’t know of other aware who can help them, or know where to go
to find the few vampires, or werewolves who’ve turned on the Iconnu. Few aware even know of
the Iconnu’s existence.

There are exceptions however. If an aware can survive long enough, or just get lucky enough,
they can stumble across others of their kind. Over the past year these small groups have
popped up all over the world, or grown into larger organizations.

Collectively these groups are known by some as the Shadow Society. That makes it sound like
they are one group, but that couldn’t be farther from the truth. Instead they are divided into
levels.

At the smallest level are the cells, single groups who defend their neighborhoods or
communities. Compacts are the next level up from cells. Their numbers are generally larger as
they are usually comprised of multiple cells of which their combined membership can range
from just a dozen or so to being well into the hundreds.

Finally at the top of the list are the conspiracies, which include the governments Intrusion
Defense Agency, but also might include Task Force VALKYRIE or many others. There are even
reports of corporations trying to use what’s happening to line their own pockets.

This is not the truth for most aware, but for some being part of a Shadow Society can be the
difference between life and death.

Life Interrupted

As with scions it shouldn’t be especially challenging to roleplay one of the aware. They are
human after all. Just remember they are people first and aware second. They almost certainly
have family or jobs to contend with. Their normal lives don’t usually just stop while they go hunt
monsters in some dingy alleyway.

The most important aspect of playing an aware is to decide how they became aware. Did they
narrowly survive an encounter with an agent or horror? Did they witness the effects of the
Nightmare Wave first hand?

The answer to these questions define not only your character’s backstory, but how they might
relate to certain events, and might even impact their choice of class. A hunter who watched their
whole family be eaten by vampires would have a much different approach to life than an
investigator who successfully cleansed a Nightmare Site.

Think about this and also think about the character’s class. There are five to choose from and
they are all very different. It’s even possible to mix and match the classes to create something
unique. Just keep in mind that the aware Nature and classes are weaker than others in the
game.

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This comes with the benefit of flexibility in class choice, along with not having any particular
weaknesses. Even so if you play an aware you might find yourself significantly outgunned by
other players who opt to play something supernatural.

It might be tempting to want to play an aware who later becomes a supernatural creature, but
that’s not possible given the nature of those creatures. If an aware had it in them to become a
scion or mage they would have done so when they first learned about the existence of the
supernatural, and it’s even harder for the other natures.

Most require a complete transformation of the character. Usually nothing of the original human
remains after the transformation aside from some memories. While being an aware first might
make for an interesting backstory for your character you’re better off playing something
supernatural from the get go instead of trying to change mid campaign, if that’s what you want
to do.

Aware Names. There’s nothing special about an aware’s name. As with scions it might be
advisable to use a codename while operating in the shadows, but it’s not necessary. Many an
aware just goes by their given name no matter what.

Aware Traits

As an aware your character has the following traits:

Type: Humanoid (aware)


Speed: 30 feet.
Energy (none or easy): Depending on class most aware don’t have a power source. Those
that do recover it naturally.
Class: Various.

Ability score increase (perk). Two different ability scores of your choice increase by 1.

Bonus Skill (perk). You gain proficiency in one skill of your choice.

Bonus Feat (perk). You gain one feat of your choice.

Willful Risk (perk). As an aware you can gamble (risk) willpower. To do so you spend one
willpower and roll it twice, taking the highest of the two results. However, if you do and the
attack, check, or save you’re spending willpower to enhance fails anyway you lose two
willpower instead of one.

Class Flexibility (perk). You can choose from the hunter, investigator, deviant, gifted, or
renegade classes. You can multiclass freely between those classes as you level up.

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Mage
“If there’s one thing all diviners share, it’s curiosity. We really can’t help it; it’s just part of who
we are. If you dug out a tunnel somewhere in the wilderness a thousand miles from anywhere
and hung a sign on it saying, ‘Warning, this leads to the Temple of Horrendous Doom. Do not
enter, ever. No, not even then’, you’d get back from lunch to find a diviner already inside and
two more about to go in. Come to think about it, that might explain why there are so few of us.”

- Benedict Jacka, Fated

Before the Intrusion magic, or what passed for it, was too weak to pay much attention to. It
probably didn't even exist. Or if it did then it wasn't strong enough to really make use of. That all
changed when the Iconnu came. They brought with them alien energies that transformed the
world. Now magic works, at least for those whose minds can process the true nature of reality.
Those few are known as mages.

The Other Side of Madness

A mage is really still a human, albeit one whose mind has been exposed to the truth of reality.
These events, called awakenings, can be triggered by nearly anything. An encounter with a
horror, an attempt to cast a spell without the benefit of magical knowledge, or even a near-death
experience. There are even some who claim the right drugs can cause an awakening.

Whatever the cause suddenly the person exposed finds their minds expanded, everything clicks
into place, the contents of their knowledge are correlated in ways they never imagine, and just
like that they understand. Sometimes their minds go on visions through space and time, other
times they are physically hurled through reality. Some even experience powerful ongoing
hallucinations.

Not everyone makes it through this experience whole. Most end up driven mad by what they
learn, while others retreat into safe ignorance blocking off their new knowledge and forgetting
the truth. Those who would be called mages don't forget however. They go through madness
and come out the other side, and they know what reality really is. No longer sleepers. They are
now the awakened.

The Truth of All Things

What mages learn from their awakening is that our universe with all its physical laws and
unbreakable rules is but one layer in a larger tapestry. There are an infinite number of other
universes, each with its own laws. Not only that but it's possible to pull energy out of those other

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universes into this one, and use that energy to break the so-called unbreakable laws of our
reality.

Mages divide this knowledge into ten spheres, or Arcanum, each of which contains a truth about
the full cosmos. Space teaches that distances between points are an illusion. Time teaches that
past, present, and future all exist together, and traveling through time is as easy as turning your
head. Spirit teaches that everything from inanimate objects to abstract concepts has a lifeforce,
that everything is alive, while Matter and Forces show reality is mutable and can be reshaped
by the human mind.

Mind in turn teaches that all minds are linked, and controlling your own mind is the key to
controlling others, while Fate teaches that even your destiny can be controlled. Through the Life
and Death Arcanum mages learn to control the fundamental aspects of existence on both ends
of the spectrum, and finally Prime teaches mages to harness the core energy of existence.

As they study these Arcanum mages learn to control more and more of reality. Each effect they
achieved, each spell they cast, allows them to wrest more control over the Arcanum they've
studied. But if they don't create the spell correctly, and it gets out of their control then it creates
a backlash, a drain on the caster's own energies, or an even stronger effect, which mages call
Paradox. Paradox is when reality reasserts itself in the most destructive of ways. It can even kill
some mages on the spot, while others are cursed by the magics they unleashed.

What Once Was Fantasy

Perhaps the one unique facet that shapes most mages' lives is the sudden realization that what
they once dreamed of doing, what they once believed that they could do, but couldn't, and what
some certainly claimed they could do they actually can now do.

As of a year ago, even the most learned "mage" was forced to start at the bottom to learn how
to make spells work. Yet for many well-versed in the eldritch arts, such work was accomplished
quickly. Because of the Intrusion, ancient traditions, the things humans have learned and
trusted for millenia (despite their inconsistent results) now suddenly work with only a minor
adjustment in paradigm. Their rituals are the same, or similar, and yet now things happen when
the mage does them. They now have real power. And power, as it is said, corrupts.

Unlike vampires and werewolves, mages do have a long history in this world, though for most of
that time, they weren't true mages. Yet people in every culture have their myths of magic in
various forms, of wizards and miracle workers and shamans, who caused the impossible to
become true

For thousands of years, people everywhere toiled and sweated to make magic work. They used
mystic implements, complicated rites, intensive sexual acts, songs and dances, symbols
supposedly pregnant with arcane power. Now those same rites, and many others, work in ways
they could not have foreseen.

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All of this makes mages potentially some of the most powerful creatures to walk the World of
Darkness. Only time will tell what they do with that power.

Obsessions and Secrets

Everything about magecraft revolves around secrets. Magic, after all, is secret lore; for
centuries, it has been available only to the elite few who knew of its mysteries. The recent
revolution has not changed that.

Mages are those who can see the larger truth, a truth only barely glimpsed by vampires and
werewolves and humans and a mage’s vision raises them above the others. A mage can
understand more than anyone else. They see reality for what it is, and the Intrusion is only just
the latest and most dramatic validation of that knowledge.

Yet that knowledge only inspires an obsession to learn even more. A mage’s power comes from
what they know and understand; thus, they always strive to know and understand more. Their
lives depend on their ability to unearth new mystical secretes. Each new skill they develop is a
new tool that might lead them to unimagined power, or just help them to survive another night.

Beyond those pragmatic needs however all mages carry deep and powerful obsessions. Many
speculate that these urges to uncover knowledge are what help the mages to stay sane in the
after effects of their awakenings. It is easier to maintain a grip on your mind if you have
something to focus on.

Be it pragmatic or necessary for sanity, all mages are obsessed with something.

Walking a Path

Despite how different each awakening can be, mages have found they can divide them roughly
into five categories. When a mage awakens they leave their body behind (or leave this reality
behind entirely). From there they travel from one universe to another. Some get lost and never
return. Some go mad.

Wouldbe mages, however, find their way back, and inevitably they seem to travel through one of
of five possible universes in order to do so. It's as if our universe is only connected to five others
in our immediate cosmic vicinity. Or perhaps these are the one only ones a mortal could
possible survive traveling through.

Mages call these categories paths as they represent the paths through madness and back to
self. They control the type of Arcanum mages find easiest to manipulate (their Ruling Arcanum)
and the Arcanum they struggle to work with (their Inferior Arcanum).

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It’s not clear why a mage might end up in a given path. There appears to be some correlation
between a mage’s personality and the path they end up on, but that’s not always the case.

The Awakened Life

When creating your mage character it's important to think about who they were before the
awakening, who they are now, and how those are different. Do they have family and friends who
are sleepers, and thus have no way of understanding what the mage has been through? Do
they work to maintain two lives, one that is their "normal" life (what it was before the awakening)
and their mage life or have they abandoned their old life to thoroughly embrace the new one?

It's also important to think about what that new mage life might look like for them. Not all mages
embrace the awakening in quite the same ways. Some are eager to join up with other mages,
either in societies or in more one on one relationships. After all, who could understand them
better than another mage? While others avoid other mages, either out of distrust for those who
wield similar powers or out of a desire not to become involved with other people's problems.

Then there's the very real need to learn how to properly use their magic. In game terms you will
gain experience and level up, but from your character's perspective where is that knowledge
coming from? Do they study alone or have they become an apprentice to another mage? All of
these things should be considered as you develop your character.

Also consider your character’s path and the effect it has on them. Does your encounter embody
the stereotypical personality of your path or do you play against type?

Mage Names. Mages generally have two names. The first is the name they used before the
awakening. That could be any name anyone could be called in our modern world, depending on
the mage's cultural upbringing.

That name is considered their true name. Other mages who know a mage's true name can use
it to attack them from a distance, or even control their minds. That's why most adopt an alias
that they use when among other mages. This alias, sometimes called their shadow name, can
be anything from a name different than their own, to something more grandiose.

Mage Traits

As a mage your character has the following traits:

Type: Humanoid (mage)


Speed: 30 feet.
Energy (challenging): Mana, a mage relies on a Nexus to recover mana
Class: Awakened.

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Ability score increase (perk). One ability score of your choice between Intelligence, Wisdom
or Charisma increases by +2. One another ability score of your choice increases by +1.

Defensive Mind (perk). Mages have a deep control over themselves making them resistant to
powers that affect their minds. You have advantage on saving throws against being charmed, or
having your mind or memory altered against your will.

Mystic Intuition (perk). Mage's knowledge grants them insights others lack. When you make
an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the
number rolled to the ability check. If the check is related to your obsession the dice you roll
becomes a d6.

Unseen Senses (perk). All mages are gifted with an ability to feel the supernatural world. You
can sense the presence of magic with a Wisdom (Perception) check or with your passive
perception score. This includes nightmare waves, horrors, and other unnatural phenomena.
This doesn't tell you specifics, but gives you a general sense of what's around you.

Obsessions (drawback). One thing all mages have in common is their tendency to obsess
over things, especially mysteries. Choose an obsession from the table below. At the end of
every week that goes by without you indulging your obsession you must roll a Sanity save. The
DC is 10 +1 for every week after the first since the last time you indulged your obsession. On a
failure you gain a long term insanity that cannot be cured until you indulge your obsession.

Obsessions
d8 Obsession

1 Power. Gaining control over others

2 Knowledge. Human history, languages, religious knowledge, pop-culture.

3 Collection. Collecting something new.

4 Growth. Gaining a new skill, overcome a personal challenge

5 Artistic. Creation of art, sculpting, painting

6 Discovery. Finding a lost relic/place, making a scientific or magical discovery

7 The Mysteries. Solving one of the great mysteries, going to another reality.

8 The Iconnu. Learning what you can, stopping them

Paths. Choose from one of the paths below which represents the reality you passed through
during your awakening.

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Acanthus
Mages who've found their way back through the same Hedge that changelings use to get back
to Earth. These mages' awakenings are filled with hallucinations, illusions, deception,
enchantment and wonder. Almost as one they feel they were guided back by luck and intuition.
They are believers in the magic of music and joy, and find manipulating time and fate to be
easy. They are called Enchanters.

Lords of Time and Ladies of Luck (perk). Your Ruling Arcanum are Time and Fate. You can
easily manipulate your luck and the luck of others, and time is your plaything.

Energy Uncontrolled (drawback). Your joyful nature prevents you from the fine control needed
when dealing with wild energy. Forces is your Inferior Arcanum.

Mastigos
Known as Warlocks, these are mages who have to travel through the darkest parts of the
Pandemonium (the nightmare realm of demons) to make it home. Their awakenings are often
violent, filled with horrific creatures, and nightmares conjured by their own minds. They are often
triggered by violence, or by exposure to uncontrolled magic.

Reality is an Illusion (perk). During your awakening you learned that nothing is truly real
except your own thoughts. Your Ruling Arcanum are Mind and Space.

Confounded by the Physical (drawback). Despite your knowledge solid things remain
frustratingly solid, which disrupts your understanding of the cosmos. Your Inferior Arcanum is
Matter.

Moros
For a moros mage an awakening is fraught with terror as their only way back was to travel
through Stygia, the dark home to the unquiet dead. Their awakenings are usually either a near-
death experience of their own, or brought about by intense grief over the loss of another, or by
witnessing someone being horrifically killed. Either way for them it is always tied to death. Due
to this they are known as Necromancers.

Feat of Bone and Stone (perk). Your experiences facing death leave you strangely unafraid of
it, and your knowledge of existence beyond the veil leaves you a master of this world. Your
Ruling Arcanum are Death and Matter.

Only the Dead Have Souls (drawback). Your intimate knowledge of the human soul leaves
you unable to understand that souls are not the sole property of mankind. Your Inferior Arcanum
is Spirit.

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Obrimos
Of all the mages obrimos are most likely to call their awakening a religious experience, because
of which they are often known as Theurgists. Most are not even entirely sure where they went.
They only remember flashes, the fury of elements unleashed, or being surrounded by warmth.
For them awakening is the eventual end point of a lifetime of devotion and study. Their
awakenings are bathed in golden light, and guided by angels.

Evocation of Power (perk). The focus of an obrimos is so great that controlling the
fundamental energies of existence is child's play. Your Ruling Arcanum are Forces and Prime.

Death is Defeat (drawback). Obrimos optimize the term willworker. To them giving into death is
a failure of will, and thus then they tend to misunderstand it. Your Inferior Arcanum is Death.

Thyrsus
Mages of this path always walk through the Primal Wilds, home to uncounted spirits. To be a
thyrsus mage is to be in touch with one's beastial nature. Their awakenings are very often
brought about by deprivation, by being lost in a wild place, or by going on a vision quest that
bonds one to their spirit animal. They are often called shamans.

At Home with the Wild Things (perk). Their awakenings tie them to the weave that binds all
living things together, and to souls of even that which doesn't live. Your Ruling Arcanum are
Spirit and Life.

Lost in Connection (drawback). Above all the philosophy of a thyrsus mage is that everything
is connected, that we are all threads of the same cloth. Unlocking mental powers requires
breaking off oneself from that connection, a thing thyrsus finds hard to do. Your Inferior
Arcanum is Mind.

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Promethean
“I saw the pale student of unhallowed arts kneeling beside the thing he had put together. I saw
the hideous phantasm of a man stretched out, and then, on the working of some powerful
engine, show signs of life and stir with an uneasy, half-vital motion. Frightful must it be, for
supremely frightful would be the effect of any human endeavor to mock the stupendous
mechanism of the Creator of the world.”

- Mary Shelley, Frankenstein

Unlike many of the other creatures that walk the new night prometheans are something of a
mystery. Physically each is a corpse, sometimes stitched together, sometimes whole, but each
reanimated by a creator. Yet no one knows what compelled the first creators to bring creatures
such as this into the world. If the Iconnu brought it about then it's not clear what purpose they
wish the prometheans to serve, and the prometheans themselves are beset by visions of
creatures unlike the Iconnu. Weirder still the original creators all seem to have vanished, leaving
their reasoning unexplained.

Lineages of Creation

What is known is that two years ago when the Iconnu tore a hole in this reality five individuals in
various parts of the world began to have terrible dreams. It's not clear what it was about these
five, if they were chosen or if they were the only ones to respond to some overall psychic call.
There might have even been others, yet it was these five who not only answered, but
successfully completed the tasks laid out to them.

As the dreams continued they imparted instructions for creating a new type of life, something
never before seen outside of myths. Although the types of dreams received were unique to each
of the five, together they had much in common. The five grew increasingly focused on these
dreams until each in their own way, following their own design, began to assemble the pieces
they would need to fulfill their plans.

Gathering corpses, or bits of corpses, the five eventually managed to pull down energy that
reanimated these lifeless bodies. This energy, which prometheans call the Divine Fire, filled the
corpses, not only bringing them back to life, but put in them new thoughts and memories and
minds, making them different from the bodies they were built of.

In this moment the five became the demiurges, the original progenitors. From them five
lineages of promethean began. Each promethean created since then has been compelled to
create another following the exact plan that created them. Thus the lineages have continued.

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After this singular act of creation the five demiurges all vanished without a trace. If they still live
or died somehow or were even killed at the hands of their creations, none of the prometheans
can say for sure.

The Hated Few

When a promethean is brought into the world, they have full knowledge of any languages their
body spoke in life, and the processes necessary to control the body (hand-eye coordination,
basic visual navigation, etc.). They also sometimes discover skills or memories from the body
they inhabit. Otherwise they are a blank slate, an entirely new being, with no connection to the
body they were made from other than the physical.

No matter what though a few things are clear. First the promethean is a living creature of a sort.
It is not undead like vampires, nor is it inanimate like a demon's body. But it is also not human,
either in the physiological or cognitive sense. It is a corpse that walks, its autonomic functions
and soul replaced by the power of the Divine Fire.

While the Divine Fire allows him to pass as a human from a distance, it does not make up for
the lack of a soul. When a promethean spends enough time around humans, the humans begin
to fall prey to disquiet, the feeling that there is something not just fundamentally different, but
utterly wrong about the promethean.

Disquiet initially manifests itself as distrust or avoidance of the promethean; at its worst, it can
blossom into mindless rage that can only be abated by the death of the promethean. Disquiet
affects more than just mortals. Even other supernatural creatures are affected, and
prometheans who spend too long in one place find the landscape and environment itself
becoming tainted by their Disquiet, eventually turning into a Wasteland. Leaving the tainted
zone far behind allows the land to eventually heal, but it does require the promethean to keep
on the move.

Different promethean lineages generate different manifestations of disquiet, each with their own
enervating effect on the local environment and population. There are few prometheans in the
world. They are far fewer in number than nearly any of the other Natures. They are even
outnumbered by some types of Horrors.

The Pilgrimage

There is only one true means by which to truly escape from disquiet: attaining mortality. No
promethean knows if it's possible, and if it is it would require years of dedication, but it is the
dream that compels them. By undertaking what they call the Pilgrimage, the promethean gains
knowledge of himself, other prometheans, and humanity as a whole.

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The various steps of the Pilgrimage vary widely from one promethean to the next, but one step
remains constant and inviolable: the creation of another promethean of their line. Everything
they know of the Pilgrimage makes that fact abundantly clear.

The knowledge of all of this comes from the visions that are part of every promethean's life.
Often as they rest they will dream of beings bathed in golden light. These beings, which the
prometheans have come to call the Qashmallim, seem to be manifestations of the Divine Fire.

Through the visions the Qashmallim explain knowledge of the Divine Fire and the pilgrimage to
prometheans. Yet just as the Iconnu are alien and unknowable so too are the Qashmallim. They
don't appear to be the Iconnu, and very often the dreams will instruct prometheans to commit
acts that seem to run counter to what it's thought the Iconnu desire, but beyond that it's unclear.

Yet despite the mystery that surrounds them the Qashmallim do want something. They will often
compel prometheans to act as their agents, much as vampires, werewolves and demons are the
agents of the Iconnu. To ensure the prometheans complete their task the Qashmallim offer
nothing short of successfully completing the pilgrimage and becoming human.

Beings of Alchemy

The energy that animates a promethean is grounded in ancient principles of alchemy. This is
another thing the prometheans get from the Qashmallim. They are made to know that it is four
alchemical humors that control their bodies. Their powers are named after alchemical principles.
Even the models that define their lives are named after alchemical concepts.

So steeped are prometheans in the language of alchemy that they seemingly learn more about
it then they do about anything else, including being human. They learn of the four basic
elements, the seven planetary metals, the compounds and processes of alchemy, from fixation
to distillation. Alchemy is to promethean as blood is to a vampire.

As with so much of the promethean's life why this would be is a mystery. It is certainly true that
the prometheans are brought to life by chemicals that follow the ancient mixes. Their bodies are
also empowered by those same mixtures, which they use to heal, and harm, to protect
themselves, and to destroy.

Yet why would this be? Why would the Qashmallim require dedication to a type of
pseudoscience that was discredited centuries ago, and why does that now work? If there is an
answer to that question or to any of the other mysteries of their lives it is, as of yet, unknown.

An Amalgam of Dead Flesh

When creating your promethean there's a few things you should keep in mind. For one
prometheans are not the bodies they inhabit. While this is sort of true for vampires and

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werewolves it is even more true for prometheans. There is no soul wrestling with them for
control, no merging of identities or personalities. The body was just a discarded vessel. The
promethean is a brand new being that inhabits it.

That said prometheans do get flashes of memories from the bodies they wear. This is the
source of your background feature, your language, and possibly your other skills. But that's all
those are. Flashes of memory. An instruction manual for driving a body whose former owner is
gone.

So who is your new promethean? That's up to you to decide. You can try to fit in with humanity
but they will never love you so what do you do instead? Do you hate your creator for making
you? Do you still try to be human or do you lash out in anger, destroying all around you for the
indignity of rejecting you?

The most important question though is what's your relationship to the Pilgrimage? Do you even
want to become human? What do you think about the Qashmallim? Do you see them as
benevolent allies or sinister manipulators or something else?

Promethean names. A promethean's approach to their name can get a little strange. Some are
named by their creators while others have to name themselves. Some choose relatively human
names like "Verney" or "John Ash", but there are just as many who go as bizarre as possible.
They adopt names like "Dr. Bline." or "The Hangman's Beautiful Daughter". You are free to be
named whatever you want.

Promethean Traits

As a promethean your character has the following traits:

Type: Amalgram
Speed: 30 feet.
Energy (easy): Pyros, the divine fire, can be recovered naturally
Class: Created.

Ability score increase (perk). Your Constitution score increases by 1.

Amalgam of Flesh (perk). Your creation has endowed you with remarkable fortitude,
represented by the following benefits.

● You have advantage on saving throws against being poisoned, and you have resistance
to poison damage.
● You are immune to disease.
● You don’t need to eat, drink, or breathe, although you can swallow food or drink if you
wish.

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● You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and
magic can’t put you to sleep.

Restful Watcher (perk). Once every 24 hours to get the benefits of a rest you must spend at
least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear
inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Empowered by Lightning (perk). You are immune to lightning damage. If you are hit by an
attack that does lightning damage as a reaction you can spend 1 hit die to recover your hit die +
your Constitution modifier in hit points.

Unholy Fortitude (perk). When you are reduced to 0 hit points but not killed outright, you can
drop to 1 hit point instead. If you do so you are under an effect as if you'd cast the feign death
spell on yourself. While under this effect the only action you can take is an action to end the
effect. Otherwise you remain "dead" for 1 hour as per the spell. You can't use this feature again
until you finish a long rest.

Visions (perk). At the GM's discretion when you take a restful watch you can have a vision of
the Qashmallim. This might provide you with some task or quest, or with some insight of what's
going to come to you. You are not required in any way to heed these visions or complete the
tasks asked of you, although if you ignore them long enough the visions will cease.

Torment of Fire (drawback). You are vulnerable to fire damage. If you take fire damage, or
witness a fire of bonfire size or larger, you must make a Sanity save. The DC is 10 + half the
damage dealt if caused by a damaging attack. If caused by witnessing fire the DC is based on
the size of the fire with a small bonfire being DC 10, while a burning house is DC 20 (a burning
house you're inside is DC 25 and up). On a failed save you are frightened for 1 minute, and
must run away from the source of the fire.

Disfigurement (drawback). Every promethean is disfigured in some way. Normally this is


hidden behind an effect that makes you appear human. Whenever you Channel Azoth or use
pyros (see Defining Features) your disfigurements become visible for a brief moment. You can
lower or reestablish this illusion as a bonus action.

Disquiet (drawback). As a promethean you project an aura others have come to call Disquiet.
The specific type of Disquiet depends on the primary bodily humor of your lineage, but all
Disquiet takes certain forms in common. It is handled in stages with stage 1 being the weakest
form of disquiet up to stage 4. See the Supernatural Powers chapter for more information.

Wasteland (drawback). Creatures are not the only things affected by your Disquiet. Areas are
too, an effect known as the Wasteland. The specific effects of your wasteland depend on your
lineage. You can avoid all of these effects by taking your restful watch either in or directly
adjacent to a Nexus. Any restful watch taken in such a place does not trigger a roll and counts
as you not being in the area.

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Lineage. Choose from among one of the following lineages.

Frankensteins
Frankensteins, otherwise known as the Wretched, are created by taking the best parts from
multiple corpses, assembling a patchwork being from said parts, then animating it through a
mixture of the Divine Fire and electricity. They are so called for their similarities to Mary Shelly's
novel.

Ability Score. Your Strength score increases by 2

Iron Fists. When you make an unarmed strike, you can deal 1d6 + your Strength modifier
bludgeoning damage instead of the normal damage.

Powerful Build. You count as one size larger when determining your carrying capacity and the
weight you can push, drag, or lift.

Built of Parts. You are imbalanced towards choler, and are thus driven towards vengeance and
ambition. When you display your disfigurements you are obviously composed of stitched
together parts, with iron studs that spark electricity.

Electrical Wasteland. Areas under the effect of your wasteland become prone to storms,
electronic devices stop working, and blackouts are common.

Galateids
Otherwise known as Muses, galateids are known for their beauty and want of companionship.
They are often built from the unmarred corpse of a beautiful youth or from two or more corpses
whose parts are considered beautiful.

Ability Score. Your Charisma score increases by 2

Natural Seduction. You have proficiency in both the Persuasion and Deception skills.

Polyglot. You gain one additional language of your choice, plus one for every point of
Intelligence modifier you have (minimum 1).

Beautiful and Unearthly. You are imbalanced towards blood, and often courageous and
amorous. When you display your disfigurements you appear artificial, like a mannequin or
statue.

Windless Wasteland. The wind in areas under the effect of your wasteland gradually dies
down until, at later stages, it stops entirely. Faint odors of embalming fluid linger in the air, and
people become disoriented and lost.

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Osirans
Known as the Nepri or sometimes Mummies, Osirans often carry themselves with regal bearing,
expecting others to bow to their wills. Creating an osirian involves mummifying a corpse, and
the first osirian was thought to be an Egyptian mummy that was brought back to life.

Ability Score. Your Wisdom score increases by 2

Revivification. When you die 1 minute later you rise again as if the spell revify was cast on you
without requiring material components. Using this ability removes all your remaining pyros and
you must take a long rest before you can use this ability again.

Walking Corpse. You are aligned with the element of water and are imbalanced towards
phlegm, giving you a tendency to seem cold and uncaring to others. When you display your
disfigurements your skin shrinks to your face, and becomes sunken and dry like the skin of a
corpse.

Arid Wasteland. Areas of your Wasteland see gradually less rain, and what does fall leaves an
oily sheen. All water in the area becomes thicker and more viscous.

Tammuz
Tammuz, sometimes known as the Named, are created by burying a corpse in soil or clay.
Once the Tammuz awakens, it is their duty to claw his way out and face their new life.

Ability Score. Your Strength and Constitution scores increase by 1

Tough as Rock. Your hit point maximum increases by 1 and it increases by 1 every time you
gain a level. You are also proficient in Constitution saves.

Made of Clay. You are aligned with the element of earth and are imbalanced towards
melancholy, making you both introspective and prone to fierce rage. When your disfigurements
become visible you appear covered in clay, which is often cracked, and broken.

Earthen Wasteland. Buildings in areas of your wasteland look faded and old. Everything starts
to look like it's covered in grit, and sinkholes open up in the ground.

Ulgan
Otherwise known as riven, ulgan's origins lie in a rite in which a hopeful shaman's spiritual body
is torn apart by hungry spirits and reconstructed. Sometimes, the rite goes wrong, and the
initiate's physical body is torn to pieces as well. The remains, when stitched together and
reanimated, produce a riven.

Ability Score. Your Charisma and Wisdom increase by 1

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Spirit Touched. You know the chill touch cantrip. When you reach 3rd level, you can cast the
cause fear spell as a 1st level spell once with this trait and regain the ability to do so when you
finish a long rest. When you reach 5th level, you can cast the speak with dead spell once with
this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting
ability for these spells.

Form of Darkness. You are aligned with the element of spirit and are imbalanced towards
ectoplasm, driving you towards intuitive and instinctual thought and action. When you display
your disfigurements your body changes color, becoming paler or darker, and your eyes become
pools of inky black. Dark rifts in your flesh can be seen.

Spiritual Wasteland. Spirit activity builds in an area of your Wasteland. Spirits appear more
frequently and whisper and hound the living, making the area feel haunted. At the highest stage
rifts in reality form.

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Begotten
"People think dreams aren’t real because they aren’t made of matter or particles. Dreams are
real. But they are made of viewpoints, of images, of memories and puns, and lost hopes.”

- Neil Gaiman, The Sandman

“Of all the things you choose in life you don’t get to choose what your nightmares are. You don’t
pick them; they pick you.”

- John Irving

For most of the world the Intrusion was the most horrific thing imaginable, when the world damn
near ended, and what was left became a living nightmare. Yet it wasn’t that way for everyone.
For some the Intrusion was a blessing, a moment where they became what they believe they
were always meant to be. They are the begotten.

Some People Are Just Different

It’s a natural thing for some to feel like they don’t belong, that they just aren’t like other people.
Most of them gradually learn that they aren’t as strange as they think. They connect to others,
get over their initial negative views of themselves, and bond with other people.

The begotten were not like that. At every point in their lives they felt like they had nothing in
common with others, and at no point did that ever change. They were haunted by horrible
dreams, or often felt alien in their opinions, and feelings. They felt cut off from the mass of
humanity, as if they were a different species entirely.

For them when the Intrusion hit and the Nightmare Wave cascaded across the globe, when it
finally touched them it didn’t so much as change them, as it gave form to what they feel they’ve
always been.

The begotten see themselves as humans with the souls of monsters, finally released into their
true forms by the Nightmare Wave’s effects. It’s not clear if this is actually true, if they really
were monstrous before the wave touched them, but it is clear they are not like others who have
been so transformed.

They are not agents, and yet they are not true Horrors either. Somehow they retain a greater
control over their personalities and sense of self. Why this would be is a mystery. To them it has
an obvious answer. They retained their sense of self after their transformation, because they
didn’t really transform.

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To them the Nightmare Wave merely allowed them to become what they always were, like the
proverbial butterfly escaping its cocoon. Only in this case the cocoon is the human being they
used to be.

Cryptids By Any Other Name

One thing all begotten have in common beyond their ability to retain control over their actions is
the fact that to a one, they experienced great nightmares prior to the Intrusion. Sometimes these
started months before the event, for others it’s been happening all of their lives, but in all cases
as the Intrusion drew closer those nightmares became stronger and more specific.

All begotten are cryptids, humans changed by the Nightmare Wave the way so many other
humans and other animals have been changed. The nature of the nightmares the begotten had
before the Intrusion can actually be categorized into five possibilities, the characteristic of which
somehow determined the family of cryptid they became.

To members of the IDA who’ve studied the begotten this is simply a shared delusion. Most
discount the idea of the begotten having nightmares prior to their transformations. They say that
the begotten made this up, and that what happened to them is not unlike a mage’s awakening,
except instead of tapping into the energies of other universes they merely held onto their minds
in the wake of a horrific psychic scourging that is their transformation.

The begotten don’t buy this explanation. They know they had nightmares, and they know that
somehow those nightmares not only described the creatures they would become, it's those
nightmares that allowed them to survive the wave’s effects.

Primordial Nightmares

To a one the begotten believe there is another universe that the mages aren’t aware of. It’s the
same universe that the changelings travel to when they invade the dreams of others. It’s the
central shared connection created by all sleeping minds. They call it the Primordia, or simply the
dream dimension.

Most begotten don’t believe it’s actually a different universe, anymore than cyberspace is a
physical place. Instead it’s a sort of virtual environment. At any point of time billions of humans
are sleeping around the world. As they sleep their minds connect to each other, creating a giant
psychic repository for all the stories their sleeping minds tell themselves.

This collective unconscious is the Primordia, and it’s from this place that the begotten believe
they draw their powers from. The begotten believe that they had a deeper, stronger connection
to this dream space, and that when the Intrusion happened they were able to pull energy out of
that space to defend themselves.

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Thus, while the wave still turned them into monsters, they were able to shape that energy,
becoming the creatures they always believed they were inside. When the wave crashed upon
them they turned to face it instead of retreating, and thus they faced the source of their
nightmares, which was themselves. They were the real monster all along.

That’s why in addition to calling themselves the begotten they also consider themselves
primordials, creatures at home in the great shared dream that is Primordia.

Monsters of Legend

Since they had a degree of control over what they became they didn’t just become any old
monster. Instead they turned themselves into some of the greatest monsters of human myths.
They are dragons, and krakens, and titans, bound in human flesh.

Since their abilities are drawn from dreams it’s to that shared dreamspace that they have to
return. Upon their transformation each begotten manifests a lair somewhere deep inside
Primordia, forging a home for themselves in the tumultuous dreams of sleeping humans.

It is to this lair that they have to return in order to replenish themselves. A begotten who doesn't
regularly return to their dream lair gradually weakens, and could even die. Primordia is also a
dangerous place full of everything that humans have ever feared, made more so by the intensity
of terrors gripping the world since the Intrusion. Retreating to their lair far from guarantees a
begotten’s safety, but it is necessary if they wish to live.

Yet, that’s not their only weakness. Like prometheans, the begotten generate great emotion in
other humans, but instead of being spread into a general disquiet that emotion is concentrated
into a single person. This person, who the begotten call their nemesis, is compelled by that
energy to seek out the begotten, and kill them. This gives the nemesis great powers, almost
equal to scions, but with a singular focus on destroying the particular begotten that created
them, and if the nemesis is ever defeated or killed that energy will just create a new nemesis to
haunt the begotten at every step.

The begotten tend to blame themselves for their nemesis. Upon their transformation they
became monsters of myth, and all monsters are hunted by heroes. Their expectations created
that reality, turning one person sleeping at that time somewhere in the world, and made them
that hero. If that’s the case it matters little, since there’s nothing the begotten can do about it.

The Dark Mother

Even creatures of myth have myths themselves. In addition to the stories of their nemesis or
their own formation the begotten share an older tale when gathered together. Whispering
around blazing fires, or connected in dreams they share the story of a greater monster, a

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begotten who became so before all others, even before the Intrusion, and from whom all
nightmares come. They call her the Dark Mother.

The legend goes like this. Eons ago when humanity was young the world of the dream space
was wispy and weak. There were too few humans to give it strength or power, and since most
lived closed together there were many times when there was no one asleep. Thus Primordia
would vanish entirely, only to reappear when night settled and some humans slept again.

During this time there was a woman born who’s connection to the dream space was stronger
than anyone. She was a natural storyteller, and became her tribe’s mystic. When she slept she
shaped the dream space, transforming it by her will alone. Her stories became the foundations
of the myths and legends we tell ourselves even to this day.

Eventually though her tribe, which always supported her, was taken over by another. This larger
tribe feared the woman’s power, and when none of her own tribe came to her defense the
woman was cast out, to die alone.

As her life fled out of her she merged herself with the Primordial dream, becoming the first
begotten who left her body behind and retreated into her lair. Because of her Primordia never
disappeared again, even when there were no sleeping dreamers to power it. From her perch in
the heart of the dreaming she shaped human legends giving rise to every myth we’ve ever told
ourselves.

Thus she is the mother of all monsters, and the ultimate muse of every story. The begotten
believe she’s out there somewhere, deep in Primordia, and that they alone can find her.

Nightmares Bound in Flesh

Playing a begotten is an interesting roleplaying challenge. On the one had they are human, and
remain so. They don’t have another soul invading their bodies, and they aren’t living dead. They
weren’t even changed by something as monumental as an awakening. They still have their
lives, and their jobs. Even families.

Yet, even before their transformation they were different from other people. How that manifests
is up to you. That’s one of the challenges of playing them. Then there’s also what they are now.
They’ve been changed, and while it might not be as significant as learning the entire universe is
an illusion it’s still powerful.

They think of themselves as beasts of dream, and very often they are lost in dreams. When they
enter their lairs they physically leave this existence, making them one of the few playable
Natures that regularly leaves Earth. What impact, if any, that has on them is up to you.

Begotten names. While begotten were once human they are the most likely of all natures to
have unusual or unique names such as porfirio, solaris, or eureka. In those cases the begotten

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tends to keep that name after their transformation. However, in almost as many cases they had
standard names for their part of their world, which tends to lead them to choosing stranger
names to identify their begotten self.

Begotten Traits

As a begotten your character has the following traits:

Type: Cryptid
Speed: 30 feet.
Energy (none): Begotten do not rely on energy other than willpower
Class: Primordial.

Ability score increase (perk). Your Strength score increases by 2.

Dream Being (perk). Being a creature partially made of dream energy you have resistance to
psychic damage, and are immune to effects that would put you to sleep.

Lair (perk). Every begotten has a lair in Primordia fashioned at the time of their transformation.
To enter your lair you spend 1 minute concentrating, and then make a Sanity check. The DC is
typically 15. On a success you cross over into your lair disappearing from this universe and
physically entering the dream realm.

Once inside your lair you assume your dream form which is that of some kind of horrible, or
legendary monster. Each begotten’s dream form is unique, but they share certain commonalities
based on the family of begotten they belong to. Every begotten believes their dream form is
their true selves.

At 1st level your lair is a small place. It has a number of chambers equal to your proficiency
bonus +1. The first chambers are always the lair’s heart, the burrow where you rest, and the
connection between them. You also cannot take others with you into your lair, even other
begotten.

As you gain levels you can add new chambers to your lair, which grant you special abilities. See
the Supernatural Powers & Systems chapter for more information. You can only remain in
your lair for 24 hours at a time before you must return. After you return to Earth from your lair
you arrive back at the spot you entered the dreaming from. You also cannot reenter your lair
again until you’ve spent as much time on Earth as you did in your lair.

Atavisms (perk). Despite family similarities every begotten is unique. You have 10 points you
can spend on atavisms that define your abilities. When you use atavisms you usually manifest
some aspect of your dream form. Your shadow might change shape, you might roar with
sudden power, or a semi-translucent image of your dream form might appear around you for a

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brief moment. You might even summon some aspect of your form from parts of your body (like
tentacles reaching out of your chest). Atavisms are listed at the end of this Nature description.

Each family of begotten has a single core attribute that is the atavism ability. You use that ability
whenever an atavism refers to your atavism ability, such as when setting the saving throw to
resist an atavism’s effects or when you make an attack roll with one.

Atavism save DC = 8 + your proficiency bonus + your atavism ability modifier


Atavism attack modifier = your proficiency bonus + your atavism ability modifier

Primordial Sleep (drawback). Any rest you gain on Earth does nothing for you. You can only
truly rest within Primordia. In order to gain the benefits of a short or long rest (or to gain benefits
of sleeping) you must rest within your lair. In addition you must roll a Constitution save or gain a
level of exhaustion for every 24 hours where you don’t rest in your lair. This works like regular
humans going without sleep for extended periods.

Nemesis (drawback). Somewhere in the world you have a nemesis, a human being gifted with
supernatural powers who seeks your death. This nemesis is always of a CR equal to your level,
and can be represented by any humanoid creature of an appropriate CR.

While they do not have a nature (they aren’t mages, or scions) they also aren’t considered
sleepers either. At night they dream of the part of the world you’re in, and when they get within 1
mile they can sense your location as per the locate creature spell (with a greater range).

While your nemesis is within 120 feet of you and you can see each other they gain temporary hit
points equal to your level. They can also impose additional weaknesses called anathemas. The
precise nature of the anathemas are up to the GM but they could involve any of the following:

● Bane. You are subject to an effect that works like the bane spell, except the dice penalty
increases as you gain levels. At first level it’s a d4. It increases to a d6 at 11th level.

● Illumination. You are subject to an effect that works like the faerie fire spell only
targeting only you.

● Phobia. You are frightened of the nemesis as if you were under the effects of the cause
fear spell.

● Entrancement. The nemesis subconsciously picks a nearby object or person for you to
be entranced by. You have disadvantage on any roll that doesn’t involve the object or
person and you have to be within 30 feet of the object or person at all times.

● Slowness. The nemesis reduces your speed by 10 feet. When you reach 5th level you
can be subject to an effect that works like the slow spell targeting only you.

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● Weak Spot. For 1 minute you take 1d8 extra damage from every attack the nemesis
makes against you and their attacks against you crit on a roll of 19 or 20.

● Rage. The nemesis fills you with violent rage. This works like the spell compelled duel
cast by the nemesis on you. In addition to the spell’s normal effects all the nemesis’s
attacks against you are made with advantage for the duration.

● Weapon Bound. The nemesis’s touch has turned an ordinary item into a magic weapon
that only they can use. This begins as a common magical item, becoming uncommon
when you reach 5th level, rare when you reach 11th, and very rare when you reach 15th.

Each nemesis usually only has a single anathema. Where applicable you make saves against
all anathemas using Sanity. If you fail the save you suffer the effect of the anathema.

Family. Choose from among one of the following families of cryptid.

Anakim (the Giants)


Creatures of massive size and brutal dominance, they are the titans, ogres, and kaiju of the
begotten. If you’re a giant then your dreams were nightmares of hopelessness against an
overwhelming foe, or of being dominated or chased by something impossibly large.

Ability Score. Your Constitution score increases by 1


Atavism Ability: Constitution

Looming Power. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast
the enlarge/reduce spell on yourself once (enlarge only) and regain the ability to do so when
you finish a long rest. When you reach 5th level, you can cast the enhance ability spell on
yourself (bull’s strength or bear’s endurance only) once with this trait and regain the ability to do
so when you finish a long rest. Constitution is your spellcasting ability for these spells.

Giant’s Form. Your dream form is big. You might be a giant human, a huge reptile of some sort
or a massive armored creature.

Lair of Earth. Your lair might look earthen, like a series of massive caverns, or it might be a tall
and wide tower or castle. Either way it’s impressive in its sheer size.

Eshmaki (the Wraiths)


Stealthy killers, and shadowy ghost-like beings, the wraiths are the fear of the dark given form.
They are the boogie man under the bed, the creeping shadow in the corner of your room, and
the dread of death drawing close. If you’re a wraith then you dreamed of death, or being chased
by shadows, or stalked by a silent assassin.

Ability Score. Your Dexterity score increases by 1


Atavism Ability: Dexterity

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Ethereal Movement. You can move through other creatures as if they were difficult terrain. You
can also move through solid objects, but your partially-material form cannot pass through more
than one foot of stone, one inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

If you end your movement occupying the same spot as a solid object or creature, you are
immediately shunted to the nearest unoccupied space that you can occupy and take force
damage equal to twice the number of feet you are moved

Shadow Shape. Your dreamform is that of a ghost or spectre like creature, often with red
piercing eyes. You might have a shadowy cloak, or look like a skeletal figure under a dark robe.

Lair of Shadow. Your lair is cast in perpetual darkness, like a graveyard, or haunted castle.

Makara (the Leviathans)


Beings of the unfathomable ocean depths, the Makara are the krakens, the hungering sharks,
and the bone crushing man eating sea beasts of our nightmares. They also represent the fear of
the vast unknown, and may not be related to the sea at all. If you’re a leviathan then you
dreamed of drowning or of being lost at sea, or disappearing in a great unpierceable fog or
storm.

Ability Score. Your Wisdom score increases by 1


Atavism Ability: Wisdom

Power of the Unknown. You know the thunderclap cantrip. When you reach 3rd level, you can
cast the alter self spell and regain the ability to do so when you finish a long rest. When you
reach 5th level, you can cast the phantasmal force spell once with this trait and regain the ability
to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Undisclosed Terror. Your dream form might look like a deadly ocean going monster such as a
giant squid, or a great white shark, or you might look like something stranger like a cloud of
living smoke.

Uncharted Lair. Your lair usually has something to do with the water like a cave or ruins under
the sea, a sunken boat, or an open area of lightless ocean. However it could easily be a tower
concealed by storms, or mansion lost amidst endless fog.

Namtaru (the Gorgons)


The namtaru are nightmares of revulsion, disgust, and body horror. Easily the most hideous of
all begotten, if you’re a gorgon then your nightmares were of catching a terrible disease, being
infected by a parasite, or being hunted by something out of the worst pits of hell.

Ability Score. Your Intelligence score increases by 1


Atavism Ability: Intelligence

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Force of Disgust. You know the infestation cantrip. When you reach 3rd level, you can cast the
spider climb spell on yourself once and regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the hold person spell once with this trait and regain the
ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these
spells.

Revolting Form. Your dream form gives a new definition to the term hideous. You might be
mostly tentacles, and eye stalks, or a mass of writhing flesh, or even a giant putrid maggot or
other insect.

Aberrant Lair. Your lair might be a mist shrouded forest filled with rotting things, a hive of
twisting gelatinous corridors, a giant glistening web, or even the living body of some larger
being.

Ugallu (the Raptors)


Ugallu are the nightmares of exposure, of being watched by something you cannot see, or of
being attacked from above. They are the rocs, gryphons, dragons and sentient storms of the
begotten. If you’re an ugallu your dreams were of being caught out in terrible weather, of
something taking its time stalking you, always watching, or of being picked off by a large flying
beast.

Ability Score. Your Charisma score increases by 1


Atavism Ability: Charisma

Hidden Death. You know the word of radiance cantrip. When you reach 3rd level, you can cast
the dragon’s breath spell on yourself once and regain the ability to do so when you finish a long
rest. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait
and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability
for these spells.

Incarnation of Terror. In your dream form you are something frightening and awe inspiring to
behold, like an ancient dragon, a gargantuan bird, or a living tornado of wind or fire.

Illustrious Lair. Your lair is one befitting your great power, like an aerie atop the highest
mountain peak, a cave deep inside a volcano, a castle hidden among the clouds.

Atavisms
Atavisms are the unique powers that each begotten has. Each is like an imprint of the
begotten’s dream form unto this reality. A begotten’s ordinary hands might leave massive claw
marks, their regular body might seem to crush something under tons of weight, or invisible
wings might bare them aloft. You have ten points. Each atavism has a different associated cost.
Alien Allure

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Cost: 3 points
As an action, you can cause each creature in a 10-foot cube originating from you to make a
Wisdom saving throw against your atavism save DC. The creatures that fail their saving throws
are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this atavism, you can't use it again until you finish a short or long rest.

Alien Mindset
Cost: 3
You have advantage on saving throws against being charmed or frightened. You can take this
atavism one additional time, spending 2 more points to gain resistance to psychic damage.

Armored Flesh
Cost: 3 points
Your body is particularly tough and resilient to damage. When you aren't wearing armor, your
AC is 13 + your Dexterity modifier. A shield's benefits apply as normal.

Basilisk’s Touch
Cost: 3 points
You can use your action to make a melee touch attack against a creature in reach. On a hit the
target takes 2d6 poison damage, and must make a Constitution saving throw against your
atavism save DC, becoming poisoned on a failure. This poison is magical in nature. A creature
that is immune to poison damage is treated as resistant for the purposes of this attack, and
resistance to poison is ignored. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and
5d6 at 16th level.

After you use this atavism, you can't use it again until you complete a short or long rest.

Breath of Devastation
Cost: 6 points
Choose acid, cold, fire, lightning, necrotic, radiant, or thunder. You can use your action to spray
a blast of that energy from your mouth. When you do so, each creature in a 5 by 30 ft. line
originating from you must make a Dexterity saving throw against your atavism save DC. A
creature takes 2d6 damage of the energy type on a failed save, and half as much damage on a
successful save. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th
level. After you use your breath of devastation, you can't use it again until you complete a short
or long rest.

Caught in the Web


Cost: 3 points
You can cast the web spell once. You regain the ability to do so when you finish a long rest.

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Crushing Coils
Cost: 3 points
You have advantage on any Strength (Athletics) checks made to grapple a target. If you’ve
successfully grappled a target you can automatically do 1d6 + Strength modifier in bludgeoning
damage to the target as a bonus action. You can take this atavism multiple times, which cost 2
more points each time. The first time, the damage you inflict increases to 1d8. The second time,
the damage increases to 1d10.

Desert Wyrm
Cost: 5 points
You gain resistance to fire damage and you are naturally adapted to hot climates, as described
in chapter 5 of the Dungeon Master's Guide.

From the Shadows


Cost: 4 points
While you are hidden, as long as you remain motionless, other creatures have disadvantage on
Perception checks to see you, even if you are in plain sight.

Limb from Limb


Cost: 2 points
You are able to tear a creature apart as if you had great claws. This is considered a natural
weapon that you are proficient in. You can add your atavism ability modifier to the attack roll,
and you deal 1d6 + your atavism ability modifier in slashing damage. You can take this atavism
an additional 2 times, spending 2 points each time. The first time, the damage of your natural
weapon increases to 1d8. The second time, the damage of your weapon increases to 1d10.

Marine Body
Cost: 2 points
You have a swim speed equal to your walking speed. This mutation costs 2 points. You can
take this atavism multiple times, costing 2 more points. If you do so you can breathe air and
water.

Monstrous Sense
Cost: 3 points
Gain proficiency in the Perception skill and choose one sense. You gain advantage on
Perception rolls that utilize that sense.

Ravenous Maw
Cost: 2 points
You can inflict a terrible bite attack on an enemy. This is considered a natural weapon that you
are proficient in. You can add your atavism ability modifier to the attack roll, and you deal 1d4 +
your atavism ability modifier in piercing damage. You can take this atavism an additional 2

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times, spending 2 points each time. The first time, the damage of your bite increases to 1d6.
The second time, the damage of your bite increases to 1d8.

In addition you can eat inorganic material as if it were edible. To do so it must be small enough
fit in your mouth and must be something your jaws can break apart.

Relentless Hunter
Cost: 3 points
You heal at an impressive rate. You can use an action on your turn to regain hit points equal to
1d8 + your atavism ability modifier. Once you use this atavism, you must finish a short or long
rest before you can use it again. You can take this atavism up to two additional times, spending
3 points to gain an additional use before a long rest is required each time it is taken.

Shadowed Soul
Cost: 3 points
You have darkvision to a range of 60 feet. You can take this atavism an additional time,
spending 1 point to increase the range of your darkvision to 120 feet.

Sonar Sense
Cost: 8 points
You are able to discern detail of the world around you via a form of echolocation. You have
blindsight up to 30 feet away.

Speed of the Wind


Cost: 2 points
Your base walking speed increases to 35 feet.

Storm Lashed
Cost: 5 points
You gain resistance to cold damage and you are naturally adapted to cold climates, as
described in chapter 5 of the Dungeon Master's Guide. In addition you gain the gust cantrip and
may cast it at will.

Unbreakable
Cost: 3 points
You are able to harden your skin briefly. You can use an action on your turn to gain resistance
to bludgeoning, piercing, and slashing damage until the end of your next turn.

Wings of the Raptor


Cost: 8 points
You manifest shadowy wings giving you a flying speed of 30 feet. To use this speed, you can't
be wearing medium or heavy armor.

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Changeling
“Love is like death, it must come to us all, but to each his own unique way and time, sometimes
it will be avoided, but never can it be cheated, and never will it be forgotten.”

- Brothers Grimm, Grimm's Fairy Tales

What's it like to be taken? To find yourself, through no fault of your own, suddenly in what you
can only describe as Hell? To a select few million humans scattered around the world they don't
have to wonder. They know what's that like all too well. Of those who were taken a few
managed to claw their way back, but they aren't the same as they were. They are now the Lost,
also known as Changelings.

Of Madness and Magic

When the Iconnu punched their way into our reality and the Nightmare Wave roved around the
Earth some were caught in the direct path of that eldritch energy. Those who were found
themselves swept away, sucked through a swirling sea of energy, only to be dropped in an alien
and terrifying realm.

Some thought they were dead, that they were being punished for their sins, but they were
wrong. Although the place they were in was not Earth they were very much still alive, physically
taken instead of spiritually.

Of those caught in the vortex most succumbed, dieing in horrifying ways, but some managed to
cling to life. Although not sure how they managed to survive they tend to have one thing in
common, instead of fighting the madness they embraced it, projecting themselves into a view of
the universe that somehow shielded them from the worst that reality had to offer.

While trapped in this realm, a period of time they call their Durance, they were forced to serve
the beings there and endure inhuman tortures, sometimes undergoing physical and
supernatural metamorphoses. Those who survived established an almost collective delusion
becoming mad in the process, but surviving nevertheless.

A few managed to even fight their way free, escaping their chains and finding a pathway
through that reality back to ours. Yet those that do come back are different. Changelings who
were turned into animals resemble those animals, ones who were turned into energy come back
partially as living energy, and so on.

While each changeling is different they can be grouped into broad categories known as
seemings. Within each seeming there are further subdivisions known as kiths. If a changeling
was turned into fire as part of their durance when they returned they would be touched by fire.
Elemental would be their seeming (indicating they were turned into energy) fireheart their kith.

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Stolen Lives

What they found when they returned was anything but comforting. While they have clear
memories of spending decades, even centuries in the other realm (sustained by the magic of
the plane) they returned to find only months or sometimes days had passed while they were
gone. They also returned to find many of them weren't even missed.

The answer to why gets to the very reason they were taken in the first place, so that their
identities could be harvested and given to demons and other foul things so that they could in
turn impersonate human beings. After all it's much easier to tempt a soul to ruin if it's their loved
one doing the tempting. That's why they were taken. So that their minds, identities, their very
lives could be stolen and handed over to some "thing" that then goes on to pretend to be them.

While this didn't happen to every changeling, many of them returned to find themselves
replaced. In some cases by a demon. In others by a sort of false creature called a fetch, who
seemingly holds the identity in place until there's a demon who needs it. Either way not only
were they not missed but, given the magic involved, they are very often not recognized when
they return.

Now they have nothing left to do but to try to pick up the pieces. Many might attempt self-harm if
they weren't so afraid of ending up right back in the Hell they just escaped from. So they live,
and try to carry on as best they can. Of course what some want is to destroy the demon or fetch
that took their life, and get it back, but that is a tall order. Luckily their time in Hell gifted them
with some unique abilities.

Contractual Obligations

Despite how changelings may wish that their ordeal never happened, the truth is not only was it
real but it changed them. They have become a type of creature known as a stigmatic, a being,
once human, that carries the undeniable mark of transformation.

Although to sleepers they look human, even if their loved ones no longer recognize them, that's
just a minor illusion. Their true bodies have been remade, becoming beastlike, or beings of fire
or ice, or a thousand other transformations.

Furthermore they find that they have inherited some of the powers of their former masters. The
creatures in the lost realm that they called master are creatures of pacts and contracts,
endlessly trying to trick each other into misbegotten deals.

The lost have learned to copy this power, only they don't limit themselves to making deals with
those that can talk. To a changeling you can make a contract with anything. Trees, cars, fire,

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even abstract concepts like love, and hate. Changelings can make deals with anything, and
that's the primary source of their new supernatural powers.

To a demon this is insane. Fire and trees don't have minds, and can't sign contracts or make
pacts. To the demon this is just another example of the madness of the lost, but changelings
disagree. When they talk to fire and trees and other things those things talk back, and with time
they can make a deal with them just as easily as with any thinking creature.

Maybe this is just a delusion. Maybe it's how the changeling has to imagine their powers work in
order to use them, but if it's a delusion it's one that works. When they tell fire to live up to its end
of the bargain fire keeps its word. That's more than the lost can say for demons and humans
alike.

Perchance to Dream

But a changeling's most powerful ability is the power they wield over dreams. With practice a
changeling can enter a sleeping creature's dreams, manipulating that dream as they see fit.

A changeling left free to wonder in a being's mind becomes like a god, turning that creature's
dreams into their private kingdom. No power is beyond them, no desire too impossible. For that
reason many lost get addicted to riding the dream's of others. After all we know what absolute
power does.

None of the lost know why they might have this power over dreams. Maybe it has something to
do with their madness. After all it was dreams that shielded their minds from the horrors around
them. It was into dreams they fled, and it's dreams that they are kings and queens.

As explanations go it's admittedly not that great, but the changelings don't mind. They have
power and if their durance taught them one thing it's that power is the only thing that matters.

Insane in the Brain

There's a lot in the concept of changelings to hang a character concept on, but there's also a lot
of potential pitfalls. A changeling’s identity centers around trauma, the trauma of being
kidnapped, of spending what to them was possibly hundreds of years in Hell, only to return and
find their lives were stolen from them.

How your character reacts to that trauma is what makes them unique. Do they let it crush them
or do they rise above it? Do they relish in the powers they were given or do they fear them as a
reminder of all they've lost? And what do they think about their power over dreams? Do they
use it to control their own dreams, retreating into a mental paradise of their own creation or do
they focus on manipulating the dreams of others?

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You should also think about their contract driven powers. What does your character think about
having to make deals with objects or concepts? Where do they go to make these deals? What
do they offer?

The biggest consideration when thinking of your changeling character is about their own lives.
What happened to their families? Did they move away? And who owns their life now? Does a
changeling return to find a simple fetch in their place or is it a demon that wears their face? With
a demon's player's involvement you could even both be playing the same "character." As the
changeling you would be the true original owner of that identity, while for the demon it's just their
cover.

The key to such an arrangement is to figure out how the two of you could work together. Does
your changeling not care enough to try to take their life back? If not why would they work with
the creature that stole their identity? Give a thought to all of these things as you build your
character.

Changeling Names. When it happened the Nightmare Wave traveled all over the world, and
there are still lots of little waves happening constantly, all sometimes stealing humans away.
Thus a changeling's character original human identity could be any type of person found
anywhere on Earth, and be named to match. When they return though changelings tend to
adopt whimsical names related to their seeming and kith, from Jackson Quick the fireheart
elemental, to Tom Bedlam the Leechfinger Darkling. Choose both a human name and a new
changeling name.

Changeling Traits

As a changeling your character has the following traits:

Type: Stigmatic (fae)


Speed: 30 feet.
Energy (none): Changelings don’t rely on a source of energy
Class: Lost.

Ability score increase (perk). Your Charisma score increases by 2.

Madness of the Lost (drawback). Your Sanity score decreases by 1.

Fey Mien (perk). To sleepers and others that aren't looking too hard you appear as you did
when you were taken, aside from the fact that no one who knew you from before recognizes
you. Yet this human appearance is just a minor illusion, which you call your mask (or Fey Mien).
In truth you have been transformed. Creatures capable of piercing illusions can see through
this.

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You also drop the mask when you use certain powers such as when you invoke a contract of
4th level or higher. You can also drop the mask as a bonus action, but if you do so you must
remain revealed for at least 1 minute. Afterwards you can resume the mask with another bonus
action. Holding a mask is slightly tiring. Lost compare dropping it to taking off one's shoes after
a long day.

Cold Iron (drawback). You are vulnerable to damage from weapons made out of pure iron.

Seeming & Kith. Choose from among one of the following seemings, then choose a kith from
the given options.

Beast
Changelings who were used or treated or turned into animals during their durance. They might
have been a favored pet, a hunting animal, or even forced to fight other beasts. They take on
some part of an animal's nature and appearance, bestial sensation and instinct.

Ability Score (perk). Increase one ability score of your choice by 1.


One Animal to Another (perk). You have proficiency with Animal Handling. You may add
double your proficiency bonus to Wisdom (Animal Handling) checks.
Wild and Free (perk). You have advantage on saving throws against charm effects.
Animal Mind (drawback). You have disadvantage on all Intelligence checks for any skill you're
not proficient with.
Kiths. Choose one from among the following kits.

Broadback
Changelings who were attuned to animals known for their endurance such as camels,
elephants, horses, mules and goats.
Relentless Endurance (perk). As an action, you can give yourself a number of temporary hit
points equal to 1d10 + your Wisdom modifier. You can use this special action a number
of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses
when you finish a long rest.t.
Inexhaustible (perk). As an action, you may reduce your exhaustion by one level. You cannot
use this feature again until after you have taken a long rest.

Hunterheart
Changelings formed into a predator such as lions, tigers and bears. Oh my.
Keen Senses (perk). You gain proficiency in the Perception skill and choose one sense. You
gain advantage on Perception rolls that utilize that sense.
Natural Weapon (perk). You have a natural weapon that you are proficient in. This could be a
bite, claw, quill, club tail, or other bestial feature. You can choose to add your Strength or
Dexterity modifier to the attack roll and deal 1d4 + Str or Dex modifier damage. The damage
type should be selected when you take this trait; bludgeoning, piercing, or slashing damage.

Runnerswift

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Changelings who move like the wind, reflecting rabbits, hares, antelopes and the like.
Like the Wind (perk). Your basic walking speed is 40.
Jumper (perk). Gain proficiency in Athletics or Acrobatics. Your jump distance is doubled.

Skitterskulk
Changelings with an affinity for flies, bees, centipedes, and other creepy crawlies.
Twitchy Dodger (perk). You can add your Intelligence modifier to your AC if you're not wearing
armor or using a shield.
Wired Reflexes (perk). You gain a +2 bonus to Dexterity saves if you're not wearing any armor
or using a shield.

Steepscrambler
Changelings at home in high places, and attuned to animals such as monkeys, raccoons, and
even some insects.
Adept Climber (perk). Gain proficiency in Athletics or Acrobatics. You have a climb speed of
30 feet.
Natural Skill (perk). You gain proficiency in either Stealth, Sleight of Hand or Survival.

Swimmerskin
Changelings with affinities to amphibious or aquatic creatures such as seals, otters, fish, and
ducks.
Natural Swimmer (perk). You have a swim speed of 30 feet and can breathe in air and water.
Darkvision (perk). You have superior vision in dark and dim conditions. You can see in dim
light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of gray.

Venombite
Changelings who have a connection to venomous creatures such as snakes, spiders, and
certain lizards.
Poisonous Spray (perk). You can cast the poison spray cantrip at will.
Slither and Squeeze (perk). You have advantage on any check to escape a grapple, and
squeezing into a smaller space doesn't require additional movement or impose disadvantage on
your attacks and Dexterity saves.

Windwing
Changelings who draw affinity with birds, bats and other flying creatures.
High Flyer (perk). You have a fly speed of 30 feet. You cannot fly when you are carrying more
than half of your encumbrance rating in weight. While flying you make attack rolls and ability
checks at disadvantage, cannot maintain concentration on glamours or contracts, and cannot
invoke contracts.
Safe Fall (perk). You can use your reaction while you fall to reduce your falling damage by 3
times your level.

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Darkling
Changelings who have been imbued with darkness embodying shadow and stealth, fear and
deception. Their durance saw them employed as assassins and sages of dark lore or killed only
to be reborn in a cycle of torture. Spawned of darkness, their strength fades in the light of day.
Ability Score (perk). Increase your Wisdom score by 1 point.
Darkvision (perk). You have superior vision in dark and dim conditions. You can see in dim
light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of gray.
One with the Shadows (perk). You have proficiency with Stealth. You may attempt to hide
while lightly obscured in dim light. You have advantage on your stealth check if you are in total
darkness.
Sunlight Sensitivity (perk). You have disadvantage on attack rolls and on Wisdom
(Perception) checks that rely on sight when you, the target of your attack, or whatever you are
trying to perceive is in direct sunlight.
Kiths. Choose one from among the following kits.

Antiquarian
Darklings who surround themselves with dusty tomes of lore and the artifacts of long dead lands
and peoples.
Keys to Knowledge (perk). You gain proficiency in either Arcana, History, Medicine, or
Religion. You can perform research in half the normal time.
Mystic Lore (perk). You gain 2 extra glamours, and one additional contract at 1st level.

Gravewight
Cold-skinned darklings who draw comfort from consorting with the dead.
Charnel Sight (perk). As an action you can adjust your sight so you can see into the Ethereal
plane. You are blind to the material plane while this view is active. You can switch back with a
bonus action. Once you use this ability you can't do so again until you finish a short or long rest.
Lore of the Tomb (perk). You know the toll the dead glamour. When you reach 3rd level, you
can cast ray of sickness as a 1st-level spell once with this trait and regain the ability to do so
when you finish a long rest. When you reach 5th level, you can cast speak with dead once with
this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting
ability for these spells.

Leechfinger
Changelings who steal life grain by grain, drop by drop.
Sap the Vital Spark (perk). In addition to your normal damage your unarmed strike does
necrotic damage equal to your Charisma modifier. When you use this attack and hit a creature
that isn’t a living dead or amalgam you regain hit points equal to the damage dealt.
Necrotic Resistance (perk). You are resistant to necrotic damage.

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Mirrorskin
Darklings who hide in plain sight from the eyes of humankind. Their bones are malleable, their
featureless faces can flow like quicksilver.
Shapeshifting (perk). As an action, you can change your appearance and your voice. You
determine the specifics of the changes, including your coloration, hair length and sex. You can
also adjust your height and weight, but not so much that your size changes. You can make
yourself appear as a member of another race, although none of your game statistics change.
You can't duplicate the appearance of a creature you've never seen, and you must adopt a form
that has the same basic arrangement of limbs that you have. Your clothing and equipment
aren't changed by this trait. You stay in this new form until you use an action to revert to your
true form or until you die.

Tunnelgrub
Goblin-like darklings who slither slither through tunnels and sewers. The better to do terrible
things in the night.
Burrowing (perk). While you have two free hands you have a burrowing speed of 25 feet.
Natural Trapper (perk). You are proficient in thieves tools, and whenever you make an ability
check to create or disarm traps you can add double your proficiency bonus to the check, rather
than your normal proficiency bonus.

Elementals
Changelings whose Durance saw them turned into inanimate objects or forces of nature. They
became decorations in the halls of their masters, or were used to power simple devices or heat
their lairs. Now returned they retain power over the elements, at the cost that humanity now
seems alien to them.
Ability Score (perk). Increase your Constitution score by 1 point.
Elemental Hardiness (perk). Being composed partially of living elements you can channel
those into your body, strengthening it. As a bonus action you can gain temporary hit points
equal to your proficiency bonus + your Constitution modifier. Once you do this you must
complete a short or long rest before you can use this ability again.
Alien Outlook (drawback). You have a -2 penalty on all Charisma checks for either Deception
or Persuasion. In addition sleepers who interact with you have their attitudes towards you
shifted down one step from friendly to indifferent and from indifferent to hostile.
Kiths. Choose one from among the following kits.

Airtouched
Elementals of wind, cloud, smoke and sky who can be as healthy as a fresh breeze or as
pestilent as the miasma that surrounds the dead.
Unending Breath (perk). You can hold your breath indefinitely while you’re not incapacitated.
Velocity of the Zephyr (perk). You can cast zephyr strike twice with this trait, and you regain
the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for
this spell.

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Earthbones
Changelings with the mark of earth and stone, dwarfs of sand, rock gnomes, and sand spirits.
Earth Walk (perk). You can move across difficult terrain made of earth or stone without
expending extra movement.
Terrestrial Might (perk). As an action you can give yourself the might of a mountain. For 1 hour
you have advantage on Strength checks, and saves, and your carrying capacity doubles. Once
you use this ability you must take a long rest before you can use it again.

Fireheart
Elementals marked with fire, heat or electricity.
Energetic Resistance (perk). You have resistance to fire or lightning damage.
Flickering Acumen (perk). Like a flickering flame you're always on the move. You can add
your Charisma bonus to your Initiative.
Reach to the Blaze (perk). You know the produce flame cantrip. Once you reach 3rd level, you
can cast burning hands once with this trait as a 1st-level spell, and you regain the ability to cast
it this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Manikin
Changelings with the character of human made objects, such as mannequins, statues, and
strange things like beings of mercury or glass, or clockwork engines.
Manmade Flesh (perk). You are immune to disease, poison damage, and the poison condition.
Artificer's Enchantment (perk). You know the mending cantrip. You can also cast magic
weapon with this trait. When you do so, the spell lasts for 1 hour and doesn't require
concentration. Once you cast the spell with this trait, you can't do so again until you finish a long
rest. Intelligence is your spellcasting ability for these spells.

Snowskin
Children of the cold who can be as powerful as the arctic ice or as delicate as a snowflake.
Cold Resistance (perk). You have resistance to cold damage.
Voice of Ice (perk). You can imbue your voice with terrible cold. You are proficient in
Intimidation. You can add double your proficiency bonus when making Charisma (Intimidation)
checks.
Master of Cold (perk). You know the ray of frost cantrip. Once you reach 3rd level, you can
cast ice knife spell once with this trait as a 1st-level spell, and you regain the ability to cast it this
way when you finish a long rest. Charisma is your spellcasting ability for these spells.

Waterborn
Changelings imbued with the nature of water such as nymphs and mermaids.
Amphibious (perk). You can breathe air and water.
Swim (perk). You have a swimming speed of 30 feet.
Acid Resistance (perk). You have resistance to acid damage.
Gift of Water (perk). You know the shape water cantrip. When you reach 3rd level, you can
cast create or destroy water as a 2nd-level spell once with this trait, and you regain the ability to
cast it this way when you finish a long rest. Charisma is your spellcasting ability for these spells.

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Woodblood
The children of plants, green men and treants roots and thorn.
Fade into Foliage (perk). You can attempt to hide when you are lightly obscured by foliage. If
you are outdoors and in an area of dense trees or natural fauna you can cast invisibility on
yourself without requiring material components. If you cast it in this way it does not require
concentration, although the spell fades immediately if you start your turn outside of a forested
area. Once you use this ability you must take a long rest before you can use it again.
Treethorn and Briar (perk). You know the thorn whip cantrip. Once you reach 3rd level, you
can cast barkskin once with this trait as a 2nd-level spell, and you regain the ability to cast it this
way when you finish a long rest. When you reach 5th level you can cast speak with plants as a
3rd-level spell, and you regain the ability to cast it this way when you finish a long rest.
Charisma is your spellcasting ability for these spells.
Plant Nature (perk). Even though you are not fully a plant, you still possess many of the same
traits as one. As long as you are within direct sunlight for at least 4 hours a day, you do not
need to eat.

Fairest
Changelings that embody grace and power, beauty and cruelty, able to enchant and beguile
those around them. They were the beautiful playthings, and treasured possessions of their
masters, but their durances were some of the most traumatizing.
Ability Score (perk). Increase your Intelligence score by 1 point.
Fey Presence (perk). You know the friends cantrip, and when you cast it a target creature is
not aware you influenced it's mood. Once you reach 3rd level, you can cast charm person once
with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a
long rest. Charisma is your spellcasting ability for these spells.
Madness of the Fae (drawback). You have a permanent derangement that cannot be
removed. Choose one from the list in the DMG.
Kiths. Choose one from among the following kits.

Bright One
Changelings who came from light such as will-o'-the-wisps, and white ladies.
Illumination (perk). You can the light cantrip.
Radiant Resistance (perk). You are resistant to radiant damage.
Fey Step (perk). As a bonus action you disappear in a flash of light, magically teleporting up to
30 feet away to an unoccupied space you can see. Once you use this trait you can't do so again
until you finish a short or long rest. When you reach 3rd level each creature adjacent to you
after you teleport must make a Constitution save or be blinded until the start of your next turn.

Dancer
Those among the fairest blessed of particular agility and grace.
Ability score (perk). Your Dexterity increases by 1 point

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Fae Grace (perk). You are trained in Performance, and when you make a Charisma
(Performance) check to dance you may add double your proficiency bonus to the roll. You can
also take the Dodge or Dash actions as a bonus action.

Draconic
Changelings who bear within them the blood of dragons.
Dragon's Breath (perk). You can use a bonus action to exhale destructive energy. Choose a
damage type from fire, lightning, acid, poison or cold. When you use your breath weapon, each
creature in a 15 foot cone must make a Dexterity saving throw. A creature takes 2d6 damage on
a failed save, and half as much damage on a successful one. The damage increases to 3d6 at
6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t
use it again until you complete a short or long rest.
Draconic Resistance (perk). You have resistance to your chosen damage type.

Flowering
Flowers blossom on bare earth where these changelings have stood. Their skin is soft as the
petal of a rose, and bright with the bloom of health.
Seductive Fragrance (perk). Your skin and hair produces an intoxicating aroma that makes
other creatures pliant to your will. You are proficient in Persuasion and may add double your
proficiency when you make Charisma (Persuasion) checks.
Aromancy (perk). You can cast command once with this trait and regain the ability to do so
when you finish a long rest. Once you reach 5th level, you can cast suggestion once with this
trait and regain the ability to do so after you finish a long rest. Charisma is your spellcasting
ability for these spells and you do not need material components to cast them.

Muse
Changelings who inspire the creation of things of beauty, horror, love, and hate, joy and fear.
Inspiring Presence (perk). Whenever you spend inspiration choose an ally within 30 feet, who
can see and hear you. That ally has advantage on the next attack, skill check, or save they
make.
Empowered Guidance (perk). You know the guidance cantrip. When you cast guidance the
target adds your Charisma to the d4 roll. Also for you the glamour has a range of 30 feet instead
of a range of touch.
Aura of Invention (perk). Humanoid creatures within 10 feet of you can roll Persuasion,
Performance and Deception checks with advantage. In addition any creature other than yourself
who crafts anything (armor, magical item, book of poetry etc) reduces the number of workweeks
required by half (not rounded) as long as you are present with them throughout the crafting
process.

Ogres
Changelings of great strength and prowess, hardened and brutalised by the tortures and abuses
they endured in the nightmare realm. They were forced to join vast armies for their masters, or
were used for backbreaking manual labor.
Ability Score (perk). Increase your Strength score by 2 points.

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Powerful Build (perk). You count as one size larger when determining your carrying capacity
and the weight you can push, drag, or lift.
Clumsy Oaf (drawback). You have disadvantage on Strength (Athletics) checks to climb,
balance, or swim. You also have a -2 penalty to Initiative, and disadvantage on Dexterity
(Stealth) checks no matter what type of armor you're wearing.
Kiths. Choose one from among the following kits.

Cyclopean
Changelings who are like the monsters of legend that hunted men for food and sport, creatures
like cyclops, or the wendigo.
Smell the Blood (perk). You have an exceptionally keen nose. You have advantage on
Wisdom (Perception) checks to notice something by smell. You also have advantage on
Wisdom (Survival) checks to track creatures.
Thirst for the Kill (perk). If you cause damage to a creature within 90 feet you can mark that
creature as a bonus action. This works identical to the hunter's mark spell cast as a 3rd level
spell (lasting 8 hours) except you cannot mark a new creature when the first dies. Once you use
this ability you cannot do so again until you take a long rest.

Farwalker
Changelings who resemble the savage and hairy creatures of myth such as the sasquatch or
yeti.
The Elusive Gift (perk). You are proficient in Stealth and Survival. Unlike other ogres you do
not have automatic disadvantage on Dexterity (Stealth) checks. You can still have disadvantage
on Stealth checks for other reasons such as wearing heavy armor. Finally if you fail a Dexterity
(Stealth) check you can reroll, but you must use the result of the new roll. Once you use this
ability you must take a short or long rest before you can use it again.

Gargantuan
These are changelings that grow to great size, pushing the upper limits of Medium.
Spurious Stature (perk). When you reach 3rd level you can cast enlarge/reduce on yourself
once with this trait, using only the spell's enlarge option. You regain the use of this spell when
you complete a long rest.
Giant's Reach (perk). When you make a melee attack on your turn, your reach for it is 5 feet
greater than normal.

Gristlegrinder
Ogres attuned to man-eating monsters of legend such as red caps or rakshas but also
sometimes ending up more like modern horror slashers.
Terrible Teeth (perk). You have large and nasty teeth. As an action on your turn you can make
a melee attack to bite a creature that you have grappled. On a hit you do 1d4 + your Strength
modifier in piercing damage. If the target is bloodied you do an additional 1d8 damage.
Gory Display (perk). Your kills are particularly brutal. When you reduce a creature to 0 hit
points you can opt to kill it in a murderous fashion. If you do so each creature within 30 feet of

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the creature you killed must make a Charisma saving throw or be frightened of you for 1 minute.
Once you use this ability you must complete a short or long rest before you can use it again.

Stonebones
Changelings who resemble the rocky giants of folklore as well as trolls and mountain spirits.
Obdurate Skin (perk). Your armor class can't be less than 14 no matter what kind of armor
you're wearing.
Stone's Endurance (perk). You can focus yourself to occasionally shrug off injury. When you
take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the
number rolled, and reduce the damage by that total. After you use this trait, you can’t use it
again until you finish a short or long rest.

Water-Dweller
These changelings look like water demons, or life-demanding water spirits or river trolls
Darkvision (perk). You have superior vision in dark and dim conditions. You can see in dim
light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of gray.
Under the Waves (perk). You can hold your breath for 10 times as long as normal.
Reborn in Water (perk). Immersing yourself in water causes you to regenerate wounds at a
fast pace. If you are in enough water to cover at least 3/4 of your body you can spend a hit dice
as a bonus action as if you had taken a short rest. You regain the ability to do this when you
complete a short rest. At 7th level you can use this ability twice and you regain both uses when
you complete a short rest.

Wizened
Turned into servants and soldiers in the Nightmare realm these changelings are gifted with
incredible dexterity but have turned bitter and spiteful. They were the changelings employed to
build the machines of war for their dark masters, and it has worn away their spirits.
Ability Score (perk). Increase your Dexterity score by 1 point.
Nimbleness of the Fae (perk). You gain a +2 to Initiative. Whenever you take the Dodge action
you do not trigger an opportunity attack for leaving a threatened area as if you'd taken the
Disengage action.
Naturally Agile (perk). You are proficient in either Acrobatics, Stealth or Sleight of Hand, your
choice.
Spiteful & Nasty (drawback). You have disadvantage on all Charisma (Persuasion) checks,
and you only gain half as much willpower from indulging your virtue.
Kiths. Choose one from among the following kits.

Artist
A wizened who can create incredible works of art that are infused with magic.
Natural Craftsman (perk). You are proficient with one set of artisan's tools of your choice.
Impeccable Craftsmanship (perk). You reduce the number of workweeks required to craft an
item by 2. If this reduced the workweeks to less than 0 you complete the item in one day. When

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crafting anything If you roll for a complication you can make a Charisma save against DC 15. If
the save is successful you avoid the complication.
Inspiring Work (perk). When you complete a long rest you can produce a work of art that is
enchanted with supernatural power. This could be a painting, poem, sculpture, pastry, or any
non-weapon, non-armor item that can be worn or carried in one hand and reasonably completed
in one night. Choose the emotion you intend to create when you complete the item; either
anger, joy, fear or sadness. A creature who holds the item can spend 1 minute examining,
reading or interacting with it (if it's edible they must consume the item). After the minute is over
the creature gains a benefit based on your chosen emotion:

Inspiring Work
Emotion Effect

Anger The creature adds +2 to the damage of their melee attacks. Lasts 1 hour

Joy The creature’s speed increases by 10 feet for 1 hour

Fear The creature is immune to the Frightened or Charmed conditions for 1 hour

Sadness The creature gains 10 + your Charisma modifier in temporary hit points.

Only one creature can gain this effect at a time. Once a creature has gained one of these
effects the item becomes non-magical and inert. You can only have one of these items at a
time. If you create a second and the first has not yet been activated it immediately becomes
inert.

Brewer
Changelings who learned how to make mind-bendingly intoxicating beverages.
Brewmaster (perk). You are proficient with brewing supplies.
Built-up Resistance (perk). Due to long exposure to bad drinks you have resistance to poison
damage.
Inebriating Elixir (perk). After a short rest you can create a special intoxicating drink. A
creature that consumes this drink gains the following effects which last for 1 hour.

● Disadvantage on Dexterity, Intelligence, and Wisdom checks and saves


● -5 to passive perception score
● Advantage on Constitution and Charisma checks and saves
● Can ignore the effects of one minor injury
● Gains temporary hit points equal to 1d10 + your Charisma modifier

This brew has no effect on creatures immune to poison or the poisoned condition. After 1 hour
the creature must make a Constitution save or fall unconscious for 1d4+4 hours.
Expert Carouser (perk). After performing the carousing downtime activity you have advantage
on the Charisma (Persuasion) check to see how many contacts you make.

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Chatelaine
Preternaturally skilled manservants, and house-managers.
Manners Maketh the Man (perk). You are supernaturally calm under pressure. You have
advantage on saves to resist becoming frightened.
Perfect Protocol (perk). You have advantage on any skill check related to etiquette, such as a
Charisma (Deception) check to pretend to be wealthier than you are, or an Intelligence (History)
check to recall proper greetings in a culture different from your own.
Always Prepared (perk). A good servant is prepared for anything. Once a day you can produce
any single non-magical item weighing less than 2 lbs, and that you could have reasonably
purchased based on your wealth level, and that you could have on your person. You are
assumed to have bought this item at some point prior to the moment you needed it anticipating
that it would be a good idea to do so.

Chirurgeon
Wizened who's time in the nightmare realm have made them familiar enough with medicine and
anatomy to become expert surgeons.
Analeptic Charm (perk). You are proficient in Medicine, may substitute Intelligence for Wisdom
when making Medicine checks, and may add double your proficiency bonus when making
Intelligence (Medicine) checks.
Healer's Touch (perk). A dying creature you stabilize regains 1 + your Intelligence modifier in
hit points instead of being stabilized at 0 hit points. Also creatures under your care automatically
make their save to recover from injuries, diseases, and the poisoned condition when taking the
Recuperating downtime activity.

Oracle
Changelings who can see the future.
Panomancy (perk). When you complete a long rest you can attempt to tell the future using a
method of your choice such as tea leaves, tarot cards, a crystal ball or whatever you like. When
done roll two d20s. You can use the result of those dice whenever a creature you can see
makes an ability check, attack roll, or saving throw. Each foretelling can only be used once.
When you finish a long rest you lose any unused foretelling dice.
Contracts of Fate (perk). You know the guidance cantrip. Once you reach 3rd level, you can
cast augury once with this trait as a 2nd-level spell, and you regain the ability to cast it this way
when you finish a long rest. When you reach 5th level you can cast clairvoyance as a 3rd-level
spell, and you regain the ability to cast it this way when you finish a long rest. Charisma is your
spellcasting ability for these spells.

Smith
Changelings who were forced to labor under the blacksmiths of the nightmare realm.
Steel Mastery (perk). After you complete a long rest you can spend a few minutes sharpening
or otherwise improving a piece of non-magical metal item, such as a sword, armor or gun. To
work the item has to primarily be made of metal. If the item is a weapon it adds +1 to attacks
and damage and counts as a magical weapon while it's under this effect. Armor has +1 to AC,

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and tools provide a +1 bonus to those who use them. These effects last until the end of your
next long rest. You can improve a total number of items equal to your proficiency bonus, but no
single item can be improved this way more than once.
Master Craftsman (perk). When using the Craft Item downtime activity you can complete the
project in half the normal time as long as you are crafting a metal item.

Soldier
Changelings enlisted against their will to fight the wars of the nightmare realm.
Martial Training (perk). You are proficient in martial weapons, and medium armor.
Blade Lore (perk). If you wield a weapon that does slashing damage you add +2 additional
slashing damage when you make a successful attack.

Woodwalker
Wizened who become fierce protectors of the wild lands.
Wildcraft (perk). You know the druidcraft cantrip which does not count against the total number
of glamours you know. You are also proficient in Survival.
Render Edible (perk). As an action you can touch a single piece of plant matter that weighs
2lbs or less and render it safe for humanoids to eat. A piece of tree bark becomes soft and
sweet like fruit, a rotten apple becomes fresh, and food with natural poison or hallucinogenic
properties lose those traits. This only affects foods whose natural properties render them
unsafe, and has no effect on foods that have poison added to them. You can use this ability
three times. After which you must take a long rest before you can use this ability again.

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Karyn clung to the top of the tallest building in the city.
From her vantage point the lights were laid out before her like
glittering gems.

Once upon a time she would have been afraid. Scared of heights. Scared of
everything.

She would have been terrified.

But that was before the stranger tried to


take her body from her. The murderous
bastard who died centuries ago.

She could still feel him, squirming in the corner of her mind she’d locked him
away in.

She’d won that fight, and now the night was hers. She’d never be afraid
again.

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CHAPTER 4: DEFINING FEATURES
The World of Darkness is by and large composed of two groups. On the one hand are the
ordinary people, frightened, and weak, defenceless against the evil things in the night. On the
other are those very monsters, horrors, and agents of the Iconnu, who stalk their prey, killing,
and feasting, and who are always assured that nothing is powerful enough to stop them.

Yet there is a third group. Those who walk their own road. Very few of them are heroes and
those that are usually end up with a messy death. The World of Darkness is no place for
heroes.

Sometimes though this group can do some good, maybe even save some lives. Make the world
a little less dark. Even by simply defying the Iconnu’s will, this third group composed of cabals,
and cells and packs who were brought together by a shared will to survive, they can do some
good. And every little bit of good counts.

As with regular D&D class in a World of Darkness 5e game defines the majority of your
character’s abilities, and powers. In addition to that though it means a little more this game than
class usually does. Here it’s a continuation of your character’s Nature. For most the two,Nature
and class, are inseparable. YourNature provides the basic elements of your character while
class adds to that picture, granting additional abilities as your character levels up.

This all reflects your character’s potency, which is a reflection of how strong your powers have
become. This is not based on “experience” necessarily. Most classes don’t rely on training.
Instead it’s about watching your powers grow as you spend more time and accomplish more
things as a member of your nature.

Each class is given a name specific to the type of creature they are, and each gives you a
variety of special features, such as a kindred’s use of vitae, or a forsaken’s ability to assume
gauru form. At low levels, when you’re still learning how to be what you’ve become, your class
gives you only two or three features, but as you advance in level you gain more and your
existing features often improve.

Each class entry in this chapter includes a table summarizing the benefits you gain at every
level, and a detailed explanation of each one.

Remember with the exception of the aware multiclassing is not allowed in this game, and they
are limited to only being able to choose from among a small selection of classes. Nature and
class are too linked to be able to choose one and not have the other.

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Awakened
Brown eyes wide with mania, a burly human in threadbare clothing raises an oaken
staff and utters words of power. He reaches inside himself shaping the spell before
unleashing it, sending the spirits before him dissipating into the umbra.

Frizzy hair down to her shoulders, a gangly young woman pushes up her glasses and
lets her fingers fly across the keyboard. Her computer whizzes to life as the magic flows
through it. She's going to prove herself worthy of joining the Virtual Adepts if she has to
die to do it.

Crouching on the floor, a teen girl in layers of black eyeshadow reels from what she just
experienced. It was supposed to be a simple spell. Summon a demon for kicks. But
when the floor opened up and that thing came through it stopped being fun. And that's
when her mind ripped open and she felt herself hurled through time and space. By the
time she came back the thing was gone and all her friends were dead. Now what is she
supposed to do?

Being a mage isn’t easy. It means accepting an entirely new way of thinking, one that
defies description for those who haven’t experienced it. It means learning truths about
the world, about the universe, that the normal human mind could not fathom. In short it
means awakening.

Creating an Awakened
For the full description of being an awakened see the mage section in the nature
chapter. While creating your awakened character, consider your personal philosophy in
regards to magic. Were you a believer in some form of magic prior to becoming a mage
or did you think it was all nonsense? Has awakening completely altered your
understanding of the universe, or was it just a continuation of things you already
believed?

Perhaps you were a follower of an ancient spiritual tradition such as Voodoo or


Christianity. How did becoming a mage change that view? If you believed in god before,
do you still? You might have been persecuted for your beliefs or maybe you grew up in

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a religious community that would never accept your new outlook. How do you feel about
being a mage? Is it a curse? A terrible burden? Or are you eager to do all you can?

Quick Build
You can make an awakened quickly by following these suggestions. First, choose mage as your
nature and note all of its perks and drawbacks. Then decide if your magic is going to come from
Intelligence, WIsdom or Charisma and make that your highest ability score, followed by
Dexterity.

Defining Features
As an awakened you gain the following defining features.

Nature Prerequisite: Mage

Hit Points
Hit Dice: 1d6 per awakened level.
Hit Points at 1st level: 6 + your Constitution modifier.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per awakened level after
1st.

Proficiencies
Armor: None
Weapons: Knives, staffs, light revolvers, machine pistols, parlor guns
Tools: None
Saving Throws: Intelligence & Wisdom
Skills: Choose two from Arcana, Data, Deception, Insight, Investigation, Persuasion, Religion,
Science, and Technology

Creative Thaumaturgy
Since your awakening you've had the ability to shape the universe around you with your mind,
and a few simple words. Mages call this magic, or thaumaturgy. In essence you can cast spells
on the fly, creating new effects never before seen. See the spellcrafting rules in the Creative
Thaumaturgy chapter for a full explanation of how mage’s spellcasting works.

Arcanum
Your understanding of magic is separated into 10 Arcanum. Each one defines some aspect of
reality. Together they describe how much of the true nature of that existence you understand.

Each sphere has five associated ranks, from initiate all the way to master. As you gain ranks
within an Arcanum you gain further understanding and can increase your control over it.

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As you rise in rank you go from being able to partially compel the Arcanum in some minor way,
to being able to control, remake it, and finally use it to achieve truly epic ends.

Gnosis
A mage's understanding of the universe is known as their gnosis, their knowledge of reality. You
get one free rank in one of your Ruling Arcanum as defined by your path. In addition you also
have one rank for each point of gnosis you have. This rank can be put into any Arcanum of your
choice (even your Inferior Arcanum), raising the rank of that Arcanum by one for each point you
put in. The Gnosis column of the Mage table shows what your gnosis is at each level.

Once you've used a point of gnosis to raise your rank in a given Arcanum you can't undo it,
although if you wish to you may save a given point of gnosis until a later level. Your ranks in any
one Arcanum cannot exceed your max rank based on your level as shown in the Max Arcanum
Rank column of the Awakened table.

Mana
Mages power their magic with an interdimensional energy that they call mana. Each spell has a
cost in mana that must be spent to evoke the spell. The Mana column of the Mage table tells
you your maximum mana at each level.

You regain mana by meditating and drawing that energy into yourself. This "meditation" may or
may not be a peaceful exercise depending on the kind of mage you are. You may blast music,
dance non-stop, or zone out on video games. All of that counts as meditation for the purposes
of regaining mana.

If you mediate for at least 10 minutes at the end of a long rest you regain mana equal to your
level. If you find a Nexus, a place where dimensional energy naturally leaks into the world, and
you meditate there at the end of a long rest you regain mana based on the power of the Nexus
instead. There are also some sources of mana that get absorbed into objects, called tass. As an
action you can drain the mana from a piece of tass you touch.

The final way to regain mana is to do what's called rending your pattern, or in other words
draining your life to power your spells. As an action, spend a hit dice, but instead of regaining hit
points you lose the hit die. You regain mana equal to the roll of the die and do damage to
yourself equal to half the mana you regain. This damage cannot be mitigated in any way.

No matter how you regain mana you cannot exceed your maximum.

Paradox
Magic is risky. Humanity’s collective will pushes back on anything supernatural. Horrors and
agents have the backing of the Iconnu to resist this, but mages are on their own. Whenever a
mage casts a spell, in addition to paying the mana cost, they must make a spellcraft check. The
DC depends on how difficult the effect is they’re trying to achieve.

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A mage who fails this roll has a chance of having magic push back. Mages call this paradox, a
point where reality reasserts itself against the mage’s attempt to control it. Mages who are
careless with their magic can find themselves cursed, hurt, or even killed by the power they
unleash.

Rotes
While all mages can cast magic on the fly the wise mage learns it's better to practice with a few
spells, making casting those second nature. These are called rote spells.

Any spell cast by rote is easier to control and safer to use. Any spell can be a rote spell. There
are examples of spells in the Creative Thaumaturgy chapter, but you could create your own rote
spell out of any spell you want, as long as it otherwise fits the normal rules for a magic spell.

Awakened
Level Proficienc Features Rotes Gnosis Mana Max Arcanum
y Bonus Known Ranks

1st +2 Creative Thaumaturgy, Mage 4 1 4 1


Sight

2nd +2 Mage Armor, Attainment 5 2 8 1

3rd +2 Tradition, Counterspell 6 3 12 2

4th +2 Ability Score Improvement 7 4 16 2

5th +3 -- 8 5 20 2

6th +3 Tradition Feature 9 6 24 2

7th +3 -- 10 7 28 3

8th +3 Ability Score Improvement 11 8 32 3

9th +4 Attainment 12 9 36 3

10th +4 Tradition Feature 13 10 40 3

11th +4 Willworker 14 11 44 4

12th +4 Ability Score Improvement 15 12 48 4

13th +5 Attainment 16 13 52 4

14th +5 Tradition Feature 17 14 56 4

15th +5 -- 18 15 60 5

16th +5 Ability Score Improvement 19 16 64 5

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17th +6 Attainment 20 17 68 5

18th +6 Tradition Feature 21 18 72 5

19th +6 Ability Score Improvement 22 19 76 5

20th +6 Exarch 23 20 80 5

You start off with four rotes, either chosen from the list in the Creative Thaumaturgy chapter or
created yourself. You gain additional rotes as you increase in level as shown in the Rotes
Known column of the mage table.

Paradigm
Unfortunately for mages none of this comes very naturally. The awakening was a harsh
experience, one that leaves mages confused and overwhelmed. To make sense of what
happened to them mages, especially initiates, have to rely on a paradigm.

A paradigm is a guiding philosophy of magic, a way of correlating all that a mage has learned,
and of making sense of it all. Without a paradigm a mage would never be able to cast spells no
matter their understanding.

This is mostly due to their own mental limitations. Years of experience has taught mages that
magic is not real, that one can't simply conjure energy from nowhere. A mage needs time to
unlearn those limitations. In that way a paradigm acts as a transitional belief, almost like training
wheels.

What form your paradigm takes is up to you. It can be based on a real world mystic practice,
such as Kabbalah or Voodoo, or be based on an ancient religion such as Druidism, or it could
be entirely made up. It could even be that you think the world is a simulation and that's why you
can cast spells.

No matter what though to count as a paradigm it must shape your entire understanding of
spellcasting. To you this isn't a game, this is simply how magic works, or how you understand it
to work. In addition to this a paradigm provides the tools you use to cast your spells. If your
character is a Vodou believer you must use the tools of Haitian Vodou when you cast. If you
define a paradigm yourself you must define what tools you use as part of that belief.

Above all though no matter what you choose you must be respectful of not only the tone of the
game, but also of the beliefs of those around you. The GM has final say on your paradigm and
may force you to change it if it's interfering with the game or the fun of others in any way.

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Other than that once you choose a paradigm you don't normally change it, although in time you
will rely on it less.

Arcane Foci
The mechanically important part of your paradigm is your choice of arcane foci. Your foci can be
any object that is small and light enough for you to carry, although it has to be something that
ties into your paradigm.

Otherwise you are free to choose any single item to be your foci. It could be a small knife, a
wand, a musical instrument, or even a smartphone. You can only have one foci at a time. If you
lose your foci or want to change it you can do so after a long rest.

You cannot cast spells without your foci. You don't have to actually carry it, but it must be on
your person, close enough for you to reach, and you must have at least one free hand to touch
it.

Nimbus
When an awakened casts a spell their magic flares within them. Although invisible to ordinary
humans other supernatural creatures, especially other mages, can see this energy as an aura of
magic around the mage.

This is called the mage’s nimbus. A mage’s nimbus is unique to them. Spectral wings might
appear from your back, you night be surrounded by smokey black tendrils, or you may just be
enclosed in an aura of energy. Every act of magic a mage performs contains traces of their
nimbus, like a supernatural fingerprint. The more powerful and complex the feat of magic was,
the longer a trace of the nimbus will remain. Your nimbus can take any form you like.

Spellcasting Ability
Most mage’s spellcasting ability stems from research and knowledge of occult principles.
However, some rely instead on their senses of intuition, while others rely on their force of
personality and mental strength.

To represent this you can choose either Intelligence, Wisdom, or Charisma to be your
spellcasting ability. Whichever you chose you would use that ability whenever a spell refers to
your spellcasting ability.

In addition, you use the modifier for that ability when setting the saving throw DC for a spell you
cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your spellcasting modifier

Spell attack modifier = your proficiency bonus + your spellcasting modifier

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Mage Sight
All mages are gifted with an ability to look behind the veil into the truth of things. This works like
the spell detect magic except instead of telling you the school of magic involved it tells you the
Arcanum involved. A successful Intelligence (Arcana) check can also tell you the ranks of those
Arcanum. It is possible to hide magic from your mage site, but doing so will require the casting
of additional spells to conceal the magic or effect.

Beyond the normal mage sight trained mages can invoke an Arcanum adding its powers to their
mage sight. To do the mage must have at least 1 rank in the Arcanum they wish to add.

In addition to the normal effects of mage sight you gain the following.

● Death. Adding Death into mage sight makes it Grim Sight. With Grim Sight in addition to
the normal effects you can see the death around a person or place.

● Fate. Fate with mage sight makes it Sybil's Sight, allowing you to see the threads of
destiny around a subject.

● Forces. Forces turn mage sight into Read Matrices. With that activated you can see the
forms of energy around you including gravity and radiation.

● Life. Bringing Life into mage sight turns it into Pulse of the Living World. You can see the
resonance of life around you.

● Matter. Matter plus mage sight is called Dark Matter. It allows you to perceive
ponderous resonance such as that caused by transmutation.

● Mind. Using mind with mage sight makes it Third Eye. With this you can perceive
emotion in an area or object you touch or you can sense if someone has psychic
powers.

● Prime. Prime and mage sight makes it into Supernal Vision. This allows you to sense
the lingering presence of magic on an area, or to sense a person's aura.

● Space. This turns mage sight into Spatial Awareness. In addition to its normal effects
you can sense disturbances in the fabric of space such as caused by teleportation.

● Spirit. Mage sight when combined with spirit becomes Second Sight. You can look into
the spirit realms seeing spirits invisible to normal mage sight.

● Time. Adding time turns mage sight into Temporal Eddies allowing you to sense the flow
of time, tell time perfectly, and sense the effects of time magic.

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No matter which you use you might still need to make a Perception check to see aspects of that
Arcanum.

Mage Armor
At 2nd level you gain the ability to magically shield and protect yourself. At its most basic it’s just
a field of magic energy that protects you like the mage armor spell cast without material
components and affecting only yourself.

You activate the effect as an action, which gives you an AC of 13 + you Dex modifier. This lasts
until you dismiss it as a bonus action, although it disappears if you are unconscious or die.

At 3rd level you learn how to incorporate an Arcanum which gives you an additional effect. To
do so you must have at least two ranks in the Arcanum you wish to add. You can only have one
effect active at one time, but once you've activated your mage armor with a given Arcanum you
can switch it to a different Arcanum as an action as long as you have at least two ranks in the
Arcanum you wish to switch to. The specific additional effect depends on the Arcanum used:

● Death. You create a field of death which decays the energy of all attacks against you.
You are resistant to necrotic damage, and non-intelligent undead won't attack you unless
you attack them first.

● Fate. You surround yourself with a field of luck which makes attacks against you miss. If
a critical hit is scored against you roll a d4. On a roll of 4 it becomes a normal hit.

● Forces. You conjure a field of force energy that deflects attacks. Choose between cold,
fire, lightning, and thunder. You gain resistance to the chosen damage type. You can
change it to another from the list as a bonus action.

● Life. You harden your skin and sharpen your reflexes giving you natural armor. As long
as you are bloodied (half your hit points or fewer) you may spend a single hit die as a
bonus action, regaining hit points as if you’d spent the die during a short rest.

● Matter. You transmute the clothes you wear making them strong as armor, but still
flexible. Requires enough clothing to cover most of your body, and only works when you
wear those clothes. Choose between piercing, slashing, ballistics, bludgeoning or acid.
You gain resistance to the chosen damage type. You can change it to another from the
list as a bonus action.

● Mind. You use psychic programming to enhance your reflexes and predict your enemy's
attacks. You gain resistance to psychic damage and are immune to the charm condition.

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● Prime. You intensify the basic field of magical force that creates normal mage armor.
You have advantage on saving throws against spells and other magical effects.

● Space. You make a field of distorted space around you which subtly shifts you away
from the source of attacks. You can dash, dodge, or disengage as a bonus action.

● Spirit. You shift partly into the Near Umbra (Ethereal Plane) which causes attacks to
pass through you. The first time in a combat that you become bloodied you become
insubstantial gaining resistance to all damage until the end of your next turn.

● Time.You slow time around you allowing you to dodge attacks. 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.

Attainments
Starting at 2nd level you gain attainments, which are special innate magical abilities unique to
mages. Some have prerequisites, including having ranks in specific Arcanum. You gain
additional attainments at 9th, 13th, and 17th levels. See the Supernatural Powers chapter for a
full list of all attainments.

Tradition
When you reach 3rd you are invited to join one of the mystic traditions that have cropped up
recently, or you can choose to forgo joining a tradition instead becoming a Hollow one. Either
way your choice grants you features at 3rd level and then again at 6th, 10th, 14th, and 18th
levels.

Counterspell
Also at 3rd level you may cast counterspell and dispel magic like effects pertaining to any
Arcanum you have at least 1 rank in.

Treat this effect like the counterspell or dispel magic spells with the following modifications:

● You must spend 3 mana to use either effect.

● You can only use this against spells related to the Arcanum you're using or to spells of a
school related to the Arcanum you choose. This does not necessarily mean just mage’s
spells. For example you might be able to counterspell a vampire’s magic using the death
Arcanum or a werewolf's rites using spirit. The GM is the final arbiter of if you can use an
Arcanum to counter a given supernatural effect.

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● This is only automatic against magic effects equal to spells of 1st level or lower, or
against spells created by Arcanum of no more than 1 rank.

● If the spell you're working against is higher in rank or level than this, make an Arcana
ability check against a DC equal to 10 + (spell level or twice the highest rank of the
Arcanum involved). You have a bonus on this check equal to your rank in the Arcanum
you're using. Like an improvised spell, you have advantage on this check if it is one of
your Ruling Arcanum and disadvantage if the spell includes your Inferior Arcanum.

● You must spend 1 extra point of mana per equivalent spell level beyond 1st or 2 points
for each rank beyond 1 that you are attempting to effect.

● Using either of these effects is considered covert magic, except it never has a chance of
causing a backlash or paradox.

Ability Score Improvement


When you reach 4th level, and again at 8th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t
increase an ability score above 20 using this feature. Using the optional feats rule, you can
forgo taking this feature to take a feat of your choice instead.

Willworker
When you reach 11th level you learn to be less reliant on your paradigm. You no longer need
your arcane foci in order to cast spells, and you may alter or even abandon parts of your
paradigm as you see fit. You use your pure will to enact magic.

Exarch
At 20th level you achieve the highest levels of power a mortal mage can ever achieve. You
become an Exarch. Your Intelligence, Wisdom or Charisma score increases by 4, and your
maximum for this score increases by 4. Additionally you gain mastery of a single aspect of
magic. Choose a rote spell that requires no more than 3 total ranks of Arcanum. You may cast
this once without spending mana or needing to roll a spellcraft check. When you do so, you
can't do so again until you finish a long rest.

Traditions
The last two years have been a strange time for mages across the globe. Since discovering
their abilities many mages have realized the importance of groups that offer codified magical
training and practices. These groups have come to be called traditions. Once a mage has risen
to 3rd level they are invited to join one of these traditions, which teaches the mage special
powers. Those that refuse become known as Hollow ones, although even they learn special
abilities to help them survive.

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Once you join a tradition you can't change it, even if you later leave the group. The exception is
Hollow ones. Every level after 3rd you can choose to join an official tradition, in which case your
Hollow one abilities are replaced by the tradition’s ones as appropriate to your level.

3rd level and then again at 6th, 10th, 14th, and 18th

Akashic Brotherhood
The Akashic Brotherhood, also known as the Akashayana Sangha ("Order of the Vehicle of
Akasha") or just the Akashayana, is a Tradition of mages who master mind, body, and spirit
pursuing the arts of personal discipline. By honing their bodies, these mages make a temple for
the mind that ultimately brings them comprehension of the spirit.

Body and Mind


You gain proficiency in the Athletics and Acrobatics skills if you're not already proficient with
them.

Martial Artist
When you join this tradition at 3rd level, your practice of martial arts gives you mastery of
combat styles and amazing fighting skills. You can use your spellcasting ability modifier instead
of Strength for the attack and damage rolls of your unarmed strikes and any simple, one
handed, melee weapon you're proficient in. You also roll a d4 in place of the normal damage of
your unarmed strike. This increases to a d6 at 5th level.

Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.

Wholeness of Body
At 10th level, you gain the ability to heal yourself. As an action, you can regain hit points equal
to three times your awakened level. You must finish a long rest before you can use this feature
again.

Tranquility
Beginning at 14th level, you can enter a special meditation that surrounds you with an aura of
peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start
of your next long rest (the spell can end early as normal). The saving throw DC for the spell
equals 8 + your spellcasting ability modifier + your proficiency bonus.

Quivering Palm
At 18th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a
creature with an unarmed strike, you can spend 3 mana points to start these imperceptible
vibrations, which last for a number of days equal to your awakened level. The vibrations are

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harmless unless you use your action to end them. To do so, you and the target must be on the
same plane of existence. When you use this action, the creature must make a Constitution
saving throw against your spell save DC. If it fails, it is reduced to 0 hit points. If it succeeds, it
takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to
end the vibrations harmlessly without using an action.

Celestial Chorus
The Celestial Chorus is a Tradition of mages united by their efforts to touch the Divine as well
as their belief in the One and Prime from which all things originate. These mages believe they
have a connection to the One which enables them to clearly hear the One's song and to shape
Creation.

While their faith is essentially monotheistic, it is accepted that the Divine has many facets and
can be expressed through any number of names, religions, and creeds.

Acolyte of the One


When you join this tradition at 3rd level you are indoctrinated into the teachings of the One. You
gain 2 cantrips chosen from the cleric list in the PHB, which you can cast as if they were intrinsic
magical spells (some mages call these shaktis). You also gain proficiency in Religion if you don't
already have it.

Blessed by Faith
Starting at 3rd level your beliefs guide and protect you. If you fail a saving throw or miss with an
attack roll you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use
this feature you can't use it again until you finish a long rest.

Aura of Divinity
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a
saving throw, the creature gains a bonus to the saving throw equal to your spellcasting ability
modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Miracle Worker
Beginning at 10th level your belief in the One affords you some protection from paradox,
essentially allowing you to pass off magic as divine miracles. You can negate the effects of a
failed spellcrafting roll ignoring the need to roll for paradox. You can use this ability before or
after you make your spellcrafting roll, but it must be made before the GM rolls on the paradox
table. Once you use this ability you can’t use it again until you complete a short or long rest.

Apostle of the One

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At 14th level your connection to your faith grows strengthening the effects of your mage armor
and mage sight abilities. From now on when you cast mage armor you have an AC of 15 + you
Dex modifier, and when you cast mage sight you gain darkvision out to 60ft.

Divine Fury
Starting at 18th level, as an action, you can choose a point within 60 feet. Each creature of your
choice within 30 feet of that point must make a Constitution saving throw against your spell save
DC. On a failed save, a creature takes 5d10 force damage and suffers 1 level of exhaustion. On
a successful save, a creature takes half damage and does not suffer exhaustion.

For each creature that fails this saving throw, a friendly creature within 30 feet of them can
regain hit points equal to the amount of damage dealt. A friendly creature can only gain this
benefit once per turn. You can use this feature a number of times equal to your Wisdom or
Charisma modifier (your choice, a minimum of once). You regain all expended uses when you
finish a long rest.

Cult of Ecstasy
The Cult of Ecstasy (also known as Sahajiya, a term derived from the Sanskrit word Sahaja
which literally means spontaneous or natural) is a Tradition of mages and visionary seers who
transcend boundaries and limitations through sacred experience.

To achieve that the cult uses things like drugs, music and sex, but they are just means to an
end. The objective is to achieve a mental state that transcends the physical world, a trance that
allows the mage to see beyond their normal experiences and go outside all the lines that keep
most people and mages penned in. Cultists take the word ecstasy in its original meaning: a
sudden, intense rush of feeling that catapults the subject into an altered state. It does not have
to be a pleasant feeling, but given a choice, most cultists definitely prefer it that way.

Mental Projection
When you choose this tradition at 3rd level, you learn a magical power that works like the minor
illusion cantrip except you can create both a sound and an image at one time.

Altered Awareness
Also at 3rd level you can enter an altered state of being as an action. For the next minute
whenever you use mage sight to see supernatural phenomenon you have advantage on all
Perception checks you make. Once you use this ability you can't do so again until you take a
short or long rest.

Projection of Peace & Fear

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Beginning at 6th level you can project visions into the minds of others around you. As an action
each creature in a 30 ft sphere around you must make a Wisdom saving throw against your
spell save DC. The creatures that fail their saving throws are either all charmed by you or
frightened by you until the end of your next turn. Once you use this feature you can't use it again
until you finish a short or long rest.

Out of Mind
Starting at 10th level you learn to erase yourself from a single creature's sight momentarily. As a
bonus action, choose a creature within 60 feet of you that you are aware of. That creature must
make a Wisdom saving throw against your spell save DC. On a failed save, you become
invisible to that creature for 1 minute, or until you deal damage to it. Once you've used this
feature, you can't use it again until you finish a long rest.

Ecstatic State
When you reach 14th level you learn how to enter a stronger state of altered consciousness.
With a bonus action you activate this form that lasts for 1 minute. While in this form you gain a
number of temporary hit points equal to your awakened level times your spellcasting ability
modifier, to a maximum of 5 (if your modifier is higher than 5, treat it as a 5 when calculating
these hit points).

This feature can be used once. To use it again you must finish a long rest.

Mass Hallucination
At 18th level you become a master of altering the minds of others on a large scale controlling
them or making them see things that aren’t there. You can create a magic effect that duplicates
the effects of either the mass suggestion or programmed illusion spells. When you do this you
do not need to spend mana points or roll a spellcraft check, and you do not have to check for
paradox. Once you use either spell you must make a long rest before you can do so again.

Dreamspeakers
The dreamspeakers are to the ancient traditions of shamanism and spirit worship as the
celestial chorus are to monotheism. They see themselves as intermediaries between the Mortal
World and the Spirit World.

It is one of the most diverse Traditions, with those representing the ancient cultures of African,
Native American, Inuit, and Aboriginal Australian societies standing alongside practitioners of
Shinto, independent spiritual savants, and descendants of other forgotten tribes and
civilizations. Together those disparate cultures within the dreamspeakers have found common
ground in their respect for and dedication to the balance between physical and spiritual reality.

Worlds Unseen

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When you join this tradition at 3rd level you learn the thaumaturgy cantrip which you cas as if it
were an intrinsic magic spell. Additionally, whenever you make a Charisma check when
interacting with spirits, your proficiency bonus is doubled if it applies to the check.

Dreams Beyond the Gauntlet


Also at 3rd level while asleep you can project a spirit form of yourself into the Near Umbra. It
takes 1 minute of meditation to enter this state, and while active your body is unconscious and
defenseless, although you will feel if it takes any hit point damage. At your choosing your spirit
form can resemble your waking form or can take the form of your spirit animal. Otherwise it has
all your normal statistics, although you cannot cast spells while in this form.

While in this form you can see spirits and can look across the gauntlet. You can also cross the
gauntlet entering the Near Umbra as an action. This power ends for you when you use an action
to dismiss it. When it ends, you return to your physical body, and awake. It also ends if a dispel
magic effect is cast against either your physical or spirit bodies or if either your spirit form or
physical form is reduced to 0 hit points. Any damage you take in either form is subtracted from
your total. Once you use this ability you must take a long rest before you can use it again.

Spirit Guide
Starting at 6th level you learn how to bind a spirit guide to your service through a ritual that
takes 1 hour. You can only have one guide bound to you at a time. After you finish a short or
long rest, you can switch to another spirit guide.

A spirit guide can take the form of any small or medium sized animal, except it is incorporeal,
and it can't be targeted by any attack or other harmful effect, nor can it attack in turn. If it doesn't
have a fly speed it can hover 5 feet off the ground. It communicates with you telepathically and
other than spirits you are the only one who can see it without the use of mage sight or other
magical vision. The spirit guide can be sent to spy on others or commune with spirits on your
behalf, in which case it uses your proficiency bonus, proficiencies, and attribute modifiers.

When you bind a spirit guide to you you can choose any single Intelligence, Wisdom, or
Charisma skill. You gain double your proficiency bonus with the chosen skill as long as the spirit
guide is within 30 feet of you.

Visions of the Past


Beginning at 10th level, you can call up visions of the past that relate to an object you hold or
your immediate surroundings. You spend at least 1 minute in meditation, then receive
dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of
minutes equal to your spellcasting ability score and must maintain concentration during that
time, as if you were casting a spell. Once you've used this feature, you can't use it again until
you finish a short or long rest.

Object Reading. Holding an object as you meditate, you can see visions of the object's
previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the

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object, as well as the most recent significant event involving the object and that owner. If the
object was owned by another creature in the recent past (within a number of days equal to your
Wisdom score), you can spend 1 additional minute for each owner to learn the same information
about that creature.

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a
room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days
equal to your spellcasting ability score. For each minute you meditate, you learn about one
significant event, beginning with the most recent. Significant events typically involve powerful
emotions, such as battles and betrayals, marriages and murders, births and funerals. However,
they might also include more mundane events that are nevertheless important in your current
situation.

Manifest Spirit
Starting at 14th level, your bond with your spirit guide is so great that it allows you to summon a
fragment of its soul to fight at your side. As an action you can cause your spirit guide to manifest
in an unoccupied space you can see within 30ft. The spirit takes the form of a natural animal of
challenge rating 1/4 or lower as you choose, except it’s type changes to spirit and it gains this
additional trait:

● Etherealness: As an action the spirit enters the Near Umbra from the Earth plane, or
vice versa. It is visible on The Earth Plane while it is in the Near Umbra, and vice versa,
yet it can't affect or be affected by anything on the other plane.

It loses the multiattack trait if it has it. The spirit rolls its own initiative and acts on its own turn,
although you may use your reaction to issue telepathic commands to it. It disappears when it
drops to 0 hit points, when you go unconscious, when you dismiss it with a bonus action, or
after 10 minutes.

Once you use this feature, you can't use it again until after a long rest.

Shielded Thoughts
At 18th level, your thoughts can't be read by telepathy or other means unless you allow it. You
also have resistance to psychic damage, and whenever a creature deals psychic damage to
you, that creature takes the same amount of damage that you do.

Euthanatos
The Euthanatoi, also known as the Chakravanti ("People of the Wheel") or the Niyamavanti
("People of our Rule") are a Tradition of mages intimately devoted to the forces of death, rebirth,
destiny, and karma in the world.

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They represent a collection of thanatotic cultists, necromancers, priests of fate, assassins,
scholars, gamblers and healers. Euthanatos mages embrace the role of death in the world as
that which cleanses and makes way for future growth.

The Good Death


At 3rd level when you take this tradition you are taught a special magical attack known as the
good death. As an action you can target a creature within 120 feet. The creature must make a
Constitution save vs your spell save DC. On a failure that creature takes 1d10 necrotic damage.
This increases to 2d10 at 5th level. This is a covert effect. No one automatically knows it
originated from you, and it appears as if the subject died or was hurt by natural causes.

Spontaneous Rebirth
Also at 3rd level your connection to death makes you difficult to actually kill. When you are
reduced to 0 hit points but not killed outright, you can spend 5 mana points to drop to 1 hit point
instead. Once you use this ability you can’t do so again until you complete a short or long rest.

Karmic Retribution
When you reach 6th level you gain the ability to bring karmic retribution against a target. As a
bonus action choose one creature you can see within 30 feet of you. The creature has
disadvantage on the next save it makes. In addition for the next minute whenever the target
misses an attack you can automatically do 1d4 necrotic or radiant damage to the target (your
choice) as a reaction. You can't use this feature again until you finish a short or long rest.

Inured to Undeath
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum
can't be reduced.

Command Undead
Starting at 14th level, you can use magic to bring undead under your control, even those
created by the Iconnu. As an action, you can choose one living dead creature that you can see
within 60 feet of you. That creature must make a Charisma saving throw against your spell save
DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and
obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or
higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence
of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and
breaks free.

Bonded with Death


Starting at 18th level, the death you surround yourself with has become part of you. Your flesh
has become pale and your eyes have taken on a yellow tint. While you may look sick and

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exhausted from the constant dealings with death, you do not age and you are immune to poison
damage, diseases, exhaustion, as well as the frightened and poisoned conditions.

Order of Hermetic Mysteries


This tradition, sometimes called the Order of Hermes, is a tradition with a singular focus, the
drive towards mystical perfection. To an order member magic is an art as well as a science, and
to be considered truly capable one must plumb its mysteries.They are gatherers of lore given to
focusing on trials, tests of self-discovery, and the rejoining of fragmented patterns like disparate
languages or mathematical conundrums.

Student of Magic
At 3rd level your knowledge of other ways of casting magic grows. You gain 2 cantrips chosen
from the wizard or sorcerer lists in the PHB, which you can cast as if they were intrinsic magical
spells. You also gain proficiency in Arcana if you don't already have it.

Reactive Mind
Also at 3rd level you've sharpened your mind so that you react to situations using your intellect
instead of your natural speed. When you roll initiative, it is either an Intelligence check or a
Dexterity check for you (your choice).

Prodigious Memory
Starting at 6th level, you can meditate to recall obscure facts from your extensive reading. This
works as if you cast legend lore without needing material components. You must finish a long
rest before you can use this ability again.

Shield of Abjuration
Beginning at 10th level you learn to surround yourself with a mystical shield. If you are hit by an
attack (magical or otherwise) or you fail your save against a damaging effect you can use your
reaction to reduce the damage by 1d10 x your spellcasting ability modifier. If this reduces the
damage to 0 you treat the attack as if it were a miss or the save as it were successful. Once you
use this ability you can’t do so again until you complete a long rest.

Master of Magic
When you reach 14th level your knowledge of magic grows. You learn a magical effect that
duplicates a spell from the wizard or sorcerer lists in the PHB up to 6th level. You can cast this
spell once without expending mana or making a spellcraft check. You must finish a long rest
before you can do so again. You also gain 2 more cantrips from the same lists.

Archmage
At 18th level, your knowledge of magic allows you to cast spells from Arcanum that you have
few ranks in. You activate this ability as a bonus action. Once activated you can cast a single
spell up to rank 3 from any Arcanum that you have at least 1 rank in. This can be used in

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conjunctional magic as well, but you must still spend the mana cost and make the spellcraft roll
as normal. Once you use this ability you can’t do so again until you take a long rest.

Sons of Ether
The Sons of Ether are a group of technomancers who believe the coming of the Iconnu prove
that anything is possible, including various theories mainstream science (sleeper science)
discredited long ago. As they see it they don't practice sleeper science. They practice Science
(always capitalized)!

Their Science almost always has a baroque feel, as if it leapt from the pages of pulp fiction or
Victorian sci-fi – death rays, robotic servants built of brass and powered by clockwork and
fantastic space or aquatic vehicles spring to mind when others discuss the sons of ether.

The sons believe that the Arcanum are actually different aspects of Ether: Space is the
Contiguous Ether, Fate describes Ether dynamics, Death is Nullification Ether, Forces are the
Energetic Physics of the Ether, Life is Etheric Biology, Matter is Etheric Chemistry and
Engineering, Mind is Noetic Science, Prime is Metaphysical Ether, Spirit describes the Etheric
and Mimetic Dimensions, and Time is Etheric Causality. They all work to find the mysterious
eleventh Arcanum, the True Ether that will tie it all together.

Etheric Devices
The sons are masters of building strange devices that defy the laws of science as sleepers
understand them. Exotic theories of orgone fields, hyper combustion chambers and etheric
transmission matrices are all commonplace in devices built by the sons.
Starting when you join the sons at 3rd level you gain the ability to build strange metaphysic
devices out of every rote you know. By spending 1 minute per rote you can build a device that
can do the same effect as if you'd cast the rote spell the device is built off of.

The difference is the spell produced by each device, no matter how bizarre its construction, are
all considered covert. You roll the spellcraft check and pay the mana cost for the "spell" when
you activate the device, and it costs and has the same DC as the underlying rote spell. You add
double your proficiency bonus to the spellcraft check.

You can only have one device per rote. If you try to build a second device out of the same rote it
simply doesn't work for reasons you don't understand. Your devices don't work for anyone else,
even another member of the sons. Each device lasts until the end of your next long rest, at
which point they break and must be rebuilt.

You are encouraged to make your devices as weird as possible, both in function and name.
Pneumatic Positron Energizers, Pulse Field Stabilizers, and Neural Degenerators are just some
of what you can build.

Servant of Science

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At 6th level, your research and mastery of your craft allow you to produce a mechanical servant.
The servant is a construct that obeys your commands without hesitation and functions in
combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are
assumed to have been working on the servant for quite some time, finally finishing it during a
short or long rest after you reach 6th level. Select a large natural creature with a challenge
rating of 2 or less.

The servant uses that beast's game statistics, but it can look however you like, as long as its
form is appropriate for its statistics. Think gorilla with a TV for a head, or a clockwork wolf, or
something even more bizarre.

It has the following modifications.

● It is an amalgam instead of a natural creature.


● If it has a multiattack action it loses that action
● It can't be charmed.
● It is immune to poison damage and the poisoned condition.
● It gains darkvision with a range of 60 feet if it doesn't have it already.
● It understands the languages you can speak when you create it, but it can't speak.
● If you are the target of a melee attack and the servant is within 5 feet of the attacker, you
can use your reaction to command the servant to respond, using its reaction to make a
melee attack against the attacker.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and
acts on its own. If the servant is killed, it can be returned to life via magic. In addition, over the
course of a long rest, you can repair a slain servant if you have access to its body. It returns to
life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new
one with one week of work (eight hours each day) and 2,000 dollars of raw materials.

Undemanding Device
When you reach 10th level you learn how to make your devices easy enough to use that even
non-mages can use them. When you create an esoteric device that uses no more than 2 ranks
in any arcanum (and no more than 3 different arcanum) you can build it so that others may use
it. You roll the spellcraft check when you build the device, and you can only build a single device
this way.

While holding the device, a creature can take an action to produce the spell's effect from it. It
doesn’t cost you mana and if the spell requires concentration, the creature using your device
concentrates in your place. The device can be used a number of times to cast this spell equal to
your spellcasting ability modifier or until you use this feature again to store a spell in an object.

Greater Servant
Starting at 14th level you enhance your servant. It gains the following abilities:

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● It can now be built out of a creature challenge rating 4 or less
● When you cast mage armor its AC can change to match yours

All other changes are as for the regular servant above.

True Ether
When you reach 18th level you discover what you believe to be the fabled eleventh Arcanum,
true ether. You start with a single rank in this Arcanum and you gain a 2nd at 20th level. Each
rank in this Arcanum can be used as a substitute for ranks in any other Arcanum other than your
Inferior Arcanum when casting a single spell.

For instance if you wish to cast a 2 rank death spell but you have no ranks in death (and death
is not your Inferior Arcanum) you may substitute your ranks of True Ether. For the purposes of
this spell alone you act as if you had 2 ranks in Death.

Doing this is incredibly dangerous and adds +5 to the spellcraft DC, and doubles the mana cost
of the spell. You cannot build this into a device, and casting a spell this way is always treated as
an overt spell.

Verbena
The Verbena are dedicated to practicing the ancient crafts and wisdom passed down over the
ages by witches and warlocks, druids and druidesses, shamans, mystics, and priests and
priestesses of the Old Gods.

Though verbena have some similarities to Wiccans, they are inheritors of far older legacies from
disparate cultures originating around the world. Regardless of their many differing faiths and
customs, the verbena share many principles in common. This includes a deep respect for the
Earth and the natural order, a holistic view of people and the world as intrinsically intertwined,
and the belief that power and understanding can be found by embracing life in all its passions
and pains.

Gift of the Old Ways


When you join this tradition at 3rd level you learn the druidcraft cantrip which you cast as if it
were an intrinsic magic spell. You also gain proficiency in Nature if you don't already have it.

Natural Recovery
Beginning at 3rd level you can regain some of your magical energy by sitting in meditation and
communing with nature. If you take 10 minutes to meditate in a natural environment you regain
your level in mana. This is in addition to the mana you regain at the end of a long rest or from a
Nexus. You can't use this feature again until you finish a long rest

Land's Stride

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Starting at 6th level, moving through non-magical difficult terrain costs you no extra movement.
You can also pass through non-magical plants without being slowed by them and without taking
damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or
manipulated to impede movement, such those created by the Life Arcanum.

Preserve Life
At 10th level you learn to channel the power of life (even without ranks in the Life Arcanum) to
heal those around you. As an action you evoke this healing energy that restores a number of hit
points equal to five times your awakened level.

Choose any creatures within 30 feet of you, and divide those hit points among them. This
feature can restore a creature to no more than half its hit point maximum. This feature has no
effect on Living Dead or Amalgams.

You can use this feature a number of times equal to your spellcasting ability modifier. You
regain all expended uses when you finish a long rest.

Nature's Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and
become hesitant to Attack you. When a natural creature attacks you, that creature must make a
Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a
different target, or the Attack automatically misses. On a successful save, the creature is
immune to this Effect for 24 hours.

The creature is aware of this Effect before it makes its Attack against you.

Power From the Earth


Starting at 18th level you learn to draw strength from the natural world. As long as you are
physically in touch with unworked soil (such as being barefoot on grass or dirt ) natural
creatures and humanoids have disadvantage on saving throws against your spells.

Virtual Adepts
The virtual adepts (also known as the Mercurial Elite) are focused on the Digital Web, the
adepts search for a way to reach the singularity, the point where mankind can transcend into
something post-human. Central to their magic is the idea of information as a metaphysical
component of existence. Essentially existence is a simulation, and magic is taking control of the
rules of that simulation.

Elite of the Digital Future


You gain proficiency in Data if you're not already proficient.

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Augmented Reality
Beginning at 3rd level your view of reality is always overlaid with a HUD full of information about
the world around you. You can use that data to carefully judge distance, monitor your heart rate,
read emotional clues, or just bring up knowledge you lack. When you make an attack roll, ability
check, or saving throw you can roll an additional d20. You can use this ability after the original
roll, but before the outcome is revealed, although you must use the result of the new roll.

After you've used this ability twice the information proves exhausting even for you. You must
finish a long rest before you can use this ability again.

Tronning Out
At 6th level you gain the ability to digitize yourself and then project into a computer network
(similar to the movie Tron, hence the name). As an action you can touch a device or socket
connected to such a network. You then enter a cyberspace-like reality contained within.

While in this cyberspace you cannot cast any spells or use any abilities other than the Data skill,
although you add double your proficiency bonus with that skill. You can't perceive the real world
unless you gain control of a security camera, in which case you can see through that camera.
You can remain within cyberspace for 10 minutes, but you are concentrating during that time as
if on a spell. If you lose concentration you suffer 2d6 psychic damage and are immediately
ejected from the network.

You can leave through any unsecured device or device you have access to but you cannot
travel farther than 1 mile from your entrance point. Once you use this ability you have you to
take a long rest before you can do so again.

Multitasking
At 10th level you learn how to set aside part of your mind and let it concentrate on one task
while the rest of your brain works on another. You can cast haste as a bonus action but on
yourself only. You can use this ability twice, and you regain all uses when you complete a long
rest.

Personal Encryption
Beginning at 14th level, you have learned to apply your innate knowledge of encryption to your
thoughts, memories, and presence. You have advantage on saving throws against scrying,
thought detection, or any other method of magically learning your whereabouts or reading your
thoughts. For any such effect that does not grant you a saving throw but which requires the
creature targeting you to make an ability check, the check is made with disadvantage.

Personal Digital Assistant


By 18th level, you have learned to imprint vestiges of your consciousness on an electronic
device. Choose a device whose computing power is equal to or greater than a tablet computer.
When you cast a concentration spell, you can use this device to maintain concentration of the
spell on your behalf. The device must be held or worn by you to maintain this effect. If the

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device is destroyed, taken from you, dropped, or turned off, the concentration ends. Once you
use this feature, you can’t use it again until you finish a long rest.

Hollow One
Not everyone wants to hop on the tradition bandwagon. Some want nothing to do with their
fellow mages, while others believe any such groups will inevitably become corrupt. Some just
haven't made a choice. Those mages are called hollow ones. They pass magic secrets back
and forth amongst themselves, acting in some ways as an unofficial tradition. Of course the first
thing they need to do if they join an actual tradition is unlearn those lessons.

Jinx
You are a source of bad luck. Starting at 3rd level, whenever a creature within 30 feet of you
rolls a 1 on the d20 for an attack roll, ability check or saving throw, you can use your reaction to
amplify their bad luck. You can choose one of the following outcomes to inflict upon the
attacker: they fall prone, they drop everything that they are holding, or they take 1d10 piercing
damage.

Aura of Misfortune
Also at 3rd level, you radiate an aura of misfortune. Each hostile creature within 15 feet of you
(except yourself) suffers a -1 penalty to all attack and damage rolls.

Hound of Ill Omen


At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes.
As a bonus action, you can spend 3 mana points to summon a hound of ill omen to target one
creature you can see within 120 feet of you. The hound uses the dire wolf's statistics, with the
following changes.

● The hound is size Medium, not Large, and it counts as a cryptid, not a natural creature.
● It appears with a number of temporary hit points equal to half your awakened level.
● It can move through other creatures and objects as if they were difficult terrain. The
hound takes 5 force damage if it ends its turn inside an object.
● At the start of its turn, the hound automatically knows its target's location. If the target
was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll
initiative for the hound. On its turn, it can move only toward its target by the most direct route,
and it can use its action only to attack its target.

The hound can make opportunity attacks, but only against its target. Additionally, while the
hound is within 5 feet of the target, the target has disadvantage on saving throws against any

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spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0
hit points, or after 5 minutes.

Blessings of Shadow
By 10th level, you've been a hollow one so long your luck begins to turn. When you or another
creature you can see within 30 feet of you makes an ability check or a saving throw, you can
use your reaction to add your spellcasting ability modifier to the roll.

You can use this feature a number of times equal to your spellcasting ability modifier (minimum
of once). You regain all expended uses when you finish a long rest.

Shadow Walk
At 14th level, you gain the ability to step from one shadow into another. When you are in dim
light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you
can see that is also in dim light or darkness.

Umbral Form
Starting at 18th level, you can spend 6 mana as a bonus action to transform yourself into a
shadowy form. In this form, you have resistance to all damage except force and radiant
damage, and you can move through other creatures and objects as if they were difficult terrain.

You take 5 force damage if you end your turn inside an object. You remain in this form for 1
minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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Created
Golden hair cascading down her shoulders, a woman of unearthly beauty strides through a gala
event as if all the world belongs to her. A gentle caress, a flash of a smile, a confident nod, is all
it takes to bend them to her will. But she can already see the resentment and jealousy in the
eyes of some. She knows that's only the beginning. Soon she will have to leave.

Clad in nothing but bare rags, a mountain of a man stands in an empty field watching the rain
pelt the ground around him. He can feel the energy in the air, the divine fire. There's a flash as
lighting strikes him, and he revels in the feeling.

An emaciated thing crouches behind the corner of a building, watching his intended prey. To the
outside world he looks human, but his eyes betray his true nature. He's gathered all he needs,
embalming fluid, canopic jars, hooks and pale wine and spices. All that's left is to lure in his
chosen victim. Then he can create another like himself, and he'll be one step closer to
becoming human.

To be a promethean is to be hated by everyone they meet, to leave a desolate wasteland in


their wake, and to never truly know why they exist at all. The visions in their dreams promise the
ultimate gift, transformation into a human being, but it carries a terrible cost, making another of
their kind. Will they damn another to their fate or will they turn their back on their hope of ever
being human? Each promethean must discover this for themselves.

Creating a Created
For the full description of being a created see the promethean section in the nature chapter.
While creating your created character, consider your relationship to the Qashmallim and the
Pilgrimage. Are you a willing servant or do you fight against them? If you’ve decided to forge
your own path what will that look like? How will you use your powers? And what is your
relationship to those affected by your disquiet? Do you hate them for hating you or do you feel
shame for affecting them so?

Quick Build
You can make a created quickly by following these suggestions. First choose promethean as
your nature then make Strength your highest ability score, followed by Constitution. Finally,
choose the Drifter background.

Defining Features
As a created you gain the following defining features.

Nature Prerequisite: Promethean

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Hit Points
Hit Dice: 1d10 per created level.
Hit Points at 1st level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per created level after 1st.

Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons, simple firearms
Tools: Alchemist’s supplies
Saving Throws: Strength & Wisdom
Skills: Choose two from from Athletics, Driving, Insight, Intimidation, Medicine, Persuasion, and
Religion

Alchemical Casting
Your creation has instilled within you a great source of energy that you know as the Divine Fire,
the source of life itself. That energy percolates through your unnatural body until it seeps out of
you granting magical powers known as Transmutations. Despite the name your transmutations
follow the same general rules of spellcasting as explained in Supernatural powers chapter.

Transmutations Known
You start with one transmutation, branded throng, and you learn 4 others of your choice from
the Promethean Transmutation list in the Supernatural Powers Chapter. You learn more at
higher levels, as shown in the Transmutations Known column of the created table. You may not
learn a transmutation of a level higher than your Max Level, and you may learn a transmutation
at the same time you learn its prerequisite. Transmutations are explained in greater detail in the
Supernatural Powers chapter.

Transmutation Magic

As a promethean your transmutations use the same mechanics and rules as spellcasting in
5e. This was done to simplify the game. That said those spells aren't meant to look like
regular D&D spells even if they work that way.

When describing your spellcasting, think about how you're producing that effect. Your
reanimated body is a natural source of chemicals, electricity, and even Divine Fire. When you
cast cure wounds a clear liquid could seep from your hand, and you could drop that directly
into the target's mouth, or into water to make a salve. When you cast a smite you could use
the chemicals within to empower your strikes or you could summon radiant fire to surround
your weapon. When you cast create homunculus you cause it to grow out of your body.

These details don't change how the spells work in any way. You don't have to justify how
you're using tools to cast a spell, but describing them in interesting ways can provide a
stronger sense of the unique creature you are playing.

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Created
Level Proficiency Features Transmutations Pyro Max Azothic
Bonus Known s Level Strikes

1st +2 Alchemical Casting, Sense Pyros, 5 2 1st --


Natural Philosopher

2nd +2 Azothic Strikes, Bestowments 7 4 1st 2d8

3rd +2 Refinement, Share Pyros 9 6 1st 2d8

4th +2 Ability Score Improvement 10 8 1st 2d8

5th +3 Extra Attack, Spark of Life 12 10 2nd 3d8

6th +3 Bestowment 13 12 2nd 3d8

7th +3 Refinement Feature 14 14 2nd 3d8

8th +3 Ability Score Improvement 15 16 2nd 3d8

9th +4 Branded Bond (30ft) 17 18 3rd 4d8

10th +4 Disquietism 18 20 3rd 4d8

11th +4 Improved Azothic Strikes 19 22 3rd 4d8

12th +4 Ability Score Improvement 20 24 3rd 4d8

13th +5 -- 22 26 4th 5d8

14th +5 Cleansing Touch 23 28 4th 5d8

15th +5 Refinement Feature 24 30 4th 5d8

16th +5 Ability Score Improvement 25 32 4th 5d8

17th +6 Branded Bond (60ft) 27 34 5th 6d8

18th +6 Bestowment 28 36 5th 6d8

19th +6 Ability Score Improvement 29 38 5th 6d8

20th +6 Refinement Feature 30 40 5th 6d8

Pyros
Your transmutations are powered by a supernatural energy known as pyros. To you it is the
Divine Fire transformed into something you can use. You have a number of points of pyros

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equal to your created level x 2, as shown in the Pyros column of the created table, + your
Wisdom modifier. You use these pyros to activate your transmutations.

You can regain spent pyros in one of two ways. You regain your proficiency bonus in pyros if
you enter an outside area in a natural thunderstorm. You don't have to be struck by lightning for
this to work. Merely being in the area is enough. You must complete a long rest before you can
regain pyros this way again.

You regain all spent pyros at the end of a long rest in an area whose essence connects to your
Lineage. Frankenstein's must rest near a fire or high-voltage system, galatea's must sleep
among voices (not broadcasts or recordings), osiris must sleep immersed (or partially
immersed) in water, tammuz must sleep buried or partial buried in dirt or mud, and ulgan must
sleep in a haunted house or spirit Nexus. These effects don't need to persist the entire resting
time. They just have to be present for at least the first hour of rest.

Max Level
Transmutations are divided into levels the way spells in 5e are divided into levels. Many
transmutations can be overpowered, consuming more pyros to create a greater effect. You can
overpower these abilities to a maximum level, which increases at higher levels, as shown in the
Max Level column of the created table. You may only cast transmutations at 5th-level once. You
regain the ability to do so after a long rest.

Transmutation Casting Ability


Wisdom is your casting ability for your transmutations since their power derives from your
intrinsic understanding of alchemic principles. You use your Wisdom whenever a transmutation
refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the
saving throw DC for a transmutation you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Transmutation Focus
You can use an alchemical kit or an alchemical symbol carved in the palm of your own hand
(doing 1 slashing damage) as long as it's visible, and you're not carrying anything in that hand.

Sense Pyros
You can feel the energy of the Divine Fire all around. As an action you can open up your senses
to detect that energy. Until the end of your next turn, you know the relative location of the
closest source of pyros. This might be another promethean, a different type of creature that
uses pyros, or even an area undergoing or about to undergo a lightning storm. This ability is
accurate out to 100 feet. Within the same radius, you also detect the presence of any place that
houses a Nexus.

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You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish
a long rest, you regain all expended uses.

Natural Philosopher
Yet another mystery of promethean's existence is why they are seemingly "born" knowing
certain things. This is true even if their host body had no such knowledge in life. This includes
things like basic combat training (how to wear armor, and use weapons), but it also includes
alchemical training as well. Starting at 1st level, you can add half your proficiency bonus,
rounded up, to any skill check made to identify herbs, potions, poisons, or other alchemical
substances.

Azothic Strikes
When you hit a creature with a melee weapon attack, you can expend pyros to deal additional
damage to the target, which is the same type as the weapon's damage. The additional damage
is 1d8 for each point spent in this way. You can't deal more additional damage than the amount
shown in the Azothic Strikes column of the created table.

Bestowments
At 2nd level your connection to the Divine Fire inside you grows giving you access to innate
powers called Bestowments. Choose two of the following options. You gain an additional
bestowment at 6th level, and 18th level. You can’t take a Bestowment more than once, even if
you later get to choose again. Some bestowments have prerequisites. You must be a member
of the indicated lineage to take that bestowment.

Autonomic control
When you roll a 1 or a 2 on a Constitution check or save to avoid exhaustion, or endure pain or
fatigue you can reroll the die. You must use the result of the new roll.

Bloodhound's Nose
You have advantage on any Wisdom (Perception) checks that rely on smell.

Brutal Strike
Whenever you hit a creature with a melee weapon that you are wielding with two hands, you
can attempt to drive the target back. If the target is Medium or smaller, it must make a Strength
saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed
save, the target is pushed 5 feet away from you. The weapon must have the two handed or
have the versatile property for you to gain this benefit, and you may not use this effect more
than once a turn.

Cause Pain
As an action, you can sap the life from a hostile creature you can see within 60 feet. That
creature must make a Constitution saving throw vs your transmutation save DC. On a failed

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save, the creature takes necrotic damage equal to your created level + your Wisdom modifier
(minimum of one), or half as much on a successful one. You can use this ability a number of
times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Ephemeral Flesh
Prerequisite: Ulgana
You can activate this ability by spending 2 pyros as a bonus action. For 1 minute you can see
into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. You can
also physically interact with creatures in the Border Ethereal as if they were on the Earthly
plane, but they can interact with you as if you were in the Border Ethereal. You can end this
effect as a bonus action.

Healing Touch
As a bonus action, you touch a creature within 5 feet of you. That creature regains hit points
equal to your created level + your Wisdom modifier (minimum of one). Alternatively, if the
creature is poisoned or diseased, you neutralize the poison or disease. If more than one poison
or disease affects the target, you neutralize one poison or disease that you know is present, or
you neutralize one at random. This ability does not work on Living Dead, Spirits, Entities, or
Amalgams (aside from other prometheans). You can use this ability a number of times equal to
your Wisdom modifier. You regain all expended uses when you finish a long rest.

Improved Revivification
Prerequisite: Osiran
Using your revivification ability no longer removes any of your pyros when you use it. You must
still take a long rest before you can use it again.

Infuse Tools
You can enhance mundane tools with a burst of pyros. Spend 1 pyros as a bonus action and
touch a tool or vehicle. For 1 minute anyone who makes a check with that tool or vehicle can
add an extra d4 to the roll. A single tool or vehicle can only benefit from this effect at one time.

Mesmerizing Appearance
Prerequisite: Galateid
You can activate this ability by spending 2 pyros as a bonus action. For 1 minute you have
advantage on all Charisma checks.

Onslaught
You can take the dash action as a bonus action. In addition when you attempt to trip a creature,
instead of making a Strength (Athletics) check, you can make an attack roll against the target's
AC. If you are wielding your weapon in two hands, you make this attack roll with advantage.

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Power Attack
When you make a melee attack, before you make the attack roll, you can choose not to add
your proficiency bonus to the attack roll. If the attack hits, you add your proficiency bonus to the
attack's damage. You cannot do this if you are using the finesse property of the weapon.

Rampage
Prerequisite: Frankenstein
When you activate this power as a bonus action you enter a mindless rampage. For 1 minute
you have advantage on all Strength checks and Strength saves, you do double damage against
objects, and you double your Strength modifier when attempting to break an object. The effect
ends early if 1 round goes by without you attacking an object or creature. While under a
rampage effect you cannot use transmutations. You can use this ability a number of times equal
to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Sensitive Ears
You have advantage on any Wisdom (Perception) checks that rely on hearing.

Swift Feet
You gain a +10 speed.

Tough Hide
Your AC can never be lower than 13 + your Dexterity modifier.

Unholy Stamina
Prerequisite: Tammuz
You gain the Toughness feat. In addition, as a bonus action, you can remove 1 level of
exhaustion. You cannot use this trait again until you take a long rest.

Refinement
When you reach 3rd level you have to decide your Refinement which reflects how you approach
the pilgrimage and your quest for mortality. It’s a refinement because you're seeking to refine
your current state into a mortal one (turning lead into gold).

This is similar to choosing a subclass for traditional D&D classes. The one difference is you're
not expected to stick to a refinement you choose. Instead from here on in whenever you gain a
level you can change your Refinement. This reflects changing your attitude about your
pilgrimage.

For example, maybe you were following the Refinement of Copper, which seeks self-isolation,
but now you want to be among humanity so you decide to change it to the Refinement of Gold.

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The exception to this is if you choose to ignore the pilgrimage and give up on becoming mortal.
This is known as the Refinement of Flux, and marks you as a Centimani, one who has become
lost to their torment. If you choose that path, which is not outlined here, then you can no longer
change your Refinement. Once you become a Centimani you are lost forever. Your choice
grants you features at 3rd level, and again at 7th, 15th, and 20th. Each includes additional
transmutations, and the Flare Azoth feature.

Additional Transmutations
Each Refinement has a list of associated transmutations. You gain access to these at the levels
specified in the Refinement description. Once you gain access to a transmutation you have it for
as long as you maintain that Refinement. These transmutations don't count against the number
of ones you can know at each level. If you gain a transmutation that doesn't appear on the
promethean transmutation list it is nonetheless a transmutation for you.

Flare Azoth
Your Refinement allows you to channel the Divine Energy within to fuel supernatural effects.
Each Flare Azoth option provided by your Refinement explains how to use it. When you use
Flare Azoth you choose which option to use. You must then finish a short or long rest to Flare
Azoth again. Some Flaze Azoth effects require saving throws. When you use such an effect
from this ability, the DC equals your transmutation save DC.

Share Pyros
At 3rd level you gain the ability to share pyros with other prometheans or with other creatures
that use pyros. As a bonus action you can touch a creature that uses pyros, and transfer up to 3
pyros to them, which are added to their total. Any pyros in excess of their normal maximum is
lost. This ability has no effect on creatures that don't use pyros.

Ability Score Improvement


When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one
ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As
normal, you can't increase an ability score above 20 using this feature. Using the optional feats
rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.

Spark of Life
Also at 5th level you finally reach the point where you've gained enough knowledge to create
another promethean of your lineage. This works in some ways like creating a magic item in
regular D&D although far more involved and quite a bit more dangerous. More information on
this process is outlined in the Supernatural Powers chapter.

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Branded Bond
Starting at 9th level, whenever you or a member of your branded throng (as per the
transmutation) within 30 feet of you must make a saving throw, they gain a bonus to the saving
throw equal to your Constitution modifier (with a minimum bonus of +1). You must be conscious
to grant this bonus. This increases to 60 feet at 17th level.

Disquietism
Starting at 10th level, you learn to mitigate some of the worst effects of your disquiet by
spending pyros. As a reaction to a creature within 30 feet of you failing a Wisdom save to avoid
the effects of Disquiet you may spend 2 pyros to give that creature another roll. They must use
the result of that new roll.

You can also spend 2 pyros to cause beasts in your vicinity to not automatically become hostile,
or to remove disadvantage on a Wisdom (Animal Handling) check. Finally if you trigger a stage
1 Wasteland you can spend 4 pyros as a reaction to stop the Wasteland from forming.

Improved Azothic Strikes


At 11th level the Divine Fire grows so strong within you that all your melee weapon strikes carry
the power of your Azoth with them. Whenever you hit a creature with a melee weapon attack,
the creature takes an extra 1d8 damage. If you also use your Azothic Strikes with an attack, you
add this damage to the extra damage of your Azothic Strikes. The damage is the same type as
the weapon's damage.

Cleansing Touch
Beginning at 14th level, you can use your action to end one supernatural effect on yourself or on
one willing creature that you touch. You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.

Refinements
Being a promethean is a hard and torment-filled life, but if there is one ray of hope in that
darkness it is the chance of becoming human. The very possibility spurs many promethean's
on, keeping them going in good times and bad.

When a promethean reaches 3rd level they have to decide if they're going to pursue mortality
and if so how, a process known as their refinement. Such is the nature of the pilgrimage that
promethean's can switch refinements. In fact they're encouraged to try them all to see which
one fits. The exception is abandoning the pilgrimage all together, which marks a promethean as
a Centimani. Once you've crossed that road you can never come back.

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When you gain a level you can meditate for 10 minutes at an area appropropriate to your
lineage. Afterwards you can change your refinement to any of the others listed here aside from
the Refinement of Flux. Once you make this change you lose any of your old Refinement's
abilities and gain the ones from your new Refinement as appropriate to your level.

Refinement of Gold (Aurum)


Those who follow the refinement of gold, that other prometheans call mimics, believe before you
can be a thing you must pretend to be that thing. They believe that by walking among humanity,
living as they do, then and only then can a promethean hope to become like them.

The purpose of this is not to mock humanity, or merely impersonate a human. The true purpose
is understanding. As such mimics live among human communities, and try to be like humans.
Fortunate that this refinement teaches a promethean to lessen the Disquiet so as to better pass
among people.

While many mimics are devoted and protective of humans, just as many seek understanding by
embracing humanity's worst traits. Thus some turn to crime or even murder to expand their
knowledge.

Additional Transmutations
You gain additional transmutations at the levels listed.

Refinement of Gold Transmutations

Created Level Transmutations

3rd comprehend languages, disguise self

5th detect thoughts, suggestion

9th hypnotic pattern, tongues

13th compulsion, polymorph

17th seeming, telepathic bond

Flare Azoth
When you opt to take this refinement at 3rd level you gain the following two Flare Azoth options.

Emissary of Calm. You can Flare your Azoth to augment your presence and calm troubled
minds. As a bonus action you grant yourself a +5 bonus to Charisma (Persuasion) checks for
the next 10 minutes.

Quell Disquiet. As an action you can Flare your Azoth to quell your Disquiet. When you do so
there is no visual indication that you've used a power besides a slight flaring of your eyes, and

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you do not show your disfigurements. For 1 hour creatures you meet do not need to roll for your
Disquiet even if they are already at stage 1 Disquiet or higher for you. In addition animals react
to you as they do any other creature.

Insights & Observations


Starting at 7th level if you spend at least 1 minute observing or interacting with another creature
outside combat, you can sense their strengths and weaknesses, and learn certain information
about its capabilities compared to your own. The GM tells you if the creature is your equal,
superior, or inferior in regard to two of the following characteristics of your choice.

● Strength score
● Dexterity score
● Wisdom score
● Charisma score
● Armor Class
● Current hit points
● Total class levels (if any)

Redirect
Beginning at 15th level when you would be affected by a weapon or supernatural effect that
requires a Dexterity saving throw or attack roll and would affect only you, you can use your
reaction to redirect that power to another target within 30 feet. If the weapon or power required a
melee or ranged attack, make a melee or ranged force attack against the new target, as
appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving
throw against your transmutation save DC. Once you've used this feature, you must complete a
short or long rest before you can use it again.

Aura of Serenity
At 20th level you can ignite the Divine Fire within you to radiate a calming aura. For 1 minute,
you gain the following benefits

● Bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
● All creatures within 60 feet of you have disadvantage on attack rolls and advantage on
saving throws.
● All creatures have the effects of their disquiet suppressed. They act as if they were at
stage 0 disquiet towards you and other prometheans, and they do not need to make new
disquiet rolls. The effects of any promethean-created wasteland is suppressed within this
radius.

Once you use this feature, you can't use it again until you finish a long rest.

Refinement of Copper (Cuprum)

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Followers of the refinement of copper, known among other prometheans as pariahs, seek
mortality by looking inward to the self. They believe that the physical body is meaningless next
to the spiritual, and that peaceful non-resistance is preferable to violence.

This is often practiced by prometheans who have felt the stings of humanity far too often, and
seek to escape into solitude and peace. They seek to avoid Disquiet by avoiding people, seek to
learn humanity by being apart from it. To a pariah isolation is the only answer.

Additional Transmutations
You gain additional transmutations at the levels listed.

Refinement of Copper Transmutations

Created Level Transmutations

3rd sanctuary, sleep

5th invisibility, lesser restoration

9th major image, glyph of warding

13th greater invisibility, resilient sphere

17th commune, greater restoration

Flare Azoth
When you opt to take this refinement at 3rd level you gain the following two Flare Azoth options.

Obscure the Sleeping. As an action, you Flare your Azoth in a bright nimbus around you. Each
humanoid (sleeper) that can see or hear you within 30 feet of you must make a Wisdom saving
throw. If the sleeper fails its saving throw, it cannot see you as if you were invisible, but it is also
compelled to leave the area you’re in as if frightened.

Rebuke the Violent. You can Flare your Azoth to pacify those who resort to violence.
Immediately after an attacker within 30 feet of you deals damage with an attack against a
creature other than you, you can use your reaction to force the attacker to make a Wisdom
saving throw. On a failure the attacker takes radiant damage equal to the damage it just dealt.
On a successful save it takes half as much damage.

Circle of Shelter
Starting at 7th level you learn to fend off strikes directed at you or other creatures nearby. If you
or a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to
ward the creature if you have one hand free. Roll 1d8 and add the number rolled to the target's
AC against that attack. If the attack still hits, the target has resistance against the attack's
damage.

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You can use this feature a number of times equal to your Wisdom modifier (a minimum of once),
and you regain all expended uses when you finish a long rest.

Avoidance
Beginning at 15th level when a hostile creature misses you with a melee attack, you can use
your reaction to force that creature to repeat the same attack against another creature (other
than itself) of your choice.

Illuminating Obscurity
At 20th level the Divine Fire inside you can be used to mask your presence while revealing
hidden secrets to your eyes only. You can use your bonus action to gain the following benefits
for 1 minute:

● You have advantage on stealth checks


● You gain truesight with a range of 120 feet.
● As a reaction when a creature makes an attack roll against you, you can also force it to
make a Charisma saving throw against your transmutation save DC. On a failed save
the creature is pushed 20 feet directly away from you, and you become invisible to it until
the start of your next turn.

Once you use this bonus action, you can't use it again until you finish a long rest.

Refinement of Iron (Ferrum)


Those who practice Ferrum, whom other prometheans call titans, follow the path of the
practiced warrior. They believe that they can earn the trust of humans through martial prowess
and the necessity for defenders in times of crisis.

Ferrum is often followed by those who wish to be able to defend themselves, or who seek to
protect others. Those who seek the glory of battle, or witness the thrill of athletic achievement
are also sometimes drawn to iron.

While it might not seem so at first, this refinement requires great patience, and calm. It is not
easy to bend one's body to one's will, especially when that body was not yours to begin with.

Additional Transmutations
You gain additional transmutations at the levels listed.

Refinement of Iron Transmutations

Created Level Transmutations

3rd compelled duel, heroism

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5th branding smite, enhance ability

9th aura of vitality, crusader’s mantle

13th death ward, staggering smite

17th holy weapon, steel wind strike

Flare Azoth
When you opt to take this refinement at 3rd level you gain the following two Flare Azoth options.

Weapon of Azoth. As an action, you can Flare your Azoth to imbue one weapon that you are
holding with positive energy. For 1 minute, you add your Wisdom modifier to attack rolls made
with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot
radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes
magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or
carrying this weapon, or if you fall unconscious, this effect ends.

Vow of Enmity. As a bonus action you can Flare your Azoth and utter a vow of enmity against
a creature you can see within 10 feet of you. You gain advantage on attacks against the
creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Assault
By 7th level your supernatural focus lets you close off a foe's retreat. When you hit a creature
with an opportunity attack you can move up to half your speed immediately after the attack and
as part of the same reaction. This movement doesn't provoke opportunity attacks.

Unyielding Warrior
Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or
stunned.

Divine Warrior
At 20th level the fire within you can inspire your allies. You can use your action to gain the
following benefits for 1 hour:

● You have resistance to bludgeoning, piercing, and slashing damage from non magical
weapons.
● All of your allies in your branded throng within 60 feet of you have advantage on death
saving throws.
● You have advantage on Wisdom saving throws, as do your allies in your branded throng
within 30 feet of you.

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This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it
again until you finish a long rest.

Refinement of Silver (Mercurius)


Practitioners of the Refinement of Silver are known as ophidians, or serpents. They believe that
for Prometheans to understand what makes a mortal a being with a soul, they must first
understand that which serves as a replacement in themselves: the Divine Fire. To gain such an
understanding, they often demonstrate a moral, intellectual and spiritual flexibility unmatched by
other Prometheans, pursuing whatever avenues they believe might lead towards enlightenment.

These prometheans study poisons and drugs. Serpents focus on study of the human soul as a
scientific endeavor, hoping to define the energy contained inside it.

Additional Transmutations
You gain additional transmutations at the levels listed.

Refinement of Silver Transmutations

Created Level Transmutations

3rd cause fear, ray of sickness

5th enthrall, spider climb

9th blinding smite, blink

13th confusion, sickening radiance

17th cloudkill, insect plague

Flare Azoth
When you opt to take this refinement at 3rd level you gain the following two Flare Azoth options.

Touch of Poison. As an action you Flare your Azoth causing green liquid to seep from your
palm. Make a melee spell attack against a creature you can reach. A creature struck by the
attack takes 3d10 poison damage, and must make a Constitution save against your
transmutation save DC. On a failure they take the poisoned condition. If a creature has
resistance to poison damage it is ignored for this attack and immunity is treated as resistance.

Elixir of Mutation. As an action you Flare your Azoth causing a bright orange liquid to seep
from your palm. If you place the liquid into an empty flask you create a special elixir. Any
creature that drinks the elixir either has its body transformed as per the alter self spell which
lasts for 10 minutes. The elixir becomes inert if not consumed before 1 minute of its creation.

Master of Duplicity

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Beginning at 7th level, when you make a Dexterity (Sleight of Hand) check, you gain a bonus to
that check equal to your Wisdom modifier.

Serpent Cunning
Starting at 15th level, you are slippery as a snake, and extremely hard to pin down. You have
advantage on saving throws made against being restrained and ability checks you make to
escape grapples.

Additionally, when you are restrained or grappled, you can use an action on your turn to end the
condition, losing you from your bonds.

Snakecharmer Form
At 20th level the flickering light of your Divine Fire takes can confuse the unwary. You can use
your action to gain the following benefits for 1 minute:

● Your attack rolls can’t suffer from disadvantage


● If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC
equal to your transmutation save DC) or you control its next action, provided that you
aren't incapacitated when it takes the action. A creature automatically succeeds on the
save if the creature is immune to being charmed.
● If you have advantage on an attack roll, you gain a bonus to its damage roll equal to
your created level

Once you use this feature, you can’t use it again until you finish a long rest.

Refinement of Tin (Stannum)


To follow the Refinement of Tin is to give into one's pain at living in a world that hates and fears
you. It is to embrace your torment, and seek to pay back the world in kind. Disciples of
Stannum, known as the furies, have most likely witnessed first hand the horrible effects that
Disquiet has on humans; often, they have been the target of that very rage. They believe that
the best course of action is to get even.

Many Prometheans likely practice Stannum at some point in their pilgrimage, but many outside
of the Refinement view it as a "youthful rebellion" at best, and an obsession at worst.

Additional Transmutations
You gain additional transmutations at the levels listed.

Refinement of TinTransmutations
Created Level Transmutations
3rd arms of hadar, wrathful smite
5th dragon’s breath, shatter
9th enemies abound, thunder step

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13th phantasmal killer, vitriolic sphere
17th destructive wave, immolation

Flare Azoth
When you opt to take this refinement at 3rd level you gain the following two Flare Azoth options.

Conquering Presence. You Flare your Azoth to exude a terrifying presence. As an action you
force each creature of your choice that you can see within 30 feet of you to make a Wisdom
saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The
frightened creature can repeat this saving throw at the end of each of its turns, ending the effect
on itself on a success.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When
you make an attack roll, you can Flare your Azoth to gain a +10 bonus to the roll. You make this
choice after you see the roll, but before the GM says whether the attack hits or misses.

Aura of Torment
Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated.
The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you or is under the effects of a stage 2 Disquiet or worse, its speed
is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your
created level if it starts its turn inside your aura.

Brutal Assault
When you reach 15th level your attacks become even more brutal. When you roll a 1 or 2 on a
Azothic Strikes or Improved Azothic Strikes damage die, you can reroll the die and must use the
new roll, even if the new roll is a 1 or a 2. Additionally, when you spend pyros to use your
Azothic Strikes feature, you gain temporary hit points equal to twice the number of points spent.

Soul of Pain
At 20th level, your Divine Fire is poisoned by the trauma you’ve endured. Using your action, you
undergo a terrible transformation. For 1 hour, you gain the following benefits:

● You can teleport up to your speed to an unoccupied space that you can see.
● You emanate an aura of menace in a 30-foot radius. The first time any enemy creature
enters the aura or starts its turn there during a battle, the creature must succeed on a
Wisdom saving throw or become frightened of you for 1 minute or until it takes any
damage. Attack rolls against the frightened creature have advantage.

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Deviant
It’s a weird world. He’s known that for a long time. He just never knew how weird. So when the
higher ups chose him for a special project he thought he might be the dev lead on a new
weapon or plane. He didn’t expect them to strap him down, cut him open, and replace his
spleen with a box of flesh in the shape of a football, but hey he signed on the dotted line. They
owned him. Besides the new organ makes him stronger, and faster. So what if he can hear it
whispering to him at night.

The man in black slips through the crowded street like a shark in calm waters. His artificial eyes
catalogue every face comparing them all to a database of known identifiers. He doesn’t
remember much of who he used to be, but it doesn’t matter. There are monsters in the streets,
and the wires in his veins and the chip in his skull give him the power to fight back. He’s a
government man, and he’ll protect his country’s citizens at any cost.

The past year’s been a rough one. She doesn’t know where she was being held or how she
escaped. She doesn’t know how she can do what she does. How she can move things with her
mind. Why people die when she looks at them wrong. She’s only eleven. Scared, alone, and on
the run, but there are stranger things out there than her. Maybe it’s time to make some friends.

Not everyone becomes aware by choice. A great many are dragged into the light against their
will, forced to face what’s become of the world. Yet even among those deviants are a special
case. Experimented upon by their own government or a corporation that thinks itself above the
law, deviants find themselves with abilities they don’t understand.

Tapestry of Flesh
Deviants, also known as the remade, are not born with their abilities. They are the product of
deliberate action or terrible accidents. They are the result of botched experiments, surgical
treatments, or transformative magic.

What specifically happened to them and how varies from deviant to deviant. Some volunteered
for their own remaking, while others were taken against their will. Some have had their
memories wiped by the transformation, leaving them with no knowledge of how they came to
be.

Deviants cover a lot of territory. In the year since the Intrusion governments and corporations
have been very busy. Some deviants are the results of attempts to surgical bond monstrous
body parts to human beings, others are the results of new technology built to fight back against
the Iconnu, while still others have just been mutated by powerful forces.

Deceptive Appearances

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Despite what happened to them deviants tend to still look human. They might not look like they
used to, but they still seem normal enough that a crowd of sleepers wouldn’t call them out.

This all changes when a deviant uses their powers. Suddenly their transformation is triggered,
and their true nature is revealed. This usually causes sleepers to flee in terror.

To Serve or Die Free


No matter who created them they did not do so for no reason. Each deviant is expected to fulfill
their purpose by the conspiracy that created them. In fact many of those groups, be they
corporations, governments, religious fanatics or what have you, see the abilities they’ve given
the deviants as great gifts, ones they should be happy to have.

That puts deviants in a strange place. Should they work for these conspiracies who often see
them as little more than property or should they go on the run? Given how little time there’s
been since the Intrusion most deviants remain under the tight control of the conspiracies that
created them, but only time will tell if they stay that way for long.

Creating a Deviant
When creating your deviant think about what conspiracy created them, and what they hope to
achieve by doing so. Are they just experimenting? Do they intend to use the deviant as a
weapon, and if so against whom? And how does your character feel about them? Are you a
loyal and devoted servant? A mind controlled pawn? Or have you chosen to go on the run,
becoming a fugitive forever in an attempt to escape their control?

Quick Build
You can make a deviant quickly by following these suggestions. First choose aware as your
nature then make Intelligence your highest ability score, followed by Sanity. Choose any
background that suits you.

Defining Features
As a deviant you gain the following defining features.

Nature Prerequisite: Aware

Hit Points
Hit Dice: 1d8 per deviant level.
Hit Points at 1st level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per deviant level after 1st.

Proficiencies
Armor: Light armor
Weapons: Simple weapons, simple firearms

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Tools: One specialist's kit of your choice
Saving Throws: Intelligence & Charisma

Deviant
Level Proficienc Features Adaptations Stability Max Max
y Bonus Known Level Scar

1st +2 Origin, Clade, Adaptations 7 3 1st --

2nd +2 Scars, Variations (2) 9 6 1st d4

3rd +2 Clade Feature 11 9 2nd d4

4th +2 Ability Score Improvement 13 12 2nd d4

5th +3 Extra Attack 15 15 2nd d6

6th +3 Variations (3) 17 18 3rd d6

7th +3 Clade Feature 18 21 3rd d6

8th +3 Ability Score Improvement 19 24 3rd d6

9th +4 Variations (4) 21 27 4th d8

10th +4 -- 22 30 4th d8

11th +4 Variations (5) 24 33 5th d8

12th +4 Ability Score Improvement 25 36 5th d8

13th +5 Clade Feature 26 39 5th d10

14th +5 Hardened Soul 28 42 6th d10

15th +5 Unstable Resistance 29 45 6th d10

16th +5 Ability Score Improvement 30 48 6th d10

17th +6 Variations (6) 32 51 7th d12

18th +6 Clade Feature 33 54 7th d12

19th +6 Ability Score Improvement 34 57 7th d12

20th +6 End Stage 35 60 7th d12

Skills: Choose three from from Acrobatics, Deception, Driving, Insight, Intimidation, Perception,
Persuasion, Stealth, and Technology

Origin
Every deviant is different. A few chose their transformation, at least on some level, while others
were forced into this or changed by accident. How they changed has a big effect on a deviant,

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although not as much of one as what they were changed into. Choose one of the origins from
the list below and gain it’s given benefit.

Autourgics
You’re one of the elect, those who chose to become a deviant. Maybe you didn’t know exactly
what you would turn into, but you knew it was going to make you something other than human,
and you were onboard with that.
Benefit: You have half your level (rounded down, minimum 1) in extra stability points.

Epimorphs
You were deceived. You didn’t know what was going to happen to you, or you were desperate
enough that you didn’t care. You needed the money, or drugs or whatever they promised you to
get you in the vat, and now you have to live with it.
Benefit: Choose two skills from Deception, Insight, Stealth or Persuasion. You have proficiency
in the chosen skills.

Exomorphs
You’re one of the unwilling, those who didn’t ask for any of this in any way. Maybe you were
pulled off the street, or you’re a kid whose parents gave them over without caring what would
happen to you, or you’re a cop killed in the line of duty and brought back to continue serving.
You weren’t ready to be something other than human, but they didn’t give you a choice.
Benefit: You are proficient in Wisdom saves.

Pathological
Your transformation was a pure accident. You touched the wrong thing, blundered into the
wrong place, were zapped by strange energy, or otherwise became a deviant by total lousy
chance.
Benefit: You have two extra adaptations at 1st level.

Amnestic
You are one of the forgotten, those who have no memory of how they became a deviant. You
might not even remember who or what you were before you became a deviant. Your past might
be out there somewhere or it might be locked deep inside your own mind, but you might never
know.
Benefit: You can add half your proficiency bonus, rounded down, to any ability check you make
that doesn't already include your proficiency bonus.

Clade
You choose the specific type of deviant you were turned into. Your choice grants you abilities at
1st, 3rd, 7th, 13th and 18th levels. The clades are detailed at the end of this class description.

Adaptations

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You have special abilities called adaptations which function like spells in standard D&D. These
abilities are not necessarily magical in nature (see the sidebar) even if they mimic spell powers.
See the Supernatural Powers chapter for a full description of how magic works.

Adaptations Known
You learn 7 adaptations of your choice, and you learn more at higher levels, as shown in the
Adaptations Known column of the deviant table. You may not learn an adaptation of a level
higher than your maximum as indicated in the Max Level column of the deviant table.

Stability
In order to use their adaptations deviants have to sacrifice their mental stability risking the
possibility of temporarily losing themselves to the madness of their trauma. You have a number
of stability points equal to your deviant level x 3, as shown in the Stability column of the deviant
table, + Sanity modifier. You use these points to empower your adaptations.

As long as you have at least 1 stability point you manage to retain a hold on your sanity.
However, when you drop to 0 stability points you develop a random madness from the Long
Term Madness table in the DMG. This lasts until you once again have 1 or more stability points,
or until you make a special save triggered by your touchstone. You regain stability points by
spending time with your touchstones.

Touchstones
In addition to their anchors each deviant has one or more touchstones, which are objects,
people, places, pets, or ideals that they can focus on or spend time with that allow them to
retain their crumbling sanity. You have one touchstone for each point of Charisma modifier (min
1).

If you spend the equivalent amount of a short rest spending time with your threshold you regain
stability points up to your normal maximum. Once you regain stability points in this way you may
not do so again until after a long rest.

Spending time with your threshold can mean different things depending on what the threshold
is. It might mean taking your pet for a walk, or being among friends, or spending time in a
favorite park. If it’s an ideal it might mean doing something positive (but non-violent) to further
that ideal.

You can also use your threshold to shake off the effects of being at 0 stability. If you run out of
stability points you can spend an action reminding yourself of your threshold to stave off
madness. To do this you have to interact with something that reminds you of your threshold like
a picture.

If you do you can roll a Sanity save (DC 15). On a success you do not develop Long Term
Madness for being at 0 stability. If you fail you develop the Long Term Madness as normal, and
may not reroll until you are at 1 or more points of Stability again.

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Max Level
Adaptations are divided into levels the way spells in 5e are divided into levels. Many adaptations
can be overpowered, consuming more stability to create a greater effect. You can overpower

Adaptation Powers

Your deviant character’s adaptations work the same way as spells do, but they are not spells.
If they are magical or not depends on your clade, but even if they aren’t magical they aren’t
going to look like spells.

No matter what the spell description says your adaptations do not have verbal components,
and you can use them even if you are silenced or otherwise unable to speak. However they
do have somatic components which usually require you to have a free hand to gesture in
some way. Minor material components can be ignored. Material components with a cost work
as normal.

When describing your powers, think about how you're producing that effect. If you’re a
cephalist your powers are all going to be mental in nature, while if you’re a chimera your
powers might be part of your body. A simple firebolt spell for the cephalist might be a bit of
mentally conjured flame, while for the chimera it might be a spray of fire spit from their mouth.

These details don't change how the spells work in any other way, but they can have a huge
affect on how others, especially sleepers, react to your character. Think about what happens
when you use your powers. Does your nose bleed? Do you manifest tentacles that whip
around you? Does your chest open up to reveal a glowing light? Whatever you choose it
should match your clade, and the powers being used.

these abilities to a maximum level, which increases at higher levels, as shown in the Max Level
column of the deviant table.

You may only use adaptations at 5th, 6th, and 7th level once. You regain the ability to do so
after a long rest.

Adaptation Casting Ability


Intelligence is your casting ability for your adaptations since their strength derives from how
deep your understanding of them goes. You use your Intelligence whenever an adaptation
refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the
saving throw DC for an adaptation you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Scars

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Every deviant is heavily scarred by what happened to them. When you reach 2nd level you
learn how to tap into the power of those scars, at the risk of damage to your own body. You can
invoke your scars as a bonus action. When you do you roll a d4 taking the result of the roll in
damage which cannot be reduced in any way. Then you choose from one of the following
effects:

Empowered Strike
Your attacks or adaptations do extra damage equal to the damage you took from the scar die.
This bonus lasts until the end of your next turn.

Overpowered Adaptation
You gain extra stability points equal to the amount of the damage you took, but these points
only last until the end of your next turn, and can only be used as part of casting an adaptation
you overpower.

Slow Time
Your speed increases by 5 x the amount of damage rolled until the end of your turn.

Your maximum scar die increases as you gain levels as indicated in the Max Scar column of the
deviant table. If your scar is not already at the maximum die size for your level when you invoke
it increases by one size in the following way:

d4 > d6 > d8 > d10 > d12

When this happens you invoke it again on a subsequent turn, but if you do so you roll the new
larger die size for both damage and benefits. Once it’s reached its maximum for your level you
cannot revoke the die again until you complete a long rest, at which point it resets to a d4.

Variations
At 2nd level you develop additional abilities, called variations. You may select any two variations
for which you meet the prerequisites. You may not use one of the variations selected at 2nd
level as a prerequisite for the other. You may select an additional upgrade at 6th, 9th, 11th, and
17th levels.

Adept Climber
You gain a climbing speed equal to your base speed. If you take this variation a second time
you are always under the effects of spider climb. .

Burrow
You gain a burrow speed equal to half your base movement speed.

Darkvision

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You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were dim light. You can't discern color in
darkness, only shades of gray. If you take this variation a second time the range of your
darkvision increases to 120 feet.

Damage Reduction
Prerequisite: Energy Shield
You may cast protection from energy. You must complete a short or long rest before using this
feature again.

Danger Sense
You can longer be surprised.

Dive Attack
Prerequisite: Propulsion
If you move at least 10 feet downward before making a melee attack against a creature, you
have advantage on your first attack and may add your proficiency bonus to that attack's
damage.

Energy Shield
You can cast shield. You can use this ability again after taking a short or long rest.

Enhanced Speed
Your base speed increases by 10 feet. You may take this variation multiple times.

Evasion
Prerequisite: Enhanced Speed and Stealth Field
You gain the Evasion and Uncanny Dodge features.

Extrasensory
You are able to discern detail of the world around you though means other than sight. You have
blindsight up to 30 feet away.

Immovability
You have advantage on ability checks and saving throws against being moved or knocked
prone.

Propulsion
Prerequisite: Enhanced Speed
You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy
armor.

Regeneration

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Prerequisite: Energy Shield, Damage Reduction
At the beginning of your turn, you heal a number of hp equal to your proficiency bonus if you
have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Stealth Field
You may add double your proficiency bonus to Dexterity (Stealth) checks. You may also cast
invisibility. After using this, you cannot cast invisibility again until you complete a long rest.

Superior Leap
When you make a long jump, you can cover a number of feet up to twice your Intelligence
score. When you make a high jump, you can leap a number of feet up into the air equal to 3 +
twice your Intelligence modifier. When you jump all attacks of opportunity against you have
disadvantage.

Ability Score Improvement


When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one
ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As
normal, you can't increase an ability score above 20 using this feature. Using the optional feats
rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.

Hardened Soul
When you reach 14th level, you can longer become frightened, and you have advantage on
saving throws against Charm effects.

Unstable Resistance
Starting at 15th level when you are subjected to an effect that forces you to make a saving
throw, you can spend 2 stability to add your Intelligence modifier (minimum of one) to the saving
throw if it doesn't already include that modifier. If you do so, you instead take no damage if you
succeed on the saving throw, and only half damage if you fail. You can wait until after you roll
the d20 to use this feature, but you must decide before the GM says it succeeds or fails.

End Stage
At 20th level you reach the pinnacle of your transformation. Your Intelligence score increases by
2 points, and your maximum for this score also increases by 2. In addition you may activate
your end stage transformation as a bonus action. When you do you undergo the following
effects:

● You develop an utterly alien appearance in some way appropriate to your clade.

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● Each round you can invoke your scar, but you treat it as if it was a d20 (no matter what
die it was on). This does not change the size of your scar’s base die.

You can maintain this on subsequent rounds with additional bonus actions, but each time you
do you must roll a d20 and take that much damage as if you’d invoked your scar. You cannot
regain hit points in any way as long as you maintain your end stage.

If this damage reduces you to 0 hit points you die instantly in an explosion of gore. Once you
stop maintaining your end stage you cannot activate it again until after you take a long rest.
Clades
If origin is how you became what you are, clade is the what. All deviants fit into one of five
possible groupings indicating the high level types of transformations that are possible in the
World of Darkness at this time. Despite their similarities even deviants of the same clade can be
vastly different from one another.

In all cases your adaptations and variations make you unique. As you level your new abilities
might be changes evolving from your original transformation, new elements a conspiracy added
to your body, or abilities you always had but didn’t know about. It’s up to you to determine.

Cephalist
Your transformation unleashed vast psychic abilities within you, unlocking the powers of your
mind. Unlike a natural gifted your abilities are damaging to your psyche, and tend to be less
focused. While a gifted might specialize in an ability like telekinesis you’re prone to use a vaster
array of mental powers. Unlike other clades your powers tend to be easier to hide.

Hand of Fate
At 1st level you manifest minor telekinetic ability. You can use your action to move or
manipulate an object within 30 feet that weighs 10 lbs or less. This object can’t be worn or
carried by another, but if it’s loose you can move it up to 30 feet in any direction. You can
interact with the object as if you were carrying it in your hands, but if you leave it suspended by
the end of your turn it falls to the ground.

Unleashed Mind
When you reach 3rd level you choose one of the following two powers:

Telepathic Connection. You can speak telepathically to any creature you can see, provided
the creature is within a number of feet of you equal to 10 times your level. You don't need to
share a language with the creature for it to understand your telepathic utterances, but the
creature must be able to understand at least one language.

Telekinetic Slam. You can attack creatures with the power of your mind. As an action choose a
creature within 60 feet. Make a ranged spell attack against the target. On a hit, the target takes

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1d8 + your Intelligence modifier in force damage. At 5th level you can attack with this power
twice instead of once when you use it. At 11th level you can attack three times.

Gifted Adaptations
Starting at 3rd level your mental powers allow you to call upon the same abilities as the gifted.
When you learn new adaptations you can choose a talent or power from the gifted’s list. You
must otherwise obey all restrictions for the power, which becomes an adaptation for you.

Additional Variations
Beginning at 3rd level you gain access to new variations which reflect the power of your mind.
Whenever you learn a new variation you can choose from an expanded list. In addition when
you first gain this feature you can swap out any of your known variations for ones on this list.

Aura Sight. You gain the ability to psionically see a creature's aura. By spending 1 stability you
can determine if a creature is under the influence of magic and what school it is, or if a creature
is under the influence of psionics. A shape shifter or disguised creature makes a Charisma
(Deception) check against your adaptations save, on failure you can see their true nature in
their aura.

Empathy. You can psionically link yourself to other creatures. As a reaction to a creature taking
psychic, necrotic, or radiant damage you can grant them resistance to the damage taken, but
take damage equal to the damage they take (after resistance). If the damage would inflict any
further negative status effect on the target, you can choose for that effect to affect you instead.

Enhancing Skill. You can focus your psionics to enhance your abilities. Whenever you make a
skill check using Strength or Dexterity, you can add 1d4 to the result.

Mind Rider. As an action, you can touch a willing creature to see through its eyes and hear
what it hears for the next hour, gaining the benefits of any special senses that the creature has.
During this time, you are deaf and blind with regard to your own senses. You can end this effect
at any time. While this is active, the creature has advantage against being charmed or
frightened.

Psionic Thrust. When you damage a creature with an adaptation you can force the target to
make a Strength saving throw against your adaptations save DC. On a failure you can knock
the target prone or move it up to 10 feet away.

Telekinetic Steps. You can pass through difficult terrain without expending additional
movement, including the spaces of friendly creatures.

Unseen Sight. You no longer need to see targets of adaptations, so long as they are within
range and you know where they are.

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Empowered Adept
At 7th level your mental powers grow even further. Choose one of the following:

Psychic Whispers. You can use your telepathic abilities to establish communication between
multiple creatures. As an action spend 2 stability and choose a number of willing creatures up to
your Intelligence modifier. For 1 hour, the chosen creatures can speak telepathically with you,
and with each other. To maintain this communication you and the other creatures must be within
1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a
creature can end the telepathic connection at any time (no action required). You and the
creature don't need to speak a common language to understand each other.

Telekinetic Movement. You can spend 4 stability to move a creature or object with your mind.
As an action, you target one loose object or one willing creature (other than yourself) that is
large or smaller. If you can see the target and it is within 30 feet of you, you can move it up to 30
feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to
or from your hand. Either way, you can move the target horizontally, vertically, or both.

Psionic Protection
Starting at 13th level the psionic energy flowing through you has bolstered your mind and body.
You have resistance to poison and psychic damage, and you are immune to the poisoned
condition.

Mentalist Master
When you reach 18th level your mental powers achieve their zenith. Choose from one of the
following:

Telepathic Master. You add the spell telepathy to your list of known adaptations even though it
exceeds your max level. You can cast it as any other adaptation for the same cost in stability as
a 7th level adaptation. It does not count against your list of adaptations known.

Telekinetic Master. Your ability to move creatures and objects with your mind is matched by
few. If your scar is not at its maximum die you can invoke it to cast the telekinesis spell,
requiring no components. You roll the die and take damage as normal but do not gain any other
benefit. Your spellcasting ability for the spell is Intelligence.

Chimerics
The Intrusion brought in a flux of new creatures into our world. Some have experimented with
those creatures, cutting them up and surgically inserting their organs into humans, often just to
see what will happen. You are the result of such an experiment. You might have a new heart, or
a monstrous limb, or you might even be merged with an alien symbiote. Some chimerics even
have DNA from natural creatures that have been spliced into their bodies.

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Built Tough
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level in the
deviant class.

Natural Attack
Starting at 3rd level you start to use the natural attacks granted by the graft, implant, or
symbiote you’ve been bonded with. You have a natural weapon be it a claw, fangs, or
something else. You can use an unarmed strike with this attack. It uses your Intelligence
modifier for the attack and damage. Choose acid, slashing, bludgeoning, piercing, or poison.
Your attack does 1d8 damage of the chosen type.

Keen Senses
Also at 3rd level you gain proficiency in the Perception skill if you don’t already have it.

Additional Variations
Beginning at 3rd level you gain access to new variations. Whenever you learn a new variation
you can choose from an expanded list. In addition when you first gain this feature you can swap
out any of your known variations for ones on this list.

Acidic Attack. You again the acid splash cantrip which does not count against the adaptations
you know. When you use acid splash you can add your Intelligence modifier to the damage.

Acid Web. As a bonus action, you can fire a web-like substance at a target within 30 ft. The
target makes a Dexterity saving throw vs your adaptation save DC. On a failure the target is
restrained by the web and takes 1d6 acid damage. As long as the target is still restrained it
takes 1d4 acid damage at the start of its turn. A target can make a Strength saving throw on
each of its turns (against the same DC) to break free of the restraint and stop taking damage.
Once you’ve used this ability you must complete a long rest before you can use it again.

Cloak of Flesh. As a bonus action you can activate this ability. For 1 hour while you are not
wearing armor your Armor Class equals 10 + your Dexterity modifier + your Constitution
modifier, and you have advantage on Charisma (Intimidation) checks. Once you use this ability
you must complete a short or long rest before you can use it again.

Mighty Blow. As a bonus action, you can empower your next melee attack to deal 1d8
additional force damage. The target must make a strength saving throw vs your adaptation save
DC. On a failure, the target is sent 15ft backward and is knocked prone. If the creature hits a
wall or an object in that path it takes an additional 1d8 force damage. Once you’ve used this
ability you must complete a short or long rest before you can use it again.

Poison Shot. You gain the poison spray cantrip which does not count against the adaptations
you know. When you use poison spray in this way the range increases to 30 feet.

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Sapping Attack. As a bonus action, you can empower your next melee attack to deal 1d8
additional necrotic damage. The target must make a Constitution saving throw vs your
adaptation save DC. If the target fails this you regain hit points equal to half the damage you did
on the attack. Once you use this ability you must complete a short or long rest before you use it
again.

Savage Assault. When you use make an attack using your natural attack you may, as a bonus
action, make a second attack. This also uses your Intelligence modifier and does 1d6 damage
of the same type as your natural attack.

Terrifying Transformation
Starting at 7th level the symbiote or implants in your body begin to grow, and spread
uncontrollably. As a bonus action you can trigger a more extreme change. While under the
effects of this change you have the following benefits:

● You have resistance to bludgeoning, piercing, and slashing damage.


● You have advantage on all Charisma (Intimidation) checks
● As a bonus action you can force a single creature within 30 feet who can see and hear
you to make a Wisdom save vs your adaptation save DC. On a failure the target drops
whatever it’s holding and becomes frightened of you for the duration of your
transformation.

The transformation lasts 1 minute. You can extend this time by invoking your scars. As long as
you are not at your max scar you can roll a scar die, taking damage equal to the roll, and extend
the transformation for a number of rounds equal to the roll. The scar die grants no other benefit.
Once you use this ability you must complete a long rest before you can use it again.

Living Tendrils
At 13th level when you undergo your terrifying transformation your flesh coating spouts
squirming tendrils. You can activate this effect as part of your transformation. Once activated for
the duration of your transformation the reach of all your natural weapon attacks increases to 20
ft, and when you make an attack using your natural weapons you may make two additional
attacks which can be used to grapple creatures in range. Each creature must succeed on a
Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by you until your
transformation ends. At the start of your turn any creature grappled by your tendrils takes 3d6
bludgeoning damage. You can grapple up to eight creatures simultaneously with this power.

A creature restrained by the tendrils can use its action to make a Strength or Dexterity check (its
choice) against your adaptation save DC. On a success, it frees itself.

Colossal Power
Beginning at 18th level, you become proficient in Strength saves. In addition when you’re under
the effects of your terrifying transformation your natural attacks (and our living tendrils) do an
extra 2d6 damage.

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Coactive
During your transformation you were infused with energy, which seeped into your every cell.
Now you can control it. Rarely do two coactives control the same type of energy. Some master
heat, while others bend radiation to their will, while still others can sap the heat from an area
instead. What doesn’t change is the frail minded human in charge.

Energetic Resistance
At 1st level choose between the following energy types; cold, fire, force, lightning, necrotic,
radiant, or thunder. You have resistance to the chosen damage type. This becomes your set
energy type.

Energy Attack
Starting at 3rd level you develop an attack using your set energy type. This is a range attack
using your adaptation attack modifier. It has a range of 120 feet. It does 1d8 + your Intelligence
modifier in damage of a type equal to your set energy type.

Coactive Adaptations
Also at 3rd level when you learn new adaptations you can choose a talent or power from the
wizard’s spell list. You must otherwise obey all restrictions for the power, which becomes an
adaptation for you.

Additional Variations
Beginning at 3rd level you gain access to new variations. Whenever you learn a new variation
you can choose from an expanded list. In addition when you first gain this feature you can swap
out any of your known variations for ones on this list.

Adaptive Energy. Whenever you use an adaptation which deals acid, cold, fire, force, lightning,
necrotic, radiant, or thunder damage, you can replace it with your set energy type.

Armor of energy. Whenever you use a 1st level adaptation or higher that targets at least 1
other creature, you can use a bonus action to surround yourself with energy. Until the start of
your next turn, when you take damage from non magical weapons, you can roll a d4 subtract
the amount rolled from the damage.

Burst of power. Whenever you damage a creature with a 1st level adaptation or higher, you
can create a burst of energy as a bonus action. Each creature adjacent to you takes 1d4
damage of a type equal to your set energy type.

Energy Blade. As a bonus action, you can create a magical blade of energy in one of your
hands. You can’t hold anything in a hand manifesting a balde. You can dismiss the blade as a
bonus action and it disappears if you're incapacitated. The blade is a simple melee weapon with
the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 60

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feet, and it deals 1d6 damage of your set energy type on a hit. If you throw the blade as part of
an attack, it vanishes immediately after it hits or misses its target. The blade otherwise
disappears the instant it leaves your hand.

Energetic Terrain. Whenever you damage a creature with a 1st level adaptation or higher, you
can make the terrain in a 10’ sphere around that creature difficult terrain. This terrain lasts until
the end of your next turn.

Sculpt Energy. When you use an adaptation that affects other creatures that you can see and
does damage of your set energy type, you can choose a number of them equal to your
Intelligence modifier + the adaptation’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.

Slamming Burst. Whenever you use a 1st level adaptation or higher you can use a bonus
action to conjure a burst of energy to knock down your enemies. Select a creature standing
within 30 feet of you to make a Strength saving throw. Creatures with 4 legs or which are
otherwise exceptionally stable have advantage on this save. On a failed save, the creature is
knocked prone.

Energy Adept
At 7th level when you use an adaptation that deals damage of your set energy type, add your
Intelligence modifier to that damage.

Coactive Defense
When you reach 13th level, your energy damages those who harm you. As a reaction when you
take damage from a melee attack, you can raise an energetic aegis. The creature that damaged
you must make a Dexterity saving throw with a DC equal to your adaptation save DC. On a
failed save, the creature takes damage equal to your deviant level and takes 2d4 damage at the
beginning of its next turn. This damage is the same as your set energy damage. On a
successful save, the creature takes damage equal to half your deviant level.

Nova Burst
Beginning at 18th level, as an action, you can spend any number of stability, up to your deviant
level, to create a blast of energy. This blast is an invisible sphere of the same energy as your
set energy, centered on yourself, with a radius of 5 feet per stability spent. Each creature within
that area other than yourself must make a Dexterity saving throw against your adaptation save
DC or take 1d8 points of damage per stability spent, or half as much on a successful save. The
damage type is the same as your set energy damage.

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Forsaken
A purse snatcher spots his mark, a meek old lady walking alone on a dark, deserted street. He
sprints towards her, grabs at her purse intending to yank it away, but instead he's thrown
backwards, flung into an alleyway where he lands with a bone crunching thud. He looks back to
see the woman, but as he watches in shock and fear her silhouette changes, growing
impossibly large. He swears he can hear her snarling.

A man who isn't quite human sits at the bar knocking back a shot of whiskey. He extends his
senses, smelling the odor of sour beer, and the creak of the floorboards as three burly
shitkickers approach him from behind. He lets them grab him with their meaty paws, lets them
spin him around to face them. They spit out something about this being their bar. He tries to
stay calm, but he can feel the rage boiling inside. Before he can stop it he's already changing.

A large man watches the night, a disapproving growl in his throat. He knows he's not human,
never was, but still he remembers. Being an accountant. Having a family. He knows it's the
other one's life, the one who's body he's in, but the memories feel like his. He catches a whiff in
the air, and the low growl becomes a snarl. It's another like him, another beast. In his territory.
The memories fade, the human life forgotten. He's got a lesson to teach.

A bestial, savage world of fangs and blood drenched claws. A primal world of predator and prey.
A spirit realm of fleshless creatures where nature’s dance plays out again and again. This is the
realm that gave birth to the werewolf. It is their true home. Yet they find themselves here, bound
to a human body, with memories that are not their own. Do they take their frustrations out on the
fragile bodies of those around them or do they rise to a higher purpose? Such is the question of
the forsaken.

Creating a Forsaken
For the full description of being a forsaken see the werewolf section in the nature chapter. As a
forsaken you have turned your back on the task the Iconnu gave to you, and your kin. This has
made you an enemy of the pure, those werewolves who honor what they believe to be a sacred
pact between the Iconnu and their own mother Luna. Consider why you have turned your back
on this pact. Did you bristle under the reigns of an agreement you did not make? Did you wish
to take your chance to be free of all obligations? Or did you have a pang of conscience? You
have the memories of the human whose body you stole. Is that why you feel for your victims?
Do you even know you are anymore?

Quick Build
You can make a forsaken quickly by following these suggestions. First choose werewolf as your
nature then make Strength your highest ability score, followed by Constitution. Finally, choose
Blue Collar as your background.

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Defining Features
As a forsaken you gain the following defining features.

Nature Prerequisite: Werewolf

Hit Points
Hit Dice: 1d12 per forsaken level.
Hit Points at 1st level: 12 + your Constitution modifier.
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per forsaken level after
1st.

Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, simple firearms
Tools: None
Saving Throws: Strength & Constitution
Skills: Choose three from from Animal Handling, Athletics, Intimidation, Nature, Perception,
Survival

Gauru Form
The final form available to werewolves is their deadliest, and most destructive. More than any
other power it is the ability to assume this form that leads sleepers to call them werewolves.
This form is called their Gauru form, the wolfman.

In this form you gain 2 feet in height, and 200 to 250 pounds of muscle mass (your size remains
medium). Your body becomes covered in fur and your head transforms into something
resembling a monstrous wolf. On your turn you can enter this form as an action. Apart from the
physical alterations this change has the following effects:

● Your carrying capacity is doubled


● You gain darkvision out to 60 ft
● You gain a bite attack that deals 1d8 piercing damage. Once on each of your turns when
you damage a creature with your bite, you regain a number of hit points equal to your
Constitution modifier (minimum of 1 hit point).
● Your hands transform into claws, which deal 1d8 slashing damage. When you take the
Attack action on your turn and make an attack with your claws, you can make one
additional attack using your claws as part of the same action.
● You have advantage on Strength checks and Strength saving throws
● You gain a bonus to damage rolls with your bite and claws that increases as you gain
levels as a werewolf as shown in the Gauru damage column of the Forsaken table

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● Sleepers who see you experience a mild form of insanity known as Lunacy. The first
time they see you they must make a Wisdom saving throw versus your gift save DC. On
a failure they have disadvantage on attacks against you until the end of their next turn.

Forsaken
Level Proficienc Features Rages Gauru Max Rites
y Bonus Damage Essence

1st +2 Gauru Form, Gifts, Resilience 1 +2 1 --

2nd +2 Savage Attack, Rites 2 +2 2 2

3rd +2 Survival Instincts, Auspice Feature 2 +2 3 2

4th +2 Ability Score Improvement, Gift (2) 3 +2 4 2

5th +3 Extra Attack, Instinctive Pounce 3 +2 5 2

6th +3 Auspice Feature 3 +2 6 2

7th +3 Feral Impulse 4 +2 7 3

8th +3 Ability Score Improvement, Gift (3) 4 +2 8 3

9th +4 Brutal Critical (one die) 4 +3 9 3

10th +4 Auspice Feature 4 +3 10 3

11th +4 Relentless Rage 4 +3 11 3

12th +4 Ability Score Improvement, Gift (4) 5 +3 12 3

13th +5 Brutal Critical (two dice) 5 +3 13 4

14th +5 Auspice Feature 5 +3 14 4

15th +5 Terrifying Rage 5 +3 15 4

16th +5 Ability Score Improvement, Gift (5) 5 +4 16 4

17th +6 Brutal Critical (three dice) 5 +4 17 5

18th +6 Primal Might 6 +4 18 5

19th +6 Ability Score Improvement, Gift (6) 6 +4 19 5

20th +6 Luna’s Champion 6 +4 20 5

● In addition they have to roll on the short term madness table. Sleepers who make the
save are immune to Lunacy for 24 hours and may become aware at the GMs discretion.

This change also brings a few weaknesses. For one your clothing and equipment do not change
with you. Any clothing or armor you're wearing when you transform is destroyed.

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You also can't use any weapon other than your claws or bite while transformed, and you can't
use spells (assuming you otherwise could) although you can activate gifts and rites, and you
can benefit from spells you've previously cast.

You can remain in Gauru form for up to 1 minute. It ends early if you are knocked unconscious,
or if your turn ends and you haven't attacked a hostile creature or taken damage since your last
turn. You can also revert to Hishu form as an action.

You can transform a total number of times as shown for your level in the Rages column of the
forsaken table. After that you can’t transform again, unless you are triggered into a Death
Rage. You regain all expended transformations when you complete a long rest.

Gifts
Many of a werewolf’s supernatural powers rely on a mystic energy called essence. Essence is
pure spirit force, the food and drink of the spirit world. All spirits crave essence, but werewolves
are able to use it to enhance their natural abilities. Your level determines your maximum amount
of essence as shown in the Max Essence column of the Forsaken table.

You can spend essence to use supernatural abilities called gifts. Choose one gift from the
following:

Augment Senses
You can spend 1 essence as a bonus action to gain advantage on all Wisdom (Perception) and
Wisdom (Survival) checks you make for 1 hour.

Inhuman Power
You can spend 1 essence as a bonus action to gain advantage on all Strength checks or
Strength saving throws (your choice) until the start of your next turn.

Instant Transformation
You can spend 1 essence to transform into any of your werewolf forms as a bonus action
instead of an action.

Prey's Blood
As an Action you can spend 1 Essence to cast hunter's mark on 1 creature whose blood you
have tasted within the last hour. The creature must still be within the spell's range.

Regeneration
While you are in gauru form you can spend 1 essence and 1 hit die as a bonus action to grant
yourself temporary regeneration. Roll the Hit Die, but do not add your Constitution modifier to
this roll. You regain the result of the die in hit points every round for a total number of rounds

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equal to half your Proficiency Bonus. You can only be under the effects of this ability once at a
time. If you use it a second time the first automatically ends.

Suppress The Fury


As an action you can spend 1 essence to reroll the Sanity save to avoid flying into a Death
Rage, or to end a Death Rage early.

You may choose an additional gift from this list at 4th, 8th, 12th, 16th, and 19th levels.

You may only spend 1 essence per round for every gift you have, up to a maximum of 6 at 19th
level. Once you spend an essence you do not have it until you have a chance to draw it back
into yourself. You can regain essence in one of three ways:

● You regain 1 essence the first time you see the moon since your last long rest. If this is
your auspice moon you regain 2 essence.

● You regain a number of points of essence equal to your proficiency bonus if you track
and kill a natural or humanoid creature and eat its heart. Hunting in this way is
considered a degrading act, and will require a Sanity save to avoid degradation. If you
regain essence in this way you cannot do so again until after you complete a long rest.

● You can regain spent essence by meditating at a Nexus, a place where the interplay
between the physical and spirit is particularly powerful. You must meditate for at least 30
minutes after completing a long rest to regain essence in this way, and once you do you
cannot regain essence again this way until you complete another long rest.

No matter how you regain essence you can go gain essence up to your maximum. Any essence
gained in excess of this is lost.

Resilience
When you're in your Gauru form and not wearing any armor, your Armor class equals 10 + your
Dexterity modifier + your Constitution modifier. When you reach 3rd level this benefit extends to
your Dalu form as well. You can use a shield and still gain this benefit.

Savage Attack
Starting at 2nd level you learn to throw aside all concern for defense to attack with brutal
desperation. When you make your first attack on your turn, you can decide to attack savagely.
Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but
attack rolls against you have advantage until your next turn.

Rites

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Also at 2nd level you learn supernatural abilities called rites. Rites allow you to spend essence
to perform incredible feats. You may choose two rites from the forsaken rite list in the
Supernatural Powers Chapter. You learn an additional rite at 7th, 13th, and 17th levels.

Wisdom is your supernatural ability for rites. You use your Wisdom whenever a rite refers to a
save or requires an attack roll.

Rite save DC = 8 + proficiency bonus + Wisdom mod

Rite attack mod = proficiency bonus + Wisdom mod

Survival Instincts
Beginning at 3rd level you become proficient in your choice of two of the following skills: Animal
Handling, Medicine, Nature, or Survival. Your proficiency bonus is doubled for any ability check
you make that uses either of those skills.

Auspice Feature
When you reach 3rd level your blood begins to grow more powerful, and you manifest additional
abilities based on your auspice. You manifest an additional ability at 6th, 10th, and 14th levels.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one
ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As
normal, you can't increase an ability score above 20 using this feature. Using the optional feats
rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.

Instinctive Pounce
Also at 5th level when you are in any form other than Hishu and a creature ends its turn within
15 feet of you, you can use your reaction to move up to half your speed to a space closer to the
creature. This movement doesn't provoke opportunity attacks.

Feral Impulse
Starting at 7th level your instincts become so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act
normally on your first turn, but only if you enter your gauru form before doing anything else on
that turn.

Brutal Critical

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At 9th level you can roll one additional weapon damage die when determining the extra damage
for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage
Beginning at 11th level your rage can keep you fighting despite grievous wounds. If you drop to
0 hit points while in gauru form and don't die outright, you can make a DC 10 Constitution
saving throw. 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 first take a short or long rest, the DC resets to
10.

Terrifying Rage
Starting at 15th level your rage while in gauru form is so fierce that you only revert forms if you
fall unconscious or if you choose to transform back into hishu. In addition all sleepers make the
save against Lunacy with disadvantage while in your presence.

Primal Might
At 18th level if your total for a Strength check is less than your Strength score, you can use that
score in place of the total. In addition you now gain the effects of resilience no matter which
form you are in.

Luna’s Champion
At 20th level you overcome any doubts that even as a forsaken you are the champion of Luna.
Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2.
Your maximum for those scores increases by 2. Additionally, you can transform into all your
forms an unlimited number of times.

Auspice Features
Upon reaching 3rd level the power of the beast inside increases granting you new abilities
related to your auspice. These abilities increase when you reach 6th level and again at 10th and
14th. Although there are 5 options presented here (one for each auspice) there are rumors that
there are ways for werewolves to join lodges, which would replace their auspice powers with
abilities related to their lodge. If this is true or not no one knows for sure.

Rahu
Prerequisite: Rahu auspice
Werewolves who's beast spirit hails from the full moon lands are savage and powerful beyond
understanding. Unlike other werewolves their Gauru form is a titanic monster of terrifying
proportions.

Titan of Claws and Fury

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Starting when you reach 3rd level, your Gauru form when you rage is a titan. When you
transform into Gauru form in addition to the other changes your size doubles in all dimensions,
and your weight is multiplied by eight.

This growth increases your size by one category—from Medium to Large, for example. This size
increase does not stack with similar size increases, such as from the enlarge/reduce spell. If
there isn't enough room for you to double your size, you attain the maximum possible size in the
space available.

Your claws and bite attacks match your new size. While you are in Gauru form your attacks with
them deal 1d4 extra damage. While raging, you can use your action to make a massive swing
against all creatures in a 15-foot line within your reach. Roll a separate attack roll for each target
in the line.

Mindless Rage
Beginning at 6th level, you can't be charmed or frightened while in Gauru form. If you are
charmed or frightened when you enter Gauru form, the effect is suspended for the duration of
the rage.

Rend Asunder
Starting at 10th level, you have advantage on attack rolls you make against objects. On a hit,
you deal maximum damage and you can ignore the object's damage threshold, if it has one.

Unstoppable Rampage
At 14th level, while you are in gauru form having 0 hit points doesn't knock you unconscious.
You still must make death saving throws, and you suffer the normal effects of taking damage
while at 0 hit points. However, if you would die due to failing death saving throws, you don't die
until your form ends, and you die then only if you still have 0 hit points.

Cahalith
Prerequisite: Cahalith auspice
Gibbous moon werewolves who reach 3rd level learn to unlock their auspice's divination
powers. They begin to have visions of the future that can guide their actions.

Awakened Awareness
Beginning at 3rd level, you have developed heightened intuition and senses. You gain
proficiency in Insight and Perception skills.

Prophetic Dreams
At 3rd level you start to have prophetic dreams. As a bonus action you can tap into these
dreams to grant yourself advantage on the next attack roll, saving throw, or skill check you
make. Once you use this ability you must complete a long rest before you can do so again.

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Bolstering Howl
Beginning at 6th level, while in any form other than Hishu as an action you can let loose a long
howl that inspires your allies. All allied creatures with 30 feet of you who can see and hear you
can choose one among the following effects:

● Become immune to the frightened condition for 1 minute


● Become immune to being charmed for 1 minute
● Reroll a save against any single debilitating effect
● Spend 1 hit die as a reaction to recover hit points as if they’d taken a short rest

Psychic Retaliation
Starting at 10th level your mind now protects you from outside intrusion. You gain resistance to
psychic damage, and while in Gauru form when you take damage from a creature that is within
5 feet of you, you can use your reaction to force the creature to make a Wisdom saving throw vs
your Rite DC. On a failed save the creature takes 1d6 plus 1/2 your werewolf level in psychic
damage.

Unsettling Howl
At 14th level, while in any form other than Hishu as an action you can let loose a long howl that
breaks your enemy's spirit. When you do so each hostile creature in 30 feet of you that is able
to hear you must make a Wisdom save vs your rite DC.

On a failure the creature has either disadvantage on attacks, disadvantage on skill checks or
disadvantage on saving throws (your choice). You must concentrate on the effect like a spell. As
long as you do so the effect continues until your concentration ends or for 1 minute. When you
use this feature you cannot do so again until you complete a long rest.

Elodath
Prerequisite: Elodath auspice
To live the life of the elodath is to live as one with the spirit world. Perceived as fair and
balanced by other spirits, elodath who reach 3rd level gain spirit allies who can assist them in
combat.

Spirit Guardians
Starting when you reach 3rd level spirits appear when you change into gauru form. While thus
transformed the first creature you hit with an attack on your turn becomes the target of the
spirits, who hinder its attacks.

Until the start of your next turn, that target has disadvantage on any attack roll that isn't against
you, and when the target hits a creature other than you with an attack, that creature has
resistance to the damage dealt by the attack. The effect on the target ends early if you shift out
of guaru form.

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Spirit Shield
Beginning at 6th level, the guardian spirits that aid you can provide protection to those you
defend. If you are in Gauru form and another creature you can see within 30 feet of you takes
damage, you can use your reaction to reduce that damage by 2d6.

When you reach 10th level this damage reduction increases to 3d6.

Consult the Spirits


At 10th level you gain the ability to consult with your spirit guardians. When you do so you cast
the beast sense or tongues spell without using a spell slot or material components. When
casting beast sense in this way one of your guardian spirits enters the beast and telepathically
connects to you. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way you can't use this feature again until you finish a short or
long rest.

Spirits of Vengeance
At 14th level, your guardian spirits grow powerful enough to retaliate. When you use your Spirit
Shield to reduce the damage of an attack, the attacker takes an amount of force damage that
your Spirit Shield prevents.

Ithaeur
Prerequisite: Ithaeur auspice
As shamans, werewolves of the ithaeur auspice learn to use magic in ways other werewolves
can't.

Spellcasting
When you reach 3rd level, You have the ability to cast spells. This follows the rules for
spellcasting as laid out in the PHB.

Spell Slots. The Ithaeur Spellcasting table shows how many spell slots you have to cast your
spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's
level or higher. You regain all expended spell slots when you finish a long rest at a Nexus.

Spells Known. You know three 1st level ithaeur spells of your choice from the druid list. The
Spells Known column of the Ithaeur Spellcasting table shows when you learn more ithaeur
spells of 1st level or higher. Each of these spells must be of a level for which you have spell
slots. Whenever you gain a level in this class, you can replace one of the ithaeur spells you
know with another spell of your choice from the ithaeur spell list. The new spell must be of a
level for which you have spell slots.

Spellcasting Ability. As with Rites Wisdom is your spellcasting ability. You use your Rite DC
and Rite Attack Bonus when spells refer to saves or spell attacks.

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Totems
Also at 3rd level your insight into the natural world has given you the ability to carve spirit-
infused totems, wooden poles roughly 3 inches in diameter and about 3-feet tall. With
painstaking effort,

Ithaeur Spellcasting
Forsaken Level Spells Known 1st 2nd 3rd 4th
level level level level

3rd 3 2 - - -

4th 4 3 - - -

5th 4 3 - - -

6th 4 3 - - -

7th 5 4 2 - -

8th 6 4 2 - -

9th 6 4 2 - -

10th 7 4 3 - -

11th 8 4 3 - -

12th 8 4 3 - -

13th 9 4 3 2 -

14th 10 4 3 2 -

15th 10 4 3 2 -

16th 11 4 3 3 -

17th 11 4 3 3 -

18th 11 4 3 3 -

19th 12 4 3 3 1

20th 13 4 3 3 1

you learned to carve the entire length of your totems and were then taught how to imbue them
with magic. After completion, the essence of the totem binds with your spirit, allowing you to call
upon its power.

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Using Your Totems. As an action, you can plant a totem at a point within 5 feet of you, and in
doing so summon its spiritual substance. This substance is considered neither a creature nor an
object, though it has the spectral appearance of the totem it represents.

When you plant a totem, it triggers its magical effect, as detailed in the totem's description. A
creature can only benefit from one totem of the same kind at a time. If a totem makes an attack
roll, the attack bonus is equal to your rite attack bonus. If a totem requires a creature to make a
saving throw, the DC is equal to your rite save DC.

You can dismiss a totem you've planted as either an action or a bonus action, ending its effect.
If you fall unconscious, all totems that you have planted are automatically dismissed.

Unless otherwise noted in the totem description, totems last up to 1 minute before they are
dismissed automatically. You can plant totems while in Gauru form and they count as attacking
for the purposes of extending your rage.

At 3rd level you gain one totem chosen from the list below.

Eagle Eye Totem


Prerequisite: 6th Level
When you plant this totem, it becomes invisible. As an action, you can see from the perspective
of the totem until the start of your next turn. During this time, you are blind with regard to your
own senses. The totem has truesight to a distance of 15 feet and darkvision to a distance of 120
feet. This totem lasts up to 8 hours. Once you plant this totem, you can't plant it again until you
finish a long rest.

Earthbind Totem
While this totem is planted, the ground underneath it becomes a churning quagmire and is
treated as difficult terrain for hostile creatures. Once you plant this totem, you can't plant it again
until you finish a short or long rest.

Elemental Blast Totem


When you plant this totem, choose one type of damage: acid, cold, fire, lightning, or thunder. As
a bonus action on your turn, you can cause it to spit a bolt of elemental energy at a hostile
creature you can see within 15 feet of the totem. Make a ranged spell attack against the target.
On a hit, the target takes 1d8 damage of the chosen type.

At Higher Levels. This totem's damage increases by 1d8 when you reach 5th level (2d8).

Elemental Resistance Totem


Prerequisite: 6th level

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When you plant this totem, choose one of the following damage types: acid, cold, fire, lightning,
or thunder. While within 15 feet of this totem, you and your allies have resistance to damage of
the chosen type.

Guidance Totem
When you plant this totem, you summon a wise and knowledgeable spirit. You and friendly
creatures within 15 feet of the totem have advantage on Intelligence and Wisdom checks as
they converse with the spirit to receive guidance and counsel. Once you plant this totem, you
must finish a long rest before you can plant it again.

Guardian Totem
When a creature you can see attacks a target other than you within 15 feet of this totem, you
can use your reaction to impose disadvantage on the attack roll using a spectral shield of force.

Once you plant this totem, you can't plant it again until you finish a short or long rest.

Healing Stream Totem


You can use a bonus action to cause a creature of your choice within 15 feet of this totem to
regain 1 hit point. Once you plant this totem, you must finish a long rest before you can plant it
again. Any creature healed by this totem can choose to immediately expend a number of Hit
Dice up to your Wisdom modifier (minimum 1) and restore hit points just as they would after
finishing a short rest.

At Higher Levels. This totem's healing increases to 1d4 when you reach 5th level.

Hungering Spirit Totem


In exchange for power, you and your allies can feed some of your life essence to the spirits
conjured by this totem. When you or an ally start their turn within 15 feet of this totem, they can
choose to expend a number of Hit Dice up to your proficiency bonus. Until the totem is
dismissed, attacks they make deal extra damage equal to the number of Hit Dice spent.
Once you plant this totem, you must finish a long rest before you can plant it again.

Traversal Totem
When you plant this totem, you can create a stretch of special terrain that begins from where
you planted the totem, extending up to 30 feet long and 5 feet wide, shaped in any way you
choose. This terrain might manifest itself in the form of vines growing up a wall, tree roots
forming a bridge, lily pads or ice floating on water, a path of clouds floating in the air, or some
other phenomenon of your choice.
It acts as a solid surface that can be walked and climbed on, though any creature can freely
pass through it if they choose to. The terrain disappears when the totem is dismissed.
Once you plant this totem, you can't plant it again until you finish a short or long rest.

Totemic Awakening
At 6th level you gain an additional totem chosen from the totem list. You also gain a rite.

184
Spirit Rebuke
At 10th level, the magic crackling within your soul lashes out. When a creature forces you to
make a saving throw while you are in Gauru form, you can use your reaction to deal 3d6 force
damage to that creature. You also gain one more totem.

Totemic Mastery
Beginning at 14th level you can plant your totems as a bonus action. You also gain two more
totems.

Irraka
Prerequisite: Irraka auspice
Irraka werewolves are at their best when they are striking from the shadows, slipping in and out
of darkness to harass and waylay the pack's foes.

Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your
speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't
provoke opportunity attacks.

Danger Sense
Also at 3rd level you develop a keen sense for things aren’t as they should be. You have
advantage on Dexterity saving throws against effects that you can see, such as traps and
powers. To gain this benefit , you can't be blinded, deafened, or incapacitated.

Silent Stalker
Starting at 6th level, you can make Dexterity (Stealth) checks to hide when moving at a normal
pace. In addition you can use a bonus action to take the dodge, disengage, or hide action.

Superior Mobility
Beginning at 10th level your walking speed increases by 10 feet in any of your available forms,
and you gain a climbing speed and a swimming speed equal to your walking speed.

Ambush Master
When you reach 14th level you excel at leading ambushes. You have advantage on initiative
rolls. In addition, the first creature you hit during the first round of a combat becomes easier for
you and others to strike; attack rolls against that target have advantage until the start of your
next turn.

185
186
Gifted
A terrified young woman flees down a dark alleyway pursued by two sneering men in designer
clothes. The men laugh as she trips, splashing into a puddle of muddy water. “C’mon baby,”
one of the men says as he licks his lips. “Don’t be like that. We just want to show you a good
time.” She doesn’t mean it to happen, but as they advance on her she feels her mind reach out.
A subtle twist and both men’s necks snap like kindling. She knows it was them or her, but she
also knows the cops won’t care. She’s already running before they hit the ground.

He was six when the fevers started. It didn’t seem to affect him so his parents just tossed it up
to him “running hot.” It was fine until his mom burned herself taking his temperature. Scared,
and ashamed he ran into the nearby woods to hide, but he just kept getting hotter until he
almost couldn’t stand it. Then just like that he let go, releasing that pent up heat. The resultant
fire burned 10,000 acres including his home. His parents didn’t make it.

She used to be a lawyer. Fancy suits, and fast cars. The epitome of high-powered. That was
until she took a wrong turn and her beamer went over the edge of a cliff like it was shot from a
gun. The doctors said she was dead for ten minutes. She doesn’t remember the dying, but the
after, when she started seeing the dead all around her, when their incessant demands became
a constant buzz in her life? That she remembers. Nothing’s ever been the same since.

The gifted are a unique bunch in the World of Darkness. Occupying a halfway point between
ordinary humans and those who call themselves mages, the gifted have powers they don’t fully
understand, and very often don’t want. Unlike deviants the gifted’s powers are all their own.
They may not have realized it before the Intrusion, but they were born this way. Even the ones
whose powers are triggered late in life. This is who they are.

Creating a Gifted
Note: This section is unfinished. I don’t have a psychic class to use. I’m just going to use the
Psion class from Kibbles Tasty (https://www.gmbinder.com/share/-LZSNMgmChWNGW979hrj)
only slightly reflavored for a World of Darkness campaign.

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Hunter
A man in a brown leather jacket, and six days of stubble holds his shotgun with a white knuckle
grip. He can hear his brother chanting behind him, readying the ritual. If it works it’s supposed to
bind whatever the hell that thing was that killed that woman. If it works. His brother’s scream
snaps him from his thoughts. He whirls around bringing his shotgun to bear. Somehow it got
behind them. Damn it.

He’s seen a lot of crazy shit. I mean being a Chicago cop, yeah you see some crazy shit. But
lately? The bodies just keep piling up. Some are drained of blood. Others ripped to shreds. He
even found two twenty year old Wall Street types in an alley with their heads turned the wrong
way around. The other night he made the mistake of getting to a crime scene just in time to see
“it” slithering into the sewers. But screw backing down. This is his city and he’ll be damned if the
monsters are going to take it from him.

She used to be a housewife. Technically she still is, but when the kids are asleep she goes out.
It started when those kids in the neighborhood started vanishing. She couldn’t stop herself from
looking into it. She found the thing that did it, six feet of snarling fangs and rending claws. She
stabbed it in the eye with a silver fork. Her husband wouldn’t understand, but she’s a hunter
now.

Everyone one of those is a hunter. Some manage to survive long enough to wrack up some
experience. They trade tips, make safe houses, learn how to fight back. Most are on their own
though. Just cops, and doctors, and housewives, and the homeless who get tired of waiting
around for something to kill them. They take the fight to the monsters. It’s the hunter’s way.

Creating a Hunter
Note: My plan for the hunter is to just use the fighter class from the PHB.

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Imbued
Feigning fear, a petite blonde woman sprints down a dark street, whipping around a building. A
second later the thing that's hunting her does the same expecting an easy meal. Instead as it
turns the corner the woman leaps on its back and slices its head off with an axe. She smiles as
it turns to dust.

A burly old man downs another drink at his favorite bar. Out of the corner of his eye he sees
one of the patrons go into a terrible convulsion. With a bone snapping crunch the patron
transforms turning into a beast the size of a bear. While everyone else flees in fear the old man
feels something spark inside him. He grabs a nearby pool cue and as it catches fire in his hands
he charges the snarling beast.

Moving slowly a man brandishing a shotgun advances on the startled creature before him. The
thing, pale and with sharp fangs, backs away in fear, and the man realizes it couldn't have been
what killed those campers. He offers the thing a deal, help him find the real killers and he'll let it
go. It nods its head in eager agreement.

More human than human. That's what scions are supposed to be. They call themselves the
imbued for they've been imbued with the powers they need to defend humanity and stop the
Iconnu, even if the enormity of the task all but destroys them.

Creating an Imbued
For the full description of being an imbued see the scion section in the nature chapter. Imbued
often think of themselves as being chosen, or even being the chosen ones. Unlike ordinary
hunters an imbued has powers that make them a match for most creatures in this new dark
world. Many take this to mean that they should be the only ones hunting. Some become strident
in their beliefs, refusing to work with anyone other than imbued. The smart ones know most who
have that attitude end up dead. After all there aren’t usually enough imbued to go around, and
the imbued who goes alone tends not to live long.

Quick Build
You can make an imbued quickly by following these suggestions. First, choose scion as your
nature. Then make Strength or Dexterity your highest ability modifier, depending on whether
you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-
highest score should be Intelligence. Second, choose the military background

Defining Features
As an imbued you gain the following defining features.

Nature Prerequisite: Scion

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Hit Points
Hit Dice: 1d10 per imbued level.
Hit Points at 1st level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per imbued level after 1st.

Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, simple firearms, martial weapons, martial firearms
Tools: None
Saving Throws: Strength & Dexterity
Skills: Choose three from from Animal Handling, Athletics, Driving, Insight, Investigation,
Perception, Stealth, Survival, and Technology

Slayer’s Mark
Starting at 1st level you gain a supernatural ability to sense and track your targets . Once on
each of your turns, you can choose a creature you can see within 120 feet and mark it as your
prey (no action required). For the next hour, you gain the following benefits.

● Once per turn, when you hit the target with a weapon attack, you can deal 1d4 additional
damage to it of the same type as the weapon's damage. This die changes as you gain
imbued levels, as shown in the Slayer’s Mark column of the imbued table.

● You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make
to find it while it's on the same plane as you.

You can only have one creature marked in this way at a time. Beginning at 5th level, you can
use your reaction to mark a creature when it enters your line of sight, provided it is within range
of your Slayer’s Prey. The duration increases to 8 hours at 9th level and 24 hours at 17th level.

Scion’s Sense
Also at 1st level, you gain the ability to peer at a creature and magically discern how best to hurt
it. As an action, choose one creature you can see within 60 feet of you. You immediately learn
whether the creature has any damage immunities, resistances, or vulnerabilities and what they
are. If the creature is hidden from divination magic, you sense that it has no damage immunities,
resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once).
You regain all expended uses of it when you finish a long rest.

Edges
At 2nd level you begin to develop special supernatural powers called edges. These follow the
general rules for spellcasting as laid out in the PHB except most tend to be used to augment

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Imbued
Level Proficienc Features Slayer’s Edge Convictio Max
y Bonus Mark s n Level

1st +2 Slayer’s Prey, Scion’s Sense d4 -- -- --

2nd +2 Edges, Fighting Style d4 4 2 1st

3rd +2 Scion’s Strategy, Creed d4 5 3 1st

4th +2 Ability Score Improvement d4 6 4 1st

5th +3 Extra Attack d6 7 5 2nd

6th +3 Expertise d6 8 6 2nd

7th +3 Strategy (2), Creed Feature d6 9 7 2nd

8th +3 Ability Score Improvement d6 10 8 2nd

9th +4 Strategy (15 foot radius) d8 12 9 3rd

10th +4 Commando d8 13 10 3rd

11th +4 Creed Feature d8 14 11 3rd

12th +4 Ability Score Improvement d8 15 12 3rd

13th +5 -- d10 16 13 4th

14th +5 Expertise, Supernatural d10 17 14 4th


Defense

15th +5 Creed Feature, Strategy (3) d10 18 15 4th

16th +5 Ability Score Improvement d10 19 16 4th

17th +6 Strategy (30 foot radius) d12 20 17 5th

18th +6 Supreme Awareness d12 21 18 5th

19th +6 Ability Score Improvement d12 22 19 5th

20th +6 Chosen One d12 23 20 5th

your own physical abilities. See the Supernatural Powers chapter for general information on
edges, and for the list of your available edges.

Edges Known
You learn 4 edges of your choice, and you learn more at higher levels, as shown in the Edges
column of the imbued table. You may not learn an edge of a level level than your max level for
your level as shown in the Max Level column of the imbued table.

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Conviction
Your edges are powered by a personal reservoir of energy called conviction. You have a
number of conviction points equal to your level + your Wisdom modifier as indicated in the
Conviction column of the imbued table. You can use conviction to activate your edges.

You regain all spent conviction after a long rest up to your normal maximum provided you meet
the two following criteria:

● Your willpower is at maximum


● You have not ignored the call of your screams of the dying feature since your last long
rest

Max Level
Many edges can be overcharged, consuming more conviction to create a greater effect. You
can overcharge these powers to a maximum level, which increases at higher levels, as shown in
the Max Power Level column of the imbued table.

You may only use 4th and 5th level edges once. You regain the ability to do so after a long rest.

Edge Ability
Wisdom is the ability for your edges. You use your Wisdom whenever any power refers to your
edge ability. Additionally, you use your Wisdom modifier when setting the saving throw DC for
an edge you use and when making an attack roll with one.

Edge save DC = 8 + your proficiency bonus + your Wisdom modifier

Edge attack modifier = your proficiency bonus + your Wisdom modifier

Edge Focus
Edges are intrinsic powers for you. You can ignore all somatic, verbal, and material components
when using edges, and you do not require a focus.

Fighting Style
Beginning at 2nd You adopt a particular style of fighting as your specialty. Choose one of the
fighting style options, detailed in the Character Options chapter.

Scion’s Strategy
Starting at 3rd level you develop an overall strategy for your hunts. Choose one strategy from
the list detailed at the end of the class description. You develop an additional strategy at 7th and
15th level.

At 9th level, the range of your strategies increases to 15 feet, and at 17th level, the range of
these strategies increases to 30 feet.

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Creed
By the time you reach 3rd level, you start to get a feel for why you were imbued with the powers
of a scion. You feel the inexorable pull of an outlook for your powers that defines your relation to
your new life. Choose a creed from the list at the end of this class description. Your choice
grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one
ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As
normal, you can't increase an ability score above 20 using this feature. Using the optional feats
rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.

Expertise
At 6th level choose two of your skill proficiencies, or one of skill proficiencies and one of your
tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools. At
14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

Commando
Starting at 10th level you can take the dash or hide actions as a bonus action on each of your
turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid
moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception)
checks until the start of your next turn. You lose this benefit if you move or fall prone, either
voluntarily or because of some external effect. You are still automatically detected if any effect
or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this
benefit until you are detected.

Finally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

Supernatural Defense
Beginning at 14th level, you gain extra resilience against your prey's assaults on your mind and
body. Whenever the target of your Slayer's Prey forces you to make a saving throw and
whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

Supreme Awareness

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At 18th level you gain preternatural senses that help you fight creatures you can't see. When
you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your
attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that
the creature isn't hidden from you and you aren't blinded or deafened.

Chosen One
When you reach 20th level you accept your role as one of the chosen ones. This allows you to
tap into unseen power. Your Strength or Dexterity score increases by 2, and your Wisdom score
increases by 2. Your maximum for those scores increases by 2.

Additionally, once on each of your turns, you can add your Wisdom modifier to the attack roll or
the damage roll of an attack you make. You can choose to use this feature before or after the
roll, but before any effects of the roll are applied.

Imbued Strategies
These strategies are presented in alphabetical order. If multiple imbued grant the same
strategy, affected creatures can only benefit from it once. You must be conscious to grant the
benefit of your strategies.

Adaptability
At the start of each of your turns, you can choose an ability score with a saving throw in which
you are not proficient. Until the start of your next turn, you add half your proficiency bonus,
rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose
to extend this benefit to friendly creatures within 5 feet of you, except for you.

Adroitness
At the start of each of your turns, you can choose to have advantage on effects that would slow
your speed or apply the restrained condition. Alternatively, you can choose to extend this benefit
to friendly creatures within 5 feet of you, except for you.

Athleticism
At the start of each of your turns, you can choose to gain a climbing and swimming speed equal
to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures
within 5 feet of you, except for you.

Bravado
At the start of each of your turns, you can choose to have advantage on saving throws against
effects that would frighten or charm you. Alternatively, you can choose to extend this benefit to
friendly creatures within 5 feet of you, except for you.

Fortitude

194
At the start of each of your turns, you can choose to gain advantage on Constitution saving
throws to avoid exhaustion from mundane sources, as well as being naturally adapted to both
hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures
within 5 feet of you, except for you.

Perseverance
At the start of each of your turns, you can choose to gain resistance to damage from
supernatural powers until the start of your next turn. Alternatively, you can choose to extend this
benefit to friendly creatures within 5 feet of you, except for you. Once you’ve used this ability
you must complete a short or long rest before you can use it again.

Precision
At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll
you make before the start of your next turn equal to your Wisdom modifier. Alternatively, you
can choose to allow each creature within 5 feet of you, including you, to add half your Wisdom
modifier to the first weapon attack roll they make before the start of your next turn.

Swiftness
When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and
have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can
choose to allow each creature within 5 feet of you, including you, to add half your proficiency
bonus to the initiative roll and have advantage on the first attack roll they make against a
creature that has not yet acted.

Creed
While every scion's call is to stop the Iconnu, each follows their own unique way of fulfilling that
task. Every scion eventually hears a call of a specific creed, a way to understand what's
happened to them, and how they should achieve their ends. In answering this call each scion
begins to manifest powers that make it easier to accomplish their goals. Most usually take that
as a sign that theirs is the one true purpose of being a scion. Your choice of creed grants you
features at 3rd, 7th, 11th, and 15th level.

Avengers
Avengers are unforgiving and dogmatic in their approach as a scion. They seek revenge for the
harm done by creatures of the dark. To an avenger there can be no middle ground. The
creature's of the night have to be destroyed at any cost. To other scions, avengers are often
seen as bloodthirsty, or self-righteous. They are the least likely to want to work with monsters (in
fact most would consider such behavior insane at best or morally disgusting at worst).

Avengers can very often fall prey to thinking that the ends justify the means, even if those
means get people killed. Not all are willing to go that far, but even the most reasonable avenger
would still be capable of doing whatever they need to do to get the job done.

195
Cleave
When you answer this call at 3rd level you gain an ability to wreathe weapons, even improvised
ones, in a glowing aura of damaging energy. As a bonus action choose either a melee weapon
or an object you can hold in your hands that can be used as an improvised weapon. You must
be holding the object or weapon in your hands to use this power on it.

For the next minute the weapon gains the following properties:

● It emits a bright orange light in a 20-foot radius and dim light 20 feet beyond that.
● It’s damage type changes to radiant
● It gains a bonus on damage rolls equal to your proficiency bonus
● You are also considered proficient in it even if it's an improvised weapon

The effect ends early if the weapon leaves your hand, you fall unconscious, or you choose to
end it on your turn (no action required). You can use this ability twice. You regain all uses when
you complete a long rest.

Retribution
Also starting at 3rd level you gain the ability to harm creatures that have harmed your allies. As
a reaction to a hostile creature within 30 feet damaging an ally you can choose to shift your
slayer’s mark to that creature. If you do then the first time each turn that you damage that
creature with a weapon attack it takes an extra 1d8 damage from the weapon. This lasts for as
long as the creature is marked. It ends early if you designate a different creature.

Supreme Cleave
Beginning at 7th level your cleave attack becomes more powerful. A weapon or object under the
effects of your cleave is considered magical for the purposes of overcoming damage resistance.
Additionally when you hit with this weapon or object you can perform a powered attack. If you
do, the attack is considered a critical hit and does +1d8 damage (+3d8 if the target is an
aberration, cryptid, entity, or living dead). If the object you perform the attack with is fragile or
has 10 hit points or less than it shatters. Either way the cleave effect immediately ends after this
attack.

Devastation
At 11th level when you score a critical hit or reduce a creature to 0 hit points on your turn, you
can use your bonus action to force one creature of your choice that you can see within 30 feet
of you to make a Wisdom saving throw against your edge save DC. On a failed save, a creature
becomes frightened of you for 1 minute. At the end of each of the creature's turns it repeats this
saving throw, ending the effect on a success.

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Counter Assault
Starting at 15th level if the target of your Slayer’s Mark feature forces you to make a saving
throw, you can use your reaction to make one weapon attack against it. You make this attack
immediately before making the saving throw. If your attack hits, you automatically succeed on
the saving throw, in addition to the attack's normal effects.

Defender
To a defender one thing is clear. They were given these powers so that they can save the
innocent and the defenseless. To that end they see their purpose as safeguarding those who
cannot defend themselves. A defender would never think of abandoning a human to die by a
monster's hands, even if that human deserved it. Defenders are often seen as the most heroic
of all imbued, and also the most flexible. They are even willing to work with monsters if
necessary, as long as those monsters refrain from harming any non-monster. If the monster
breaks this agreement however, they can expect the defender to hunt them down with a zeal
normally reserved for avengers.

Defender's Zeal
Starting when you answer this call at 3rd level any creature you marked as your prey takes 1d8
psychic damage whenever they attack a creature other than you with a weapon attack or single
target spell or if they perform an area attack that does not include you in the target area.

Interception
Beginning at 3rd level when a creature you can see hits a target that is within 5 feet of you with
an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your
proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or melee weapon
to use this reaction.

Ward
At 7th level you develop the ability to keep servants of the Iconnu at bay. As an action you
activate an invisible field of energy in a 30 ft sphere centered on you. This sphere affects any
hostile aberration, entity, amalgam, spirit, or living dead that can see or hear you.

Any affected creature who targets any of your allies within the sphere with an attack or a
harmful power must first make a Wisdom saving throw. On a failed save, the creature must lose
the attack or power or take 3d10 psychic damage. This spell doesn't protect the creatures inside
the sphere from area effects, such as the explosion of a fireball. This ward lasts for 1 minute or
until you or your allies attack or use a harmful power against any affected creature. Once you
use this ability you can't do so again until you complete a long rest.

Mettle
At 11th level, your determination allows you to shrug off effects that would otherwise harm you.
When you are subjected to an effect that allows you to make a Constitution saving throw to take

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only half damage, you instead take no damage if you succeed on the saving throw, and only
half damage if you fail.

Champion
When you reach 15th level the damage of your defender’s zeal increases to 2d8. In addition you
have advantage on saving throws which are against spells and other magical effects

Martyrs
It's never easy being a scion, but martyrs take it to the extreme. To them there is no higher
purpose than to sacrifice themselves for the cause. After all why would so much be thrust upon
them if they weren't meant to bear these burdens? Through their suffering others can be healed.

Martyrs are known to use their pain as a weapon. Like Defenders, they seek to protect mortals,
but they do so by putting themselves at risk; they feel they have been chosen to suffer the
predations of monsters so that others may be free. Martyrs believe that inspiring the imbued
against the supernatural means leading from the front, suffering the teeth and claws of the
enemy and perhaps even dying for the cause.

Demand
When you answer this call at 3rd level you gain the ability to perform an amazing feat at the cost
of hurting yourself. When you roll an attack, ability check, or save you can opt to roll a hit die.
Instead of regaining hit points you gain a bonus to the attack, check or save equal to the roll of
the die, but in response you take hit point damage equal to half the bonus you gained. This
damage cannot be soaked or mitigated in anyway.

Self-Sacrifice
Also at 3rd level, you can dive in the way of an attack. When a creature you can see attacks a
target other than you that is within 5 feet of you, you can use your reaction to change the target
of the attack to yourself instead.

Ordeal
Starting at 7th level, you can use your action to transfer a negative effect from a willing creature
to yourself. You can transfer any of the following effects of your choice affecting the target.

● One level of exhaustion


● One disease or poison
● One effect that charmed or petrified the target
● 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 The blinded, deafened, paralyzed, or
poisoned condition

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The effect targets you as if you were the original target, continuing the duration (if any) and
preventing any further effect on the original bearer. After using this ability you can’t do so again
until you complete a short or long rest.

Inflict
Beginning at 11th level if you are the target (or one of the targets) of a harmful supernatural
effect you can voluntarily fail your save against that effect or cause it to automatically hit you. If
you do so the creature who originated the effect takes half the damage.

Expiate
Starting at 15th level you can cancel the power of the Nightmare Wave in your immediate
vicinity at great harm to yourself. You can activate this effect as an action which creates a 10
radius sphere centered on you. The effects of any Nightmare zone are suppressed in that area.
This works like antimagic field with the following additional effects:

● Ridden or possessed creatures in the area of effect can make a save with advantage to
throw off the possession. If they fail they remain controlled but cannot enter the sphere.

● Aberrations, amalgams, or corporeal spirits or living dead who enter the sphere or start
their turn there must make a Wisdom save or become frightened of you, and must use
their next action to leave the sphere.

● Entities or incorporeal spirits or living dead wink out of existence while within the sphere
as if they were summoned creatures

To activate this power you must spend a hit die doing damage to yourself equal to the result of
the roll. This damage cannot be mitigated or reduced in any way, and you cannot heal hit point
damage until the expiate effect ends.

This effect lasts until the start of your next turn. You can extend it on subsequent turns by
spending a bonus action and another hit die, taking damage equal to the roll.

Redeemers
Not all scions want to kill monsters on sight. Instead some scions, called redeemers, show
compassion towards creatures of the dark. They attempt to persuade the dark supernatural
forces to turn to light. Every creature that is turned is one more soldier in the fight against evil.
This both denies the Iconnu a warrior, while adding to humanity's own army.

Redeemers feel it is never too late for a monster to confess its sins and purge its soul. Any
creature, even a monster, can in time atone. The price of penance is high, though - as high by
the reckoning of these imbued as the depth to which the enemy has fallen. There are many
redeemers who, after judging a creature, find the way for it to redeem itself is to die.

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Redeemer's Aura
Beginning at 3rd level you gain proficiency in Persuasion checks if you didn't already have it.
You also have advantage on Charisma (Persuasion) checks against aberrations, entities,
cryptids, or living dead.

Becalm
Starting at 3rd level as an action you can call out to the creatures around draining them of their
will to fight. Each aberration, entity, amalgam, spirit, or living dead within 30 feet of you that has
half its maximum hit points or fewer must make a Wisdom saving throw. If it fails its saving
throw the creature is pacified for 1 minute or until it takes damage.

While pacified the creature cannot take reactions and will only use its action to Help or Dodge.
Affected creatures see you as their greatest ally and will seek to interpose themselves between
your foes and you, or otherwise aid you however they can. Once you use this ability you must
complete a long rest before you can do so again.

Mark of Mercy
When you reach 7th level you gain the ability to leave defeated foes alive in order to turn them
into allies. When you reduce an aberration, entity, amalgam, spirit, or living dead to 0 hit points
with a melee attack you can instead opt to leave them alive and with the hit points they had
before your attack (as if your attack had missed).

If you do so the creature becomes charmed or frightened of you (your choice) for 10 minutes.
Furthermore they carry a mark of mercy somewhere on their body which is invisible to everyone
except the creature and you. This mark lasts 1 week. While they carry the mark if they directly
harm another creature they are immediately reduced to 0 hit points.

They are aware of the nature of the mark but unless they have knowledge of redeemers they do
not know how long it will last. This ability does not work on legendary creatures. You can only
have one active mark of mercy at one time. If you activate a second the first immediately ends.

Punish
Beginning at 11th level you can force creatures to experience the pain they’re about to inflict on
others. As a reaction when a creature within 30 feet of you targets another creature (other than
you) with an attack or harmful power you can interrupt their action.

If you do so the target must make a Wisdom saving throw versus your edge save DC. On a
failure the target must either lose the attack or power or take damage equal to whatever they
inflict on a single target of their attacks. You can use this ability a number of times equal to your
Wisdom modifier, and regain all expended uses when you take a long rest.

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Abjure
At 15th level you can target a single creature and force it to relive every evil thing it’s ever done
from the perspective of its victims. As an action choose a creature within 60 ft. That creature
must make a Sanity save vs your edge save DC.

On a failure the target takes 4d10 psychic damage, and must roll on the short term madness
table taking the resultant effect. As long as the creature is under the effects of the short term
madness it takes an additional 1d10 psychic damage at the start of each of its turns.

A creature can end the madness effect (and the damage) early by voluntarily taking on your
mark of mercy. This represents the creature turning its back on its previous ways. This does not
count against the limits of your mark of mercy.

A creature who succeeds on the Sanity save takes half damage and does not suffer a madness
effect. Once you use this ability you can’t do so again until you complete a long rest.

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Investigator
A collage of diagrams, maps, and small items litters the wall, pinned with nails and connected
by a spider web of colorful strings. A gaunt man in a long coat stands nearby, contemplating the
mystery splayed out in front of him. As the pattern becomes clear he reaches for his gun.

A short woman with glasses dangling at the end of her nose flips through her notebook, double
checking her preparations. It’s all there. A silver net, a vial of sanctified water, and several
dozen wooden stakes. The preparations made, she slinks into the shadows and readies herself
for what’s about to happen.

Hastily tracing symbols in chalk, the goateed man whirls about in a wide arc, completing a
rough magic circle in mere seconds. A monstrously fat demon, blood dripping with its drool,
lunges at him, but instead impacts off an invisible magical barrier, a cylinder raised from the
circle's edge. The fiend howls with rage, and the inquisitor breathes a sigh of relief.

Supernatural detectives and occultists, investigators are always on the hunt for malevolent
outsiders. Unlike hunters who wish only to destroy the creatures brought by the Nightmare
Wave an investigator's first priority is to learn all they can.

Creating a Investigator
Note: To create an investigator use the Investigator Class created by Mage Hand Press.

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Kindred
A young runaway stares at the mother he hasn't seen in weeks. He can feel the murderous soul
inside him wrestling for control, urging him to sink their fangs into her neck. When she sees him
he manages to scream for her to run but the second soul is too strong, the urge for blood too
great to resist. He feels himself leap towards her.

A woman stares in a mirror and the body reflected back is not her own. Where she was a cold
and beautiful seductress, the body is frumpy and plain. Yet she's happy to be alive again after
all these centuries. She can already taste the blood she longs to drink, already feel her victim's
pulse as it slows under her kiss. The night belongs to her, and her alone.

A figure skulks in deep shadows. It doesn't know what it is. Male. Female. Human. Vampire.
These are words that lack meaning. It remembers being a woman, a nurse who killed children,
carving them up and feeding them to their grieving parents. It remembers being a man, addicted
to drugs, dying in a gutter. But what is it now? It catches a glimpse of its hands as it passes
under a streetlight. Pale, and covered in cracked pustules, these are inhuman hands. These are
the hands of a monster.

Vampires call themselves the kindred, for only another vampire can know what it’s like to be
blessed and cursed as they are. This makes them family, albeit one that is as likely to feed on
each other as on mortals.

Creating an Kindred
For the full description of being kindred see the vampire section in the nature chapter. Kindred
can make powerful characters, but they have a number of weaknesses. Think about what it
would be like to play a character who can’t move around in sunlight, or might not be able to be
awake during the day. How would you overcome that? What about feeding? A kindred needs to
regularly drink blood in order to survive, let alone to use their powers. Is that going to be an
issue for you or anyone else at the table?

Quick Build
You can make a kindred quickly by following these suggestions. First, choose vampire as your
nature. Then make Dexterity your highest ability score, followed by Wisdom.

Defining Features
As a kindred you gain the following defining features.

Nature Prerequisite: Vampire

Hit Points

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Hit Dice: 1d8 per kindred level.
Hit Points at 1st level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per kindred level after 1st.

Proficiencies
Armor: None
Weapons: Simple firearms, simple weapons.
Tools: None
Saving Throws: Strength & Dexterity
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, History, Religion, Perception,
and Stealth

Slam Attack
At 1st level your unnatural speed and strength give you the ability to make a devastating
unarmed strike, which is known as a slam attack. This can be any kind of unarmed strike or
attack with any simple melee weapon you’re proficient with that doesn’t have the two-handed
property. This weapon becomes your chosen weapon.

You gain the following benefits while you are unarmed or wielding your chosen weapon and
aren't wearing armor or wielding a shield:

● You can use your clan attribute instead of Strength for the attack and damage rolls of
your unarmed strikes, or attacks with your chosen weapon.

● You can roll a d4 in place of the normal damage of your unarmed strike or chosen
weapon. This die changes as you gain levels, as shown in the Slam Attack column of the
kindred table.

● You can use your clan attribute instead of Strength whenever you would make a
Strength (Athletics) check to grapple, shove, or trip a creature.

● When you use the Attack action with an unarmed strike or a chosen weapon on your
turn, you can make one unarmed strike as a bonus action.

● You can take the Dash and Disengage actions as a bonus action.

Vitae
When a vampire feeds on blood, within seconds it transforms into a supernatural substance
called vitae. Vitae looks, smells and flows like natural blood, but is charged with supernatural
power.

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Kindred
Level Proficiency Features Slam Vitae Discipline Unnatural
Bonus Attack s Speed

1st +2 Slam Attack, Vitae, Disciplines d4 3 1 --

2nd +2 Vampiric Reflexes, Predator’s Kiss d4 4 2 --

3rd +2 Unnatural Speed, Clan Feature, Shared d4 5 2 +10 ft.


Blood

4th +2 Ability Score Improvement, Safe Fall d4 6 2 +10 ft.

5th +3 Extra Attack, Vinculum d6 8 2 +15 ft.

6th +3 Necrotic Strike, Clan Feature d6 9 2 +15 ft.

7th +3 Evasion, Create Ghoul d6 10 3 +15 ft.

8th +3 Ability Score Improvement d6 11 3 +15 ft.

9th +4 Unnatural Speed Improvement d8 13 3 +20 ft.

10th +4 Ability Score Improvement d8 14 3 +20 ft.

11th +4 Clan Feature d8 15 3 +20 ft.

12th +4 Ability Score Improvement d8 16 3 +20 ft.

13th +5 Apex Predator d10 18 4 +25 ft.

14th +5 Undying Fortitude d10 19 4 +25 ft.

15th +5 Inhuman Resistance d10 20 4 +25 ft.

16th +5 Ability Score Improvement d10 21 4 +25 ft.

17th +6 Clan Feature d12 23 5 +30 ft.

18th +6 Empowered Ghoul d12 24 5 +30 ft.

19th +6 Ability Score Improvement d12 25 5 +30 ft.

20th +6 Vampire Lord d12 26 5 +30 ft.

Vampires use vitae to maintain their altered existence and to fuel their supernatural powers.
When a vampire uses vitae, it physically affects him in a slight way — he grows paler, his skin
tightens or he seems to shrink or wither.

Vampires use 1 vitae every night to animate themselves, more if they try to stay awake during
the day. They also spend vitae to activate some Disciplines, Devotions, and certain innate
powers. You start out knowing five such powers; Savage Flurry, Flush of Life, Vampiric Dodge,
Mend Flesh, and Blur of Movement. No matter the power the maximum amount of vitae you can
spend in one round is equal to your proficiency bonus.

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You use your clan attribute as your chosen ability for powers that spend vitae. You use the
chosen attribute modifier whenever a feature refers to your vitae ability. Additionally, you use
the chosen attribute modifier when making an attack with a vitae feature or setting the saving
throw DC for one.

Vitae save DC = 8 + your proficiency bonus + your clan attribute modifier

Vitae attack modifier = your proficiency bonus + your clan attribute modifier

Feeding
Vampires regain vitae by feeding on living creatures or on other vampires. Instead of doing
damage if you attack a willing, grappled, incapacitated, or restrained creature you can feed off
of them. The creature cannot be an amalgam, entity, spirit, or living dead (aside from other
vampires). If it’s a cryptid the creature must have a physical body and must contain blood.

You make the attack with advantage. If successful in addition to the damage you inflict with the
bite the creature gains 1 level of exhaustion for each successful attack you make. Each level of
exhaustion inflicted this way takes two days to heal.

If the creature is a medium humanoid you gain 1 vitae for every level of exhaustion you inflict. If
the target creature is an aberration, natural creature or cryptid you regain half that amount. If the
creature is a vampire you regain double. There might be additional effects based on creature
type.

Creatures give half as much vitae for every size category they are below medium (so half as
much for small, and half of that for tiny). Creatures give double the number of vitae for every
size category above medium. For example if you feed off a small humanoid you gain 1 vitae for
every two levels of exhaustion you inflict, but if you feed off a large creature you regain 1 vitae
for every level of exhaustion (1 vitae per 2 for being natural x 2 for being large).

You have a maximum amount of vitae your body can contain at one time as indicated in the
Vitae column of the kindred table. No matter how you regain vitae you cannot exceed this
maximum.

Blood Addiction
Vitae may look and smell like blood, but vitae certainly doesn't taste like blood. Stolen life is the
ultimate forbidden fruit. It is also incredibly addictive.

Every time a creature drinks your blood, the drinker must make a Wisdom save against your
vitae save DC. If they fail, they become one step closer to blood addiction and have
disadvantage on future saves against this addiction.

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When a drinker has failed 3 cumulative saves they become addicted and no longer want to
resist the thirst for your vitae. They might dream about you or you might have advantage on
Charisma (Persuasion) checks to influence their behavior, provided they don’t believe it’s just
easier to take your blood by force. Each success, or each month that goes by where the drinker
does not taste vitae, removes one failure. When the total failures reach 0 the drinker is no
longer addicted.

Your innate vampire powers are:

Savage Flurry
Immediately after you take the Attack action on your turn, you can spend 1 vitae to make two
unarmed strikes as a bonus action. At 11th level, you can instead spend 2 vitae to make three
additional unarmed strikes.

Flush of Life
You can spend 1 vitae to give yourself the flush of life. Your skin becomes warm, and looks
normal. You cast a reflection, and no longer appear undead. You can also consume food and
drink, although you must throw it up 1 hour later. This lasts for 10 minutes per point of vitae you
spend.

Vampiric Dodge
When you use your bonus action to Disengage, you can spend 1 vitae to also Dodge (no action
required). At 11th level, you can instead spend 2 vitae to Dodge and gain an additional reaction
until the start of your next turn. You can only take one reaction per turn.

Mend Flesh
You can spend 1 vitae and 1 hit dice to recover 8 + your Constitution modifier in hit points. You
can only do this if you have hit dice and vitae remaining. You can spend 3 vitae and 3 hit dice to
recover from an injury or 6 vitae and 6 hit dice to recover a permanent injury (such as a severed
limb). This does not need to be spent all at once. Aside from magical healing this is the only
way a vampire may heal hit point damage or recover from injuries, although you do regain hit
dice from a long rest as normal.

Blur of Movement
When you use your bonus action to Dash, you can spend 1 vitae to double your jump distance
for the turn. At 11th level, you can instead spend 2 vitae to gain a flying speed equal to your
walking speed until the end of your turn, though you fall if you end your speed in the air and
nothing else is holding you aloft.

Disciplines
Vampires can develop innate powers, called Disciplines which allow them to do everything from
climb walls, leap dozens of feet in the air, or control minds. You can even develop advanced
disciplines called devotions.

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You begin knowing one discipline and gain additional disciplines as you level as indicated in the
Disciplines column of the Kindred table. Once you qualify for devotions you may take one in
place of taking an additional discipline.

You can also gain additional disciplines and devotions beyond this limit by taking on additional
supernatural weaknesses called debilities. For each debility you take on you can take one
additional discipline or devotion.

You can take on a new debility whenever you level, but you cannot have more debilities than
your normal maximum number of devotions.

Either way you must meet all the prerequisites for any discipline, devotion, or debility in order to
choose it.

Vampiric Reflexes
Beginning at 2nd level, while you are wearing no armor and not wielding a shield, your AC
equals 10 + your Dexterity modifier + your clan's attribute modifier.

Predator's Kiss
Also at 2nd level you learn how to better control your feeding so it is no longer painful for the
creatures you feed off of. Feeding on a living creature this way is known as the predator's kiss,
something that is ecstatic for both you and your victim.

After the first successful feeding attack the target creature must make a Wisdom saving throw
against your save DC. If they fail they succumb to the ecstasy and stop resisting. From that
point you no longer need to make attacks in order to feed, and may instead automatically inflict
one level of exhaustion gaining vitae as normal, without doing additional hit point damage.

If you or your allies have inflicted damage on the creature prior to the first feeding attack the
creature automatically succeeds on the saving throw. Creatures immune to charm are immune
to this effect.

Unnatural Speed
Starting at 3rd level your speed increases by 10 feet while you are not wearing armor or
wielding a shield. This bonus increases when you reach certain kindred levels, as shown in the
Unnatural Speed column of the kindred table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn
without falling during the move.

Clan Feature
When you reach 3rd level your blood begins to grow more powerful, and you manifest additional
abilities based on your clan. You manifest additional abilities at 6th, 11th, and 17th levels.

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Shared Blood
Starting at 3rd level you may use your action to willingly lose one vitae, suffer one level of
exhaustion, and take one point of damage to transfer some of your vitality to a willing or
unconscious humanoid creature.

If the creature has died within the last minute that creature returns with 1 hit point. Otherwise the
creature regains 1 hit point, gains 10 temporary hit points, and gains advantage on all saving
throws to end conditions on them for one turn.

The creature must make a save to avoid Blood Addiction as normal.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one
ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As
normal, you can't increase an ability score above 20 using this feature. Using the optional feats
rule, you can forgo taking this feature to take a feat of your choice instead.

Safe Fall
Beginning at 4th level you can use your reaction when you fall to reduce any falling damage you
take by an amount equal to 5 times your kindred level.

Extra Attack
Starting at 5th level you can attack twice, instead of once, whenever you take the Attack action
on your turn.

Vinculum
Upon reaching 5th level your blood has become strong enough to ensnare those who drink it,
turning them into your willing slaves. This bond, called the Vinculum, which means "blood bond"
or "blood oath," gives you power over the drinker. When you create this bond you become
known as the regnant, and the drinker is your thrall.

To create a thrall in this way the drinker must consume at least three of your vitae and they
must have failed their save to resist blood addiction.

Upon drinking the third vitae they make one last Wisdom save against your vitae save DC. This
save is made with disadvantage. If they fail, they become your thrall. If they succeed they lose
their blood addiction and you must start the process over.

The Vinculum is an emotional devotion; it is like love but mechanical and hollow, yet stronger
than any bond created with Dominate or Majesty Disciplines — neither sorts of disciplines can
overpower the regnant's power over his thrall.

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Likewise, a creature can be thrall to only one vampire at a time; the blood bond prevents any
others from forming. The vinculum counts as a charm effect, and can be delayed by spells like
protection from evil and good, which delays it for as long as they have that immunity. A remove
curse spell cast by a spellcaster of a level equal or higher than the regnant removes this effect
as well.

A creature immune to charm is immune to this effect, as is any that can’t physically consume
blood.

You may only control a number of thralls at a time equal to your clan's core attribute modifier.
No thrall may have hit points higher than your maximum hit point total. You may free a thrall
from service as a bonus action.

Commanding your thrall is easy; you have advantage on all social skills (such as Diplomacy or
Intimidate) to influence or manipulate your thrall, and the thrall has disadvantage on saves to
resist your commands, including those from supernatural abilities. The thrall gains advantage on
saves to resist the commands of others.

If one year passes from the last time a non-vampire thrall drank his regnant's vitae, the bond
ends. Heavy abuse and mistreatment can turn a thrall against his regnant, which usually results
in the thrall performing a murderous assault and then going mad. Killing a regnant ends his
vinculums immediately.

Necrotic Strike
Starting at 6th level, your unarmed strikes do necrotic damage. In addition they count as
magical for the purpose of overcoming resistance and immunity to non magical attacks and
damage.

Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. 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.

Create Ghoul
Also at 7th level you master the art of creating a special servant with some of the powers of a
vampire. This creature, called a ghoul, is capable of using your vitae to perform incredible feats
on your behalf.

The act of creating a ghoul is intentional (it never happens by accident). Though a ghoul feeds
on vitae, a ghoul is not necessarily a thrall, nor are all thralls automatically ghouls.

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To start with the creature must have the humanoid or natural creature type and cannot have any
tags that grant it supernatural abilities (such as mage). You must feed the target one vitae, plus
one additional vitae to charge it with supernatural power. You must also spend 1 willpower
point. You can feed the ghoul more vitae, up to half the ghoul's Constitution score.

Upon becoming a ghoul the creature immediately gains the Celerity, Resilience or Vigor
Discipline (your choice). Once a ghoul gains this discipline they can improve it once for every 4
hit dice they have (round down). The ghoul can also take a day to study with you in order to gain
one of the other two disciplines instead of improving an existing one.

While the ghoul is within 30 feet you, you can have them use your proficiency bonus in place of
their own. They also gain temporary hit points at the start of their turn equal to your proficiency
bonus. The ghoul obeys your commands as best as it can. It takes its turn on your initiative. On
your turn as a bonus action you can mentally command your ghoul to move and take the Attack,
Dash, Disengage, Dodge, or Help action. A ghoul who has multiple attacks can only attack once
in this way.

If you don't give any commands to your ghoul they will act instinctively. If there are any enemies
in your ghoul's weapon range they will attack them (prioritizing injured targets). They will still
only attack once. Otherwise they will attempt to return to a spot adjacent to you as soon as
possible, if they can do so by a safe route. While acting instinctively your ghoul has a move and
an action, but they cannot take bonus actions.

Ghouls do not age. Just as vampires, ghouls can use their stored vitae to use any innate
vampire power or to activate disciplines. A ghoul can spend only one vitae per round.

As long as any vampire repeats the ghoul ritual (feeding one vitae and spending one more)
every month, the ghoul remains a ghoul, even if he currently has no stored vitae. If a month
passes since the last ritual, the creature is no longer a ghoul. The ghoul's apparent age catches
up to his true age at a rate of one year per day beyond the missed ritual.

At your option you may turn your ghoul into your follower, which allows them to gain levels. A
ghoul who uses the follower rules can only train or enhance disciplines when they would
otherwise get a feat. See the follower rules for more information. No matter if they are a follower
or not you may only have one ghoul at a time.

Apex Predator
At 13th level your mastery of the vitae flowing in your veins lets you heal without spending vitae.
At the start of each of your turns, you regain hit points equal to your clan's attribute modifier
(minimum 1) if you have no more than half of your hit points left. You don't gain this benefit if
you have 0 hit points or if you took radiant damage since your last turn.

Undying Fortitude

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Starting at 14th level you become even harder to kill. Whenever damage reduces you to 0 hit
points, you can spend 2 vitae to make a Constitution saving throw (DC 5 + ½ the damage). On
a success, you drop to 1 hit point instead of entering torpor. You cannot use this feature if you
are reduced to 0 hit points by sunlight, radiant damage or by a critical hit.

Inhuman Resistance
Starting at 15th level, you become resistant to necrotic damage, and to slashing, and
bludgeoning damage from non magical attacks.

Empowered Ghoul
Beginning at 18th, your ghouls are more powerful than before. Any ghouls you created gain
additional hp equal to your level. In addition any vitae you feed a ghoul counts as two vitae, and
they can now store vitae up to their Constitution score.

Vampire Lord
When you reach 20th level you become the ultimate vampire. Your clan attribute increases by 2
points as does the maximum for that attribute, and you no longer need to spend vitae to become
animate.

Debilities
Everytime you level up as a vampire you may choose to gain one of the following debilities. For
each debilities that you choose you may choose a discipline or devotion that you meet the
prerequisites for.

Vampires are torn as to why some have these weaknesses and others do not. Many suspect
that these are psychological, or in other words that vampires develop them because they expect
to have them, often because of how vampires are depicted in popular culture. Whatever the
cause these combined with disciplines and devotions mean that no two vampires are the same.

Curse of Day Death


No matter how much vitae you spend you cannot be awake during the day. During the day your
body rots and becomes a corpse and nothing can rouse you until night has fallen.

Curse of Forbiddance
You may not enter a residence without an invitation from one of the occupants. This does not
apply to public areas

Curse of Grave Dirt


You can only rest in specially prepared dirt that you have sanctified. If you attempt to sleep
outside of your sanctified dirt mound you suffer one level of exhaustion for every hour you
attempt to sleep until you awake or are destroyed.

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By spending 10 minutes and 1 vitae you can sanctify a mound of dirt large enough for you to
sleep in. You can only have one mound of sanctified dirt at a time. Unless the first mound is
destroyed the only way for you to make another is to return to the first and reabsorb the vitae
you spent to sanctify it.

Curse of Hunger
Whenever you feed you must make a Sanity saving throw to stop feeding. The DC is 15. If you
are at your maximum vitae you make this save with advantage. Otherwise you continue to drain
vitae from the target until they are dead. In addition your predator’s kiss ability no longer
functions.

Curse of Madness
You have one permanent madness that cannot be cured by any means. Any thralls you create
suffer one long term madness for as long as they are your thrall. Any ghouls you create suffer
one permanent madness for as long as they are your ghoul.

Curse of Ravenous Hunger


Prerequisite: Curse of Hunger
If you are at half your maximum vitae or less (rounded up) you must roll a DC 15 Sanity save or
immediately attack the nearest source of vitae to you, if one is available. If you fail you attack
the target to either grapple, incapacitate or dominate them and then immediately begin feeding.

You can reroll this save every round until you start feeding off the target or until you make your
save. Once you make the save you do not need to do so for 1 minute. After 1 minute you must
make the save again unless you’ve moved away from any source of vitae or your vitae is above
half your maximum or more.

Curse of The Red Fear


If you take fire damage or see an exposed fire within 30 feet then you must make a Sanity
saving throw or become frightened for 1 minute. The DC depends on the size of the fire, but
might go from DC 10 (for the fire from a single torch) to 20 (seeing an entire building ablaze).
While you are frightened you must move away from the fire or the source of the fire damage by
the safest possible route.

Curse of Repulsion
You are repelled by religious symbols, even when they are not wielded by someone with True
Faith. Any time you see a holy or religious symbol you must make a Sanity saving throw (DC
15) or become frightened for 1 minute. To have this effect the symbol must be a widely
recognized symbol of a religion, but that religion does not have to be one you believe in (even
atheist vampire's who have this curse or thus repelled).

If you become frightened in this way you cannot willingly move towards the subject of your fear.
If the symbol is wielded or worn by a creature you cannot take hostile action against that

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creature or affect it with any Disciplines, Devotions or supernatural abilities. If you touch a holy
symbol or enter a place holy to a certain religion you take 1d6 radiant damage every turn until
you cease touching the symbol or leave the holy area.

If you are ever subjected to a Turn Undead effect by someone who wields True Faith then you
must make your save with Disadvantage, and they can turn you no matter what level they are.

Curse of Silver's Touch


You are paralyzed by the touch of silver. If you ever come into contact with a silver or silvered
item you must make a Sanity check (DC 15) or become paralyzed. If the damage is from a
silvered weapon or a brief contact with a silver item it lasts until the end of your next turn. If you
retain contact with the item then you are paralyzed until the item is removed.

Curse of Water
If you are ever immersed in running water you take 20 acid damage, plus an additional 20
everytime you start your turn in that water. You must make a Sanity saving throw (DC 15) to
come within 20 feet of a source of running water.

Clan Features
When you reach 3rd level the power of the blood flowing through grants you natural abilities
related to your clan. Although there are 5 options presented here (one for each clan) there are
rumors that there are ways to create special bloodlines, which are deviations from the standard
clan abilities. If so that division would happen at this point, but so far those are just rumors. This
choice grants you features at 3rd level and again at 6th, 11th, and 17th level.

Gangrel
Prerequisite: Gangrel clan
Gangrel vampires who reach this level are true terrors, almost as savage and violent as
werewolves. Like werewolves they are known to give into a violent rage in battle, that they call
lashing the beast. A gangrel in this state is best avoided.

Leashing the Beast


Starting at 3rd level you learn how to harness the beast inside, letting it guide your actions, and
enhancing your attacks. On your turn you can enter a rage as a bonus action. While raging you
gain the following benefits if you aren't wearing armor or wielding a shield.

● Your melee attacks that rely on Strength do a d4 extra damage.

● If you hit a creature with a successful attack you force that creature to either make a
Dexterity saving throw to avoid being knocked prone, or make a Strength saving throw to
avoid being pushed 15 feet away from you.

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You cannot command a thrall or ghoul while raging. You can also only spend vitae on physical
disciplines (Celerity, Resilience, Vigor and any gangrel clan discipline) or on healing yourself.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends
and you haven't attacked a hostile creature or taken damage since your last turn. You can also
end it as a bonus action. You can only rage twice, after which you must complete a long rest
before you can rage again.

Vicious Pounce
Starting at 6th level, when you roll initiative, or when combat begins, you can use your reaction
to leap towards a chosen hostile creature, up to half your movement speed, without provoking
opportunity attacks. You can choose to leap up to that distance into the air, but you fall if there is
nothing to securely land on.

Animal Toughness
Beginning at 11th level as an action, you can give yourself a number of temporary hit points
equal to 1d10 + your Constitution modifier. You can use this special action a number of times
equal to your Constitution modifier (a minimum of once), and you regain all expended uses
when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level,
if any, is decreased by 1.

Whirlwind Fury
At 17th level while using your lashing the beast feature the extra damage to your melee attacks
increases to 1d6. In addition, while raging as an action you can move up to your speed and
force every creature within 10 feet of you to make a Dexterity saving throw. On a failed save, a
creature takes damage equal to your slam attack die + your Constitution modifier, and is pushed
5 feet away from you in a straight line. On a successful save, a creature takes half as much
damage and isn't pushed away from you.

Nosferatu
Prerequisite: Nosferatu clan
A Nosferatu vampire who attains this much power taps into something dark and evil inside
themselves. They welcome death like an old friend, one they delight in introducing to others.

Life Draining Touch


Starting when you achieve 3rd level your study of death allows you to extract vitality from
another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit
points, you gain temporary hit points equal to your Dexterity modifier + your kindred level
(minimum of 1 temporary hit point).

Dread
At 6th level you become a creature so terrifying that you are the definition of fear. As an action
you force each creature within 30 feet of you that can see you to make a Wisdom saving throw.
On a failure they are frightened of you until the end of your next turn.

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Touch of Rot
Beginning at 11th level your study of death allows you to instill it into your attacks, ripping the
life force right out of your victims. Whenever you hit a creature with one of the attacks granted
by your savage flurry that creature becomes subject to your touch of death. They must make a
Constitution saving throw vs your vitae save DC.

On a failure their flesh begins to bleed or otherwise lose life force. The creature loses 1d4 hit
points at the start of each of its turns until it uses an action to staunch the bleeding. While a
target is bleeding, it can't regain lost hit points.

Night Creature
At 17th level you become a terrifying monster, a true creature of the night. You can use your
dread feature as a bonus action. In addition you do 1d10 extra damage to each creature you hit
with an unarmed or melee weapon attack that is frightened of you.

Mekhet
Prerequisite: Mekhet clan
More so than other vampires a mekhet commands the darkness. They are the shadow given
form, the red eyes of death staring out at you from the night.

Shadow Arts
Starting at 3rd level you learn how to use your vitae to duplicate the effects of certain spells. As
an action you can spend 2 vitae to cast darkness, pass without trace, shadow blade, or silence
without using material components. Additionally you gain the minor illusion cantrip.

Shadow Step
At 6th level you gain the ability to step from one shadow to another. When you are in dim light or
darkness as a bonus action you can teleport up to 60 feet to an unoccupied space you can see
that is also in dim light or darkness. You then have advantage on the first melee attack you
make before the end of the turn.

Cloak of Shadows
By 11th level, you have learned to become one with the shadows. When you are in an area of
dim light or darkness, you can use your action to become invisible. You remain invisible until
you make an attack, cast a spell, or are in an area of bright light.

Shadow Blade Assault


Starting at 17th level as an action, you conjure a blade of black shadow and strike one creature
within 5 feet of you with it, expending 1 to 10 vitae. The target must make a Constitution saving
throw. On a failed save, it takes 1d10 necrotic damage per vitae spent, or half as much on a
successful one.

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Daeva
Prerequisite: Daeva clan
Daeva vampires who survive the requiem long enough to attain this level of power learn how to
become the intersection of pleasure and pain. Their merest touch can bring ecstasy or agony in
equal measure.

Touch of Pleasure
When you reach the 3rd level you develop an ability to cause someone to become lost in
pleasure with a simple touch or kiss. As an action you can spend 1 vitae to touch a creature,
either as part of a grapple or as a melee attack that does no damage. The creature must make
a Wisdom saving throw or be stunned to the end of your next turn.

Aura of Pain
At 6th level you develop an ability to surround yourself with an mystic aura that damages any
creature who draws too close to you. As a bonus action, you spend 1 vitae to extend an aura 5
feet from you in every direction, but not through total cover. While it is active any creature that
enters or starts its turn in the aura must succeed on a Charisma saving throw or take psychic
damage equal to your slam attack plus your Charisma modifier.

Addicted to Pain
By 11th level, you are so accustomed to pain that you enter a rapturous frenzy when wounded.
Whenever you take the Attack action on your turn while you have fewer than half of your
maximum hit points, you can make one additional unarmed strike.

Dark Seduction
When you reach 17th level, you can spend 5 vitae to cast dominate person.

Ventrue
Prerequisite: Ventrue clan
Ventrue vampires are born to rule others. More than any other they command the night, bending
mortals and vampires alike to their indomitable wills.

Dark Majesty
Starting at 3rd level when you are attacked by an enemy within 10 feet of you that you can see,
you can use your reaction to force that enemy to make a Wisdom saving throw. On a failure
their attack automatically misses. This is considered a charm effect. You can use this feature a
number of times equal to your Wisdom modifier. You regain all expended uses when you finish
a long rest.

Army of Darkness
When you reach 6th level you may have a number of ghouls equal to your Wisdom modifier.
You may give commands to all your ghouls with a single bonus action. The sum total of your
ghouls maximum hit points may not exceed your maximum hit points.

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Do Not Fail Me
Beginning at 11th level you can keep your ghouls going even when death should claim them.
Then one of your thralls or ghouls that can see and hear you and is within 30 feet is reduced to
0 hit points you can expend 1 vitae as a reaction to have it fall to 1 hit point instead.

Unholy Judgement
Starting at 17th level, your voice booms with mystical authority, causing hostile creatures to
freeze when you claim the right to pass judgement upon them. As an action you can cast the
spell hold person, targeting a number of creatures up to your Wisdom modifier.

Once you use this ability, you can't use it again until you finish a short or long rest.

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Lost
A short man in ragged jeans sprints across a public park, a squad of officers in pursuit. Bullets
whiz by as he spots his salvation, a twenty foot high brick wall just ahead. As he nears the wall
he concentrates on it projecting his thoughts, "you know what to do," and the wall answers, "oh
is it night, sure then." And just like that the wall changes offering him handholds that weren't
there, and he's up and over and safe.

A man with hair of dancing flames juggles balls of fire for the enjoyment of a happy crowd. Oh
how he loves these gatherings of other once upon a time people like him. Where he can let
down his minor glamours and be his new true self. He doesn't remember what it was like to be
human, but he remembers the nightmare place, the hell he lived in, and at night when the
crowds are gone he cries himself to sleep with the memories.

A stern-faced thick-jawed cabbie pulls to the curb to let off his latest fair. Judging by the man's
palid expression and ruby lips the passenger was probably a leech, but the cabbie doesn't care.
Between being kidnapped into hell, fighting his way back to Earth and then spending the last
few months as a Chicago cab driver he figures he's seen it all. He allows himself a quick smoke
break and then it's time to go back to work.

Up until they were taken the life of a changeling was like anyone else’s. Some were good. Some
were bad. Either way few of the lost remember what it was like. For them they’ve spent
centuries in a place of twisting madness, and torment where they were transformed into animals
or inanimate objects or forced to fight and die for their master’s amusement. Now they’ve
escaped and their back, only to find no time has passed, and yet their lives have been stolen
from them just the same.

Creating a Lost
For the full description of being lost see the changeling section in the nature chapter. Playing
one of the lost can be a challenge. Do you plan on hunting down the fetch that’s been given
your life? And what if you do? Can you kill a thing that looks just like you? Remember it won’t
make a difference. To all your loved ones you are a different person, someone they don’t
recognize. And what happens if it’s not a fetch, but a true demon? Are you brave enough to take
one of them on?

Quick Build
You can make a lost quickly by following these suggestions. First, choose changeling as your
nature. Then make Charisma your highest ability score, followed by Dexterity. Third, choose the
dancing lights and vicious mockery glamours, along with the following 1st-level contracts: charm
person, detect magic, healing word, and thunderwave.

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Defining Features
As a lost you gain the following defining features.

Nature Prerequisite: Changeling

Hit Points
Hit Dice: 1d8 per lost level.
Hit Points at 1st level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per lost level after 1st.

Proficiencies
Armor: None
Weapons: Simple weapons, Simple firearms, hand crossbows, longswords, rapiers,
shortswords
Tools: None
Saving Throws: Dexterity & Charisma
Skills: Choose any three

Glamours
Your durance has left you with numerous random magical powers known as glamours. These
work just like cantrips. You know four glamours of your choice from the lost list and learn new
ones automatically as you level as indicated in the Glamours Known column of the lost table.

After a long rest you can change any of your glamours for another one on the changeling list.

Contracts
From your masters in the nightmare realm you have inherited an ability to create mystically
binding contracts, only unlike them your madness allows you to forge these pacts with
everything from inanimate objects to abstract concepts.

From this you draw an ability to duplicate the effects of 5e magic spells. Your contracts are not
with a specific object, like a certain tree or wall. Instead your contracts are with the concept of
"trees" or "walls" or "fire." So if you wanted to create a magic effect like the burning hands spell
you would invoke a contract you made with fire. In exchange for a little bit of your personal
energy fire agrees to erupt from your fingers in a cone when you call on it to do so.

In practice this follows most of the standard spellcasting rules as outlined in the PHB. You can't
create an effect that isn't outlined in a spell, your "spells" (contracts) are divided into levels the
same ways spells are normally divided into levels, and you can invoke contracts of each level a
certain number of times per day which works the way spell slots work (giving up each slot
represents your trade of your personal energy). You can even use up a higher level contract slot
to put more power into certain spells. Even concentration works the same way.

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That said, contract magic has some important differences from normal D&D spellcasting.
Lost
Glamours Max -- Contracts Per Level --
Level Proficienc Features Known Contracts
y Bonus
1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Glamours, Contracts, Fey 4 4 2 — — — — — — — —


Bedlam (d6)

2nd +2 Lucidity, Goblin Contracts 4 5 3 — — — — — — — —

3rd +2 Noble Order, Expertise 4 6 4 2 — — — — — — —

4th +2 Ability Score Improvement 5 7 4 3 — — — — — — —

5th +3 Fey Bedlam (d8), Bedlam 5 8 4 3 2 — — — — — —


Unending

6th +3 Countercharm, Entitlement 5 9 4 3 3 — — — — — —

7th +3 Dream Walker 5 10 4 3 3 1 — — — — —

8th +3 Ability Score Improvement 5 11 4 3 3 2 — — — — —

9th +4 Pledge Magic (lesser) 5 12 4 3 3 3 1 — — — —

10th +4 Fey Bedlam (d10), 6 14 4 3 3 3 2 — — — —


Expertise, Supplication of
Spirit

11th +4 Dream Mastery 6 15 4 3 3 3 2 1 — — —

12th +4 Ability Score Improvement 6 15 4 3 3 3 2 1 — — —

13th +5 Pledge Magic (Medial) 6 16 4 3 3 3 2 1 1 — —

14th +5 Supplication of Spirit, 6 18 4 3 3 3 2 1 1 — —


Entitlement

15th +5 Fey Bedlam (d12) 6 19 4 3 3 3 2 1 1 1 —

16th +5 Ability Score Improvement 6 19 4 3 3 3 2 1 1 1 —

17th +6 Pledge Magic (Greater) 6 20 4 3 3 3 2 1 1 1 1

18th +6 Supplication of Spirit 6 22 4 3 3 3 3 1 1 1 1

19th +6 Ability Score Improvement 6 22 4 3 3 3 3 2 1 1 1

20th +6 Pandemonium 6 22 4 3 3 3 3 2 2 1 1

● Contracts do not require a focus. You can ignore the material components for all spells
unless those material components have a cost. If they do then you must still buy the
material which is part of how you honor your contract.

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● Contracts do not have material or somatic components. You have merely to think at the
object or idea you made a contract with to activate the contract.

● You don't automatically earn new contracts as you level. Instead you must find an object
that represents the effect you're trying to achieve and make a deal with that. If it's an
abstract concept then you must spend 10 minutes in an area that resonates with that
concept.

● Your contracts might work slightly differently based on the particulars of how you worded
your contract or what you made it with. For instance, imagine you want to learn the
spider climb contract. You decide to find a wall and make a deal with that so that when
you invoke the contract walls will let you climb them. Later on when you want to climb a
tree it doesn't work because your contract is with walls.

Contract Slots
The lost table shows how many contract slots you have to invoke your contracts of 1st level and
higher. To invoke a contract, you must expend a slot of the contract's level or higher. You regain
all expended slots when you finish a long rest. For example, if you know the 1st-level contract
cure wounds and have a 1st-level and a 2nd-level slot available, you can invoke cure wounds
using either slot.

Creating New Contracts


You start off knowing four 1st-level contracts of your choice from the lost list. The Max Contracts
column of the lost table shows the maximum number of contracts you can know at one time.

In order to create new contracts you must either go to an object that represents what you're
making a deal with, or go to an area that resonates with the abstract concept you're trying to
deal with. Once you've done this you must then negotiate your deal. This involves you giving up
a tiny bit of your personal energy (represented by contract slots) in exchange for invoking the
contract. You might need to roll a Charisma (Persuasion) check to convince the entity you're
negotiating with to agree to the contract, although you can typically avoid those by bringing an
offering.

No matter how the deal goes you cannot create a contract with a minimum level higher than you
have contract slots for, as shown on the lost table.

You can end any of your existing contracts with a bonus action, which frees up a slot for you to
gain a new contract in its place. You can only sign a maximum number of new contracts at one
time equal to your proficiency bonus up to your max contract limit. Once at this limit you must
complete a long rest before you can sign new contracts.

Contract Ability
Charisma is the ability you use to invoke your contracts. Your magic comes from the deals
you've made, and how strong those deals are. You use your Charisma whenever a contract

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refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the
saving throw DC for a contract you invoke and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier.

Loopholes
Some of the contracts you sign have loopholes that allow you to get out of paying the cost to
involve them. This works like ritual casting in the PHB. You spend 10 minutes performing some
ritual that honors the contract without you having to spend contract slots for it.
You can use loopholes on any contract with the ritual tag.

Fey Bedlam
You can enchant your allies with a mystic boost, but if they push it too far they inherit some of
your madness. Use a bonus action on your turn to choose one creature other than yourself
within 60 feet of you who can hear you. That ally gets a bedlam dice, a d6.

Once within the next 10 minutes, the ally can roll the die and add the number rolled to one
ability check, attack roll, or saving throw it makes. However if the ally chooses to it can opt to roll
2d6 and take the highest of the two results, adding that result to one roll.

If it does then it gains a bedlam, a temporary insanity, which matches the lower result of the two
die on this table:

Bedlam Result
d6 Bedlam

1 Ally rolls a Wisdom save vs your contract save DC or starts laughing


uncontrollably. This works like the spell tasha's hideous laughter except it does
not require concentration.

2 Ally loses the ability to speak, either going silent or speaking in gibberish. This
prevents spellcasting that requires a verbal component, and affects even the
ally’s thoughts. Lasts 1 minute

3 Ally hallucinates and is stunned until the end of its next turn.

4 Ally gets the blinded condition until the end of its next turn.

5 Ally sees sounds and hears colors. This has no mechanical effect

6 Ally is overcome with joy and gains +10 to speed until the end of its next turn.

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The ally can wait until after it rolls the d20 before deciding to use the Bedlam die or before
deciding to roll the die twice, but must decide before the GM says whether the roll succeeds or
fails. Once the Bedlam die is rolled, it is lost. An ally can have only one Bedlam die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of
once). You regain any expended uses when you finish a long rest.

Your Bedlam die changes when you reach certain levels in this class. When you reach 5th level
it becomes a d8, and allie swho opt to roll the die twice roll use this bedlam table:

Bedlam Result
d8 Bedlam

1 Ally rolls a Wisdom save vs your contract save DC or starts laughing


uncontrollably. This works like the spell tasha's hideous laughter except it does
not require concentration.

2 Ally loses the ability to speak, either going silent or speaking in gibberish. This
prevents spellcasting that requires a verbal component, and affects even the
creature's thoughts. Lasts 1 minute

3 Ally starts to dance uncontrollably. Attacks against it have advantage until the
end of its next turn.

4 Ally hallucinates and is stunned until the end of its next turn.

5 Ally gets the blinded condition until the end of its next turn.

6 Ally has terrible visions that cause psychic damage equal to its highest roll on
the Bedlam die.

7 Ally sees sounds and hears colors. This has no mechanical effect

8 Ally is overcome with joy and gains +15 to speed until the end of its next turn.

When you reach 10th level the die becomes a d10 and allies that opt to roll twice must roll on
this table instead:

Bedlam Result
d10 Bedlam

1 Ally suffers an effect as if you’d cast dissonant whispers on them.

2 Ally rolls a Wisdom save vs your contract save DC or starts laughing


uncontrollably. This works like the spell tasha's hideous laughter except it does
not require concentration.

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3 Ally rolls a Sanity save vs your contract save DC. On a failure they gain a short
term madness.

4 Ally loses the ability to speak, either going silent or speaking in gibberish. This
prevents spellcasting that requires a verbal component, and affects even the
creature's thoughts. Lasts 1 minute

5 Ally starts to dance uncontrollably. Attacks against it have advantage until the
end of its next turn.

6 Ally hallucinates and is stunned until the end of its next turn.

7 Ally gets the blinded condition until the end of its next turn.

8 Ally has terrible visions that cause psychic damage equal to its highest roll on
the Bedlam die.

9 Ally sees sounds and hears colors. This has no mechanical effect

10 Ally is overcome with joy and gains +20 to speed until the end of its next turn.

When you reach 15th level the die becomes a d12 and allies that opt to roll twice must roll on
this table instead:

Bedlam Result
d12 Bedlam

1 Ally suffers an effect as if you’d cast crown of madness on them, although this
does not require concentration, and the GM determines the creature’s actions.

2 Ally suffers an effect as if you’d cast dissonant whispers on them.

3 Ally rolls a Wisdom save vs your contract save DC or starts laughing


uncontrollably. This works like the spell tasha's hideous laughter except it does
not require concentration.

4 Ally rolls a Sanity save vs your contract save DC. On a failure they gain a short
term madness.

5 Ally loses the ability to speak, either going silent or speaking in gibberish. This
prevents spellcasting that requires a verbal component, and affects even the
creature's thoughts. Lasts 1 minute

6 Ally starts to dance uncontrollably. Attacks against it have advantage until the
end of its next turn.

7 Ally hallucinates and is stunned until the end of its next turn.

8 Ally gets the blinded condition until the end of its next turn.

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9 Ally has terrible visions that cause psychic damage equal to its highest roll on
the Bedlam die.

10 Ally sees sounds and hears colors. This has no mechanical effect

11 Ally is overcome with joy and gains +20 to speed until the end of its next turn.

12 Ally is overcome with mania. It gains a d6 which it can add to one attack,
check, or save every found, and all its attacks do 1d4 extra damage. This lasts
for 1 minute or until the creature ends its turn without having moved at least 10
feet.

Lucidity
Starting at 2nd level you develop the ability to control and shape your dreams perfectly
whenever you sleep. While dreaming you can conjure whatever you want, and live however you
like. You're also free of any derangements or negative effects from your seeming.

You can transform your dreams into such a relaxing place that you heal faster than normal. If
you do this as part of a short rest you can recover hit points and hit dice as if you'd taken a long
rest. Once you use this ability you must have a true long rest before you can use it again.

Goblin Contracts
Also at 2nd level you develop the ability to create so called goblin contracts. While they don't
have anything to do with goblins, a goblin contract is when a changeling creates an ad hoc
contract when needed. This allows the changeling to make use of a contract that they didn't
already have on their existing list.

You can negotiate a goblin contract as an action. Unlike regular contracts you don't have to be
in an area associated with the contract source, but you do have to invoke it in some way. For
example you might light a match to negotiate with fire, or think an insane thought to negotiate
with the concept of madness.

You must have a specific effect in mind that you want to achieve and this must match an
existing 5e spell, although it needn't be one on your normal list. It does have to be one of a level
that you have slots for, and it cannot be a glamour (cantrip).

Once you've decided on the effect you want you must spend 1 hit dice as a sacrifice of energy,
then roll a Charisma (Persuasion) or Charisma (Deception) check (your choice). The DC is 10
+1 for every level of the effect you’re trying to achieve.

You can gain advantage on the check if you promise to honor the entity in some way such as by
starting fires to honor a spirit of flame. The GM is the final arbiter if your offer is sufficient to gain
advantage.

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If successful you gain the effect as if it was one of your known contracts for 1 minute, and may
cast it using slots as normal in that time. After one minute the contract ends and the effect
disappears from your list. If you promised to honor the entity you have until your next long rest
to do so. If you don't keep your promise upon awakening you suffer 1d6 psychic damage per
level of the contract you gained.

Example: The fireheart Jackson Quick is fleeing from a gang intent on killing him. He ducks into
an alleyway. Desperate for a way out he decides what he really needs is a way to create
darkness to cover his escape, but he doesn't have that as a contract. He spends an action and
loses a hit dice to invoke darkness, which naturally exists in the shadowy alleyway. He opts to
lie to the shadows and chooses to make a Charisma (Deception) check. The effect is 2nd level
so DC for his check is 12. He decides he could use advantage so he promises the shadows that
he will break 7 lights before he beds for the night. He succeeds and gains the darkness spell,
which he invokes on his next action using a 2nd level slot. He slips away from the gang under
cover of darkness.

Later that day he opts to go right to bed instead of keeping his promise. When he wakes up he
takes 2d6 psychic damage as punishment for breaking his vow.

Once you use this ability you cannot do so again until you complete a long rest. At 5th level you
can use it twice, and at 10th level you can make 3 goblin contracts before a long rest.

Noble Order
At 3rd level most changelings opt to join one of the many orders that have sprung up in the last
year. Two are outlined here, The Legion of the Iron Wall, and the College of Worms. You can
also opt out of joining an order, which marks you as a Freemen. Either way your choice grants
you features (which are called entitlements) at 3rd level and again at 6th and 14th level.

Expertise
Starting at 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for
any ability check you make that uses either of the chosen proficiencies.

Ability Score Improvement


When you reach 4th level, and again at 8th, you can increase one ability score of your choice by
2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an
ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this
feature to take a feat of your choice instead.

Bedlam Unending
Beginning when you reach 5th level, you regain all of your expended uses of Fey Bedlam when
you finish a short or long rest.

Countercharm

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At 6th level, you gain the ability to use musical notes, elaborate dances, or words of power to
disrupt mind influencing effects.

As an action, you can start a performance that lasts until the end of your next turn. During that
time, you and any friendly creatures within 30 feet of you have advantage on saving throws
against being frightened or charmed. A creature must be able to hear you to gain this benefit.
The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no
action required).

Dream Walker
Starting at 7th level your powers over dreams grow. While you are asleep, you become aware
of any sleeping humanoids within 30 feet of you. You can't detect creatures who can't sleep or
dream, are hidden from divination magic, or whose thoughts can't be read.

Choose one humanoid that you can sense is asleep. You appear in the target's dream, and
attempt to fill it with soothing or haunting visions. An unwilling creature must make a Wisdom
saving throw. If you have a body part, lock of hair, clipping from a nail, or similar portion of the
target's body, the target makes its saving throw with disadvantage. If these visions last for at
least 1 hour, choose one of the following effects.

● Relief. The target's exhaustion level is reduced by 1. In addition if the target regains hit
points by spends hit dice it may regain an extra 1d8 hit points.

● Torment. The target gains no benefit from its rest. If it was a short rest it can’t spend hit
die to recover hit points or regain abilities that reset on a short rest. If it was a long rest it
doesn’t recover any hit points or hit die or regain abilities that reset on a long rest.

● Inception. You can plant a suggestion in the target’s mind. The target makes a Wisdom
saving throw vs your contract save DC. On a failure the target acts as if you’d cast the
spell suggestion on it.

After you use this feature, you must make a DC 10 Constitution saving throw at the end of your
rest. On a failure, your exhaustion level goes up by 1. Regardless of whether you succeed or
fail, you can't use this feature again until you finish a long rest.

Pledge Magic
You learn how to make fae pledges with other creatures. This allows you to grant them bonuses
or additional abilities in exchange for agreements they must adhere to. Pledges come in three
forms, lesser, medial, and greater. You can form lesser pledges at 9th level, medial pledges at
13th level, and greater pledges at 17th level. See the Supernatural Powers chapter for more
information on fey bargains.

Expertise

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At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for
any ability check you make that uses either of the chosen proficiencies.

Supplication of Spirit
By 10th level, your reputation has grown so far and wide that entities approach you to offer their
services in the form of contracts without you having to do anything.

Choose two spells from any PHB class, or two contracts or glamours from the changeling list. A
spell, contract, or glamour you choose must be of a level you can cast, as shown on the lost
table.

The chosen effects count as changeling contracts for you and are included in the number in the
Contracts Known column of the lost table.

You learn two additional effects from any classes at 14th level and again at 18th level.

Pandemonium
At 20th level, when you roll initiative and have no uses of Fey Bedlam left, you regain one use.

Noble Orders
In the year and a half since changelings started returning to Earth from the nightmare realm
they've learned some hard lessons about surviving their new circumstances. One of the earliest
lessons was the need to band together for safety, and for companionship. This naturally led to
the organization of these groups, which in a short amount of time became known as noble
orders.

These somewhat loose orders teach their members special abilities known as entitlements.
Once a changeling has proven themselves they are invited to join one of these groups. Not
every changeling joins of course. Those that don't are known as Freemen, but even they learn
entitlements that are passed from one Freeman to another. Your choice grants you features at
3rd level and again at 6th and 14th level.

The Legion of the Iron Wall


Changelings who join the Legion of the Iron Wall train in military style tactics. The order believes
that only by being ever vigilant and above all willing to fight back if necessary, only that will
secure a changeling's life.

Thus these legionnaires are steadfast protectors of every congregation of changeling. They are
willing to lay down their own lives to defend others if need be.

Bonus Proficiencies

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When you join the legionnaires at 3rd level you gain proficiency with medium armor, martial
weapons, and martial firearms. If you are already proficient in medium armor you gain
proficiency in heavy armor instead.

Battle Madness
Also at 3rd level creatures that are affected by Bedlam as a result of your Fey Bedlam die get
empowered with physical agility and skill. Any creature that gains a Bedlam effect due to
spending one of the Bedlam die you gave them can dash or disengage as a bonus action on the
round in which they spent the die.

Alternatively they can make a second weapon attack as a bonus action, and add the result of
the Bedlam die to the damage.

Extra Attack
Starting at 6th level you can attack twice, instead of once, whenever you take the Attack action
on your turn.

Aggressive Invocation
At 14th level, you have mastered the art of weaving invoking your magical abilities and weapon
use into a single harmonious act. When you use your action to invoke a contract or use a
glamour, you can make one weapon attack as a bonus action.

College of Worms
To some changelings it's not violence of martial ability that defends their nation, it's information.
To truly guarantee their survival, changeling groups need to know what's happening around
them, what the Iconnu are doing, what horrors are being unleashed in their neighborhood, and
even what other supernatural creatures are up to. That's why the College of Worms was born.

Premier spies, the College of Worms know hot to seek out information wherever it lies. A
changeling who joins the College will become a spy for the changeling world.

Bonus Proficiencies
When you join the College of Worms at 3rd level, you gain proficiency with Deception and
Stealth skills. You also gain the minor illusion glamour.

Infection of Fear
At 3rd level you learn to put ideas into a creature's mind that can drive it heights of panic.

If you speak to a humanoid for at least 1 minute you can attempt to seed fear in its mind. At the
end of the conversation the target must succeed on a Wisdom saving throw. If the creature is a
sleeper it has disadvantage on this save.

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On a failure the creature becomes frightened of and hostile towards a creature you designate
that is known to both you and the target humanoid. The target is frightened in this way for 1
hour, until it is attacked or damaged or until it witnesses its allies being attacked or damaged.

If the target succeeds on its saving throw it has no hint that you tried to frighten it. Once you use
this ability you can't use it again until you finish a short or long rest.

Mantle of Worms
At 6th level you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30
feet of you, you can magically capture its shadow using your reaction. You retain this shadow
until you use it or until you finish a long rest.

You can use the shadow as an action. When you do so it vanishes magically transferring into a
disguise that appears on you. You now look like the dead person, but healthy and alive. The
disguise lasts for 1 hour or until you end it as a bonus action.

When you are in the disguise you gain access to all the information that the target would freely
share with a casual acquaintance. Such details include general information about its
background and personal life, but doesn't include secrets.

The information is enough that you can pass yourself off as the person by drawing on its
memories.

Any creature can see through your disguise by succeeding on a Wisdom (Insight) check
contested by your Charisma (Deception) check. You gain a +5 bonus to the check. Once you
capture a shadow with this feature you can't capture another one until you finish a short or long
rest.

Whispers of Paranoia
At 14th level, you gain the ability to weave magic into your words to tap into a target’s greatest
fears.

As an action, you magically whisper a phrase that only one creature of your choice within 30
feet of you can hear. The target must make a Wisdom saving throw against your spell save DC.
It automatically succeeds if it doesn't share a language with you or if it can't hear you. On a
successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your
allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.
While you gain no knowledge of this secret, the target is convinced you know it. While charmed
in this way, the creature obeys your commands for fear that you will reveal its secret. It won't
risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors
and gifts it would offer to a close friend.

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When the effect ends, the creature has no understanding of why it held you in such fear.
Once you use this feature, you can't use it again until you finish a long rest.

Freemen
Changelings who opt to forgo joining an order when given the opportunity become known as
Freemen. They are forever barred from joining an order. Some changelings regard Freemen as
untrustworthy but to others joining an order is no promise of honesty.

Either way Freeman learn many abilities, their own entitlements, through the Freemen Network,
which acts in many ways as an unorganized order all its own.

Bonus Proficiencies
When you become a Freemen at 3rd level, you gain proficiency with three skills of your choice.

Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the
confidence and competence of others. When a creature that you can see within 60 feet of you
makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend
one of your uses of Fey Bedlam, rolling a Bedlam die and subtracting the number rolled from
the creature's roll.

You can choose to use this feature after the creature makes its roll, but before the GM
determines whether the attack roll or ability check succeeds or fails, or before the creature deals
its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

Shared Secrets
At 6th level other Freemen either teach you a minor magical ability in the form of new glamours,
or they assist you in signing special contracts that give you access to new abilities.

You can either learn two new glamours (cantrips) of your choice, which can be any cantrip
allowed in 5e rules or you learn two new contracts of your choice, which can duplicate a spell on
any class's list. If you opt to learn a contract that contract must be of a level that you have slots
for.

Alternatively you could choose one contract and one glamour if you wish. Either way the chosen
effects count as glamours or contracts for you but don't count against the number of glamours
or contracts you know.

Peerless Skill
Starting at 14th level, when you make an ability check, you can expend one use of Fey Bedlam.
Roll a Fey Bedlam die and add the number rolled to your ability check. You can choose to do so
after you roll the die for the ability check, but before the DM tells you whether you succeed or
fail.

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If you wish you can roll this die twice taking the higher of the two results as your roll on the die,
and lesser of the two results as the roll on the appropriate bedlam table.

Primordial
A twelve year-old girl walks alone down a dark, deserted street. Two sneering men in ragged
clothes emerge from between a pair of desolate buildings. Smiling to themselves they stalk the
girl, but she senses their approach and slowly turns to face them. Her shadow cast by the
streetlights seems to grow until it stretches out before them. When they look up the girl is
standing right in front of them. She flexes her arms and the two men go sailing back, smacking
into the streetlight, their backs snapping like kindling.

He dreamed of shadows and darkness, and of a man with mouths for eyes. Everyday the
dreams got worse until one night a wave broke over him and he felt himself changing. He could
have ran from the change, but instead he embraced it. That’s when he realized he was the
nightmare man, and now he was free to be his true self. Who needs eyes anyway?

Inch by inch a young man in torn jeans and matching shirt steps out over the ledge of a high-
rise building. He knows what he is, but still a part of him doubts. It’s late, and the streets far
below him are devoid of people. There’s no one to save him. He has no desire to die. What if
he’s wrong? What if it was all a dream? But he knows it was real. He closes his eyes and steps
out into open air, and soon the wind gathers beside him forming great wings of solid air. They
bare him aloft, and into the sky. He claims his victory with a mighty roar.

Primordials are what the begotten call themselves. They are monsters, and they know it. Gifted
with great powers, seemingly manifested from dreams, they are creatures of legend. Woe be to
the simple Horror that seeks a quick kill only to find their prey is a primordial.

Creating a Primordial
Note: This class is unfinished. For now use the Monster class created by TheBricycle
https://www.gmbinder.com/share/-LYRu6A8jwls4yGVUUEw

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Renegade
It was supposed to be a simple job. Break into an abandoned clothing store, and then one
twenty foot tunnel later they’d be in the storage basement of a major museum. Only the clothing
store wasn’t abandoned. It was home to something pale, and strong. Something that liked the
taste of human blood. After the bloodbath was over only one man remained. Somehow he
escaped, and now he knows what’s out there. The question is what does he do now?

A man in a janitor’s overalls steps off the elevator in an unfinished section of a downtown office
tower. Skulking through the shadows he reaches the appointed spot right on schedule. He
drops off his duffel bag, begins assembling the sniper rifle inside, when he hears a noise behind
him. He readies his pistol, whirls around, but what he sees can’t be killed by bullets.

Taking a sip from his coffee, a shaggy haired man in a dirty bathrobe flicks through CCTV
footage from around the city. Getting access to the police cameras wasn’t easy, but after
watching his family get ripped apart by a pack of goddamn werewolves, that sort of thing
doesn’t matter anymore. He’s got a team of hunters in the field that need this footage. That’s all
he needs to know.

Renegades come in more shapes and types than practically any other class of aware. Unlike
deviants they don’t have any abilities to help them, and unlike hunters most can’t fight to literally
save their lives. All they have is their skills and a choice. Now that they know what’s really going
on do they go back to the dark, pretending that everything is normal or do they find a way to be
useful? For the true renegade it’s not even a choice.

Creating a Renegade
Note: My plan for the renegade is to just use the rogue class from the PHB.

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Unchained
Blushing, a man flirts with the pretty saleswoman in the nice suit. He doesn't know the face she
wears is not hers, that she's really just a collection of random bits in the shape of a person,
animated by an otherworldly spirit. He doesn't know her coworkers are afraid of her, that they
think she's changed. He only knows that he's lonely, and she seemed nice. When she breaks
into his apartment later that night he doesn't even have a chance to scream.

He looks in the mirror surveying his latest form, that of a puffy red faced man. He doesn't
remember the name of the original owner. Bob something. He's worn a lot of faces, lots of
different names, but everyone knows if they want to make a deal they can find him. Sometimes
he wants their face, sometimes just a tiny bit of their soul, but mostly he wants them to sin. He
does love watching them sin.

A strange and alien thing slithers past an outcropping of rubble leaving a trail of slime behind it.
It has a human face it could wear like a tattered cloak, but it never bothers anymore. It prefers
its apocalyptic form, It loves the way it feels, the freedom and power, but mostly it loves the
effect it has on any humans it manages to find. It's so much fun watching them run for their
lives, knowing there's no escape.

To live the life of an unchained means almost constant paranoia, but as the saying goes just
because you’re paranoid doesn’t mean they aren’t out to get you. A demon who chooses to
break whatever agreement their kind made with the Iconnu and go rogue is choosing to spend
their time on Earth always looking over their shoulders. Horrors, agents of the Iconnu, and
especially other demons, all would want the unchained dead, and if they do die they will
probably be swept back to the nightmare realm where their masters await them. Still better to
rule on Earth than be a slave in Hell.

Creating a Demon
For the full description of being unchained see the demon section in the nature chapter. Keep in
mind how challenging it might be to play an unchained. As demons they are wholly alien in
outlook and personality, but they also adopt the faces, skills, knowledge, and even personality
traits of the people they pretend to be. How these two opposing elements blend together into a
playable character is up to you.

Quick Build
You can make an unchained quickly by following these suggestions. First, choose demon as
your nature. Then make Charisma your highest ability score, followed by Constitution. Third,
Second, choose the entrepreneur background.

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Defining Features
As an unchained you gain the following defining features.

Nature Prerequisite: Demon

Hit Points
Hit Dice: 1d8 per lost level.
Hit Points at 1st level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per lost unchained after
1st.

Proficiencies
Armor: Light armor
Weapons: Simple weapons, Simple firearms
Tools: None
Saving Throws: Constitution & Charisma
Skills: Choose two from Arcana, Data, Deception, History, Intimidation, Investigation,
Persuasion, and Religion

Covenant
As part of your arrival on Earth you struck a bargain with the Iconnu, entering into a covenant
with them, no matter if you wanted to or not. As part of this covenant you are tasked with
breaking human will in a very specific way, which grants you special abilities. Choose from the
Covenant of War, Covenant of Hunger, Covenant of Disease, Covenant of Death, or Covenant
of Hatred.

Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Incantations
Your demonic nature has given you the ability to use magic, which for you are called
incantations (cants for short). You follow the general rules for spellcasting as indicated in the
Supernatural Powers chapter, which also has a list of what incancations are available to you.

Incantations Known
At 1st level, you know four incantations of your choice from the demon incantation list. These
can be any combination of 0 level or 1st level incantations you wish from that list.

The Cants Known column of the unchained table shows when you learn more incantations of
your choice. An incantation you choose must be of a level no higher than what's shown in the
Maxi Level column for your level. When you reach 6th level, for example, you learn a new
demon cant, which can be 0, 1st, 2nd, or 3rd level.

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Unchained
Level Proficienc Features Cants Anima Max Pact Invocations
y Bonus Known Leve Die
l

1st +2 Covenant, Incantations, Pact Forging 4 2 1st d4 --

2nd +2 Invocations 5 4 1st d4 3

3rd +2 Manifestation 6 6 2nd d4 3

4th +2 Ability Score Improvement 8 8 2nd d4 4

5th +3 -- 9 10 3rd d6 4

6th +3 Covenant Feature 10 12 3rd d6 5

7th +3 -- 11 14 4th d6 5

8th +3 Ability Score Improvement 12 16 4th d6 5

9th +4 -- 13 18 5th d8 6

10th +4 Covenant Feature 14 20 5th d8 6

11th +4 Apocalyptic Brand (6th level) 15 22 6th d8 6

12th +4 Ability Score Improvement 15 24 6th d8 7

13th +5 Apocalyptic Brand (7th level) 16 26 7th d10 7

14th +5 Covenant Feature 16 28 7th d10 8

15th +5 Apocalyptic Brand (8th level) 17 30 8th d10 8

16th +5 Ability Score Improvement 17 32 8th d10 8

17th +6 Apocalyptic Brand (9th level) 18 34 9th d12 9

18th +6 -- 18 36 9th d12 9

19th +6 Ability Score Improvement 19 38 9th d12 9

20th +6 Soul Reaper 20 40 9th d12 9

Additionally, when you gain a level in this class, you can choose one of the demon incantations
you know and replace it with another incantation from the demon incantation list, which also
must be of a level no higher than your current allowed level.

Casting Ability

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Charisma is your casting ability for your incantations, so you use your Charisma whenever an
incantation refers to your casting ability. In addition, you use your Charisma modifier when
setting the saving throw DC for a demon incantation you cast and when making an attack roll
with one.

Incantation save DC = 8 + your proficiency bonus + your Charisma modifier

Incantation attack modifier = your proficiency bonus + your Charisma modifier

Arcane Focus
In order to use your incantations you must have a focus. It can be anything that you can
reasonably hold in one or two hands, such as a minor charm, a playing card, or even a small
length of wood. You can even use an arcane symbol you've permanently etched into your hand
(doing 1 slashing damage) as long as it's visible in all your various forms.

No matter which you choose you can’t hold anything in the hand with your arcane focus (other
than the focus itself) or you will not be able to use your incantations.

Anima
Demons require an alien energy called anima to cast their incantations. Their home dimension
is rich in this energy, but Earth is a wasteland; human souls are the only reliable source.

The Anima column of the unchained table shows the maximum amount of anima you can hold
at one time. Any anima you gain in excess of this amount is lost.

Zero level incantations do not require anima, but higher level incantations due. You must spend
anima to invoke any invocation based on it’s level, and you cannot cast any spell of a level
higher than your maximum allowed level as indicated in the Level column on the Demon table.
See the Supernatural Powers chapter for general information on invoking supernatural effects.

There are a few ways for you to regain anima. First, you can recover anima by fulfilling your
incarnation in the following ways:

● Tempters regain anima by tempting sleepers into some act of debasement, such as
betraying a loved one, or committing a sin.

● Torturers regain anima by causing a sleeper mental or physical pain for a prolonged or
intense period such as causing them grief by killing their favorite pet, or running them
down with a car.

● Scourges regain anima by terrifying mortal sleepers, such as by revealing their demonic
form to a sleeper, or tricking them into experiencing their worst fear.

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In order to count the sleepers must actually be debased, tortured or terrified. Half-measures or
weak responses won't qualify. If you fulfill your incarnation in this way you regain anima equal to
your proficiency bonus, up to your normal maximum. Once you regain anima in this way you
cannot do so again until you complete a long rest.

Keep in mind that by fulfilling your incarnation this way you are serving the Iconnu, which
violates your status as an unchained. This might result in a Sanity save to avoid degradation.

You can also spend a bonus action to transfer 1 anima to another demon with touch. There is
no limit to how often you can do this, but no force, even mind control, can force a demon to give
anima in this way.

The third and final way to recover anima is to forge soulpacts with sleepers.

Pact Forging
You can bind a mortal sleeper (or mark) into a supernatural agreement known as a pact. The
most common type of pact is the soulpact, in which a sleeper agrees to give you a portion of
their soul in exchange for a boon.

This creates a bond from you to the mark. From that moment on whenever you complete a short
rest you regain 6 anima from them for as long as they are alive.

If they die while the pact is in effect you gain a one time burst of 10 anima, but once you regain
anima from a mark’s death you can’t do so again until you complete a long rest. If additional
marks die before your next long rest you gain no anima from their deaths.

Either way, anima you regain in excess of your normal maximum is lost.

To the mark you own their soul, which they most often believe you will claim when they die. In
truth you want to hold off their death as long as possible so that you can keep draining anima
from them.

There are additional types of pacts beyond soulpacts. These other types of pacts use your pact
die which starts out as a d4, but increases as you level up as shown in the Pact Die column of
the unchained table.

No matter the type of pact there is a limit to how many you can have at once. This limit is equal
to half your level (rounded down, minimum 1). Any pact you attempt to forge in excess of this
amount automatically fails to go into effect. See the Supernatural Powers chapter for more
information on forging pacts including the rules for identity and task pacts.

Invocations

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Starting at 2nd level you start to unlock your true demonic might. You gain three invocations of
your choice. Your invocation options are detailed in the Supernatural Powers chapter.

When you gain certain levels, you gain additional invocations of your choice, as shown in the
Invocations column of the unchained table. Additionally, when you gain a level, you can choose
one of the invocations you know and replace it with another invocation that you could learn at
that level. If an invocation has prerequisites, you must meet them to learn it. You can learn the
invocation at the same time that you meet its prerequisites.

Manifestation
At 3rd level, your demonic nature begins to return to the heights you had in your home realm.
You develop an aspect of your true form called a manifestation. You gain one of the following
features of your choice.

Manifestation of Blades
You were a soldier in your home realm. You can use your action to create a melee weapon in
your empty hand. You can choose the form that this weapon takes each time you create it. You
are proficient with it while you wield it. This weapon counts as magical for the purpose of
overcoming resistance and immunity to non magical attacks and damage.

Your weapon disappears if it is more than 5 feet away from you for 1 minute. It also disappears
if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Manifestation of Chains
You were a leader or administrator in the nightmare universe. You learn the find familiar spell as
an incantation and can cast it as a ritual. The spell doesn't count against your number of
incantations known.

When you cast the incarnation, you can choose one of the normal forms for your familiar or one
of the following special forms: imp, quasit, or death dog.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow
your familiar to make one attack with its reaction.

Manifestation of Shadows
You were a master of dark magic. You reach into the darkness forming it into a mystical book
with text written in blood. When you gain this feature, choose three cantrips from any allowed
source. While the book is on your person, you can cast those as incancations at will. They don't
count against your number of incantations known.

If you lose your Book of Shadows, you can perform a 1- hour ceremony to remanifest a new
copy. This ceremony can be performed during a short or long rest, and it destroys the previous
book. The book turns to ash when you die.

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Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one
ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As
normal, you can't increase an ability score above 20 using this feature.

Apocalyptic Brand
At 11th level, a mystical brand spontaneously appears on your apocalyptic form. Choose one
6th-level incarnation from the unchained incantation list. When you are in your apocalyptic form
you call upon the power of the brand to invoke this incantation without expending anima. You
may do so twice, and you must finish a long rest before you can do so again.

At higher levels, other stronger brands appear on your apocalyptic form. At 13th level you
choose a 7th level incantation, at 15th level you choose an 8th level incantation, and at 17th
level you choose a 9th level incantation.

You regain all uses of these brands when you finish a long rest.

Soul Reaper
At 20th level you can rip the anima out of any one of your marks. You spend 1 minute
concentrating on one of your marks, who must be in the same dimension as you. After which
the soul is torn from the mark’s body. The mark dies (horrifically) but you regain all expended
anima. Once you regain anima with this feature, you must finish a long rest before you can do
so again.

Covenant
You made a deal with the Iconnu in order to gain the power you would need to come to Earth in
their name. This deal, known as a covenant, empowered you, and continues to do so even if
you follow your own agenda as it allowed you to tap into the dark natures that underlie
humanity. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Covenant of War
Demons who take the Covenant of War with the Iconnu learn to draw strength from humanity's
desire for unending conflict. They become avatars of destruction, masters of every weapon, and
lords of ruin.

Expanded Incantations
Having a Covenant of War lets you choose from an expanded list of incantations when you
learn a demon spell. The following are added to the demon incantation list for you:

War Expanded Incantations

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Cant Level Incantations

1st hail of thorns, wrathful smite

2nd blur, branding smite

3rd blink, elemental weapon

4th phantasmal killer, staggering smite

5th banishing smite, immolation

Mark of War
Starting at 1st level, you gain the ability to place your mark upon someone. As a bonus action
choose one creature you can see within 30 feet of you. Your mark appears upon them, lasting
for 1 minute. The mark disappears early if you die, the target dies, or you are incapacitated. As
long as they bear the mark you gain the following benefits.

● You gain a bonus to damage rolls against the marked target. This bonus equals your
proficiency bonus.
● Any attack roll you make against the marked target is a critical hit on a roll of 19 or 20 on
the d20.
● If the marked target dies you regain hit point equal to your level + your Charisma
modifier (minimum 1).

Once you use this feature you can't use it again until you finish a short or long rest.

Avatar of Destruction
At 1st level, you draw knowledge of war from humanity's collective mind. You gain proficiency
with medium armor, shields, martial weapons, and martial firearms.

You also learn to channel mystic power through a signature weapon. Whenever you finish a
long rest you touch one weapon that you are proficient with and that lacks the two handed
property.

When you attack with that weapon you can use your Charisma modifier instead of Strength or
Dexterity for the attack and damage rolls. This benefit lasts until you finish a long rest. If you
later gain the Manifestation of Blades feature this benefit extends to every weapon you conjure
with that feature, no matter the weapon's type.

Undying Warrior
Starting at 6th level, when you drop to 0 hit points, you can use your reaction to assume a
spectral version of your apocalyptic form. In addition to your form's normal benefits you gain hit
points equal to your Charisma modifier. While you are in this form you can move through other
creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end

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your turn inside a creature or object, and you are shunted to the nearest unoccupied space.
Your movement is stopped by 5 feet of wood, 1 foot or more of stone, 2 inches or more of most
metals, and a thin sheet of lead.

If you are reduced to 0 hit points while in this form, you revert to your default cover and begin
making death saving throws. If you regain hit points from healing magic, you revert to your
default cover with that many hit points. Once you have used this feature, you can't use it again
until you complete a long rest.

Armor of War
At 10th level, your mark of war grows stronger. If the marked target hits you with an attack roll,
you can use your reaction to roll a d6. On a 4 or higher the attack instead misses you,
regardless of its roll.

Nuclear Strike
At 14th level, you can use your action to channel the power of humanity's deadliest weapon.
Make up to three melee weapon attacks against creatures in your reach. On a hit, the attack
deals 10d6 additional radiant damage, and the target is pushed 20 feet away from you and is
knocked prone.

After using this ability, you cannot use it again until you finish a long rest.

Covenant of Hunger
It is a truism that for some no matter how much they have they will always yearn for more.
Demons of the Covenant of Hunger draw power from this endless greed, and from the pain of
its victims who are forced to go without.

Expanded Incantations
A Covenant of Hunger lets you choose from an expanded list of incantations when you learn a
demon spell. The following are added to the demon incantation list for you:

Hunger Expanded Incantations

Cant Level Incantations

1st grease, inflict wounds

2nd blindness/deafness,suggestion

3rd desiccate*, stinking cloud

4th compulsion, vitriolic sphere

5th oblivion*, power word: fatigue*

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*Mage Hand spells

Swallow Whole
Starting at 1st level, you can store objects in an interdimensional rift. As an action, you can open
your mouth impossibly wide, creating a 3 feet wide rift in space that appears within your open
mouth.

Once created you can place items into the rift, sending them to an extradimensional space. This
space can hold a number of pounds equal to your Charisma score multiplied by 30, not
exceeding a volume of 30 cubic feet.

You can retrieve an item from the space using an action to reopen the rift, then reaching inside
to retrieve the item.

Devour Essence
Also at 1st level, you can drain the dregs of life from a fresh corpse to sustain yourself. You can
use an action while within 5 feet of a corpse to drain energy from it, leaving it a withered husk.

You gain temporary hit points equal to your Charisma modifier, and can spend one Hit Die to
heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points
equal to the total (minimum of 1). Once a corpse has been drained it cannot be drained again.

Voracious Consumption
Starting at 6th level, you consume the energy of any attack to reduce harm to yourself, and
pursue the assailant with your unsated hunger. As a reaction when you take damage from a
creature you can see within 30 feet of you, to reduce the damage by 1d8 + your level + your
Charisma modifier. If you reduce the damage to 0, you can send a burst of energy at the
creature who damaged you. The creature takes necrotic damage equal to your level + your
Charisma modifier. Once you use this feature, you can't use it again until you finish a short or
long rest.

Master of Famine
At 10th level, you can siphon life to heal at an abhorrent rate. At the end of a short rest, you can
drain energy from the environment in a 15 foot radius around you, killing plant life and small
fauna (insects). If you do so, you can add your Charisma modifier to any Hit Dice you spend
during this rest. Additionally, you can use your mastery of energy to preserve your physical
form. Whenever you would make a Constitution saving throw, you can make a Charisma saving
throw instead.

Ravening Blast
At 14th level you can add an additional effect to your eldritch blasts. You can choose a single
target of your blasts to roll a Wisdom saving throw. On a failure the target is overcome by a

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desire to eat. This cannot compel the target to consume food that it knows would be poisonous
or harmful to it, but it does affect creatures that don’t normally need to eat (such as amalgams).

If there’s food available the target must spend their action eating or moving closer to a source of
food, if there’s one in range. If there’s no food or the target decides to ignore the compulsion it
gains one level of exhaustion. This lasts until the end of the target’s next turn.

Once you use this ability you can’t do so again until you complete a long rest.

Covenant of Disease
Demons of the Covenant of Disease know that if you really want to bring humanity low you do
so not with a bang, but with a sad whimper. That's the nature of disease, to drain our life until
we have no will to fight.

Expanded Incantations
A Covenant of Disease lets you choose from an expanded list of incantations when you learn a
demon spell. The following are added to the demon incantation list for you:

Disease Expanded Incantations

Cant Level Incantations

1st ray of sickness, sleep

2nd blindness/deafness, phantasmal force

3rd feign death, bestow curse

4th black tentacles, confusion

5th contagion, insect plague

Gradual Decay
Starting at 1st level, you can weaken the minds and bodies of your foes with diseases. As a
bonus action during your turn, you can inflict a disease on a creature who took slashing or
piercing damage that turn that you can see. Choose an ability as you do so. While diseased,
you deal an extra 1d4 necrotic damage to the target whenever you hit it with an attack, and it
has a -2 penalty on ability checks and saving throws made with the chosen ability. The same
creature can receive up to 5 instances of this disease at once.

At the end of each of the target's turns, it must make a Constitution saving throw. After failing
three of these saving throws, the disease's effects last for 3 days, and the creature stops
making these saves. After succeeding on three of these saving throws, the creature recovers
from the disease. You can use this feature a number of times equal to your Charisma modifier,
and these uses recover when you finish a long rest.

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Visions of Rot
Starting at 6th level, you learn how to inflict the minds of your foes with horrible visions.
Whenever a creature you can see attacks you from within 60 feet, you can use your reaction to
fill its mind with horrible images of its own diseased body. The attacker must make a Wisdom
saving throw against your incantation save DC or be frightened of you until the start of your next
turn and the attack against you fails. Once you use this feature, you can't use it again until you
finish a short or long rest.

Harbinger of Plague
Beginning at 10th level, you start to relish in the fear of those around you. You are immune to
even magical disease, and you have advantage on attack rolls against frightened creatures.
Additionally, you make Intimidation skill checks with advantage against diseased creatures.

Contagious Attack
At 14th level you learn to enhance your attacks with disease. As a bonus action you can
enhance a single weapon attack or eldritch blast attack you make on your turn. On a hit, in
addition to the attack’s normal damage, you inflict a disease on the target as per the spell
contagion. Once you use this feature you must take a long rest before you can do so again.

Covenant of Death
Some demons know that at the end of the day what humanity truly fears, behind all other fears,
is the fear of death. As a demon of the Covenant of Death you live off that fear, drawing power
from unending darkness.

Expanded Incantations
A Covenant of Disease lets you choose from an expanded list of incantations when you learn a
demon spell. The following are added to the demon incantation list for you:

Death Expanded Incantations

Cant Level Incantations

1st false life, inflict wounds

2nd gentle repose, silence

3rd animate dead, speak with dead

4th black tentacles, death ward

5th destructive wave, hallow

Dark Reaper

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At 1st level, you are imbued with a degree of control over the life force of dying creatures. If a
creature that isn't an amalgam or living dead within 60 feet of you is reduced to 0 hit points as a
reaction you can absorb that creature's dying life force. You gain hit points equal to your level +
your proficiency bonus, or grant another creature within 60 feet of you with the same benefit.
You may use this feature a number of times equal to your charisma modifier per long rest.

Unholy Specter
Starting at 6th level, you can bind the soul of those you slay, forcing them to fight by your side.
When you slay a humanoid you can cause it's spirit to rise from its corpse as a specter.

When the specter appears it gains temporary hit points equal to half your level. Roll initiative for
the specter, which has its own turns. It obeys your verbal commands, and it gains a special
bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it
vanishes to the afterlife.

Once you bind a specter with this feature you can't use it again until you finish a long rest.

Agent of Twilight
Starting at 10th level, your ability to channel the power of death has imbued you with innate
defenses. Your hit point maximum can't be reduced by necrotic energies. You also have
resistance to necrotic damage, and whenever a creature deals necrotic damage to you, that
creature takes the same amount of damage that you do.

Aura of Death
At 14th level you can surround yourself with an aura of necromantic energies. As an action on
your turn you project this aura in a 10 foot radius, which moves with you. While this aura is in
effect you gain the following benefits:

● Creature’s in the aura other than you cannot regain hit points
● As an action on your turn, you may turn a number of humanoid corpses in the aura's
area equal to your Charisma modifier into zombies under your control.
● If you are hit with a melee attack, the attacker takes necrotic damage equal to your
Charisma modifier.

The aura lasts for 1 minute. At the end of that time, any zombies you created with the aura die
immediately. Once you use this feature, you must finish a long rest before you can use it again.

Covenant of Hate
Some demons know that at the core of humanity what lies underneath all its many flaws and
failings is pure hate. Of others. Of themselves. Exploiting that hatred provides endless power.

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Expanded Incantations
A Covenant of Hate lets you choose from an expanded list of incantations when you learn a
demon spell. The following are added to the demon incantation list for you:

Hate Expanded Incantations

Cant Level Incantations

1st disguise self, wrathful smite

2nd detect thoughts, mirror image

3rd enemies abound, minute meteors

4th polymorph, staggering smite

5th seeming, modify memory

Blessings of Hate
At 1st level you develop an intrinsic connection to the hate within all human hearts. You gain
proficiency in the Insight and Persuasion skills, if you don't have them already. In addition you
have advantage on all Charisma (Insight) checks to tell who or what a creature hates, and all
Charisma (Persuasion) checks to convince a creature you talk to take action against the object
of their hatred.

Touch of Rage
Beginning at 6th level you can propel a creature you touch into a burning fury. As an action,
touch a creature within reach. That creature gains the following benefits.

● Temporary hit points equal to your Charisma modifier


● Advantage on Strength checks and Strength saving throws

The creature makes a Wisdom save. On a failure they are compelled to attack a creature of
your choice within 30 feet that you both and the original target can see. The target has
disadvantage on attacks against any other creature other than the new target. Every round that
goes by where the original creature doesn't attack the new target the original creature takes
damage equal to your Charisma modifier.

These effects last until either the original creature or the new target is dead or for 1 minute. You
can use this ability 3 times. After you do so you must complete a long rest before you can use it
again.

Inspire Riot
Starting at 10th level you develop an ability to inspire an entire group of creatures to violence.
As an action choose a point within 60 feet. Every creature in a 30 foot radius sphere centered

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on that point must make a Wisdom save. Each creature that fails the save immediately attacks
the nearest creature no matter if that creature is a friend or foe.

An affected creature attacks with whatever weapon they have in their hand, or with an
improvised weapon if one is in reach. A creature that can't reach a weapon of any kind will
attack unarmed. A creature not in weapon range of another creature will move towards them via
the most efficient route.

This effect lasts until the start of your next turn. Once you use this ability you must complete a
long rest before you can use it again.

History of Hate
Starting at 14th level, when you hit a creature with an attack, you can use this feature to force
the target to relive all the horrible things humanity has done in the name of hate. The creature
takes 6d10 psychic damage and is stunned until the end of your text turn.

In addition if the creature has a Sanity score they must make a Sanity save. On failure they
develop one long term madness from the experience.

Once you use this feature, you can't use it again until you finish a long rest.

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He felt himself hurtling unto this
new world in a streak of fire, crashing in a
thunderous blast.

When he emerged from the resultant


crater he was without shape or form, but it
didn’t take long for him to gather enough
broken wood, trash, and rocks to fabricate a
body.

With that done he focused on the one who’s life the


Iconnu had stolen for him. Just like that he felt his new form
shimmer, as it changed to match the stolen one’s shape.

He opened his new eyes and took in this “thing” he was to inhabit.
Fleshy. Weak. Human. But it was his now.

The only thing left was to find the others this one called family. This one had
been missing for so long. They would be so happy to see him.

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CHAPTER 5: DETAILS & OPTIONS
In the World of Darkness characters are so much more than their nature’s, class descriptions, or
features may indicate. No matter if they are agents of the Iconnu, humans fighting against the
dark, or even amalgams of stitched together flesh, they are individuals first and foremost.

This chapter expands on those details that distinguish one character from another. It explains
the rules for willpower, virtue and vices, and the anchors that hold back the effects of insanity. It
also includes a list of feats, and the multiclassing rules that the aware are able to use at their
option.

Character Details
At this point of creating your character it’s time to flesh out their personality, and other traits that
make them unique and interesting.

Name
You’ll want a unique name for your character. Read through the descriptions for your nature,
which might have some suggestions on choosing a name. In some cases you might even need
to choose two names, such as for mages who have their regular name and their “shadow
name.” Be sure to talk to the GM too so you know the part of the world the campaign is placed
in so you can choose a name that fits.

Appearance
There’s no need to define your character’s gender or ethnicity unless you want to, but you
should give some thought to what they look like. Height and weight might seem like trivial
details, but they color how others will react to you, and even might affect which traps you set off
or how hard it is for you to navigate certain areas.

You might take your character’s attributes into consideration when defining your character’s
appearance. A character with a high Strength score might be muscular, while one with a high
Dexterity might be lean and agile. That said this is an inherently supernatural world and there’s
nothing wrong with having a character who looks tiny, but packs a mean wallop.

If you want to you can use the tables in the PHB to roll your height and weight randomly or you
can just pick ones that you think make sense. Just use the human tables. Despite all their
differences all the various natures are the same sizes and shapes as humans, more or less. On
average prometheans tend to be taller, while demons are shorter (so as not to draw attention to
themselves) but this is your character. You’re free to define their height however you want as
long as it makes sense within the normal human range. .

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Take some time to also think about your character’s general appearance other than height and
weight. Think about adding something distinctive to your character’s look, such as a unique
style of dress, a tattoo or scar, unusual hair or eye color or something else that distinguishes
them from others.

Alignment & Motivation


In a WoD game your character will not have an alignment score. Alignment just doesn’t
adequately reflect the gray areas that characters in this world are forced to inhabit. After all,
what is the alignment of a vampire who regularly drinks human blood, but also uses his abilities
to fight to save the world? What about a scion who kills monsters, not to help people, but
because they get a thrill out of killing things more powerful than themselves? There are no easy
answers.

Instead of alignment you should choose a motivation for your character. Motivation is, at a high
level, the reason why your character does what they do. Think about motivation in regards to
your nature:

● If you’re playing a rogue agent (vampire, werewolf, or demon) motivation tells you why
you went rogue in the first place. It’s so much easier if you just do what the Iconnu want.
Vampires feel great psychic pressure to comply, while werewolves and demons have
that plus the knowledge that they will be hunted by their own kind if they don’t. So why
aren’t you just one more assassin, soldier, or torturer in the Iconnu’s army?

● If you’re playing a human (scion, aware, or mage) then for you motivation explains
basically why you’re not a sleeper. You could ignore the way the world is, go back to a
normal life. Sure it’s dangerous, you could end up as something’s dinner even if you do
everything a sleeper should, but it’s certainly safer than facing the darkness directly.
Plus you have the added pressure from your friends and family, who will probably think
you’ve gone insane.

● If you’re playing a wild card (begotten, changeling, or promethean) then you have more
freedom than others, but motivation is still important. You don’t have the pressure to be
an agent, and most likely you don’t have a normal life you could retreat to, so you have
less of a choice to be out fighting. Still, you could have a much more peaceful life if you
just tried. So why don’t you?

Motivation is important to your character’s purpose and identity. It can be as complicated or as


simple as you’d like, but either way it should fit the campaign the GM plans and should not
impact the fun others have. If your scion’s motivation is to destroy every vampire possible, but
the GM isn’t planning a campaign around hunting vampires that could be a problem. It could be
even worse if someone else at the table wants to play a vampire.

Motivation should be something that could be written in a single sentence. All motivations
feature goals (which you reach to achieve) and reasons (the emotional reasoning behind that

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goal). Sure some people say that their goals are logical and unemotional, but for most people
that’s just not true. Even if we aren’t aware of it we are all guided by our fears, guilt, or need for
connection.

If you can’t think of a motivation see if using the following structure helps:

[Character name] wants to [planned goal] because [emotional reason].

For example:

● Gun wants to kill monsters because he feels guilt over his sister’s death.
● David wants to bring down the Pentex corporation because of his anger over them
turning his daughter into a chimera.
● Crowley wants to disrupt the Iconnu’s plans because his pride won’t let him be controlled
by anyone or anything.

Languages
As explained before the language (or languages) your character speaks are largely determined
by the part of the world the campaign is set in. In most countries it’s normal to be bilingual or
multilingual, while in others (such as the United States) it’s not. Monte Cook’s World of
Darkness assumes a default setting of Chicago, but talk to your GM about where the campaign
will be set.

Your character can naturally speak (and is literate in) the major language for the country the
campaign is set in. If the campaign takes place in a country where most people speak multiple
languages the GM is encouraged to give you those typical languages for free.

If you want your character to know languages beyond these limits you can trade one skill or tool
proficiency for an ability to speak a language, but it must be a normal language found on Earth
at the time the campaign is set.

Willpower
Characters in a WoD game have a special reservoir of emotional strength they can call upon to
help in dire situations. This emotional energy is known as Willpower. You can spend a single
point of Willpower whenever you roll an attack, check or save. You can spend the point after the
die is rolled as long as you do so before the results are applied.

Spending a point of willpower allows you to roll a d4, and add it to the result of your d20 result,
possibly turning a failure into a success. You can spend only 1 willpower point per roll.

Your character has a maximum number of willpower points equal to 5 + the highest of their
Intelligence, Wisdom, or Charisma modifiers. You regain willpower in the following ways:

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● You regain 1 spent willpower if you wallow in your vice for a scene
● You regain 2 spent willpower if you perform an action in alignment with your motivation
● You regain 3 spent willpower if you perform an action that lives up to your virtue
● You regain all spent willpower if your action is both in alignment with your virtue and
motivation.

No matter how you regain spent willpower you may not exceed your maximum. See virtue and
vice below for more information on those.

Dark Secret
At your GM’s option your character may have a secret that none of the other PCs know (or at
most 1 other PC knows). This secret can be anything, but it should be important enough to your
character that they wouldn’t want it to become common knowledge. It also shouldn’t be
something that once revealed has a chance of hurting the gaming experience for others.

Some example secrets include:

● You have a parent or sibling in jail


● You accidentally hurt or murdered someone you cared about
● You have a drug or alcohol addiction
● You have a secret child that you rarely see
● You’re estranged from your entire family

Whatever your secret it should fit the tone of the campaign. If it’s ever revealed and the other
PCs accept your secret, and don’t turn on you then you regain all spent willpower. Alternatively
you might gain Inspiration.

Personality Traits
Fleshing out your character's personality—the array of traits, mannerisms, habits, beliefs, and
flaws that give a person a unique identity—will help you bring him or her to life as you play the
game.

A typical 5e game has four categories of characteristics: personality traits, ideals, bonds, and
flaws, all of which are tied to their backgrounds. That’s not how it works in this game. Instead in
this game these are replaced by outlook, mannerism/habits, anchors, virtues, and vices, none of
which are connected to your background.

All of your personality traits should match up in logical ways, and should connect with your
motivation. If your motivation is to save humanity it might not line up with a cynical outlook. Or
maybe it does. The point is to make a character that makes sense to you, and then to be able to
explain how that character makes sense to others.

Outlook

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Everyone has a different outlook on life. Are you generally positive or negative? Superstitious?
A little sticious? Do you believe in god and what if so what impact has the Intrusion had on that
belief. Where does your character lie on the following spectrums:

● Selfish to generous
● Calm to emotional
● Idealistic to cynical
● Introverted to extroverted
● Studious to inattentive

Those are just some examples to get you thinking about your character’s outlook. You don’t
have to be limited to just those, nor do you have to think about every personality spectrum on
the list (let alone ones not listed). This is just meant to encourage you to think about your
character as if they were a real person.

Mannerisms & Habits


Everyone has a habit of some sort. Maybe you bite your nails. Maybe you love chewing gum a
little too much. Whatever it is you may or may not be aware you have that habit. In addition to,
or instead of, a habit you could have a unique overall mannerism.

Maybe one of the two souls in your vampire character lived in the Victorian era giving you an
accent. Or maybe your promethean is unusually quiet or reserved. If you can’t think of anything
you can feel free to roll on any personality traits table for any background in the PHB, but don’t
do that until you’ve at least tried to come up with a unique trait.

Anchors
Anchors replace bonds from standard D&D. They occupy a lot of the same conceptual territory,
they’re just more intense.

Characters in WoD are caught between two worlds. On the one hand there’s the “normal” world
which continues to behave as if the Intrusion never happened. On the other is the so-called
“shadow” world, the world of Horrors, and displaced spirits, and dark magic.

In most campaigns the two worlds are relatively separate, but when they do combine it can be
explosive. And over time that overlap is getting larger and larger. Someday the world may no
longer be able to pretend that everything is okay, and may have to wrestle with the effects of the
Intrusion.

In the meantime, no matter your nature, your character has to find a way to keep from going off
the deep end. That is where anchors come in. If you’ve kept the anchor as an important part of
your character’s life you are considered proficient in Sanity saves. To do this you must take a
few moments every few sessions spending time with your anchor. This might mean visiting a
special place, or taking downtime to see your family or to live a normal life.

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However, if your anchor is ever destroyed (or in the case of a person killed or harmed) you must
roll a Sanity save without proficiency. On a failure your Sanity score decreases by 1 point, and
you gain a long term insanity. This becomes indefinite unless you’re able to process your grief
and choose a new anchor.

This doesn’t have to mean the anchor is destroyed or in the case of a person killed. If your
anchor is a friend the death of that friendship could count (you might have advantage on the
save if your GM allows it). You should determine what counts as death for the anchor when you
choose them.

The DC for this save is typically 15 but might be higher if the GM feels the situation warrants it.
If you roll a 1 on this save you develop a short-term madness, only developing a long term when
the short term one ends.

Anchors mean different things to different characters based on their nature. Look through the
following examples for your nature or class:

Aware
With the exception of deviants, the aware have the most powerful connection to their anchors of
any nature. They are typically still leading their ordinary lives, just trying to make it work
alongside their shadow life.

They might have regular jobs they have to fill, loved ones they care about, or things that are
important to them. An aware (other than deviants) is allowed to choose multiple anchors. This
might give them a slight advantage in that if an anchor is ever destroyed they have others ready
to replace it.

Changelings
Anchors are of pivotal importance to changelings even if their durance has severed most of their
connections to those anchors. When they return to the world they need to find something that
keeps them from losing their minds.

This might be some part of their old life that they wish to regain. Maybe they return to find their
spouse is still alive, or maybe they have children for whom no time has passed.

Most changelings who focus on those kinds of anchors however, are doomed to painful
realizations. Even if the demon or fetch that took their life is destroyed their loved ones will likely
never recognize them for who they were.

Most changelings find it’s better to let go of the past. Instead they choose new anchors for a
new life. That might mean other changelings they care about, or possibly a neighborhood they
fight to protect, or new non-changeling friends they make at some point. No matter what the

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changeling who lives a life without anchors quickly finds themselves becoming less and less
human over time.

Demon
In the case of unchained demons an anchor is something that they like about this world that
makes them wish to stay. It is related to why they don’t want to see the world destroyed and
thus rebelled against the Iconnu.

It could be something relatively innocuous, such as a favorite sports team they’ve learned to
like, or someone from their cover’s life they’ve fallen in love with. Maybe they just like pretty
sunsets.

This allows demons some protection against anchor destruction. After all if the reason they love
the world is the sunsets they’re probably safe from seeing that destroyed unless the world ends,
in which case the campaign’s probably over. This is intentional as it slightly makes up for the
fact that demons don’t have virtues and vices.

Only unchained demons have anchors. Demons who continue to serve the Iconnu have nothing
about this world they like, and would generally be glad to see it destroyed.

Deviants
In addition to regular anchors deviants have touchstones, as explained in their class description.
The horrible things that were done to deviants leave them emotionally scarred. Without both
anchors and touchstones they could lose their last bit of sanity to the trauma of their
experiences.

Their anchors can take all the regular forms as it does for other humans, with the exceptions
that they generally have to keep their distance from those anchors. Their loved ones might not
love them if they knew what they’ve become or they might bring ruin to any thing or anyone they
get close to.

Mages
The life of a mage tends to be detached from the world. They are usually focused on their new
truths they’ve uncovered or new magic they think about. This leaves little time to fall in love or
try to hold down a day job.

Of all the natures mages are the only ones who don’t have to choose an anchor. Instead they
use their obsessions to keep their minds in order. This doesn’t provide the same benefit as an
anchor (it does not grant you proficiency in Sanity saves) but you also don’t have to worry about
that anchor being destroyed.

You can still choose an anchor (or anchors) if you wish. It’s up to you. If you do have an anchor
you probably have some of the same types as other humans.

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Prometheans
Most prometheans share the same anchor, the pilgrimage and their goal of someday becoming
human. If this is your character’s anchor then it’s considered destroyed only if you have reason
to believe the goal has slipped through your fingers forever. As long as you have hope of
making that final transformation then you can continue to use the pilgrimage as your anchor.

It is possible for prometheans to have other anchors. They might be people they’ve become
attached to or towns or cities they enjoy. It might even be something or someone from the
residual memory of the body they’re using.

This is not advised however, as the twin effects of disquiet and the wasteland make it almost
impossible to retain a connection to such an anchor. If that connection is ever severed your
promethean will most likely suffer a break as if the anchor were destroyed.

Scions
For all practical purposes scions are like the aware when it comes to anchors. They probably
have jobs, or a school schedule they have to follow. They might even have family or friends, all
of whom would think they’re insane if they started calling themselves chosen ones.

However scions have the added difficulty of having to go out due to their ability to hear the pain
of those affected by the nightmare wave. This might force them to choose between spending
time with their anchors (to gain the Sanity save proficiency) or to spend time keeping their
nightmare wave sense at bay.

Werewolf
Typically for a werewolf their anchor is their pack, but it might also be something that was
important to the human soul they absorbed. Werewolf anchors might be spiritual in nature, such
as a totem animal they feel connected to and wish to emulate, or a great love for Luna (in which
case they roll for anchor destruction whenever they feel they’ve disappointed her).

Vampires
For vampires an anchor is typically an aspect of their modern soul, and not the murderous spirit
that invaded their body (although there are exceptions). For a vampire an anchor is what keeps
them from becoming a complete monster. Even vampires that loyally serve the Iconnu, that are
under the total control of their murderous spirit, need anchors. Without an anchor a vampire is
almost certainly doomed to become even more savage over time.

Vampire anchors can be anything from a loved one they no longer see, to a thrall they’re in love
with, to a memento of their past life.

Virtues & Vices


At this point you’ll choose virtues and vices for your character (unless you’re playing a demon).
You should work with the GM to develop these for your character. A virtue should be something

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you aspire to, or some aspect of your personality that points in the direction of being a “good” or
moral person.

A vice is the opposite, a personality trait, or flaw, that ever tempts you down a darker path.
Doing something to fulfill your virtue should give you a great sense of satisfaction, while a vice is
probably something you’re at least a bit ashamed of but that provides short term comfort.

You should work with the GM to define your virtues and vices. They can change in the course of
play if both you and your GM feel that a significant enough life event has happened to your
character to lead to such a transformation.

All characters aside from demons have virtues and vices. Even the most vile person has some
part of their personality that they believe makes them a good person, while even the most
righteous has a vice they struggle against.

Despite the name these are not limited to just the seven deadly sins or great virtues. If you’re
having trouble thinking of ideas for virtues or vices look through the following lists

Sample virtues

● Ambitious. For you ambition is a noble and guiding force.


● Courageous. You get a thrill from overcoming your fear.
● Generous. You gain satisfaction from giving to others.
● Honest. Your character values their personal integrity
● Hopeful. Even in the World of Darkness you never give in to despair
● Humble. You never want to put yourself above others.
● Idealistic. You believe the world can be a better place
● Just. You are driven by your sense of justice.
● Loving. Your character either loves someone deeply or is a loving person.
● Loyal. Your loyalty to others is unshakeable.
● Patient. You believe in taking your time and not rushing things.
● Peaceful. You can’t bring yourself to hurt other people.
● Righteous. You’re willing to confront the powerful at any cost.
● Trustworthy. You keep your promises no matter what.

Sample vices

● Ambitious. For you ambition is all about your own advancement


● Arrogant. You believe you’re better than other people.
● Corrupt. You’re an expert at twisting the system
● Cowardly. Your fear gets the better of you all the time
● Cruel. You have a hell of a mean streak
● Cynical. To you people are deep down just awful.
● Deceitful. You find it hard to tell the truth.

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● Greedy. For you more is never enough
● Hasty. You often act before thinking
● Hateful. You’re sometimes blinded by your hate
● Pessimistic. You tend to believe things will turn out badly.
● Treacherous. You’ll turn on your allies at the drop of a hat
● Untrustworthy. When the chips are down you can’t be relied on
● Violent. You have a thirst for violence

Backgrounds
Once you’ve determined your name, personality traits, and appearance it’s time to choose your
character’s background. Every story has to start somewhere, and background gives you an idea
of who your character used to be before they became whatever it is they are. Choosing a
background helps flesh out your skills, as well as providing your level of wealth, and an
additional feature.

Keep in mind that background can mean different things based on your nature. For vampires,
werewolves, mages, and changelings background is largely who you used to be. In the case of
vampires that might mean who one or either of your souls was in life (if they’re different choose
which one is most dominant). For werewolves it’s who the human was that they got their skills
from, while mages and changelings had this background before they awakened or were
kidnapped.

For the aware and scions background is most likely less about who you used to be and more a
measure of who you are. Your background is very often your occupation (your day job) making
it a candidate for a possible anchor. It’s what you do when you’re not hunting monsters.

The sole exception to this is deviants, who operate more like mages and changelings. A
deviant’s life is usually a life on the run, or a life spent in service to whoever gave them their
powers. In that case their background is a distant memory.

For demons background is just your primary cover. It gives you some skills, enough knowledge
to pretend to be human, and maybe a nice feature. It might act as your occupation if you’re
bothering to keep up appearances, or it might be something you discarded without a thought.

Finally in the case of prometheans background isn’t real. It’s just the residual parts of the
memory in the body they’re using. Maybe the brain in their skull belonged to a carpenter so they
have the blue collar background, or maybe they have enough parts of a doctor to count for that
background. They aren’t really a blue collar worker or a doctor or whatever. They are a fresh
and new being. Background is just another part of that stew.

Note

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For backgrounds for this game I’m going to be using the wonderful D20 Modern backgrounds
created by McCullicut. This also uses the wealth system which I highly recommend. I will also
be using his rules for equipment, vehicles, and gear. You can find all of his stuff here:
https://drive.google.com/drive/folders/
0Byx44op3KqQ2flhIV1pKSzRIbFBtbjk4T0xOTlNzVi0yTEpRREV4ZnZCNjJWd25GOFR5VW8

Customization Options
The following options allow you to fine tune your character.

Multiclass Rules (Aware Only)


Use the rules from the PHB. Here’s the prerequisites for the various aware classes:

Multiclassing Prerequisites

Class Ability Score Minimum

Deviant Dexterity 13, Wisdom or Charisma 13

Gifted Intelligence 13

Hunter Strength or Dexterity 13

Investigator Intelligence 13

Renegade Dexterity 13

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They faced each other across an empty subway car. The promethean Walker-
in-Dust stretched his arms, and cracked his neck with a resounding pop. He’d
been hunting this damn bloodsucker for two solid months, and now he had the
bastard cornered.

Walker faced his adversary with a steely eyed glare. He felt the divine fire
course through his veins. He let that fire burn, focusing it into his eyes,
compelling the leech to face him and not to run. The scars that criss cross his
body lit up, revealing the patchwork that traced its way across his skin.
Electricity arced from the iron studs in his neck.

“Damn,” the vampire, Dagan to his friends, sneered from the other end of the
car. “You are one ugly son of a bitch, aren’t you?” He smiled, extending his
fangs. Any other time Dagan would have high tailed it out of there, but for some
reason he found himself wanting to fight this thing, to get it off his back once
and for all.

He held out his hands willing the vitae to empower him. His fingers extended
becoming razor sharp nails, and his body flushed with strength and speed.

He leapt at Walker with a hissing snarl, and Walker rushed to meet him.

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CHAPTER 6: SUPERNATURAL POWERS
Magic exists in the World of Darkness, and in a great many forms. Vampires have their
devotions, werewolves their rites, and so many other creatures wield powers akin to spells. This
chapter outlines the basic rules that underlie “spell” casting in this game, what exactly is a spell
in this game, and the cost for using those abilities. It also explains subsystems for finding and
using Nexuses, and includes explanations of systems that are unique to each nature.

There is however, a second type of magic that is not covered in this chapter, and that’s the
creative thaumaturgy used by mages. That requires a more in-depth explanation and is covered
in the following chapter. However, even creative thaumaturgy has to follow most of the same
rules as other supernatural powers.

What is a Supernatural Power?

In simple terms, a power is a discrete magical effect, a single shaping of the energies of multiple
universes to achieve a specific desired end. In invoking (or casting) a power, a character
carefully constructs the desired effect using the source of their power, and then releases it, all in
the span of seconds.

In mechanical terms supernatural powers are analogous to spells in standard D&D. They are
discrete in that each one accomplishes only a single effect (that’s the primary difference
between this form of spellcasting and creative thaumaturgy). They can do damage, or heal, or
anything that spells can accomplish in Dungeons & Dragons.

Each nature tends to give a different name to its spell-like powers, and uses them in slightly
different ways. For changelings powers are called glamors, and contracts. For demons they’re
called incantations. For prometheans they’re called transmutations. Scions know them as
edges, deviants call theirs adaptations, and for the gifted they are known simply as powers.

Despite the different names these are all supernatural powers, and all follow these same rules
as indicated here. It’s important to note that there are other supernatural powers that certain
natures have access to that are not spell-like (such as vampire devotions). Those are listed in
this chapter as well.

Power Level
As in D&D powers in this game are divided into levels, from 0 to 9. A power's level is a general
indicator of how powerful it is, with the lowly cause fear at 1st level and the powerful true
polymorph at 9th. At-will powers—simple but effective powers that characters can cast almost

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by rote—are level 0. The higher a power's level, the higher level a character must be to use that
power.
Power level and character level don't correspond directly. Typically, a character has to be at
least 17th level, not 9th level, to cast a 9th-level power.

Known Powers
Before a character can use a power they must have the power learned. In general once a power
is learned it’s always available (or prepared). The number of powers a caster can have at any
given time depends on the character's level.

Some natures, such as changelings, make a distinction between 0 level powers (which they call
glamors) and higher level powers (which they call contracts). For other natures like demon this
distinction is less important. A demon, or a deviant for that matter, is free to choose from 0 or
higher level powers up to their Max Power Level as indicated for their class.

In general you are free to change your powers whenever you complete a long rest.

Power Points
Regardless of how many powers a caster knows or prepares, he or she can cast only a limited
number of powers before resting. Channeling magical energy into even a simple power is
physically and mentally taxing, and higher-level powers are even more so.

Aside from changelings and ithaeur werewolves each casting class's description includes a
table showing how many “points” a character can use at each character level. For example, the
6th-level demon Adriel, has 12 anima she can use to invoke her incantations.

When a character that uses power points invokes a power, he or she expends a number of
points based on the level of the power to use it. At-will powers always cost 0 points, while
casting a power at any other level costs the power level + 1 points, as shown in the Power Level
Point Cost table below. When Adriel casts witch bolt, a 1st-level power, she spends two of her
12 anima, leaving 10 remaining.

Changelings and Ithaeur werewolves however rely on spell slots as in standard D&D.
Regardless of cast using power points or power slots powers spell-like powers use the same
rules. Each nature/class has a different method for recovering their given power source, as
explained in their class description.

Casting a power at a higher level

As with spells some powers can be invoked at a higher level. When a character invokes a
power using at a higher level than the power's normal level, the power assumes the higher level

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for that casting. For instance, if Adriel casts witch bolt at 2nd-level, she uses three anima and
that power is 2nd level.

Power Level Point Coast


Power Level Point Cost Power Level Point Cost

0 0 5 6

1 2 6 7

2 3 7 8

3 4 8 9

4 5 9 10

Invoking a Power
When a character casts any power, the same basic rules are followed, regardless of the
character's class or the power's effects. These are the same rules as outlined in the Player’s
Handbook, including casting in armor, casting time, range, duration, areas of effect and other
rules.

These rules also apply to mages when they use creative thaumaturgy. A mage can’t cast spells
in armor they aren’t proficient in, their spells take the same basic shapes as other spells, and
they cannot concentrate on two different spells at a time.

The largest difference between powers in this game and standard spells is that most classes do
not require a focus of any kind to use the powers, although there are exceptions to even this.

And that’s it for powers. Whenever in doubt use the same rules for spells as indicated in the
PHB except with regards to cost, as indicated above.

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Nexuses
The next part of this chapter covers Nexuses, what they are, how they can be of benefit to
nearly any group (even ones that don’t include werewolves or mages), how to find them, and
how to make them become more powerful over time.

What is a Nexus?

A Nexus is a weak spot between this universe and all others, specifically the Near Umbra (or
Ethereal plane in D&D terms). It is a soft place, a zone where the boundary that normally
separates realities is thin. Nexuses existed before the Intrusion, but, like all magical things back
then, they were a shadow of what they are today.

Still they did exist. The house at the end of the block that none of the kids are brave enough to
enter, the garden that is so beautiful it lifts up your soul to be there, the intersection that for
some reason is host to more car accidents and drive-by shootings than any place has a right to
be. These are all Nexuses.

Before the Intrusion the only effect they had would be to give people a cold chill, or a fluttering
of the heart. Now they can offer so much more to those bound to them.

Nexuses after the Intrusion

Today Nexuses crop up all over the place, with greater and greater frequency the closer you get
to the Intrusion point. The Haunted Lands in particular are filled with Nexuses, with some
speculating that every block in Chicago has at least one.

It’s hard to define how big a given Nexus actually is. Even the strongest ones have no obvious
visual indicators. They don’t glow, or light the area up. They don’t make humming noises, or
cause things to float in the air. In short the boundary between where the Nexus starts and ends
is nebulous. It’s more of a gradual change, than an obvious one.

Think of it as a smokeless invisible fire. At a certain point you can start to feel the heat. Draw
close enough and that warmth increases. You might hear a very slight crackling noise as you
near the center. Eventually you might go too far and get burned. With time and a little trial and
error you’ll probably figure out (roughly) where the fire is.

A Nexus is like that, except the “heat” you feel tends to be an emotional one. Draw close to a
Nexus of death and you’ll feel cold, or your hands might grow clammy. Get closer to a Life one
however and you’ll feel rejuvenated or a calm serenity might overcome you.

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A Nexus can be anywhere, inside or outside. Some are dozens of, or even hundreds, of feet in
the air. A few are deep below the ground. They don’t tend to adhere to human concepts of
“buildings” or “streets”.

At least not at first. Over time that might change. Even sleepers can recognize a Nexus when
they feel one (they just don’t consider it supernatural). Given a strong enough Nexus sleepers
might find themselves compelled to build a building to reach that point in the sky, or to
encompass a particular thin spot. Yet with the Intrusion being such a recent thing it’s unlikely
enough time has passed for these sorts of changes to occur.

What can I do with a Nexus?

Nexuses are very important to werewolves and mages, who rely on them to regain their energy
(essence and mana). However, all sorts of different types of characters can gain great benefits
from using Nexuses.

In game terms each Nexus has a certain “resonance” that matches one of the 10 Arcanum as
mages understand them. These resonances reflect the specific emotions that a given Nexus
generates. In addition each Nexus can grant special abilities based on its resonance.

Resonance also determines the general look and feel of a Nexus. A Nexus of spirit is very
different from one of prime or death. A resonance is as much an emotional or spiritual concept
as it is a mechanical one.

In addition to resonance each Nexus is listed in terms of power (or tiers) from tier 1, which is a
weak or newly formed Nexus, all the way up to tier 5. Based on its resonance and tier a Nexus
can grant the following powers:

Death
A Nexus of death is cold, or shadowy, like a haunted house, a particularly eerie graveyard, or a
street corner known for a number of murders.
Emotions: Fear, tension, or a sense of being watched
Benefit: You need 4 failed death saves (instead of 3) in order to die and you gain a bonus to all
death saves equal to the Nexus’ tier. Instead vampires who spend vitae to heal gain 1d6 + twice
the tier of the Nexus in additional hit points.

Fate
A Nexus of fate is a place entwined with destiny or luck, like a cliff overlooking a waterfall, or a
tall tower that draws thrills seekers to leap from its heights.
Emotions: Excitement, a feeling of invulnerability or of great destiny
Benefit: You have a single luck die (a d20). Whenever you make an attack roll, ability check, or
saving throw, you may spend that die to roll an additional d20. When you roll this die you add a
bonus equal to the Nexus’ tier. You can use this ability after the original roll, but before the

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outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or
saving throw.

You can also spend that die when an attack roll is made against you. Roll a d20, and choose
whether the attacker's roll uses their d20 roll or yours. You regain this luck die after a long rest.

Forces
A Nexus that resonates with forces is a place where great energies meet. It might be a field
prone to lightning strikes, a crater of a once powerful volcano, or an abandoned power plant.
Emotions: Power, passion, heat, or electricity
Benefit: Whenever you complete a long rest you gain temporary hit points equal to three times
the Nexus’ tier rating.

Life
A Nexus of life is a beautiful thing to see. It’s a place where life is empowered. It might be an old
moss covered forest, a breathtaking garden, or a nursery in a hospital.
Emotions: Calm, peace, and satisfaction
Benefit: Whenever a creature (other than a living dead) spends a hit die to heal (such as during
a short rest) they gain 1d6 + twice the tier of the Nexus in additional hit points. They also
recover from exhaustion twice as fast.

Matter
A Nexus of matter is a ponderous, but also strangely transformative place. It’s a place where
matter changes forms. It might be a steel factory, a glass workshop, or a sculptor’s studio.
Emotions: Heaviness, thickness, or drudgeory
Benefit: You receive a bonus to all crafting and repair checks equal to the tier of the Nexus.
You also complete crafting and repair rolls in half the time.

Mind
A Nexus of mind is a place that expands thinking like an old library, or a place resonating with
psychic power like a cave of crystal.
Emotions: Introspectiveness, fascination, or connection to others
Benefit: This has two possible benefits. One is that psychic powers you use (powers that
charm, or frighten or powers from the mind arcanum, or from the gifted power list) increase their
DC by the tier of the Nexus. Either that or gain a bonus to all Intelligence skill checks equal to
the tier of the Nexus.

Prime
A Nexus of prime is a place that is in touch with pure magic or momentous events. It might be
the site of a major supernatural fight, the location of a powerful historical moment or even
something that an entire community invested emotion in like the site of a murder.
Emotions: Intense emotions are felt here, love, hate, despair, and joy

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Benefit: You gain a bonus to Intelligence, Wisdom, or Charisma saves equal to the tier of the
Nexus.

Space
A Nexus of space is an area of strange or distorted geography or that is dedicated to
astronomy. It might be an observatory, a hedge maze, or labrinth beneath a city or a house of
mirrors.
Emotion: Disorientation, curiosity, excitement, or nausea
Benefit: Your walking speed increases by 5 feet plus 2 feet for every tier of the Nexus.

Spirit
A Nexus of spirit is a place where the walls of reality are even thinner than in other Nexuses. It
might be a great desert or forest, an abandoned temple or church, or even a place in a city
sewer where spirits have chewed through the gauntlet.
Emotion: Awe, alertness, bliss, transfixion, or unease
Benefit: You gain a bonus to Sanity saves or checks equal to the tier of the Nexus.

Time
A Nexus of time is a location rich with temporal importance, such as a shrine dedicated to the
movement of heavenly bodies or even a watchmaker’s store. It might also be a place where
time seems to stop like a used bookstore, or an old school.
Emotion: Anxiety, insecurity, queasiness
Benefit: You gain a number of special reactions equal to the tier of the Nexus. Each of these
can be used for any reason you would use a reaction, except you still can only use one reaction
per turn. Once you use a special reaction you cannot use it again until you complete a long rest.

No matter their resonances, Nexuses only appear in abandoned locations. Any place that sees
traffic from even a few sleepers on a regular basis cannot become a Nexus due to the sleeper’s
psychic shroud.

In addition to the unique benefits Nexuses provide based on their resonance all Nexuses
provide the following benefits to certain natures:

● Begotten. Begotten gain a benefit to the check to enter their lair with a bonus equal to
the tier of the Nexus and may enter it as an action.

● Mages. Mages regain mana if they meditate at a Nexus.

● Prometheans. Prometheans can sleep in the presence of a Nexus without creating a


wasteland or expanding one if it’s already been created.

● Werewolves. Werewolves regain essence if they meditate at a Nexus.

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In order to gain the benefit of a Nexus you must attune to it after a long rest, which requires at
least spending one night in the presence of the Nexus. This doesn’t count against your normal
attunement limit, but in order to maintain it you have to spend at least one night there every
seven days.

You can only have one benefit from a Nexus at one time. If you are presented multiple options
you choose the benefit when you complete a long rest. This means mages and werewolves
must choose between regaining energy or gaining the other benefits of a Nexus. The same is
true for prometheans who don’t want to create a wasteland, or begotten who want an easier
time entering their lairs.

The one exception to this is the gauntlet itself. All attempts to cross into the Near Umbra while in
the presence of a Nexus have a bonus equal to the tier of the Nexus. For spirit Nexuses the
bonus is equal to twice the tier of the Nexus. This is true even if the creature crossing over is not
attuned to the Nexus.

A Nexus can only support a certain number of creatures at one time, and the stronger those
creatures are the more they drain from the Nexus and thus the fewer of them it can sustain. A
Nexus has a maximum number of attunement levels it can have.

This number is equal to 20 x the tier of the Nexus. Thus a tier 1 Nexus can support 20 levels of
creatures. That could be one creature of 20th level, two creatures of 10th level, 10 creatures of
2nd level or any combination that does not exceed 20. For this purpose CR equals level.

Any creatures that attempt to attune to the Nexus after this limit has been reached automatically
fails. If the creatures level up after attuning to the Nexus it automatically removes the
attunement of the creatures in reverse of the order they attuned to it (last one first). It keeps
doing this until it is below the limit, or until there are no longer creatures attuned to it.

Why this limit?


I put this limit in the game both because it doesn’t make sense to me that a group of high-
level characters can make do with a low-level Nexus, and because I want to encourage
questing. By the math an average group of 5 characters would need to work to increase the
tier of their Nexus every 4 levels.

This means every 4 levels they are going to need to go out and do something that increases
the tier of their Nexus, or they’re going to have to make some hard choices. If only one
character wants to use the Nexus then they are fine not ever having to worry about it, and if
that’s okay with everyone then that works.

However the assumption is that with all of the possible bonuses that a Nexus provides it might
be in the group’s interest to work together to regularly strengthen their Nexus.

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Maintaining a Nexus

A resonance is as much an emotional concept as it is a magical one. In order to maintain the


resonance of a Nexus you have to avoid doing anything that might change the emotion of the
area. Repairing a haunted house, breaking all of the mirrors in a fun house, or tearing down the
altar of an abandoned church, all have the chance of weakening or outright destroying a Nexus.

The GM has the final say if a given action will lower the tier of a Nexus or even remove it. Even
a lot of tiny relatively insignificant actions can end up removing a Nexus from existence.

It might be tempting to want to change the resonance of a Nexus once you find one, but that’s
all but impossible. To do so you would have to gradually change the emotion of the location,
while introducing another stronger emotion. This would almost certainly require sleeper
involvement in order to create the necessary emotional power, but at the risk of having sleepers
automatically remove the Nexus.

Instead of trying to change a Nexus’ resonance you’re better off just finding one that matches
the type you want.

Obtaining a Nexus

Finding a Nexus is meant to be a quest into itself. It typically involves lots of research of local
myths or odd news stories that are barely covered by the media. It might mean an extended
hunting session as you track spirits down to the point at which they are entering and leaving the
gauntlet. It almost certainly involves venturing into hidden corners of your local area.

Either way finding a Nexus is just step one. While the Nexuses you find will almost certainly be
tier 1 even those are rarely undefended. Ghosts, vampires, or other Horrors are commonly
found in such places. They are very often nightmare sites themselves, leading to all manners of
creatures, and ridden people or wild cryptids.

Then there’s the spirits. A Nexus drips spiritual energy into the world. That same essence that
werewolves use empowers other spirits. It is their food and drink. Even the weakest Nexus
draws spirits to it like a watering hole draws animals in an arid desert.

Those assorted creatures, agents, cryptids, spirits, ghosts, or even scarier things, are unlikely to
simply hand over a Nexus without putting up a fight. Expect each Nexus to be well guarded,
with some even laying devious traps to ensnare all who try to take the Nexus.

Banal as it may seem there are also legal considerations to obtaining a Nexus. Unless the area
is truly in a wild part of the world the land most likely belongs to someone. If they’re a sleeper
they’re probably entirely unaware of the true nature of their possession, but even so they can
make obtaining a Nexus difficult. If the Nexus happens in a location where a local gang has

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taken refuge or that’s owned by a corporation and scheduled for demolition that could
complicate the lives of those who wish to use the Nexus for its true purpose.

The one good bit of good news to all of this is that the challenges are rarely out of bounds for
the power of the Nexus. More powerful creatures tend to concentrate their abilities on finding
more powerful Nexuses. They don’t waste their time with Nexuses of a tier that’s beneath them.
Thus the Nexus usually matches the level of challenge you face.

Usually.

Empowering a Nexus

Once you have a Nexus now you need to figure out how to increase its tier. Fortunately there
are tried and true ways to increase the power of the Nexus, as long as you’re up to the
challenge.

To empower a Nexus you need to perform tasks that match the resonance of the Nexus, and
increase that resonance. You need to be attuned to the Nexus for this to work, but if you are
then when you complete a certain number of challenges of a certain difficulty that match the
Nexus’ resonance the tier increases.

Typically this means completing a task of a CR appropriate to the tier as seen in the following
table:

Nexus Empowerment
Nexus Tier Task CR

1 --

2 5

3 10

4 15

5 20

With the GM’s permission you can double the number of tasks you need in order to decrease
the CR of the tasks by one tier. Thus a single CR 10 task is usually enough to raise the tier of a
Nexus to 3. However if you complete two 5 CR tasks that might be enough, if the GM approves.

This might mean destroying a Horror of the appropriate CR, cleansing a nightmare site, or
overcoming some other sort of challenge of the required difficulty. Whatever you do you have to
do it while attuned to the Nexus, and it has to honor the resonance in some way.

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It’s not always obvious what types of tasks honor which resonances. It might be tempting to
think that spreading death would match the resonance of a Death Nexus, but that is not
necessarily the case. If you want ideas you can consult the following:

Nexus Resonance Tasks


Nexus Resonance Task type

Death Destroying a powerful living dead, cleansing a


haunted nightmare site, helping a ghost move
on

Fate Helping someone achieve their destiny,


preventing an untimely death, bringing a fate
cheater to justice, helping a prophecy come
to pass

Forces Protecting a site of powerful energy,


cleansing a site of of destructive energy (fire
or radioactivity), destroying a powerful
elemental entity and channeling into the
Nexus, surviving a terrible storm

Life Protecting a large natural environment,


destroying a murderous cryptid, cleaning a
polluted nightmare site

Matter Crafting a powerful item, uncovering a


powerful relic, destroying a destructive
amalgam

Mind Protecting a portion of the Primordial Dream,


freeing a large group of ridden, convincing a
lot of sleepers to help you in a task, curing
someone’s madness

Prime Solving a magical mystery, destroying or


driving away a fiendish or fae entity,
destroying an evil relic

Space Untangling a nightmare site of twisted


geography, defeating or destroying an
aberration, conducting a spacial experiment

Spirit Destroying or driving away a powerful spirit,


keeping the gauntlet in balance, protecting a
spiritual site, crossing the gauntlet

Time Surviving a temporal eddy, protecting the

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timeline from damage, fixing a temporal
paradox

The GM is the final arbiter of if a task is appropriate to the resonance of a Nexus, and
challenging enough to raise the tier. In general you are expected to raise the tier of your Nexus
every four levels, but the GM is free to adjust this to match their campaign.

Bringing it all together

Let’s look at how it all comes together in this example:

The troupe is composed of five players (Andy, James, Ann, Jonathan, and Sara). After
discussing what type of campaign they’d like, they decide to play a small cell of monster killers
who work to protect their local Chicago neighborhood.

They end up with the following characters; changeling Jackson Quick (Andy), mage Griffon
(James), vampire Serenity (Ann), promethean Walker in Dust (Jonathan), and begotten Bestla
Frost (Sarah). Only one of them (Griffon) absolutely needs a Nexus to regain their power.
James works on convincing the others that it would be in their best interest to find a Nexus, and
make that their base.

After playing through the first session they decide it’s time to find a Nexus. They look through
the available bonuses to decide what sort of Nexus they would like. Griffon’s a warlock so a
space or mind Nexus would be most in character, but he’s only in for the mana so any Nexus
will do.

At first Ann argues that her vampire Serenity deserves a death Nexus, but Andy makes a
counterpoint. He argues that if they had a life Nexus they could all heal from exhaustion twice
as fast. That way they could each offer their blood to Serenity, who wouldn’t have to feed unless
she was in dire straits.

She agrees to this as long as they keep up their end of the bargain. They start their search for a
Life Nexus. Griffon uses a spell to try to locate a Nexus, while Bestla and Quick try to research
odd stories at the local library. While this is going on Serenity consults with the local vamps,
while Walker prowls the city.

Their search eventually leads them to an abandoned apartment building. In the basement they
find a small garden of overgrowing plants. It seems one of the previous tenants grew flowers.
She devoted a lot of her time and energy into the garden before she died. This has turned it into
a tier 1 Life Nexus, which takes the form of an area of overgrown moss, and flowers.

Unfortunately it’s not vacant. They are attacked by a vicious cryptid that was drawn to the area.
The massive beast has been feeding off anything it finds in the sewers, including kids. After a

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brief but intense fight the cell kills the monster. This frees the Nexus of its influence, allowing
them to attune to it.

They move into the apartment complex. They do everything to increase the resonance of the
area, including buying more plants, and tending to the ones that exist. After attuning James
chooses to gain mana from it, Walker gains the Promethean benefit, and the others (except for
Serenity) gain the usual benefit.

Since she’s not gaining much from it Serenity will move in a few blood addicts (thralls as soon
as she can) and they will bond with the Nexus. Since each one is only ⅛ CR she can have all of
them bond with the Nexus without even fully taking her place.

After a few weeks of this they are gaining a reputation for cleaning up the area. They come
home one day to find construction workers surrounding the apartment. A private company has
purchased the complex, and wants to demolish it to make room for new apartments.

Since this would destroy the Nexus it might be in their best interest to stop this. On the other
hand though new apartments might clean up their neighborhood. Just to be sure they decide to
investigate the company responsible.

After infiltrating the company they discover to their horror that the company, Pentex, is owned
by a shadowy organization that calls itself the Technocracy. Furthermore the executive in
charge of this acquisition is a terrible machine man, who gains energy from consuming living
creatures.

They fight him and manage to defeat him, forcing him to turn ownership of the complex over to
Bestla (in her human name of Deboarah Scott). Furthermore they expose Pentex to a scandal
involving illegal dumping.

Doing all of this in the name of their Nexus enfuses it with energy. It becomes a tier 2 Nexus.
When they return the entire basement is filled with growing plants, as the power of the Nexus
has expanded.

Begotten - Lairs
Every begotten has a lair, a special place in the Primordial Dream where they can rest and
recuperate. This lair starts out small, but grows larger as the begotten gains power. Most than
merely a resting place however a lair is the begotten’s home. It is where they can achieve what
they feel is their true form, and where they are at their most powerful, but paradoxically also
their most vulnerable.

Dream Form

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Every begotten has a dream form. It is the innermost truth of the begotten, the monster that they
really are inside. They can only achieve this form while within the Primordial Dream, but while
within it they are at the peak of their powers.

Each begotten player can choose their dream form from any available creature of a CR equal to
their level. The GM is encouraged to work with the begotten player to decide on their dream
form, even lowering or increasing the statistics of monsters to come up with one that works.

For instance they might want to play a Frost Giant (CR 8). Until they are level 8 though they use
a lesser form of the same type of creature. Maybe they use the stats of an ogre, but add cold
resistance. Or maybe the GM decreases the level of the Frost Giant using the rules in the DMG.

A begotten can change their dream form as they level up, but they must remain the same type
of creature even if the statistics are different. For instance as a begotten levels they might go
from a wyrmling, to a young dragon, to adult, but in each they remain a red dragon, or they
might go from using the stats of a goliath, to those of an ogre, to those of a frost giant, but in all
cases they were still a “frost giant,” just a weaker form of such.

Their dream form should also match their chosen family. Giants should be creatures that either
have the giant type or are large, wraiths should be some type of shadow or undead creature,
leviathans should be elemental or aquatic monsters, gorgons should be aberrations or horrific
monstrosities, and raptors should be dragons or creatures with a flying speed.

While in their dream form the begotten player has all the statistics of the chosen monster. Even
their Intelligence, Wisdom, and Charisma scores change to match (you’re a different person in
dreams than you are in life). They have all the abilities of a given creature except for optional
abilities such as a dragon’s innate spellcasting option. They also do not have any lair options or
legendary actions (although they can get access to those by expanding their lair).

Chambers

The begotten’s lair can look like whatever the begotten wants it to. It’s also composed of as
many small rooms, and corridors as the begotten player wants. They tend to start out small (a
handful of rooms) until the begotten levels up. As a rule of thumb a begotten’s lair usually has
no more than their level x 3 in rooms, but that’s up to the GM and the player.

However these rooms are mere decorations. They exist only to add to the lair’s atmosphere.
The “real” rooms are called chambers, and there’s a hard limit on how many a begotten can
have. This limit is equal to their proficiency bonus +1 (3-7).

A begotten starts with three chambers that they cannot remove; the lair heart, their burrow, and
corridors that connect the two. Whenever they level up they may add or remove any chambers

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they want, except those three, as long as they do not exceed their chamber maximum. Once the
begotten decides on a chamber it’s automatically added.

Chambers grant special bonuses that come in one of three possible forms. Defense chambers
increase the power of the lair itself or add powers to the begotten’s dream form. These are
useful if the lair is ever attacked (which can happen, see lair combat below). Utility chambers
allow the lair special abilities such as the ability to bring in non-begotten or to connect to another
begotten’s lair. Augmentations grant additional powers to the begottens’ waking form that they
can use when they aren’t in their lair. Unless otherwise specified you may only choose each
chamber once.

The chambers are listed below in alphabetical order:

Augmentation Chamber (augmentation). This chamber transfers more of the power of the
begotten’s dream form to their waking self. A begotten gains 5 atavism points for every
augmentation chamber they have. They may take this chamber multiple times.

Barracks (defense). A begotten can use a barracks to summon minions to defend their lair.
These creatures can take the form of any creature of a CR no higher than ⅛ of the begotten’s
level, that isn’t a legendary creature. Minions act on their own turns defending the lair even
when the begotten is not there. They are manifestations of the begotten’s subconscious mind.
They do not need to eat, drink, or sleep, and they never revolt. A barracks allows a begotten to
summon 10 x their level in minions. Minions only exist within the lair, and cannot be removed
from it.

Burrow (required). This is where the begotten comes to sleep. It can take any shape, but it
must be large enough to comfortably fit the begotten. Most begotten place their burrows, and
the lair hearts close together, although they are not allowed to be in the same room.

Corridors (required). The physical structure of the lair. It represents all the various decorative
rooms, and hallways that create the actual lair.

Coupling Tunnels (utility). These allow a begotten to connect their lair to the lairs of other
begotten. Each set of tunnels can connect to any number of lairs, as long as those lairs all have
a coupling tunnel of their own. This can be as tenuous or as merged an arrangement as the
begotten involved wish it to be. It might just be a few tunnels in distant parts of each lair, or it
might represent a true merging of the lairs into a single whole.

Dungeon Cell (utility). This “chamber” is actually a series of rooms that can hold prisoners.
Any creature, except the begotten themselves, that is reduced to 0 hit points while within the lair
stays in the lair instead of going back to the waking world.

As a bonus action, the begotten can transfer any creature it sees that is at 0 hit points to a cell
within the dungeon, which can hold any number of creatures. Once inside the dungeon the

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creature must make a Charisma save with disadvantage against the begotten’s atavism save
DC. They need 3 successes in order to break out, at which point they awake. On a failure the
begotten immediately knows the creature is attempting to escape.

Intensification Chamber (defense). This room intensifies the begotten’s connection to their
dream form, expanding the powers of the begotten while in that form. It could be a laboratory,
an observatory that channels ancient energies, or whatever the begotten wishes. It gives them
access to the legendary and lair actions of their dream form. If their dream doesn’t have any
legendary or lair actions they can work with their GM to use the actions of an appropriate
creature of their level.

Lair Heart (required). This is the very heart of a begotten’s lair, the centerpoint of its power.
Without a heart the lair would collapse. The begotten and the lair share hit points, damage
inflicted on one counts as damage on the other. For all intents and purposes they are the same
creature, only the lair heart (which can be anywhere in the lair) cannot move once placed. If the
heart is reduced to 0 hit points it shatters, the lair collapses, and the begotten instantly dies. Any
non-begotten inside the lair are shunted back to the real world. This represents the vulnerability
of the begotten. If the lair is ever attacked they must protect the heart while also driving away
any attackers.

Library (augmentation). This chamber gives the begotten either the magic initiate or ritual
caster feats from the PHB.

Primordial Pathway (utility). A pathway between the waking world and the Primordial dream.
This can take any form from a door, to a glowing portal, to a teleportation circle or whatever the
begotten desires. This chamber allows the begotten to bring invited creatures into their lair.
They may have up to 5 creatures in their lair for every pathway they build. They can build this
chamber multiple times.

To travel with a begotten the guests must touch the begotten while they are entering their lair.
Once inside the lair guests can aid in defending it from attack, or use it to hide out from danger
in the real world. They can rest here, but food, water, or other substances provide no
nourishment, and a guest who spends too much time in a begotten’s lair may die. A guest may
leave at any time with a bonus action. The begotten can also make any guest leave as a
reaction or bonus action. Either way guests reappear at the same place they entered the lair.

Reinforced Structure (defense). Not really a chamber exactly, this just represents the
begotten strengthening the damage their lair can take. Their lair gains a damage threshold
equal to the begotten’s level. All damage made against chambers or walls that doesn’t exceed
this threshold is ignored.

In addition all attempts to enter the lair without the begotten’s permission are made with
disadvantage.

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Servants Quarters (utility). This chamber conjures a near infinite supply of servants to aid the
begotten, and make their stay within the lair more comfortable. These servants can look like any
type of creature the begotten wishes as long as they are between small and large size, and are
no bigger than the begottens’ dream form. They cannot fight, and if hit by an attack (AC 10) they
automatically dissipate.

A begotten, and their guests, who rest in a lair with servants may gain the benefit of the
Relaxation downtime activity in a single short rest.

Workshop (defense). A workshop allows a begotten to fill their lair with traps, and locked
doors. They should work with the DM to create traps, and to decide on their type and
placement. When designing traps for a workshop use the rules in Xanathar’s Guide.

A workshop lets a begotten build a number of simple traps based on their level and the damage
severity of the trap. A begotten can build one moderate trap for every level they have, one
dangerous trap for every other level, or one deadly trap for every third level. They can mix and
match this as long as they don’t exceed these limits (a 11th level begotten can build 4 moderate
traps, 2 dangerous ones, and 1 deadly one for instance).

The traps inflict damage that matches the level of the begotten as indicated in the Damage
Severity by Level chart in Xanathar’s Guide.

Lair Combat

To the inexperienced begotten, a lair might seem like an untouchable place where they can’t be
hurt in any way. Unfortunately this is not true. All lairs are still part of the Primordial Dream.
Thus any creature capable of entering the dream space could theoretically find the lair, then try
to force their way in. This is often a dangerous prospect, given the power of a begotten in their
lair, but nevertheless there are those who attempt it.

Finding a given lair in the Primordial Dream is not easy, and might require all manners of
divination magic or tracking spells (not to mention the difficulty of entering the realm realm
itself). However a begotten’s Nemesis has a far easier time tracking down the lair. They are
often drawn to them in their sleep, sometimes long before they’ve met the begotten they’re
hunting. This is the danger of coupling multiple lairs together, as any one Nemesis who assaults
a lair could end up gaining access to all of them.

Once a lair is found the attacking creature can try to force their way in. This might take the form
of breaking down a heavy door, pushing through a powerful storm, or swimming through a
massive ocean, depending on the type of lair.

Mechanically though it’s always the same. As an action the attacking creature rolls an
Intelligence, Wisdom, or Charisma check against the atavism save DC of the begotten. If the

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attacking creature is trained in Arcana or is the begotten’s Nemesis they add their proficiency
bonus to this check. Once the attacking creature makes 3 successful checks they break down
the door and enter the lair at a point determined by the GM.

The first time a creature makes a check the begotten senses this attempt to breach their lair.
This is true even if they are in the waking world. If they are awake they can attempt to enter their
lair as an action (instead of taking 1 minute). If they are resting in their lair they automatically
awake.

The begotten is encouraged to map out their lair as if mapping a dungeon. Every chamber must
be accessible, at least through a door, although those doors may be locked. While the begotten
is encouraged to make the lair as maze-like as possible no chamber, room, or corridor may be
completely cut off from the rest of the lair. The lair can only have traps if the begotten has a
workshop chamber.

Each door within the lair has a number of hit points equal to twice the begotten’s atavism save
DC. They can be broken open by doing damage equal to the hit points of the door or by rolling a
Strength check vs the atavism save DC.. They can also be unlocked by making a Dexterity
(thieves tools) check vs the begotten’s atavism save DC.

Otherwise the assault on the lair works as a standard D&D battle, only with the GM playing the
role of creatures attempting to break into the monster’s chambers. Their goal is usually to
destroy the lair’s heart, but any chamber they gain access to can be destroyed. Each chamber
(except the heart) has hit points equal to three times the begotten’s atavism save DC.

The begotten can heal any number of damaged (but not destroyed) chambers on a single long
rest. However if a chamber is destroyed it ceases to function until repaired, which takes two
long rests for every chamber (repaired in the order the begotten chooses). If a primordial
pathway is destroyed all guest creatures are automatically ejected back to the waking world.

Any creature reduced to 0 hit points reappears in the waking world and is unconscious and
dying. The exception to this is the begotten’s Nemesis, who wakes up unharmed (although they
may not assault the lair again until at least 1 month has passed in the waking world).

It is very common for a Nemesis to try to assault the lair of the enemy begotten. In fact often the
first time they “meet” the begotten is through such an assault. A Nemesis may enlist other
creatures to aid them in the assault. They may enlist up to 8 such creatures who must be
humanoid (sleepers).

However, while participating in the assault these “sleepers” transform becoming creatures of a
CR equal to the begotten’s level. They can be any creature of an appropriate level, but tend to
take the form of humanoid or natural creatures. They might be powerful wizards, questing
knights, or well trained soldiers. They might even wield magical items.

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None of this is real. The training, powers, and even items they have are all given to them by the
Nemesis, who themselves are a manifestation of the begotten’s own fears. Once they drop
them all items vanish. To the sleepers this is all a harmless dream, even if it’s one they could
die in, and many people who died in their sleep could be those enlisted against their will by a
begotten’s Nemesis.

A Nemesis is allowed to trade in those creatures for more creatures of a lesser level. Essentially
they have 8 x the begotten’s level in creatures. They could choose 8 of the begotten’s level, 6 of
the begotten’s level plus 16 creatures of ⅛ CR or any combination. It’s rare for a Nemesis to be
able to gather up their maximum number of followers, although it could happen.

A GM is encouraged to try to run at least one lair assault for every 3 levels the begotten gains. If
the begotten doesn’t want to invest in a Primordial Pathway (so the other players can help
defend the lair) the GM could instead have the other players take on the role of the enemy.

A begotten who successfully fights off an assault is entitled to a boon. If the whole group
participated in defending a lair this might count as a milestone. Otherwise the begotten alone
might be entitled to a boon. If the other players played the part of the attackers consider giving
them one boon for every chamber they successfully destroy, or one boon if they manage to take
half of the hit points of the lair heart. Don’t do this if you think this will cause a rift in your game.
You’re the final arbiter of how your group might handle this aspect of the game.

These boons can take the form of magical items, temporary powers, or other advantages. They
could be things the characters earned while they were off doing their own thing, or they might be
magical items that somehow manifested in the real world after the battle.

Changeling - Pledge Magic


Somehow, lost as they are in their madness, changelings have developed a type of magic
unavailable to others. This magic is based around vows and simple agreements, called
Pledges, that are enforced by magic and the power of fate itself. These pledges can grant
changelings advantages in the form of boons, and inflict punishments against those who would
break them

What is Pledge Magic?


Pledges are "simple" agreements infused with the magic and madness unique to the changeling
mind. They resemble contracts, but are far less formalized and often structured around
interactions with two parties, not with concepts or forces. A Changeling makes a Pledge, either
with another changeling, with a human (even a sleeper) or with some other type of creature.
Then the changeling infuses that vow with a bit of their own willpower. From that moment both
parties to the pledge are locked into a fate-bound agreement.

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A pledge is composed of four components:

● Tasks. The exact thing that every party to a pledge is expected to do.
● Boon. The reward for fulfillment of the pledge’s task
● Sanction. The punishment if the task is not fulfilled
● Duration. The length of time that the pledge is in effect.

As long as both adhere to the precise words of the pledge they both gain boons, which can
range from dice bonuses to free spell slots (for the changeling) or other energy. If they break the
vow though fate itself will punish them with vicious sanctions.

The precise terms, tasks and boons for adhering to the agreement and penalties for failing to do
so are outlined when the pact is made. To work both parties must have an Intelligence of at
least 4 (changelings cannot make boons with animals or simple-minded beings). Other than that
changelings are free to deceive as they will, even vieling the terms in casual language, thus
binding an unsuspecting participant if the changeling is sufficiently crafty.

Pledges come in three levels of power; lesser, medial, and greater, which is determined by the
strength of the components in the pledge. Only changelings can create pledges, and they must
be of an appropriate level to create pledges of that strength (9th level for lesser pledges, 13th
level for medial pledges, and 17th level for greater pledges).

To be considered lesser a pledge must have neither medial or greater boons or sanctions, and
no more than 1 medial task or duration (and none greater). To be medial a pledge must have no
greater boons or sanctions, and no more than 1 greater task or duration. Any pledge stronger
than those is a greater pledge.

Each component of a pledge has a value. To craft a pledge you add up all of the values (tasks,
boons, sanctions, and duration). The value after this calculation must equal 0. If it does you may
create the pledge as normal if you meet the level requirements.

A changeling may have a maximum number of Pledges equal to their proficiency bonus. Any
Pledge made in excess of this number fails to take effect. To forge new Pledges Changelings
must first complete or break their earlier Pledges to reduce their maximum number.

Pledge Creation Overview


Forging a Pledge is more of an art than a science. Many young changelings have accidentally
bound themselves into agreements they are ill-prepared for. Care must be taken.

To forge a Pledge follow these seven steps:

Step One: Tasks & Type - Determine the tasks involved for each party of the pledge and the
nature of the Pledge. Tasks are rated with a negative number that reflects how onerous the task

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is to complete. Lesser tasks (-1) are relatively simple to fulfill, while greater tasks (-3) are quite
epic in scope.

Step Two: Boons - Determine the boons involved for each party of the pledge. Boons are rated
with a positive number that reflects the benefit of the reward for holding true to one's word:
Lesser boons (+1) are minor rewards, while those who hold greater boons (+3) may find their
very lives changed dramatically by their possession.

Step Three: Sanctions - Determine the sanctions involved for each party of the pledge.
Sanctions are rated with a negative number reflecting the power of the curse that befalls the
oathbreaker: lesser sanctions (-1) are annoying hindrances, while the terrible punishments of
greater sanctions (-3) are the stuff of legend.

Step Four: Duration - Determine the duration involved for each party of the pledge. The
duration is rated with a positive number reflecting the length of time destiny binds the pledge to
the fate of those involved: Lesser durations (+1) exist for short time, while pledges of greater
duration (+3) are bound up for at least a year and possibly longer (+3).

Step Five: Totals - The sum of each party's tasks, boons and sanctions must sum to zero when
added to the duration of the pledge. This may require some adjusting of other aspects to make
the expectations of each party equitable.

Step Six: Cost - Determine, and pay the cost for the pledge. All pledges cost one point of
Willpower to invoke, plus any additional modifiers for specific aspects.

Step Seven: Invoke the pledge - The pledge takes effect, lasting for the duration. Fate seals
the pledge. If either side breaks their part of the pledge they suffer the sanction, which typically
lasts for the same duration. Once the duration is over the boons disappear.

Types of Pledges

Pledges are divided into the following three categories: vows, oaths and corporals. The type of
pledge determines how the pledge is invested.

● Vows. The basics of pledge-crafting, these pledges often entail a single goal to which
the changeling aspires, outlining what is expected of the other, their rewards for
adhering to the pledge and the curses they can expect for failing to do so.

● Oaths. Pledges sworn on abstract ideas important to the changeling - his true name, the
true name of his Keeper, forces the Changeling genuinely believes in, etc.

● Corporals. pledges sworn upon physical emblems and symbols that are important to the
Changeling.

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While vows are simple basic pledges, oaths and corporals are more complicated. Changelings
who break these Pledges suffer additional penalties for breaking them beyond the sanctions
(non-changelings who break either do not suffer any additional penalties beyond the sanctions).

A changeling can only have one pledge sworn on a given category at the same time no matter
their regular pledge limits. This includes Pledges the changeling makes with other changelings.
For instance a changeling can only swear on their true name once. Until the last Pledge sworn
on their true name either runs its course or is broken the changeling can't swear on their true
name again although they can make other oaths.

Oaths are sworn on any of the following.

● Changeling's True Name. The Changeling swears the oath on their true name (the
name they had before they were taken to the nightmare realm). A changeling who
breaks an oath sworn on their true name has all of their currently active Pledges
immediately broken (suffering the sanctions for each). In addition all parties involved in
all those Pledges know the Changeling broke their oath.

● Keeper's True Name. Changelings who know the true name of the entity who ruled the
section of the nightmare realm they were housed in can swear on that name. Doing so
however immediately alerts the Keeper of the Changeling's whereabouts. At any point
the Keeper, or one of its designated agents, can gain advantage on any check to locate
the changeling. Once used the Keeper and it's agents cannot gain advantage this way
again.

● Name of Higher Power. The Changeling swears an oath on the name they believe in,
such as a diety, a tradition, or even a virtue (such as justice or faith). To qualify this must
be something the Changeling truly honors. If a Changeling breaks such an oath they fall
into despair losing all of their current Willpower. They also have disadvantage on their
next Sanity save.

Corporal pledges are made on actual symbols or physical objects (akin to when sleepers make
an oath on a religious book such as a bible). There are five varieties:

● Mortal Emblem. This is a pledge sworn on something from the mortal world. It might be
a bible, or it could be something like a rental lease, a deed to a house, a membership
card to a nightclub etc. To count it must represent a tie to a community that the
Changeling is a part of (such as the bible representing their ties to a specific church).

If the Changeling breaks such a pledge fate conspires to separate them from that
community. The landlord kicks them out, the priest of the church suggests they would be
better off leaving or the nightclub retracts their membership for unpaid fees even if they
don't owe anything. Once this happens the changeling must immediately make a DC 15

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Sanity save. If they broke the Pledge as part of fulfilling a virtue they get a +2 to the
save. If they broke it for a vice they take a -2 penalty. On a failure they suffer a long term
madness.

● Seeming Emblem. A seeming emblem is something that represents the changeling's


life as a changeling, such as a piece of the Hedge they took with them when they
escaped, or an etching they made of their true form.

Whatever it is, it represents the changeling's nature as a changeling. A changeling who


breaks such a promise has one less Bedlam die then they would normally have. A
changeling with no remaining Bedlam die cannot swear a seeming emblem Pledge as
they have nothing of their nature left to give. There are rumors that a changeling who
loses a Bedlam die in this way can regain it by atoning, but that would be a difficult thing
indeed.

● Faction Emblem. Pledges sworn on symbols of a changeling's loyalty to a faction


(usually a changeling court). If a changeling breaks such a Pledge they immediately lose
all perks associated with their ranks in the faction and must re-earn their faction points to
regain them. In addition all members of the faction know the changeling broke their
Pledge and will treat them accordingly. Only changelings who are members of a faction
and have gained at least one perk from that association may make pledges such as
these.

● Title Emblem. A Changeling who has gained a title in changeling society may swear on
a symbol of that title. Violating this Pledge causes them to lose the benefits of that title.
Any changeling associated with it knows they broke their Pledge.

● Nemesis Pledge. This type of Pledge involves a third party (another changeling), who
agrees to become the "nemesis" of the pledge in question. When this pledge is sworn
the nemesis immediately invokes a contract of a tier equal to the task (1st or 2nd for
lesser tasks, 3rd or 4th for medial tasks and 5th and 6th for greater tasks). To qualify the
contract must be harmful to the target in some way and must allow a save. A changeling
that breaks the Pledge immediately suffers the effects of that contract as if it was cast on
them, and they automatically fail the save. A nemesis who cannot invoke a contract of a
tier high enough to qualify based on the task cannot be a nemesis for this pledge.

Tasks

The tasks of a pledge detail what the sworn to the pledge must do or not do. They come in the
following types:

Alliance. Pledges of allegiance and assistance to one another. Alliance tasks are two way, all
oath takers swear to adhere to the level of alliance in regard to one another.

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● Lesser (+0). A minor alliance is often called a peace pact. It is not an agreement to help
one another, just not to hinder one another. They are not required to assist each other,
or to prevent another form harming the other oath taker, or even telling them about plans
to harm the other.

● Medial (-2). A moderate alliance where the oathbound are expected to help one another.
That aid might take the form of sanctuary, food, money or some other assistance. They
can expect to be willing to be hurt for the other, or to have to hurt others, but they are not
expected to die for the other.

● Greater (-3). The strongest of all possible alliances. This is a pledge to aid even unto
torture or death. The oathbound are expected to treat each other as closer than kin.

Dreaming (Medial -2). This task allows the changeling to enter into the dreams of the other
oath taker. This is usually done so the changeling may enter the other’s dream to protect them
while they sleep. If two Changelings are involved this must specify the direction (that is who is
expected to guard whom).

The changeling senses when the other oath taker is asleep, and may enter their dreams from
any distance (as long as they are on the same plane). The other oath taker automatically fails
the Wisdom save to prevent this. The specific actions that the changeling is allowed to do while
within those dreams are spelled out by the terms of the pledge.

At least one of the Changelings involved in this type of Pledge must have access to the Dream
Walker core feature. This doesn't have to be the changeling who actually enters the dream
however. A higher level changeling can grant a lesser this ability as long as the lesser only uses
it to enter into the dreams of the other changeling. A dreaming task is always medial.

Endeavors.This is a pledge to perform a specific action.

● Lesser (-1). This is an easy to accomplish task. It either means doing something
frequently that hardly requires any time or effort, or the performance of a single task that
is slightly harder.

● Medial (-2). These require some effort. They might be a constant activity that requires a
sacrifice of time or resources, or they might be a difficult (but not dangerous) task.

● Greater (-3). These are tasks that can only be accomplished by significant effort. It may
be a dangerous task, or one that takes a long time to complete.

Ensorcellement (Medial -2). This type of task may only be performed on a Humanoid
(sleeper). It is a task and a boon. WIth this the changeling infuses mystic energy into the mortal
granting them the ability to see the world the way the changeling does. While under this effect

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they can see through fey meins, can sense Nightmare Sites, and remember things as if they are
aware and not a sleeper (this doesn't automatically make them aware, but it might lead to it).

This is both a task (for the changeling) and a boon (for the mortal). This can be paired with other
tasks and boons but it is always at least both. To activate a pledge of this type the changeling
must spend a Bedlam die, which they cannot regain as long as the mortal remains ensorcelled.
They can regain this die at any time by touching the mortal but doing so dispels the
ensorcellment and breaks the pledge. A changeling with no Bedlam die remaining cannot make
a Pledge of this type. Ensorcellment is always medial.

Fealty (Greater -3). This is a pledge of fealty, usually given to the leader of a group of
changelings (sometimes called a freehold or court). This binds the one taking the pledge to
obey the laws of their leader, and to defend their leader’s holdings to the best of their ability.
Pledges with a fealty task always include the vassalage boon, and the banishment sanction.

The first time a lord enters into any pledge of this sort they must invest their willpower to such a
degree that it permanently lowers by one point (that is they have one less willpower than they
would normally have).

After that further pledges of this sort are invested and not only do not require additional
willpower. They can also exceed the normal limits for the number of pledges the lord can be in
at once. If the lord ever voluntarily steps down they regain that lost willpower, which returns to
their normal level. A fealty pledge is always greater.

Forbiddance. This outlines what the oath takers are forbidden from doing.

● Lesser (-1). This prevents the oath takers from doing a task that is easily avoided, such
as not entering a certain building, or eating a certain type of food, or using a specific
name.

● Medial (-2). These actions are somewhat harder to avoid, either because the oath taker
wants to perform the action or because they are just more common. Never entering an
entire neighborhood, not eating a specific type of food (giving up meat), or not speaking
about a specific topic all count.

● Greater (-3). These are dire and far reaching bans. They are actions that come up very
often and are difficult to avoid. Never being able to enter a city, or oaths of silence or
chastity call count.

Boons

The reward for keeping your pledge promise. They are provided by the magic of destiny itself.

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Adroitness (Lesser, +1). The oath taker chooses a single skill outlined in the pledge. It need
not be one that they are proficient in. For the duration of the pledge they can roll a d4 adding it
as a bonus to any roll with that skill.

Blessing. The oath taker receives some bonus as outlined in the pledge. This might be money
or resources, ability in an attribute, a desired object, or even the use of certain feats.

This doesn’t conjure objects or wealth out of nowhere. Instead fate seems to conspire to bring
the blessing. Maybe the oath taker happens across money in the street, or a distant relative dies
and leaves them a car, or an item happens to fall in their lap. Either way these blessings only
last for the duration of the pledge. After it expires the blessing disappears. The money is lost
through the stock market, they gain a ticket for speeding that’s the exact amount they gained,
the car breaks down, or the item is somehow stolen from them.

● Lesser (+1). The oath taker increases their wealth bonus by +1, gains a +1 bonus with
all checks made with a chosen attribute, gains a single object with a value of 10 or lower,
gains the equivalent of a common single use item (such as the ability to heal 2d4+2 hit
points on one creature) 1/day, gains the ability to cast a single cantrip from the bard,
cleric, druid, sorcerer, or wizard list, or gains advantage on a death save once a day.

● Medial (+2). The oath taker increases their wealth bonus by +2, gains a +2 bonus with
all checks made with a chosen attribute, recovers from a single injury (recovery is
permanent as long as the oath is fulfilled), gains a single object with a value of 15 or
lower, gains the use of an common magical item, gains the equivalent of a uncommon
single use item 1/day, or gains the use of one of the following feats; Alert, Dungeon
Delver, Inspiring Leader, Lucky, or Skilled.

● Greater (+3). The oath taker increases their wealth bonus by +3, gains a +3 bonus with
all checks made with a chosen attribute, gains a single object with a value of 10 or lower,
gains an uncommon magical item, gains the equivalent of a rare single use item 1/day,
or gains the magic initiate feat.

Ensorcellement (Medial, +2). The sleeper’s blessing from the ensorcellment task. Both task
and boon must be included for the pledge to work.

Favor. The oath taker agrees to perform a task in exchange for later favor of equal importance.
They are rated the same as the task; Lesser (+1), Medial (+2), Greater (+3).

Vassalage (Greater +3). The oath taker is granted access to the lands and resources of the
leader they’ve sworn fealty to. This entitles them to the protection of the leader’s forces, and the
leader themselves, as well as sanctuary or assistance from the leader’s holdings. This can only
be added to pledges that contain the fealty task.

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Sanctions

These are the punishments inflicted on those who break their oaths. Changelings who make
pledges with other supernatural creatures have to spell out the specific sanctions at the time the
pledge is made, but sleepers have no such protection.

When a pledge exists between sleeper and a changeling, the fae sealing the pledge may simply
decide to include the possibility of a sanction. Should the mortal violate the pledge, the
changeling may pronounce a sanction of the appropriate power at that moment, laying a curse
on the oathbreaker. Should the changeling break the pledge, however, destiny lashes out,
leveling a sanction of the appropriate power.

Generally, Fate works strangely in such instances -- when the changeling is most suffering the
effects of this curse, destiny arranges for the betrayed mortal to catch a glimpse of the
changeling's misery, filling the mortal with the understanding that this has come about as a
result of the changeling's treachery.

The duration of a sanction, unless described otherwise below, is the duration of the pledge the
sanction was safeguarding. Thus, breaking a pledge that had a duration of the "moon" invokes
the sanction for a full 28 days, even if the pledge was broken on the 27th day of its course. If
this sanction is against a sleeper, at the end of the sanction's duration, the changeling has the
option of spending a point of Willpower and continuing to empower the punishment against the
mortal. Doing so invests the sanction into a point of the changeling's destiny and counts against
the changeling's limit for active pledges.

Banishment (Greater -3). An oathbreaker who suffers this sanction must flee the lands of the
leader they’ve betrayed. Any changeling still in fealty to the betrayed leader may gain a point of
Willpower for acting to harm the betrayer, as long as that harm happens in the lands controlled
by the leader. A changeling who manages to kill the betrayer in this land instead regains all their
spent willpower, and gains the equivalent of a lesser blessing for one day.

For this to work the leader must announce the banishment in the presence of at least a quarter
of their vassals. When this happens the oathbreaker immediately feels the weight of this settle
upon them.

A leader can leverage this sanction for any reason, and at any time, although leaders who do
this too often or too freely risk angering all of their vassals. This can only be part of a pledge that
contains a fealty task.

Curse. The sanction instills incompetence and terrible luck on the oathbreaker. This is laid the
moment the pledge is broken.

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● Lesser (-1). The oathbreaker cannot gain advantage for any reason.

● Medial (-2). The oathbreaker has disadvantage on all ability checks and saving throws
made with a single ability score as determined by the GM when the sanction is broken.

● Greater (-3). The oathbreaker suffers from the effects of the bestow curse spell which
last for the duration of the sanction. The other oathtaker chooses the option from the
available list. If the oath taker chooses the attack option the target has disadvantage on
all attacks it makes. If the betrayed chooses the waste an action option the DC to resist
is the contract save DC of the changeling.

Death (Greater -3). As soon as the oath is broken the betrayed party lowers their Willpower by
1 point permanently, and the traitor feels their doom settle over them. Within 7 days fate will
arrange events to cause a fatal, often ironic, accident that will claim the life of the traitor. If the
oathbreaker manages to convince the one they betrayed to forgive them before their death
settles in, the betrayed regains their lost willpower and the doom is lifted. To work this
forgiveness must be genuine, and uncoerced. Changelings who taunt fate by playing games
with this sanction risk bringing the same doom to themselves.

Flaw (Medial, -2). The oath breakers either immediately gains a permanent madness, or one of
the following conditions; blinded, deafened, frightened (of a specific thing), paralyzed, or they
gain one level of exhaustion. These flaws last for the duration of the sanction.

At their option oath takers may leave this up to fate to decide their punishment. In which case
the GM is free to pick from one of the above options, but it should be one that is thematically
appropriate.

Pishogue. This is a sanction that allows the betrayed changeling to attack the oathbreaker with
the power of one of their own contracts. When the pledge is broken the oathbreaker suffers one
of the contracts of the changeling (chosen by the GM from the contracts known to that
changeling) no matter where they are.

If the contract requires an attack roll it is considered a hit. If the contract requires the target to
make a save the oathbreaker automatically fails that save. The betrayed loses a contract slot of
the appropriate level as if they'd invoked that contract. They immediately know the pledge was
broken.

This sanction can only be added to pledges made between two changelings. Both must have
contract slots of the tier appropriate to the power of the sanction as outlined below.

● Lesser (-1). Minor punishments equal to a glamour or 1st level contract.


● Medial (-2). Either two lesser pishogues that take place at the same time or a single
contract of level 2nd or 3rd.

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● Greater (-3). This is either three lesser pishogues, a lesser and a medial, or two medial
that all take place at the same time. Or it might be a single contract of 4th or 5th level.

Poisoning of the Boon. This sanction works by not only stripping the oathbreaker of the
benefits of the pledge, but by reversing them. All poisonings cost the inverse of the boon. Thus
for a lesser boon (+1) this sanction is considered lesser (-1). The exact nature depends on the
boon that was reversed:

● Adroitness (lesser -1). Whenever the betrayer makes a check with the skill they chose
to be given adroitness they must roll a d4, minusing the check by that amount.

● Blessing. The blessing turns on the oathbreaker. In addition to losing the blessing they
gain the following:

○ Lesser (+1). The oathbreaker decreases their wealth by -1, gains a -1 penalty
with the blessing attribute, loses an object of value of 10 or lower (other than the
one they gained from the blessing), or loses a common magical item. If they don’t
have an item that fits they instead lose an attunement slot or suffer the inverse of
a common magical item (such as taking 2d4+2 damage) once a day.

○ Medial (+2). The oathbreaker gains a -2 penalty with the given attribute, loses an
object of value 15 or lower, or gains the opposite the feat they chose. If they have
no objects worth 15 they lose half their wealth instead. If the boon was a feat it’s
reversed in the following ways; Alertness (disadvantage on all initiative checks),
Dungeon Delver (disadvantage on all checks to detect, avoid, or resist traps),
Inspiring Leader (disadvantage on all Charisma Persuasion or Intimidation
checks), Lucky (the GM has three points they can spend to force the oathbreaker
to roll a check with disadvantage, they regain all spent uses when the betrayer
takes a long rest), or Skilled (the betrayer has disadvantage on the skills they
had proficiency in) or suffer the inverse of a uncommon magical item once a day.

○ Greater (+3). The oathbreaker loses all of their wealth, gains a -3 penalty on the
chosen skill, they retain the item they gained but it becomes cursed in some way
and cannot be removed for the duration of the sanction, or the target suffers a
wild magic curse (whenever the target rolls a 1 on an attack, skill check, or save
the oathbreaker suffers the effect of a roll on the sorcerer’s wild magic table) or
suffer the inverse of a rare magical item once a day.

● Ensorcellement (Medial, -2). The mortal sleeper has disadvantage on all Sanity saves.
They also must make a Sanity save whenever they enter a Nightmare Site or encounter
a Horror or agent. If they fail they suffer a short term madness.

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● Favor. This reverses the order of the favor, so that the betrayer now owes the betrayed
a task collectible at any time. This favor must be of the same level as the original favor. If
the betrayer fails to perform the favor they suffer a different equal sanction of the
betrayed’s choosing (or of fates in the case of betrayed mortals).

Vulnerability (Medial -2). The oathbreaker’s defenses are stripped away. This comes in two
forms.

● Mystic. The oathbreaker loses their ability to resist the powers of the one they betrayed.
Spell attacks made by the betrayed against the oathbreaker automatically hit, and the
oathbreaker fails all saves against the betrayed contracts and glamours

● Violence.This leaves the oathbreaker defenseless against the attacks of the attacks of
the one they betrayed. For the duration of the sanction all attacks the betrayed makes
against the oathbreaker automatically succeed.

Duration
The duration of a pledge details the length of time the pledge remains in effect. Most of these
are cyclical adjudications of time, rather than something measured in hours.

Day - The pledge that lasts a day is a simple thing, often casually sworn at a whim. The terms of
a pledge sworn for a day last for 24 hours. Lesser (+1).

Week - The pledge that lasts a week is among the most common of pledges -- such oaths last
for precisely seven days, to the hour. Lesser (+1).

Moon - A pledge sworn for a moon lasts 28 days, the turning of a single lunar month. Such
pledges are the most common of the vows that changelings consider serious -- the dedication of
an oath for a full turning of the moon is usually understood to mean that those involved in the
pledge take the oath quite seriously. Medial (+2).

Season - Traditionally, swearing a pledge for a season is performed at a solstice or equinox


event of some kind. When a pledge is made for a season outside of one of these astronomical
events, the pledge is understood to stand in effect for precisely 89 days, or one-quarter of a
normal year. In freeholds where a different ruler holds power over each of the seasons, oaths of
fealty are generally made for a season. Medial (+2).

Year and a day - Swearing the year-and-a-day pledge binds the word of those participating for
366 days exactly. The wording is an ancient necessity of fae magic -- it is said that those who
swear an oath for only a single year risk the oath coming unfrayed in those years where the
time-keeping of men did not agree with the passage of time in the world around them:
intercalary, or "leap" years. Swearing for a year and a day alleviates this difficulty. Greater (+3).

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Decade - The decade oath lasts for 10 years and 10 days precisely. It is rare to find oaths
sworn for this duration -- they are usually pledges of tremendous importance and power. Most
changelings prefer to simply swear pledges on a yearly basis or so; agreeing to swear an oath
for more than a year reflects great dedication. Greater (+3).

Lifelong - A lifelong oath lasts until the death of one of the oathbound. Lifelong oaths usually
achieve some measure of nearly legendary repute in changeling society; those whose
dedication runs deep enough to dedicate themselves to a pledge for the rest of their lives are
seen as simultaneously somewhat foolish and noteworthy. Swearing a lifelong oath requires
one of the oathtakers to permanently lower their Willpower by 1 point in addition to any other
expenditures. Greater (+3).

Generational - It is almost unheard-of for a pledge to be sworn on a generational basis. When


this is done, the pledge stays in effect for the lifetime of the oathbound. But even with death, this
pledge is not released, for the onus of the responsibility passes on with the next generation --
the children of the oathtakers are themselves bound up to fulfill these oaths as well. This may
not necessarily be the physical children of the oathtakers; in changeling society, this is most
often an heir acknowledged before the rulers of a freehold. Though this is a greater duration,
both of the oathtakers must permanently lower their Willpower by 1 point in order to use this
duration, and both must be in agreement. The oath lasts for a number of generations equal to
the proficiency bonus of the oathtaker that spent the Willpower. Greater (+3).

Sealing the Pledge


Once the pledge is spoken and the parties involved agree, both parties spend 1 point of
Willpower to bind the oath. In addition the changeling must spend a contract slot of at least a
certain level based on the severity of the pledge which they cannot regain as long as the pledge
is active:

Oath Severity Required Contract Slot

Lesser 1st

Medial 2nd

Greater 3rd

For a moment, the hearts of those involved flutter, as though on the edge of panic. The
oathbound feel, for just a moment, tied into a grander web of connections than most individuals
understand exists and then the feeling fades.

Those watching with the means to perceive auras see red bands settle into the aura of those
who share in the bond. When oathbound are within line of sight of one another, tiny red threads

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of Fate connect the bands to one another.

Sample Pledge

The following is a sample of what a pledge may look like and what wording may be used.

Oath of Rose and Thorn


One of the most common pledges, this oath is used to grant the Sight to mortals without
demanding overmuch of them, bar silence and a favor. Should the mortal break either
forbiddance or favor, the magic granted to him "goes bad", turning all things fae, even the most
innocuous, to nightmares in his mind.

"By my true name, I grant you sight for one moon. See the things of dream and wonder with
eyes opened like the blossom of the rose. By your true name, you grant me the right to ask a
boon, within the cycle of that moon. Swear that you shall grant it to me, so long as it does not
bring you harm. Swear that you will keep this knowledge beneath the rose. And let he who is
forsworn in this wake to find the thorns of this oath in him. Madness and ill luck follow you if you
are false; I shall grant thee a boon, and be followed by misfortune should I prove false. Do you
agree?"

Type. Oath (True Name), Medial


Tasks. Forbiddance, Medial (–2, mortal must not reveal the changeling's true nature to anyone,
or reveal anything of the fae world); Ensorcellment (–2, changeling)
Boons. Ensorcellment (+2, of the mortal); Favor, Medial (+2, generally used immediately, with
the changeling asking medial alliance of the mortal)
Sanction. Poisoning of Boon, Medial (–2, both)
Duration. Moon (+2)
Cost. 1 Willpower (both), 2nd level contract slot (changeling)

Demon - Invocations
As a demon grows in might they develop natural magical powers. These powers are called
invocations. Some of them are general abilities they can use all the time, while others augment
the power of the apocalyptic forms. At 2nd level, an unchained gains three invocations of their
choice. Their options are detailed below. If an invocation has prerequisites, they must meet
them to learn it. Theycan learn the invocation at the same time that they meet its prerequisites.
A level prerequisite refers to their level in the unchained class.

Agonizing Blast
Prerequisite: eldritch blast cant
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows

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You can cast mage armor on yourself at will, without expending anima or material components.

Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending anima or material components.

Battle Claws
When you are in your apocalyptic form you manifest unearthly demonic claws which deal 1d8
+ Dexterity modifier in slashing damage. When you take the Attack action on your turn and
make an attack with your claws, you can make one additional attack using your claws as part of
the same action.

Beast Speech
You can cast speak with animals at will, without expending anima.

Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers
Prerequisite: 7th level
You can cast compulsion once using anima. You can't do so again until you finish a long rest.

Book of Ancient Secrets


Prerequisite: Manifestation of Shadows feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that
have the ritual tag from any class's spell list (the two needn't be from the same list). The spells
(incantations) appear in the book and don't count against the number of incantations you know.

With your Book of Shadows in hand, you can cast the chosen incantations as rituals. You can't
cast them except as rituals, unless you've learned them by some other means. You can also
cast a demon incantation you know as a ritual if it has the ritual tag.

At some point you might find other rituals to add to your Book of Shadows. When you find such
an incantation, you can add it to the book if the incantation's level is equal to or less than half
your demon level (rounded up) and if you can spare the time to transcribe the ritual. For each
level of the incantation, the transcription process takes 2 hours and costs 50 dollars for the rare
inks needed to inscribe it.

Breach Barrier
Prerequisite: 11th level
As an action you can spend 2 anima to alter your molecular structure, allowing you to move
through solid objects as if they were difficult terrain. You cannot pass through creatures. You

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also cannot pass through more than one foot of stone, 5 feet of wood or dirt, or any amount of
metal unless you spend additional anima.

You can pass through thicker materials by spending one Anima per five feet of distance (plus
one additional Anima if metal blocks that distance). You cannot pass through supernatural
barriers or force fields, nor any amount of lead.

If you end your movement occupying the same spot as a solid object, you are immediately
shunted to the nearest unoccupied space that you can occupy and take force damage equal to
twice the number of feet you are moved.

Breach Space
Prerequisite: 9th level
You can cast dimension door once without spending anima. You can't do so again until you
finish a long rest.

Burning Mantle
Prerequisite: 5th level
While you are in your apocalyptic form you can cause ethereal flames to wreath your body as
a bonus action. At the start of each of your turns while these flames are active, you deal fire
damage equal to your Charisma modifier (minimum of 0) to any creature grappling you or any
creature grappled by you. While wreathed in flames, you have advantage on Dexterity
(Acrobatics) checks but disadvantage on Dexterity (Stealth) checks.

Cloak of Flies
Prerequisite: 5th level
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies.
The aura extends 5 feet from you in every direction, but not through total cover. It lasts until
you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other
Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal
to your Charisma modifier (minimum of 0 damage).

Once you use this invocation, you can't use it again until you finish a short or long rest.

Chains of Carceri
Prerequisite: 15th level, Manifestation of Chains feature
You can cast hold monster at will — targeting any entity — without expending anima or material
components. You must finish a long rest before you can use this invocation on the same
creature again.

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Confess
Prerequisite: Charisma 13, level 4
You can spend 1 anima as an action to force a target within 10 feet that can see and hear you
to make a Wisdom save. On a failure the target reveals information they normally keep private.
The target remembers that they confessed but may not understand why they did so and may
take action later to correct this "error in judgment."

Dark Wings
Prerequisite: level 9
While in your apocalyptic form you gain a flight speed of 30 ft.

Demonic Minions
Prerequisite: 8th level
You can cast summon lesser demons once using anima. You can't do so again until you finish a
long rest.

Demon's Sight
You can see normally in darkness, both magical and non magical, to a distance of 120 feet.

Demonic Gunslinger
Prerequisite. Manifestation of Blades feature
You can manifest a weapon that is a simple or martial firearm, and you can transform a magical
simple or martial firearm into your manifested weapon.

Dreadful Word
Prerequisite: 7th level
You can cast confusion once using anima as a normal incantation. You can't do so again until
you finish a long rest.

Eldritch Sight
You can cast detect magic at will, without expending anima.

Eldritch Chain
Prerequisite: eldritch blast cant
When you cast eldritch blast, it manifests as a chain wreathed in hellfire. It does bludgeoning or
fire damage (your choice) and you have advantage on Strength checks to trip someone using
your lash.

Eyes of the Rune Keeper


You can read all writing.

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Extend Disguise
You may stay in one of your cover forms for 1 additional hour before needing to revert to your
apocalyptic form.

Fiendish Vigor
You can cast false life on yourself at will as a 1st-tier incantation, without expending anima or
material components.

Flesh Transparency
You allow your apocalyptic form to show through your mortal cover for just an instant. Spend 1
anima as a bonus action and choose one creature within 10 feet of you that can see. The target
must each succeed on a Charisma saving throw vs your spell DC or become frightened of you
until the end of your next turn. The target must have line of sight to you; seeing you in a mirror,
photo or television is no more frightening than any other special effect. This transformation does
not affect your remaining time transformed or the recovery period after shape changing

Gaze of Two Minds


You can use your action to touch a willing humanoid and perceive through its senses until the
end of your next turn. As long as the creature is on the same plane of existence as you, you can
use your action on subsequent turns to maintain this connection, extending the duration until the
end of your next turn.

While perceiving through the other creature's senses, you benefit from any special senses
possessed by that creature, and you are blinded and deafened to your own surroundings.

Ghostly Gaze
Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. This special
sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell).
During that time, you perceive objects as ghostly, transparent images. Once you use this
invocation, you can't use it again until you finish a short or long rest.

Gift of the Depths


Prerequisite: 5th level
While in your apocalyptic form you can breathe underwater, and you gain a swimming speed
equal to your walking speed. You can also cast water breathing without expending anima. You
regain the ability to do so when you finish a long rest.

Great Stature
Prerequisite: level 10
When you manifest your apocalyptic form your size doubles in all dimensions. This growth
increases your size by one category —from Medium to Large, for example. This size increase

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does not stack with similar size increases, such as from the enlarge/reduce spell. If there isn't
enough room for you to double your size, you attain the maximum possible size in the space
available. While you are in this form your melee attacks do 1d4 extra damage.

Lifedrinker
Prerequisite. 12th level, Manifestation of Blades feature
When you hit a creature with your manifested weapon, the creature takes extra necrotic
damage equal to your Charisma modifier (minimum 1).

Mask of Many Faces


You can cast disguise self at will, without expending anima.

Master of Myriad Forms


Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.

Mire the Mind


Prerequisite: 5th level
You can cast slow once using anima. You can't do so again until you finish a long rest.

Misty Visions
You can cast silent image at will, without expending anima or material components.

One with Shadows


Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible
until you move or take an action or a reaction.

Otherworldly Leap
Prerequisite: 9th level
You can cast jump on yourself at will, without expending anima or material components.

Repelling Blast
Prerequisite: eldritch blast cant
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from
you in a straight line.

Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once using anima. You can't do so again until you finish a long rest.

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Sign of Ill Omen
Prerequisite: 5th level
You can cast bestow curse once using anima. You can't do so again until you finish a long rest.

Stinger
When you are in your apocalyptic form you manifest a demonic stinger which deals 1d6 +
Dexterity modifier in piercing damage. On a hit the target must make a Constitution saving throw
or take 1d6 poison damage, and gain the poisoned condition.

Thief of Five Fates


You can cast bane once using anima. You can't do so again until you finish a long rest.

Thirsting Blade
Prerequisite: 5th level, Manifestation of Blades feature
You can attack with your manifested weapon twice, instead of once, whenever you take the
Attack action on your turn.

Tortuous Memory
Prerequisite: 6th level
You pull a memory from your target's mind and use this knowledge against them. Choose a
sleeper within 30 feet that can see and hear you and spend 3 anima as an action. The target
must make a Wisdom save. On a failure you pull a memory from their mind related to an
emotional state you specify (fear, anger, despair etc.). For example fear might tell you the target
had an abusive father, while despair will tell you the target's husband died in a car crash.

You learn enough knowledge from the memory that you can describe it casually. For 1 hour you
have advantage on any Charisma skill checks you make to influence the target. In addition you
may assume the form of a person from that memory as if you'd cast disguise self. Upon seeing
you in this form the target must make another Wisdom save. On a failure they believe you are
the person from their memory no matter how unlikely that is.

Once the target believes you are the person from their memories then you can influence their
behavior. This works as if you'd cast suggestion on them without spending additional anima or
material components. They are allowed one final save to resist. Your actions must be plausible
from the memory-identity's perspective. Wracked by emotion from her past, no appropriate
action is too extreme for the target — even suicide is possible if you can make it a plausible
suggestion from the memory-identity.

Everytime you take a non-plausible action the target is entitled another Wisdom save with
advantage to recognize that you're not the person they think you are. The GM is the final arbiter
if an action is plausible or not.

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You can stop the progress of this at any point. For example, you could decide to only violate the
target's memory and save the other tricks for later, or take the shape of the memory identity to
lure your target into an alley but not otherwise try to influence them. If you stop the invocation
and decide to resume later, you must pay the anima cost to reactivate it.

Visions of Distant Realms


Prerequisite: 15th level
You can cast arcane eye at will, without expending anima.

Voice of the Chain Master


Prerequisite: Manifestation of Chains feature
You can communicate telepathically with your familiar and perceive through your familiar's
senses as long as you are on the same plane of existence. Additionally, while perceiving
through your familiar's senses, you can also speak through your familiar in your own voice, even
if your familiar is normally incapable of speech.

Whispers of the Grave


Prerequisite: 9th level
You can cast speak with dead at will, without expending anima.

Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or
transmutation magic while the creature is within 30 feet of you and within line of sight.

Demon - Pact Magic


A demon’s most insidious power is that of pact magic, the ability to lure sleepers into demon
pacts that trap them in a cycle of servitude or cost them aspects of their lives. A demon can bind
a mortal sleeper (or mark) into a supernatural agreement known as a pact.

Step One: Finding a Mark


To bind a mark a demon must first find one willing and capable of making a deal. In order to
bind them the mark cannot be under any mind control or supernatural influence. They must do
so of their own free will, and with an understanding of the terms (deception is of course still
allowed). They also must be mature enough for their soul to have the strength to enter into the
pact. The GM is the final arbiter of if a mark is old enough to bind.

Finding a mark is not just a matter of making a skill check. While a demon might start with a
Charisma (Persuasion) check to track down someone who might fit the bill, once they find
someone they have to get to know them. This can be as simple or as complicated a roleplaying
process as the player and GM desire. At the very least the demon has to understand what the

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mark wants. This might require a few persuasion or deception checks, stalking the mark for an
extended period of time, or otherwise ingratiating their way into the mark’s life.

In some cases a mark will approach a demon, especially as the demon’s reputation increases.
They don’t necessarily need to know, or even suspect, that the demon is supernatural. It might
be enough that they think the demon is just someone who can help them get what they want.

Step Two: Negotiating Terms


Once a demon’s figured out what a mark wants it’s time to start talking terms. Demons are not
omnipotent. A demon can only grant a mortal something that's within their power to give. If they
aren't wealthy, they can't give a mortal a million dollars, if they don't control a small country they
can't make him a king, and so on. Part of the trick to making a pact is finding a mortal who
wants something the demon can actually grant them.

That said the magic within the pact does give the demon a limited wish granting ability. This is
connected to their pact die which begins as a d4 and rises as they gain levels as seen in the
Pact Die column of the unchained table. A demon can use their pact magic to grant a sleeper
any of the following boons:

● Proficiency or expertise (if already proficient) with a skill, tool or language


● A bonus to all uses of a single attribute equal to the roll of the demon’s pact die
● Temporary hit points equal to twice the demon’s pact die which regenerate every time
the sleeper takes a short rest
● Two rolls of the demon’s pact die per day which can be added as a bonus to any attack,
check, or save.
● Removal of a disease or injury as per the lesser restoration spell (this increases to
greater restoration at 9th level)

While these might not seem that strong there's still lots of options for the creative demon. A man
who wants to improve his luck would benefit from the demon’s pact die every day, an old man
can feel better with an improved Constitution, or a paralyzed football player can walk if a demon
cures his broken back.

In addition to this a demon is free to give the mortal anything they possess if they so wish. On
the demon’s side what they get from the mark depends on the nature of the pact:

● A soul pact (the most common) grants a demon a portion of the sleeper’s soul which
regenerates their anima as described in the unchained class description.

● Identity pacts (described below) grants a demon some portion of the sleeper’s identity.
This might be their name, a business they own, their job, or even their marriage.

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● Task pacts (also described below) forces the mortal to complete some task on behalf of
the demon. These are very rare as most demons prefer souls or additions to their cover,
but sometimes a demon just needs something done.

Step Three: Binding the Pact


Once the sleeper agrees to the terms the demon binds them by spending 1 anima as an action
along with some brief physical contact (a touch, kiss, or handshake). Accepting a pact
permanently reduces a mark's Wisdom by 2 points. After that though the mark is flush with
confidence as they feel the boon settle in them.

From that point the demon and the mark are bound together. The demon can end any of their
pacts as an action no matter if the mark is present or not. The only way for the mortal to end the
pact is to kill the demon or die themselves. In addition the demon can assume the appearance
of any of their marks, even ones that they did not forge an identity pact with.

No matter the type of pact there is a limit to how many they can have at once. This limit is equal
to half their unchained level (rounded up). Any pact they attempt to forge in excess of this
amount automatically fails to go into effect.

Identity Pacts

Identity pacts are when a demon takes an element of the mark’s identity. They usually do this to
either add to their existing covers, to expand the resources at their disposal, or to build an
entirely new identity. This last part is especially important for the unchained who wish to stay
one step ahead of the bound.

A demon who forges an identity pact with a mortal automatically gets access to some of the
mark’s memories, and possibly their skills. As a bonus action a demon can scour any of their
stolen identities no matter where their marks are. A demon rolls their pact die, and chooses from
among the following:

● Apply the full result of the pact die as a bonus to a single skill
● Apply the full result as a bonus to a single save
● Apply half the roll (rounded down) as a bonus to an attribute
● Apply half the roll (rounded down) as a bonus to a ranged or melee attack

This bonus lasts for 1 minute. A demon can use this bonus one time for every identity pact they
have. They regain all uses when they complete a short or long rest.

In addition, as part of the negotiated pact, a demon can take other aspects of a mark’s life. A
demon can take their possessions, their job, even their significant other, as long as the mark
agrees to the terms. A demon is not limited in how many things they can take from a mortal

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mark. If they find one desperate enough they can practically take their entire life. The only limit
is getting them to accept the terms.

When the demon forms the pact they have to decide if they’re going to graft this life aspect onto
their default cover, or if they’re going to create an entirely new cover. If they graft it then that
aspect becomes a part of their "normal" life. They were the one who the company hired, they’re
the one who created the business and so on.

While this doesn’t directly grant any new skills, tool proficiencies or languages, it does allow the
demon to either gain a bonus to their wealth commensurate to what they took from the mark or
to even swap out their wealth score with the mark’s. They also might get access to the feature
for the mark’s occupation or background.

People directly affected by the switch have their memories altered. If a demon takes a business
this way all the paperwork says they own it, and all the higher ups remember them being the
owner. If they take someone’s marriage the spouse remembers their default cover being the
one they fell in love with, replacing that cover in all their memories of the relationship, and any
kids remember the demon’s cover as their parent.

This can't change someone's sexual orientation, so if their default cover is male and they
bargain for a woman's wife that won't make the wife suddenly straight. This also won't keep
them from losing the aspect later. This is especially true if they don't do the bare minimum to
keep it (demons call this living the cover).

This also only affects sleepers. If the spouse happens to be aware (or even worse for the
demon, a scion or mage) their memory is not changed by this. This also only affects those
directly connected to the change. To all others (neighbors, other workers in the business) the
demon’s cover is a new face, and they probably won’t understand why those affected are acting
like the demon was always there.

Demons have to be very careful with this. If they fail to live the cover, or if they arouse too much
suspicion, affected sleepers might get a chance to make a Wisdom save (at GM’s control). With
three successes they break through the effect of the pact and regain their previous memories.

All of the above is also true if the demon chooses to create a new cover instead. The only
difference is their default cover changes to match the mark’s, which they must be in to have
access to the elements they bargained for. While their skill, tool, or language proficiencies don’t
change they do lose access to their original cover’s background feature. Otherwise this new
cover can have any identity, although the flimsier the identity the easier it would be for people to
see through it.

No matter what though both the demon and the mark remember things as they were. If the mark
does anything to get their life back they take 2d10 psychic damage from trying to break the pact.

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Task Pacts

The last type is the task pact. That's one where the demon tasks a mark with something that
they must do. This works like the geas spell except the mark automatically fails the save to
resist, and the damage is different. Instead of starting at the normal 5d10 the damage starts out
as 1d10, increasing by an additional d10 for every week the subject ignores the instruction up to
a maximum of 5d10. The task must also be something the mark can reasonably complete in 30
days.

During this time the mark can roll the demon’s pact die gaining the result as a bonus to their
skills, attributes, saves or attacks as they can for identity pacts only in their case the bonus lasts
for as long as the task takes. This is in addition to whatever the mark bargained for. Each mark
can only have one bonus at a time from the demon’s pact die.

Mage Attainments
Attainments are innate magical abilities granted by a mage's growing knowledge of the mystic
arts. While some attainments require ranks in certain Arcanum, or a number of awakened
levels, others can be learned by any mage. These abilities allow mages to develop powers other
than spells that exist outside of the Arcanum.

Attainments come in two forms. General attainments are minor magical abilities that exist
alongside, but apart from spells. They still count as magical and thus do not work in an area of
antimagic. The other type is the metamagic attainment. These allow mages to modify their
spells on the fly by spending additional mana points during the spell craft process. This is
explained further in the Creative Thaumaturgy chapter.

Attainments have the following information.

Name. The name of the attainment.


Type. The specific type of attainment listed in parenthesis next to the name.
Prerequisite. If any. An indication of [Arcanum name] and then a number lists the minimum
number of ranks needed in the listed Arcanum needed for the attainment.
Benefit: Explanation of what the attainment does. This will include the cost in mana needed to
use it (if any).

“Awakened" does not appear as a prerequisite in the descriptions, but only awakened mages
can take attainments.

Alchemist's Touch [General]


You can render harmful materials safe for you to touch
Prerequisite. Matter 3

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Benefit: You may spend 3 mana as an action to become inured to a chosen dangerous
material. While concentrating on this effect, you may handle this material as if it was not
dangerous at all. You might handle radioactive or caustic substances or walk through a cloud of
caustic gas with no ill effects. This does not protect against extreme temperatures or forces
caused by the material. The mage could not hold lava or be protected from the gravity of super-
dense materials.

Awakened Mind [General]


You have the ability to touch the minds of other creatures.
Prerequisite. Mind 3
Benefit: You can communicate telepathically with any creature you can see within 120 feet of
you. You don't need to share a language with the creature for it to understand your telepathic
utterances, but the creature must be able to understand at least one language.

You may maintain open telepathic connections with a number of creatures equal to your rating
in Mind. While the connection is open, they may freely reply to you. Having more than one
connection open at a time requires concentration, like on a spell.

Bane Casting [General]


You have a knack for hurting certain creatures
Prerequisite. Level 4
Benefit: Choose a type of creature (Aberration, Natural Creatures, Living Dead etc). Your
attack spells have +1 against creatures of this type, and the DC to resist your spells is +2 for
creatures of this type.
Special. You can select this attainment multiple times. Its effects do not stack. Each time you
take this attainment, it applies to a new type of creature.

Blood Magic [General]


You have unlocked the secret power in blood.
Prerequisite. Level 4
Benefit: You may use human blood as part of your spells to reduce their mana cost. For each
pint of fresh human blood you use in casting a spell, you reduce the mana cost by 2. You
cannot reduce the mana cost by more than two times your level, no matter how much blood you
have access to. You can only add this to spells that have a casting time of 1 minute or longer.

Preserved blood (such as from a blood bank) is less potent than fresh blood. You need to use
eight times the volume of preserved blood to get the same effect as fresh blood. Blood from
natural creatures is similarly weak compared to human blood.

A vampire's Vitae is twice as potent as normal blood. Using the blood of other creatures may
have other effects based on type as determined by the GM.

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To sacrifice blood from yourself or another creature you have to deal at least 1 piercing or
slashing damage to them. A creature gains 1 level of exhaustion for every pint taken (a vampire
loses 1 vitae instead). Each level of exhaustion you inflict in this way takes 2 days to heal.
If exposed to air for more than a few minutes, fresh blood is no longer fresh and is useless for
Blood Magic. If you have at least 1 rank in Life you can cast a spell that preserves the blood for
1 hour at a cost of 1 mana per pint.

Bouncing Spell [Metamagic]


You know how to bounce spells off resistant targets
Benefit: When a creature succeeds at a saving throw against a single-target spell you cast, you
may spend 2 mana as a reaction. If you do, the spell is cast again but must target another
creature within 10 ft. of the original target. This neither expends additional mana or an action.

Careful Spell [Metamagic]


You can shape your magic to avoid harming your allies.
Benefit: When you cast a spell that forces other creatures to make a saving throw, you can
protect some of those creatures from the spell's full force. To do so, you spend 1 mana and
choose a number of those creatures up to your spellcasting ability modifier (minimum of one
creature). A chosen creature automatically succeeds on its saving throw against the spell.

Contingent Spell [Metamagic]


You can set your spells to go off in response to a trigger
Prerequisite. Prime 3, Level 10
Benefit: When you cast a spell of 3 potency or lower, you may spend 2 mana to delay the spell,
casting it when certain circumstances have been met. These circumstances are designated
when you cast the spell and cannot be changed afterwards. The spell's energy fades after 8
hours if it has not been triggered.

Curse Magic [General]


Your curse spells are especially potent
Benefit: Targets have disadvantage on any save to resist a non-lethal curse spell you cast on
them. A non- lethal curse is a debuff or control spell that does not deal hit point damage,
damage to ability scores, cause death or encourage the target to try to harm others. Curses of
this type are meant to warn or punish, not kill.

Examples of suitable nonlethal curses are bad breath, diarrhea, limp, nausea, crippled limb,
impotence, phobia, boils, extreme hunger or thirst, loss of a sense, infertility, chronic pain, chills,
minor illnesses and clumsiness.

A spell you cast with this attainment ends if you attack the target. If one of your allies attacks the
cursed target, they may make another save, without disadvantage, to throw off the curse, at
which point it rebounds to their attacker or back to you (50% chance of either outcome). The
rebound target gets a save (with disadvantage) to resist the curse.

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Empathic [General]
You can easily sense a creature's emotional state
Prerequisite. Mind 2
Benefit: By spending an action to study a target you can see within 30 feet you learn a one
word (or short phrase) description of their general state of mind. You have advantage on the
next Wisdom (Insight) check you make against them.

Empowered Spell [Metamagic]


Your spells tend to be more destructive than other mages.
Benefit: When you roll damage for a spell, you can spend 1 mana to reroll a number of the
damage dice up to your spellcasting ability 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.

Energy Focus [General]


You are a master of a certain energy type
Benefit: Choose from among acid, cold, fire, force, lightning, necrotic, psychic, radiant, or
thunder. Spells you cast that do damage of the listed type ignore resistance to that damage type
and treat immunity to it as resistance.

You may add (purely cosmetic) thematic effects appropriate to your chosen energy type to other
spells at no cost. A fire mage's flying spell may look like fiery wings (though they do not burn
anything they touch) while a cold mage's armor spell may look like a floating shield of
transparent ice (though it does not feel cold).

Mages with this attainment sometimes use a title appropriate to their energy choice such as
pyromancer for a fire mage.

Special. You can select this attainment multiple times. Its effects do not stack. Each time you
take it, it applies to a new type of energy.

Ethereal Step [General]


You can temporarily step into the Ethereal plane.
Prerequisite. Spirit 2, Eyes of the Unseen
Benefit: As a bonus action on your turn, you may step through into the Ethereal plane, returning
to the Material plane at the end of your turn.

Eyes of the Dead [General]


You can sense the presence of undead creatures
Prerequisite. Death 2

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Benefit: While using mage sight you get a rough sense of direction and number of undead
within 120 ft. If the undead are being hidden through some power or ability, you need to
succeed on an opposed spellcraft check to sense them.

Eyes of the Unseen [General]


Your can sense the presence of spirits
Prerequisite. Spirit 2
Benefit: While using mage sight you get a rough sense of direction and number of invisible or
ethereal creatures within 120 ft. If the creatures are being hidden through some power or ability,
you need to succeed on an opposed Spellcraft check to sense them. You also have Ethereal
Sight out to 15ft while you are on Earth.

Familiar [General]
You can summon a familiar to aid you
Benefit: You learn the find familiar spell and can cast it as a ritual. The creature you summon is
not always considered a spirit. When you cast this spell you must choose an Arcanum that you
have at least 1 rank in. The creature can take one of the standard forms, but it's type changes
based on the Arcanum you use. Some Arcanum allow you to summon different types of
creatures instead.

Creature Type
Arcanum Type Other Forms

Death Living Dead Crawling claw

Fate Entity (Fae) Sprite

Forces Entity (Elemental) Ice or Magma Mephit

Life Natural Creature Twig Blight

Matter Amalgam Tiny Servant

Mind Amalgam (Psychic) Psi-Crystal

Prime Entity Pseudodragon

Space Aberration Gazer

Spirit Spirit Abstraction

Time Aberration Imp

No matter which type you choose your familiar follows the normal rules as described in the find
familiar spell. Your connection to your familiar counts as a sympathetic conduit, which others
may exploit against you.

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Fearsome Spell [Metamagic]
Something about the spells you cast is scary
Benefit: When you cast a spell that targets a creature or area, you may spend 2 mana. If you
do, you may choose a creature affected by your spell. If the target is not immune to the
frightened condition, you may force them to make a Wisdom saving throw against your spell
save DC.

On a failed save, the creature becomes frightened and must use their movement on each of
their turns to run away from you or the center of the spell's effect (if applicable). The creature
can make a new saving throw at the end of each of their turns, ending the effect on a successful
save.

Gravitic Supremacy [General]


Gravity just naturally helps you
Prerequisite. Forces 3
Benefit: Whenever you fall more than 10 feet your rate of descent automatically slows as per
the feather fall spell.

Heightened Spell [Metamagic]


Your spells are harder to resist.
Benefit: When you cast a spell that forces a creature to make a saving throw to resist its
effects, you can spend 3 mana to give one target of the spell disadvantage on its first saving
throw made against the spell.

Ill Omens [General]


You get flashes of the future, making you hard to surprise.
Prerequisite. Fate 2
Benefit: You cannot be surprised. If the attackers are being hidden through some power or
ability, you need to succeed on an opposed spellcraft check to sense them.

Lich Transformation [General]


By corrupting your soul, you become something similar to a vampire, staving off death by
feeding on living souls.
Prerequisite: Level 15, Death 4
Benefit: By performing a corrupt ritual, you balance your soul in a state between life and death.
This makes you much harder to kill. Your type changes to Living Dead (Mage), and you gain
resistance to necrotic damage. You no longer need to eat, drink, breathe or sleep, and you do
not age. You are also immune to poison and disease. You do still need to rest in order to get the
benefits of a long rest, although you can be awake and aware while you rest.

Every week you lose a hit die that you cannot regain. This loss of hit die cannot be negated with
rest, magic or medicine. If your hit dice is reduced to 0 you take a level of exhaustion every day
until, at exhaustion level 6, you are destroyed, at which point you die and crumble into dust.

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The only way to stop or reverse this is to consume someone's soul and use it to repair your
degrading life force. You gain the following new attack:

Devour the Living. Make a melee spell attack against a humanoid creature. The creature must
make a Constitution save versus your spell save DC. On a failure they take 1d6 of necrotic
damage for every point of your spellcasting ability modifier. On a successful save they take no
damage. If this is enough to kill the target creature and you are suffering from the exhausted
condition you are cured of that condition. If you do not have that condition you instead regain 1
hit dice up to your normal maximum hit die.

As you lose hit dice your body looks increasingly morbid, gaining necrotic traits until you look
like a corpse or mummy; although this change has no effect on your other abilities, it unnerves
people around you. You take a -2 to all Charisma (Persuasion) and Charisma (Deception)
checks for every hit dice you lose to this attainment.

Lucky Steps [General]


You know just where to step
Prerequisite. Fate 3
Benefit: You can move through difficult terrain as if it were normal terrain. Your feet always
seem to find the solid rocks in the field, solid ground in bogs, or avoid stubbing your toes on
furniture in the dark. You also have advantage on Dexterity saving throws against traps.

Mutable Self [General]


Your body is yours to shape
Prerequisite. Life 3
Benefit: You may cast alter self at will and the effect does not require concentration.

Non-Euclidean Geometry [General]


You’re able to warp space to bring points closer together
Prerequisite. Space 3
Benefit: As a bonus action, you may choose two squares within 120ft of you. Until the start of
your next turn, the distance between the two squares is contracted, treated as the nominal
distance between them divided by your ranking in Space. For example, if you had 3 ranks in
space, two squares 30ft apart under this effect would be treated as 10ft apart.

Occultation [General]
You are resistant to sympathetic magic
Prerequisite. Level 6
Benefit: Anyone trying to use sympathetic magic on you must spend an additional 10 mana on
the spell. Enemies using Divination magic on you also pay this cost. The increased cost applies
whether the spell is opening a new conduit or using an existing one. This attainment doesn't
affect your own sympathetic spells.

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Quickened Spell [Metamagic]
You can fire spells off faster than other mages
Benefit: You can spend 2 mana to change the Casting Time of a spell to 1 Bonus Action for this
casting.

Postcognition [General]
You can part the tides of time to view the past
Prerequisite. Time 2
Benefit: By spending 1 minute in meditation and 2 mana points, you may peel back the barrier
of the past to witness events in their current location as if they were physically present to view
them. You must Concentrate while viewing these events and are blind and deaf to your
surroundings for the duration. You may only view for up to an hour, and the amount of time you
can look back depends on your ranks in Time.

Ranks Time Period

2 1 hour

3 1 day

4 1 week

5 1 year

Precise Force [General]


You can calculate the amount of force you need
Prerequisite. Forces 2
Benefit: As a bonus action you can spend 1 mana to calculate the force needed to improve the
damage of your attacks. You add an extra die of damage to one of your weapons until the end
of your next turn.

Price of Hubris [General]


You can bounce counterspelled spells back
Prerequisite. Prime 3, Universal Counterspell
Benefit: When you successfully counterspell a spell and succeed on the associated check by at
least 5 more than the DC, you may instead redirect the spell. The spell uses the same DC as it
had when initially cast, but you choose the new targets. Otherwise the spell works as if it was
cast by you.

Room Radar [General]


You can sense open spaces around you
Prerequisite. Matter 2

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Benefit: As an action, you can concentrate and automatically find secret rooms and pockets of
space within 30 ft. If the areas are being hidden through some power or ability, you need to
succeed on an opposed spellcraft check to sense them.

Subtle Spell [Metamagic]


You can cast spells by thought alone.
Benefit: When you Cast a Spell, you can spend 1 mana to cast it without any somatic or verbal
Components.

Rune Scribe [General]


You know symbols of power that can make spells last longer
Benefit: As part of casting a spell, you may draw or paint runes on a target or area to reduce
the mana cost of increasing a spell's duration by 4 (minimum 0). Drawing runes on a creature or
object takes an action for a Medium or smaller creature or twice that long for each size category
above Medium. Applying runes to an area takes an action for every five-foot length of its
perimeter.

If the runes are smeared or damaged (intentionally or otherwise) the associated spell ends.

Summoner [Metamagic]
You command the creatures you summon
Benefit: Any creature you conjure or summon is automatically under your control as long as two
requirements are met:

● The creatures you summon at one time cannot have a combined CR higher than your
level
● No single creature has a CR higher than half your level

Sympathetic Spell [Metamagic]


You can cast spells from the other side of the world
Prerequisite. Space 2
Benefit: You can spend mana to cast spells on targets you do not have line of sight to, by
taking advantage of connections to the target. For example, you can cast a nightmare-inducing
spell on someone if you have a lock of his hair, even if he is in a house on the opposite side of
town and even if you cannot see him. The sympathetic connection between yourself and the
target is called a conduit.

This is a metamagic effect that you can add to spells. The costs of this metamagic are based on
the degree of connection you have to the target. These costs replace those of the normal range
effect. Some spells (such as scrying or teleportation spells) are naturally sympathetic without
having to apply this metamagic attainment to them.

The degrees of connection, and their associated sympathetic mana costs, are as follows.

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Intimate Connection [2]. A piece of the target, such as blood, hair or fingernails (in the case of
a living creature), or a significant piece of the object or target area such as a brick from a
building or carpet fibers from a room. Knowing the target well, such as a family member,
longtime friend, beloved pet or a place you visit regularly, such as a favorite restaurant or your
office.

Moderate Connection [3]. Knowing the target reasonably well, such as a friend, coworker or
having a frequently carried personal possession of the target’s such as a briefcase or car keys,
or a secondhand physical "piece" of the target, such as a close blood relative or blood or Vitae
from a vampire's thrall.

Documentation [4]. Photo or accurate representation of target, or live video or audio


representation of the target.

Acquaintance [6]. Casual acquaintance or connection, such as a friend's spouse whom you
met once or a coworker you hardly know.

Remote Connection [8]. An item the target held or used once, such as a disposable cup.

Encountered [10]. You encountered the target once, such as passing a person or building on
the street or an object you touched once.

Described [12, Potency +1]. You can describe the target with a reasonable level of detail, or
know a person's name. This must be their true name, and it does not include aliases (such as
shadow names) or names they use infrequently.

The "described" connection is the minimal level of connection you need to work sympathetic
magic. Because of this potential, most mages use one or more pseudonyms to hamper
sympathetic magic.

Celebrity Penalty. Well-known people, objects and places are more difficult to affect with
sympathetic magic because their celebrity muffles their identity. For example, unless you know
Brad Pitt personally, your perception of him is based on the media, which is likely to be a
distorted perception and therefore a poor conduit for sympathetic magic.

Likewise, the Statue of Liberty is a symbol of America to millions of people, and the tens of
thousands who visit or pass it every year color its psychic signature with their desires and
feelings about it. When trying to cast a sympathetic spell on a famous target, the mana costs
increases by +10. There might be additional penalties as well.

Tracking. A sympathetic conduit maintains its connection to the target regardless of its
movements. Cast a scrying spell on another mage and it doesn't matter if they walk, or drive or
fly around. The exception to this is if they (or you) enter an area where magic doesn't work or

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they somehow leave Earth. A sympathetic spell fails if you attempt to cast it on a target not on
Earth or on an area where magic doesn't work.

Risks of Sympathetic Casting. Though the cost to cast a sympathetic spell is high, it is within
the means of skilled mages, and you may wonder why these masters don't use sympathetic
magic to set their rivals on fire from miles away. The answer is that this type of magic leaves the
caster vulnerable in two ways.

First, these spells always require concentration, and while you're concentrating on a
sympathetic spell all attacks against you have advantage, and you have disadvantage on any
save you make except those triggered by effects that come through the conduit. Thus, these
spells are dangerous to use and maintain in combat, and most mages restrict their sympathetic
casting to times and places when they are safe from threat.

Second, the sympathetic conduit you create with the spell works both ways. If the target
becomes aware of your intrusion (see below), they automatically learn your identity and
location, and can retaliate immediately in supernatural ways if such means are at their disposal.

A mage can use your sympathetic conduit to cast spells on you or your location even if they do
not have this attainment (or even any ranks in space). They must still pay the appropriate
sympathetic magic cost based on their connection to you, which may be much higher or lower
depending on the nature of your relationship; for example, you may have a lock of their hair but
they have none of yours. At worst, your target's sympathetic cost is 10 points, as your
sympathetic spell counts as encountering them once.

Non-mages with supernatural powers may use the conduit against you, though its effectiveness
for anything other than spells is limited. You gain advantage on saves to resist non spell attacks
made through the conduit. Only supernatural abilities and spells can reach through the conduit;
fists, fire, bullets and all other mundane items have no effect on it and cannot use it.

If the target is an area rather than a person, any creature in the area has a chance to detect the
conduit and use it against you as if it was the specific target of your spell. This means that
scrying busy areas known to contain several mages is a dangerous practice as any or all of
them may decide to retaliate.

Detecting Sympathetic Casting. A creature you target with a sympathetic spell gets a Wisdom
save against your spell save DC to sense the connection. This save is in addition to any save
against the spell's effects (if any). Creatures unaware of the supernatural tend to dismiss a
sensed conduit as a feeling of being watched.

A mage or other supernatural entity who makes this save can make a DC 15 Intelligence
(Arcana), Intelligence (Investigation) or Wisdom (Perception) check every round to locate the
conduit, starting as soon as they make the save.

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Creatures entering an area with a conduit (or in the area when the conduit forms) get one save
to sense its presence; if they succeed, they may make a skill check every round to find the
conduit. Mages know what sympathetic conduits are and can inform their friends; other
characters must make DC 15 Arcana check to figure it out after detecting it.

Each time you use the conduit to cast a spell on an unaware target, they get another save to
notice the conduit

Closing a Conduit. The conduit remains open for as long as you maintain the sympathetic spell
(minimum one round). As long as the conduit is open, your target can use it to cast spells on
you; if you cast a sympathetic spell that lasts an hour and your target notices it, they can cast
spells as often as they want through it until the conduit breaks or closes.

A conduit closes automatically one round after it is no longer being used for sympathetic magic,
regardless of which person created it or last used it. You can dispel a conduit just like a spell;
the difficulty is based on the ranks of the spell that created the conduit, not of the last spell to go
through it.

Temporal Shift [General]


You can speed up time to accomplish more in one turn.
Prerequisite. Time 3
Benefit: By spending 5 mana you may reduce the time it takes to accomplish a task down by
one step, from 1 minute > full round action > action > bonus action > reaction.

This does not change the rules for casting multiple spells in one round. For the purposes of this
attainment a full-round action is a regular action, but all attacks against you have advantage
until the start of your next turn.

Transformative Aspect [General]


You manifest your path physically
Prerequisite. Level 12
Benefit: Your body and spirit reflect the power of your Path. You gain certain abilities but cannot
blend in with normal humans as easily. The precise nature of this change depends on your path.

● Acanthus. You have advantage on saving throws against being charmed and magic
can't put you to sleep. You gain fey-like traits, such as small horns on your head,
patches of green or bark-like skin, fur, an animal tail or large elf-like ears or eyes.

● Mastigos. You have resistance to fire damage and you may cast the hellish rebuke spell
as a 2nd level spell once, regaining the ability to do so when you finish a long rest. You
gain infernal traits such as goat horns, goat legs, red skin, unusual body hair, extra
fingers, or a reptilian tongue.

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● Moros. You have resistance to necrotic damage and darkvision to 60 ft. You gain
undead-like traits such as a corpse-like smell, sunken eyes and cheeks, pallid skin,
hands that are nothing but bone, foul breath or vampire fangs.

● Obrimos. You have resistance to radiant damage and you may cast the sanctuary spell
once, regaining the ability to do so when you finish a long rest. You gain traits
associated with angels, djinn and other benign otherworldly entities of your faith, such as
a faintly visible aura or halo, small feathered wings, metallic or colored skin, stigmata or
the smell of strange herbs.

● Thyrsus. Your initiative increases by +2. You also gain proficiency in the Perception skill
if you don't already have it. You gain feral traits such as an animal-like nose, fur, claws,
elongated teeth, feathers or an animal tail.

You may suppress or reactivate the effects of this attainment (benefits and drawbacks) as a
bonus action. Suppressing the effects counts as Concentrating on a spell as your altered form is
now your natural form and hiding it is a demand on your attention

Universal Counterspell [General]


You can counter spells of any Arcanum
Prerequisite. Prime 2
Benefit: You may substitute your ranks in Prime for any other Arcanum for the purposes of
counterspelling and dispelling.

Vitality Vision [General]


You can sense a living creature's vitality with a glance
Prerequisite. Life 2
Benefit: As a bonus action, you may analyze a living target you can see with your mage sight.
You learn the target's approximate current HP and any diseases or afflictions affecting the
target. By spending an action, you may also learn the modifier of one attribute of the target.

Promethean - Disquiet & Wastelands


Prometheans are unnatural creatures who lack souls, but instead have a soul-like bit of divine
fire inside them. While this is enough for them to act, and think it’s synthetic nature causes
disruptions in other creatures they meet and in the world. This disruption is known as disquiet
when it impacts creatures, and wastelands when it impacts an area.

Disquiet and wastelands both work in stages. They are conditions that a promethean inflicts on
any creature they spend too much time with, or on any area they spend too much time in. They
both come in five stages:

Stage 0

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The creature is unaffected by disquiet and the area is free of promethean influence. Whenever a
creature first comes close enough to a promethean to see and hear them the creature must
succeed on a Wisdom saving throw. The DC is 25 - promethean’s Sanity score. Non-humanoids
have advantage on this save, but natural creatures (animals) automatically fail it. If a creature
fails this save they go to stage 1. Each creature must repeat this save every hour they are in the
promethean’s presence.

Whenever the promethean takes a restful watch they must make the same saving throw as
above. On a failure the area where they rested and all areas around it in a 1 mile radius become
a stage 1 wasteland.

Stage 1
The creatures and area begin to feel the influence of disquiet, although it is minor. All natural
creatures are automatically hostile to the promethean, and will attempt to attack them on sight.

Other creatures find themselves disliking the promethean and other prometheans for reasons
they don't understand. Prometheans have disadvantage on all Charisma or Animal Handling
checks they make to influence the behavior of other creatures.

An affected creature rerolls the save 24 hours after entering stage 1 no matter if they keep
interacting with the promethean or not. A success does not decrease the disquiet, but a failure
increases it to stage 2.

An affected area develops minor effects related to the lineage of the promethean who triggered
it:

● Frankenstein - Rainy or cloudy days are more common, and when they happen they
are more likely to become lightning storms.

● Galateid - Wind in the area dies down more often, or carries an odd scent.

● Osirans - Rain becomes more infrequent, and water tastes slightly flat.

● Tammuz - Things get dirty or dusty faster, and people seem less energized.

● Ulgan - An eerie feeling settles on the area, and people see things out of the corner of
their eyes that aren’t there.

If a promethean remains in a stage 1 wasteland for 24 hours or takes another restful watch in
the area the size of the wasteland increases to 5 miles and it enters stage 2.

Stage 2

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At this point the effect of the wasteland begins to intensify, as does the irrational anger of those
under the effects of disquiet. Each NPC's attitude towards the triggering promethean moves
from friendly to indifferent and from indifferent to hostile. If they are already hostile they might
attack. At this stage this only affects NPCs and has no effect on PCs (PCs have greater
strength of will to resist disquiet).

Each creature must reroll the save 48 hours after entering stage 2. They have disadvantage on
this save if they've interacted with or seen the triggering promethean since their last save. On a
failure they enter stage 3.

A stage 2 wasteland is under a stronger effect:

● Frankenstein - The sky is always dark, and static electricity hangs in the air. Wiring or
electric equipment shorts out more frequently, but can be repaired.

● Galateid - The wind blows fitfully, and the strange scent grows stronger. Landmarks
seem out of place at first glance.

● Osirans - All water tastes flat and metallic, and rain becomes even more infrequent. Tap
water leaves an oily, but harmless, residue.

● Tammuz - Surfaces and buildings in the area look aged or weathered, and everything
gets covered in a thin layer of dust. Sleepers look unhealthy and feel weak.

● Ulgan - Spirits stir in the area. Voices whisper out of dark corners, taunting listeners in
languages they don’t understand.

If the triggering promethean doesn’t leave a stage 2 wasteland for at least a week it
automatically becomes stage 3.

Stage 3
The disquiet has grown driving those around the triggering promethean into fits of rage and
hatred, all of which is centered on them. They become convinced that the promethean is the
source of all of their problems.

All NPCs at this stage become hostile to the promethean who triggered their move to stage 3.
They also have a chance of rousing the community against the promethean. Once every week
an NPC at this stage can roll a Charisma (Persuasion) check with a DC equal to the
promethean’s Sanity Score. If they are successful they manage to raise a group of locals to
track down the promethean and attack them.

PCs at this stage must roll a Wisdom save against the promethean’s Disquiet DC in order to
offer them any aid, such as healing them, giving them an item, or attacking a creature that's

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attacking them. A success on this roll means they can help for 1 minute, but afterwards they
must roll again if they wish to offer more assistance

Any creature at stage 3 who sees or interacts with a promethean automatically enters stage 4
one week later.

Stage 3 wastelands are terrible places to behold and the affected area increases to 10 miles.

● Frankenstein - Lightning rips the sky, or strikes the ground causing significant damage.
Blackouts happen regularly, and electronic devices often fail to work.

● Galateid - The wind rarely blows, and sounds seem muffled. The smell, now identifiable
as embalming fluid, gets even stronger, and sleepers find once familiar sites and images
(even their own faces) to be strange.

● Osirans - Rain is practically unheard of and when it does fall it leaves that oily residue. It
also smells bitter, and causes nausea. Containers of standing water all turn cloudy faster
than they should.

● Tammuz - Stone structures seem gritty, as if they’re falling apart, small sinkholes open
in the ground, and topsoil dries out. Sleepers seem undernourished and take longer to
recover from injuries.

● Ulgan - Jagged rents into the Near Umbra appear and disappear in random flashes, too
quick for sleepers to realize what they’re seeing. Spirits haunt the area, and whisper
even louder for their chosen subjects.

Any stage 3 wasteland the promethean doesn't leave for 1 month becomes stage 4.

Stage 4
The worst and most terrifying stage of disquiet and wasteland. At this stage affected NPCs are
almost bestial in how much they hate the promethean who triggered them. They make each
check to raise a group to hunt the promethean with advantage, and can make the check
everyday if they are in an area of the promethean’s wasteland. They will stop at nothing to kill
the promethean, even putting themselves and their loved ones at risk.

PCs at that stage must roll a Wisdom save the first time they see the promethean and every
minute thereafter until the promethean leaves or dies. If they fail they must attack the
promethean on their next available turn. They can also not bring themselves to aid the
promethean in any way. This is true even for other prometheans.

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A stage 4 wasteland covers a 20 mile radius. It is filled with terrible storms, or droughts, the
Earth is dry and cracked (no matter how much rain falls), and the air is almost unbreathable. It is
the ultimate manifestation of your lineage's effect on the world.

● Frankenstein - Lightning storms range constantly, and blackouts are common.


Electronic devices that break cannot be repaired, and fires spread more easily, and are
harder to contain.

● Galateid - The wind completely stops. People become lost on streets they’ve known
their entire lives, and the shapes of objects and faces seem to warp and change.
Everything seems somehow wrong.

● Osirans - Rainfall stops entirely, leading to widespread drought. Tap water looks and
tastes like motor oil, standing water clouds in matter of hours, and even running water
becomes brackish, killing or driving fish away on a large scale.

● Tammuz - Mines run dry or collapse, enormous sinkholes open in the Earth, topsoil
becomes inert, and stone structures crack and even collapse. Earthquakes are common.

● Ulgan - Holes into the Near Umbra tear themselves open, and sometimes stay open
long enough for things to cross over. Ridden, or stigmatic creatures become common,
and people disappear with alarming frequency.

Overlapping wastelands
It’s possible for multiple prometheans to create a wasteland in the same area. If this happens
and both are of the same lineage both areas take on the same characteristics of the stronger
wasteland (although the actual strength of the weaker wasteland does not change).

If the lineages of the prometheans who created the overlapping wastelands are different then
the two do not affect each other. Instead they both take place within the area at their respective
levels. This could lead to lots of rain (Frankenstein) but it’s oily (Osirons) or some other
combination depending on the lineages involved. The exact effects are up to the GM to
determine.

Reducing disquiet and wastelands


Fortunately disquiet does fade in time. Each week that goes by where a humanoid creature at
stage 3 disquiet or lower does not see, hear or interact with any promethean they can reroll the
Wisdom save. On a success they decrease the stage of disquiet by one step. Creatures at
stage 4 Disquiet must wait one month between each roll until they reach stage 3.

Each month that goes by without you spending a single moment in that Wasteland causes the
Wasteland to decrease by 1 stage until it is no longer a Wasteland.

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Branded Throng
There is one, and only one, workaround to disquiet, and that's to cast the following
transmutation which is available to all prometheans:

Branded Throng
Abjuration
Level: 1
Casting time: 10 minutes
Range: Special
Components: S
Duration: Permanent

You mark a group of willing creatures with a special alchemical symbol. Each creature must be
willing and friendly to you, and must not be in any stage of disquiet. You can mark 5 creatures
plus one additional creature for every point of Sanity modifier you have. Each creature marked
is immune to the effects of your disquiet and does not need to make checks against it. In
addition you can sense the general health and whereabouts (accurate to 1 mile) of any member
of your branded throng.

Once you've marked a creature as a member of your branded throng you cannot remove the
mark, although the affected creature may do so themselves as a bonus action. If they remove
the mark you can sense it no matter where they are.

Typically a group of prometheans will all cast branded throng on one another as soon as they
know they’re going to spend time together so as to avoid triggering each other’s disquiet.

Promethean - Spark of Life


At 5th level promethean’s reach the point where they’ve gained enough knowledge to create
another promethean of their lineage. This works in some ways like creating a magic item in
regular D&D although far more involved and quite a bit more dangerous.

Note: This is a work in progress. I don’t have much to say about this yet.

Vampire Disciplines
Disciplines are the strange, supernatural powers that vampires possess. Discipline descriptions
are similar to feat descriptions, except Discipline descriptions include the following information.

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Action: What type of action the Discipline takes to use.
Cost: How much Vitae the Discipline costs.
Duration: How long the Discipline lasts.

"Vampire" does not appear as a prerequisite in the descriptions, but only vampires can take
Disciplines. In addition, each Discipline (except Blood Potency) has a bold entry referring to one
or more clans, such as "Gangrel or Ventrue." Those are clan disciplines. When the listed clan
takes the Discipline they gain some benefit. This benefit may be a decreased cost, increased
effect or some other advantage. Each clan has a natural affinity for three Discipline groups, and
this benefit represents that affinity.

Devotions
This section also describes devotions, which appear after the Discipline descriptions. Some
skilled vampires have found ways to combine Disciplines, creating new abilities that augment or
complement other vampire abilities. Called Devotions, they are not part of any of the known
Discipline groups — devotions bridge the gaps among the Disciplines. Unlike Disciplines,
Devotions do not give extra benefits to vampires from certain clans.

Discipline Groups
Disciplines are organized into a number of broad groups, as described below. The group to
which a Discipline belongs appears after its name, such as Feral Whispers [Animalism].

Animalism
These Disciplines allow you to converse with, command and summon animals. This group
includes Call of the Wild, Feral Whispers, Obedience and Subsume the Lesser Spirit.
Gangrel and Ventrue vampires have an affinity for these Disciplines.

Auspex
These Disciplines involve improving your senses and perceiving what others cannot. This group
includes Aura Perception, Heightened Senses, The Spirit's Touch, Telepathy and Twilight
Projection. Mekhet vampires have an affinity for these Disciplines.

Celerity
This group includes only a single Discipline, Celerity, which you can take multiple times. It
makes you faster and more agile. Daeva and Mekhet vampires have an affinity for this
Discipline.

Dominate
Dominate Disciplines allow you control over other intelligent beings. The group includes
Command, Conditioning, The Forgetful Mind, Mesmerize and Possession. Ventrue vampires
have an affinity for these Disciplines.

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All Dominate Disciplines work only on creatures with sentient minds (Intelligence of 4 or higher).
Dominate Disciplines cannot make a target directly harm himself, so obviously suicidal orders
have no effect.

A Dominated creature (dominated with any Dominate Discipline) may later realize what
happened to her; while she may not realize she was under mental control, she may wonder why
she performed that activity. Creatures aware of the supernatural, and vampires in particular,
likely determine that they were forced to obey against their will.

Majesty
Majesty Disciplines allow you great charisma and power over intelligent beings without needing
to directly command them. This group includes Awe, Entrancement, Revelation, Sovereignty
and Summoning. Daeva vampires have an affinity for these Disciplines.

Nightmare
These Disciplines cause fear and insanity in intelligent creatures. The group includes Eye of the
Beast, Monstrous Countenance and Shatter the Mind. Nosferatu vampires have an affinity for
these Disciplines.

Obfuscate
This group clouds the minds of others, making them overlook objects and people as if they were
invisible. This group includes Cloak of the Gathering, Cloak of Night, The Familiar Stranger,
Mask of Tranquility, and Touch of Shadow. Mekhet and Nosferatu vampires have an affinity for
these Disciplines.

Protean
These Disciplines allow you to change your shape. They include Aspect of the Predator, Body
of Spirit, Claws of the Wild and Haven of Soil. Gangrel vampires have an affinity for these
Disciplines.

Resilience
This group includes only a single Discipline, Resilience, which you can take multiple times. It
makes you tougher, difficult to kill. Gangrel and Ventrue vampires have an affinity for this
Discipline.

Vigor
This group includes only a single Discipline, Vigor, which you can take multiple times. It makes
you superhumanly strong. Daeva and Nosferatu vampires have an affinity for this Discipline.

Discipline Descriptions
Vampire Disciplines appear below.

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Aspect of the Predator [Protean]
You project a supernatural aura of ferocity that is intimidating and conceals your weaknesses
from other vampires.
Action: See description
Cost: 0 Vitae
Duration: Always active

Benefit: Other vampires perceive you as being at least as powerful as they are, even if you are
actually weaker (though they may know otherwise from other sources). You also gain
proficiency in Intimidation. If you are already proficient you may add double your proficiency
bonus to all Intimidation checks. Aspect of the Predator is always active, though you can
suppress or reactivate it as a bonus action once per round.

Gangrel: Creatures you intimidate while this Discipline is active are frightened of you until the
end of their next turn.

Aura Perception [Auspex]


You perceive a creature's aura, discerning his emotions and aspects of his personality.
Action: Special, see description.
Cost: 1 Vitae
Duration: Concentration, up to 1 minute.
Prerequisite: Heightened Senses
Benefit: You open your perceptions to the psychic auras that surround all sentient creatures
(those with Intelligence 4 or higher). Auras are multicolored, each color signifying an emotion or
personality aspect; powerful colors tend to drown out weaker ones, but you can still identify
multiple colors in any aura.

Typical emotions are aggression, anger, bitterness, calm, compassion, confusion, depression,
desire, distrust, envy, excitement, fear, happiness, love, lust, obsession, rage, sadness and
suspicion. Personality aspects include conservative, generous, idealistic, innocent, psychotic,
spiritual or even under the mental control of another (in which case the target's aura is muted).

The GM determines what factors are predominant in the target's aura. Supernatural creatures
have auras that are different from those of humans. Undead auras are pale, aberrations swirl
and ripple, fiend auras churn madly and so on. Thus, this ability allows you to recognize a
creature's type.

Studying a creature's aura requires two full rounds of undisturbed scrutiny. You must be able to
see a creature to study its aura. This works like Concentrating on a spell.

Mekhet: Studying an aura requires a single action.

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Awe [Majesty]
You become more charismatic and magnetic.
Action: 1 bonus action
Cost: 1 Vitae
Duration: Concentration, up to 1 minute.
Benefit: You amplify your personality to more easily influence other people. You gain
advantage on all Charisma skills. This Discipline affects everyone who can see you. It does not
work through photos, video or other artificial visual means. Even after the effect ends, targets
remember their enhanced feelings toward you and are inclined to tailor their future reactions
accordingly.
Local disturbances and concerns for safety end the effect for nearby targets. (They may be
listening with rapt attention but someone drawing a gun on them has a higher priority.)
Daeva: This ability lasts for 10 minutes and does not require Concentration.

Blood Potency [None]


Your Vitae is especially potent and concentrated, and you are skilled at using it.
Benefit: Your maximum Vitae increases by 10, and you can spend 1 additional vitae per round.
You can no longer gain vitae from feeding on aberrations, beasts, or monstrosities.
Special: You may take this Discipline up to five times. Its effects stack. If you take this
Discipline three times, humanoid blood is no longer sufficient to provide you Vitae unless the
humanoid has a supernatural tag such as shapechanger. You also are no longer subject to
blood addiction or the vinculum. If you take this Discipline four times only vampires will provide
you vitae. If you take it five times, only vampires with the Blood Potency Discipline provide you
vitae.

Body of Spirit [Protean]


You can turn into a chill mist that is nearly invulnerable.
Action: 1 action
Cost: 5 Vitae
Duration: Concentration, until you return to your normal form.
Prerequisites: Aspect of the Predator, Claws of the Wild, kindred level 10
Benefit: You can use your action to transform into a cloud of mist. While in mist form you can't
take any actions, speak or manipulate objects. You are weightless, having a flying speed of 20
feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can
move through a space, you can do so without squeezing, and you can't pass through water.
You have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to
all non magical damage except damage from sunlight.

You can stay transformed for a number of hours equal to half your vampire level (round down).
You then revert to your normal form unless you spend more vitae. You can revert to your normal
form earlier by using a bonus action on your turn. You automatically revert if you fall
unconscious, drop to 0 hit points, or die.

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Gangrel: Your speed in mist form is 30 feet. As a bonus action you may make yourself thick
providing heavy concealment or return to your normal semi-transparent state.

Call of the Wild [Animalism]


You can call a kind of animal to you as long as it is in range of your voice.
Action: 1 action.
Cost: 1 Vitae
Duration: 1 minute, or until driven away.
Prerequisite: Kindred level 4
Benefit: You call 2d4 swarms of bats, or rats or other vermin or 3d6 wolves or dogs. The type of
animals that appear depend on the area. The called creatures arrive in 1d4 rounds. You cannot
use this feature if the sun is up. The animals are not under your control but are friendly toward
you and receptive to your powers. Unless driven away, the animals remain for at least one
minute and act normally for the situation (for example, dogs chase cats, rats crawl on things and
so on, but all tend to run from fire or loud noises).

Gangrel or Ventrue: After using this Discipline you may use Obedience (if you have it) on any
one of the animals as a bonus action.

Celerity [Celerity]
You can boost your speed to superhuman levels, traveling faster than the eye can track and
making it difficult for anyone to target you.
Action: 1 bonus action
Cost: 1 Vitae
Duration: Until the beginning of your next turn
Benefit: You augment your speed and reflexes. Your base speed increases by 20 feet, and
attacks of opportunity against you are made with disadvantage. You may take this discipline up
to three times. If you take it two times you may add double your proficiency bonus to Dex saves.
If you take it three times creatures have disadvantage on all attack rolls against you, although if
you take damage that effect ceases to function until you reactivate celerity. You cannot activate
this Discpline while you are Incapacitated, Restrained, or otherwise unable to move.

Daeva or Mekhet: Instead of adding 20 feet to your speed your speed increases by 40 feet
each time you take this, and you may activate it as part of your move. You also do not provoke
attacks of opportunity for leaving a creature's threatened area while this discipline is active.

Claws of the Wild [Protean]


You can grow powerful talons on your hands, capable of rending flesh and bone.
Action: 1 bonus action
Cost: 1 Vitae
Duration: 1 minute
Prerequisite: Kindred level 6

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Benefit: You grow strong claws on your hands (and feet, if you so choose). You can use these
claws to do your slam attack in slashing damage. The claws also count as magical for the
purposes of overcoming resistance and immunity to non magical attacks and damage. When
the claws are out, you have advantage on Climb checks. You can retract or extend the claws as
a bonus action. The claws may resemble those of a real animal or something strange and
unearthly.

Gangrel: This ability costs 0 vitae.

Cloak of Night [Obfuscate]


You can fade from sight.
Action: 1 bonus action.
Cost: 2 Vitae
Duration: Concentration, up to 1 hour
Prerequisite: Touch of Shadow, kindred level 4
Benefit: You become invisible. Anyone in your presence while you are invisible must make a
Wisdom save or they ignore you as if you were not there. If you leave a creature's presence and
return after a minute or longer, they get another save to detect you. Mortals who see you vanish
may panic or leave the area in alarm, but most simply come up with a self deceiving explanation
for your absence.

If you do something to attract attention to yourself (such as shouting a warning, breaking a


window or attacking), the effect ends. Otherwise, the Discipline ends when you choose; it even
covers for acts that would inadvertently reveal you — crowds subconsciously part to let you
pass, listeners ignore you stepping on a squeaky floorboard unless they have already pierced
your invisibility and so on.

This Discipline works by affecting the mind, not light or other physical properties. For example,
video cameras record you normally, but the Discipline affects people looking at you through
security devices, and they can't see you until they review the tape out of your presence.
Children, animals, the mentally ill and the simple-minded can sometimes see through this
obfuscation. A vampire using Auspex has advantage on the Wisdom save to resist this effect.

Mekhet or Nosferatu: Targets have disadvantage on the save to resist, and vampires with
Auspex don't have advantage.

Cloak of the Gathering [Obfuscate]


An expanded version of Cloak of Night, you can cause yourself and other creatures to vanish
from sight.
Action: 1 action
Cost: 3 Vitae
Duration: Concentration, up to 1 minute

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Prerequisites: Cloak of Night, Touch of Shadow, kindred level 8
Benefit: This Discipline works similarly to Cloak of Night, except that you can hide up to five
other people at once. Each person affected is subject to the rules of Cloak of Night (drawing
attention breaks the effect for them, and so on). If you break the cloak, everyone you have
hidden becomes visible. Anyone you affect with this ability can see you and each other. If they
break line of sight with you, the effect ends for them.

Mekhet or Nosferatu: Targets have disadvantage on the save to resist.

Command [Dominate]
You can force your will on another person, compelling him to obey a one-word command.
Action: 1 action
Cost: 1 Vitae
Duration: 1 round
Benefit: You cast the command spell as a 1st level spell. You may use the command in a
sentence so as to disguise the use of this ability, though you must still stress that word so the
target knows which command to obey, and those familiar with this Discipline may recognize this
tactic.

Ventrue: The target has disadvantage on the Wisdom saving throw to resist.

Conditioning [Dominate]
You can break down a target's mental barriers against you and strengthen them against others.
Action: 1 action (to begin the process)
Cost: 1 Vitae
Duration: Instantaneous
Prerequisites: Command, Mesmerize, kindred level 10
Benefit: Conditioning is a slow process, requiring an hour of contact each day for a week. At
the end of each week, the target makes a Wisdom save to resist the Conditioning. Each week of
successful Conditioning gives the target a –1 penalty to save against any of your Dominate
Disciplines, to a maximum penalty of –8.

Once the target's penalty reaches –4, you no longer need to make eye contact to use Dominate
Disciplines against him (though giving orders through artificial or impersonal means, such as a
phone, gives the target advantage to resist). Conditioned targets are resistant to the mental
control of other creatures, and Conditioned targets gain a bonus on Wisdom saves against such
effects. The bonus is equal to the penalty they have against your control.

Conditioned targets lose much of their ability to think for themselves, as your will blots out much
of their personalities. Severely conditioned targets are little more than robots, with no initiative or
ability to carry out orders except in the most literal fashion.

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Each week of Conditioning costs one Vitae. You can Condition multiple targets per week as
long as you are able to give them each at least an hour of attention every day. Separation from
you tends to erode Conditioning. If one week times the current save penalty passes without the
target having contact with you, the penalty drops by 1 (eight weeks at –8 to get to –7, seven
weeks at –7 to get to –6 and so on). Another vampire cannot Condition a target until its current
conditioning is gone.

Ventrue: A Conditioned subject's penalty against your Dominate Disciplines is –2 worse than
normal and +2 better against those of other vampires, to a maximum of –10/+10.

Entrancement [Majesty]
You warp a person's emotional state, making her your willing servant.
Action: 1 action
Cost: 1 Vitae
Duration: Special, see description
Prerequisite: Awe, kindred level 6
Benefit: You alter a person's affections toward you, making her admire, trust, love and feel
protective toward you as if you were her best friend or lover. She believes these feelings come
from herself and cannot be convinced otherwise.

When the effect ends, the target feels displaced and confused (similar to ending a relationship
with a lover), leading to mixed feelings; re-entrancing her is difficult. The target does not feel ill
will toward you, she just comes to the conclusion that she no longer feels "that way" about you
anymore.

The target gets a Wisdom save to resist. Entrancement normally lasts about an hour, but if the
target rolls a 1 on her save, the Entrancement lasts for at least a week. She has advantage on
her save if you have successfully used this ability on her within the past week.

Daeva: The target has disadvantage to resist this Discipline.

Eye of the Beast [Nightmare]


Your gaze carries the weight of the horrors beyond death, rendering an opponent helpless with
fear.
Action: 1 bonus action
Cost: 1 Vitae
Duration: As long as you remain present, or 1 minute
Prerequisites: Monstrous Countenance, kindred level 6
Benefit: You stare into the eyes of a creature, revealing to it a vision of some unnamable horror
or torment from beyond the grave. The target must make a Wisdom save or become frightened.
A creature that rolls a 1 on its save is helpless rather than cowering and can do nothing (not
even flee) as long as you are present, even if attacked.

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Nosferatu: The target has disadvantage to resist this Discipline.

The Familiar Stranger [Obfuscate]


You fool onlookers into thinking you are a particular person they are expecting to see.
Action: 1 bonus action
Cost: 1 vitae
Duration: Concentration, up to 1 minute
Prerequisites: Mask of Tranquility, Touch of Shadow, kindred level 6
Benefit: The target makes a Wisdom saving throw. On a failure the target believes that you are
someone he expects under the current circumstances. You do not decide who you "become"
and do not know who you have "become," though the target's speech and reactions may allow
you to figure it out. The assumed identity may not even be a specific individual — in some
cases, a police officer or a homeless person may be exactly whom the target expects to see,
and if the target knows you, she may even expect to see you. If you know who the target
expects to see then the target has disadvantage on this save.

If she makes the save, any further attempt to use this Discipline on her in the next 24 hours
costs one additional vitae. This Discipline is an adjustment to perceptions, not an actual physical
change. The ability normally lasts no longer than a minute, but you can extend it another minute
as a bonus action by spending 1 vitae.

You can use this ability on several creatures at once, but you must focus on one target as the
primary and use her expectation as your guise; all observers who fail their saves perceive you
as that target does, even if they don't know whom the primary expects.

Affected targets get another save if they actually know the person you "become" and you act
contrary to that identity's normal behavior. A target who rolls a 1 on her save fully accepts your
guise even if you act contrary to it (she writes off this behavior as joking, drunkenness or some
other appropriate explanation).

Mekhet or Nosferatu: The target has disadvantage to resist this Discipline.

Feral Whispers [Animalism]


You can create an empathic bond with animals, conversing with them and influencing their
actions.
Action: 1 action
Cost: 1 vitae
Duration: 10 minutes
Benefit: You cast the speak with animals spell.
Gangrel or Ventrue: You have advantage on all checks to get the animal to tell you something
or perform a favor.

The Forgetful Mind [Dominate]

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You can alter or erase a target's memories.
Action: 1 action
Cost: 5 Vitae
Duration: Concentration, up to 1 minute
Prerequisites: Command, Mesmerize, kindred level 8
Benefit: You make eye contact and speak to a person, acting similarly to a hypnotist, asking
questions to draw forth memories and describing in detail the changes you wish to make in
those memories. This works like the spell modify memory cast as a 5th level spell.

You can also use this Discipline to determine if someone's memory has been altered. Make an
Insight check (the DC equals the Wisdom save DC of the altered memory). Once you recognize
it, you can use this Discipline to restore the original memories using the same procedure as
planting false ones.

Ventrue: The target has disadvantage on the Wisdom saving throw to resist.

Haven of Soil [Protean]


You can physically merge with the earth, giving you a safe place to rest or hide, even from
sunlight.
Action: 1 action
Cost: 1 Vitae
Duration: Indefinite
Prerequisite: Kindred level 2
Benefit: You merge your body with any volume of soil that could normally hold your body. You
must be able to make direct contact with the soil (e.g., if the soil is under a wooden floor or a
sidewalk you must first break through this barrier).

You are not merely buried; your physical essence is distributed throughout the material. Digging
does not discover you. You cannot be harmed when merged this way, even by magic or
sunlight.

When merged, you are asleep. If enough of your confining material is disturbed, it alerts you to
the disturbance, wakes you and ejects you from your haven (usually in a shower of the
material).
When you are merged, all attempts to locate you have disadvantage. Even if searchers find
your general location, they still aren't able to find your body because it no longer exists as a
discrete object.

You decide the duration when you activate this Discipline, though a disturbance can wake you
earlier, as described above. Emerging from your haven does not require an action if emerging is
in response to a disturbance. When you emerge, you must spend one Vitae to awaken (as if
waking at sundown). You emerge from the same direction you entered unless that direction is
now blocked; for example, you cannot fuse with a stone wall and emerge on the other side.

332
Gangrel: You may use this discipline as a bonus action.

Heightened Senses [Auspex]


You magnify your senses to those beyond the human norm.
Action: None
Cost: 1 Vitae
Duration: Concentration, up to 1 minute
Benefit: You magnify your senses to a superhuman level. This gives you proficiency on all
Investigation, Insight, and Perception checks, or double your bonus if you're already proficient.
When your sight is heightened, your darkvision can let you see in color as if it were bright light
out to your normal superior darkvision range.

Mekhet: Costs 0 vitae

Mask of Tranquility [Obfuscate]


You can mask the taint of undeath on your soul.
Action: None (always active)
Cost: 0 Vitae
Duration: Instantaneous (always active)
Prerequisite: Kindred level 2
Benefit: You conceal your vampire nature from all supernatural forms of detection, causing
others to perceive you as a normal human. For example, other vampires do not automatically
recognize you as a vampire; a vampire using Aura Perception shows your aura as strong and
colorful as a human. This Discipline does not affect your ability to detect other vampires or
prevent more overt means of detection — you do not bleed, sunlight burns you and so on.

This ability is always active, though you may turn it on or off as a bonus action. If someone is
using Auspex or other active supernatural means to detect that you are a vampire, make an
opposed Charisma save; if you win, the other does not detect that you are a vampire.

Mekhet or Nosferatu: You no longer have to spend Vitae to give yourself the flush of life.

Mesmerize [Dominate]
Similar to a hypnotist, you can implant a suggestion or task in a person's mind.
Action: 1 action
Cost: 2 Vitae
Duration: Concentration, up to 8 hours.
Prerequisite: Command
Benefit: You cast suggestion as a 2nd level spell without requiring material components.
Ventrue: The target has disadvantage to resist

Monstrous Countenance [Nightmare]


You take on a horrific appearance to scare someone.

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Action: 1 action
Cost: 1 Vitae
Duration: Special, see description
Prerequisite: Kindred level 6
Benefit: You bare your fangs, make a threatening noise and gain a horrifying visage. Any
creatures within 30 feet of you must make a Wisdom saving throw or be frightened for a number
of rounds equal to 1 + your Charisma modifier. The target gets another save every round after
the first to stop fleeing but still refuses to come within sight of you for the duration.
Nosferatu: Targets have disadvantage to resist

Mortal Fear [Nightmare]


You use fear as a weapon, stabbing your prey's heart and mind.
Action: 1 action
Cost: 3 Vitae
Duration: Instantaneous
Prerequisites: Eye of the Beast, Monstrous Countenance, kindred level 10
Benefit: You trigger the target's primal fears, flooding their body with adrenaline and
supernatural terror. These factors combine to cause a horrible shock: the target ages
prematurely, their hair turns white and they may even have a heart attack and die from the
strain on his body.

One creature no more than 30 feet away must make a Wisdom saving throw. On a failure the
target takes 5d6 psychic damage or half as much damage on a successful save.

The target must be able to see you for this Discipline to work, though seeing your silhouette or
just your face is sufficient. You can use Mortal Fear on a particular target only once every 10
minutes. Even if multiple witnesses are present, this Discipline affects only one target; all others
see you staring intently but suffer no adverse reactions.

Nosferatu: The target takes 7d6 damage instead of 5d6

Obedience [Animalism]
You can empathically command one animal to perform a task.
Action: 1 action
Cost: 1 Vitae
Duration: Until the order is completed or sunrise, whichever comes first
Prerequisite: Feral Whispers
Benefit: You make eye contact with an animal, allowing you to telepathically convey a
command to it and tell it exactly what you want it to do. The animal obeys to the best of its
ability, but the animal's intelligence and nature may cause it to interpret your command in
unusual ways.

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Once you give the order, the animal carries it out, assuming it can be completed before sunrise.
At sunrise, the compulsion ends, regardless of whether or not the task is finished. The animal
gets a Wisdom save to resist any order to act against its nature or to obviously cause itself
harm.

Gangrel or Ventrue: You may command up to two animals at once if you give them the same
order.

Possession [Dominate]
You can completely take over someone else's mind and use his body as a puppet.
Action: 1 action
Cost: 3 Vitae
Duration: Concentration, special
Prerequisite: Command, kindred level 10
Benefit: This power goes beyond spoken commands. You make eye contact and crush the
victim's will, taking over his body like a malevolent spirit. The target's mind is in a dream state
during this time, perceiving everything you do (perhaps in a distorted fashion) but not quite sure
how real it is.

The target makes a Wisdom save to resist. Supernatural creatures have advantage on this
save, and vampires automatically succeed. On a failure your spirit enters the target's body. You
retain your Intelligence, Wisdom, Charisma, Proficiency Bonus and all skills, but use the target's
other attributes. You can't activate the body's extraordinary or supernatural abilities and cannot
use Disciplines.

While this ability is active your body is helpless and appears to be nothing but a corpse. While
possessing the target, you can travel safely during the day, though you must still spend one
Vitae as normal to remain awake during the day. If you take damage in excess of the host's hit
points all remaining damage is transferred to you.

You may end the possession at any time, returning to your body instantly, but can continue the
possession indefinitely, although the effect requires Concentration. The target is allowed one
additional save every 24 hours.

Ventrue: The target has disadvantage to resist

Resilience [Resilience]
You can boost your endurance to superhuman levels, making it very difficult for anyone to kill
you.
Action: 1 bonus action
Cost: 1 Vitae
Duration: 1 minute
Benefit: You become proficient in Constitution saves. You also gain 10 temporary hit points.

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Special: You may take this Discipline up to five times. Each time you take it the amount of
temporary hit points you gain increases by +10. If you take it three times you have advantage
on Constitution saves. The Vitae cost does not increase.

Gangrel or Ventrue: When the Discipline ends, you automatically heal 3d6 points of damage.

Revelation [Majesty]
You cause a target to reveal hidden fears, secrets, desires or confessions of past deeds.
Action: 1 action
Cost: 1 Vitae
Duration: Instantaneous
Prerequisite: Awe
Benefit: You speak a few heartfelt words or give a compassionate look to a single person,
which causes the target to confess things he normally keeps private. The target gets a Wisdom
save to resist. He has disadvantage on this save if he is currently subject to your Awe or
Entrancement, and advantage if he is hostile to you or if you have inflicted violence upon
him within the past day.

The nature of what the target reveals is determined by your words and actions before using this
ability. (If you were talking about fears, the target reveals his fears and so on.) The target
continues to reveal these private feelings each round until you stop him or he makes a Wisdom
save; each round after the first gives him a cumulative +1 bonus on this save.

You can steer the conversation to other subjects (and other types of secrets). If the target rolls a
natural 1 on his Wisdom save, he cannot stop from exposing all of his secrets to you, stopping
only when you direct him to or he runs out of secrets. The target remembers that he confessed
but may not understand why he did so and may take action later to correct this "error in
judgment."

Daeva: If the target fails the save by 5 or more he tells you all his secrets as if he'd rolled a
natural 1.

Shatter the Mind [Nightmare]


Your confront a person with her greatest fear, temporarily driving her insane.
Action: 1 action
Cost: 3 Vitae
Duration: Instantaneous (stunned) plus one week per point of Charisma modifier
(derangement)
Prerequisites: Eye of the Beast, Monstrous Countenance, kindred level 10
Benefit: You awaken the target's thoughts to the most horrific thing she can imagine, turning
her subconscious mind against the conscious.

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The target imagines her greatest fear coming to pass at that moment, no matter how
implausible or nonsensical that fear may be (such as drowning on a city sidewalk). The target
must see you, but you do not need to make eye contact.

The target must make a Wisdom saving throw or be stunned until the end of its next turn. It
must also roll on the long term madness table, gaining a long term madness for a number of
weeks equal to your Charisma modifier (minimum 1). If the target already has a derangement
(short, long or indefinite), the GM may instead upgrade the derangement to a more severe form
for the duration.

If the target rolls a 1 on its save, it falls unconscious for one minute. When it wakes it must roll
on the long term madness table as normal, except its madness does not wear off without
therapy or supernatural intervention.

You can use Shatter the Mind on a particular target only once per day.

Nosferatu: The target has disadvantage to resist

The Spirit's Touch [Auspex]


You can sense the psychic impressions left on objects.
Action: 1 action
Cost: 1 Vitae
Duration: Concentration, up to 1 minute
Prerequisites: Aura Perception, Heightened Senses
Benefit: By handling an object and entering a light trance, you pick up psychic impressions from
the object in the form of mental images or rapid sensations. Most impressions come from the
last person to have handled the object, but two circumstances overrule this.

First, a long-time owner or user of the object leaves a stronger impression than a more recent
but shorter use by someone else. Second, experiences associated with strong emotion leave
more significant psychic "fingerprints," overriding those from more casual use. Some items have
so many handlers or insignificant attachment that they give muddled images or none at all.
The typical impression you receive is the owner's identity or a strong memory associated with
the object. The sensations are usually visual and exact identification is not guaranteed; you may
perceive "a blond man in a business suit and red tie" rather than "Jack Hartman of Hartman Law
Partners," though mundane clues on the object may allow you to identify him (such as a
monogrammed briefcase or a name tag).

The images may be brief or run a minute or more depending on the intensity and relevance of
the psychic impression. You can use this ability on a creature to witness its most recent
dramatic, tense or passionate act. You must touch the target, and it receives a Wisdom save.
Especially intense and recent impressions may give the target disadvantage on its save at the
GM's discretion. You perceive the events from the target's viewpoint.

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Mekhet: You may delve deeper into an object's or creature's impressions, receiving a second
image or vision that is weaker than the first.

Subsume the Lesser Spirit [Animalism]


You can mentally take over the body of an animal and use it as your own.
Action: 1 action
Cost: 2 Vitae
Duration: Concentration, special
Prerequisites: Feral Whispers, Obedience, kindred level 8
Benefit: You make eye contact with a creature with the beast type within 30 feet and
psychically enter the creature's body, temporarily leaving yours behind. The animal's body is
under your complete control; your own body appears to be nothing more than a lifeless corpse.
The beast makes a Wisdom save to resist, although it has disadvantage if it is a predator.

You keep your Intelligence, Wisdom, Charisma, level, proficiency bonus, saves and skills, and
other abilities that are purely mental (such as resistance to mind-affecting abilities).
The body retains its Strength, Dexterity, Constitution, hit points and natural abilities (natural
weapons, modes of breathing and movement and so forth).

You can activate any natural traits the creature has, but cannot activate supernatural traits, nor
can you use the multiattack action (if the creature has it). While in the animal's body, you can
use any Animalism Discipline. If the possessed animal rolled a 1 on its Wisdom save, you may
also use Auspex and Majesty Disciplines while possessing it.

While possessing the animal, you can travel safely during the day, though you must still spend
one vitae as normal to remain awake during the day. Damage to the animal also affects your
body (you take the same amount of damage the body does). If the animal is killed, you are
forced back to your body, reduced to 0 hit point and knocked unconscious.

You may end the possession at any time, returning to your body instantly, but can continue the
possession indefinitely, although the effect requires Concentration. You also cannot feed as an
animal and you must continue to spend vitae to awaken as normal, so extended stays leave
your body depleted.

Gangrel or Ventrue: You may use this ability on an animal up to 60 feet away without requiring
eye contact.

Summoning [Majesty]
You send a psychic call to the target, who tries to get to you as soon as possible.
Action: 1 action
Cost: 2 Vitae
Duration: Special, see description
Prerequisite: Awe, level 10

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Benefit: You reach out to anyone who knows you and telepathically urge him to attend your
presence immediately. The target makes a Wisdom save. They have advantage on this save if
they are hostile to you, are more than 500 miles away, or if they have urgent business that
answering the summons would ruin.

The GM may decide that if multiple issues apply (the target is your enemy and is more than 500
miles away) the save automatically succeeds. Creatures affected by daylight travel (such as
vampires) can make arrangements to avoid moving during the day.

If the target fails the save then they are compelled to make their way to you. The call can reach
anyone in the world, though a distant target takes longer to get to you. The target takes the
most direct route to you and knows where to go even if you change locations (similar to a
psychic directional sense), though he doesn't necessarily know the final destination.

The target knows who summons him but not why. He may pause to make arrangements before
departing (such as calling in sick to work) but otherwise travels as fast as reasonably possible
— he is no single-minded drone willing to drive 100 miles per hour through city streets to get to
you.

If he has the means to contact you (such as your phone number), he may do so. The effect of
the summoning fades at sunrise, as does the subject's awareness of your direction. If you want
the subject to continue beyond sunrise, you need to use this ability again (though a target
inclined to help you may continue on his own volition during daylight hours). If the subject does
not wish to go to you, he may use the daylight hours to get farther from you.

If the target rolls a natural 1 on his save, the effect persists even through daylight (including the
direction sense) and you do not need to reinstate the Summoning each sundown (though
affected creatures still avoid the daylight).

Daeva: If the target fails the save by 5 or more they act as if they'd rolled a 1.

Telepathy [Auspex]
You can create a mental link with another creature, sending and receiving thoughts or even
reading their mind.
Action: 1 action
Cost: 1 Vitae (willing target), 2 Vitae (unwilling targets)
Duration: Concentration, up to 1 minute
Prerequisite: Level 6
Benefit: You can create a telepathic link with another creature within 30 feet as a bonus action,
allowing you to communicate with them mentally. To be eligible the target creature must have
an Intelligence score of 3 or higher.

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This communication is two-way; you and the creature may send and receive thoughts. The
target recognizes that your communication comes from outside their mind, though they may not
realize you are the source of the words (though the mental "voice" sounds like your real voice).

The effect is broken if the target creatures moves out of your line of sight for more than one
round; otherwise, the link lasts as long as you Concentrate. An unwilling target can end the link
with a Wisdom save. You can use the link to read the target's thoughts against their will. Each
round, you can read the target's surface thoughts. This works like the detect thoughts spell, cast
without requiring material components.

Mekhet: You can remain in contact with a target even if they are out of your line of sight for up
to one minute.

Touch of Shadow [Obfuscate]


You can conceal small items in your grasp or on your person so that they are all but
undetectable.
Action: 1 bonus action
Cost: 0 Vitae
Duration: Concentration, up to 1 minute
Benefit: You conceal on your person an object of small or smaller size. The item is
undetectable even if it is in plain sight (such as a pack of cigarettes held in your open palm).
Anyone trying to find the concealed object must make a Wisdom save to find the item.
Furthermore, they must know exactly what they are looking for (such as a pack of cigarettes, a
knife, a pistol, a bag of drugs and so on); a nonspecific search fails to turn up anything.

If you draw attention to the object (such as by pointing at it or deliberately showing it to


someone), the concealment ends.

A person who spots the object can point it out to others, giving them advantage on their saves,
but anyone who rolls a 1 on their save cannot see the object despite all attempts. As with Cloak
of Shadow, this Discipline is a mental effect rather than a physical one. Because the ability is
nonphysical, you cannot conceal an object and hide another object behind the first object; the
other object is clearly visible.

Mekhet or Nosferatu: Creatures have disadvantage on their save to resist.

Vigor [Vigor]
You can boost your Strength to superhuman levels, making it possible to perform incredible
acts.
Action: 1 bonus action
Cost: 2 Vitae
Duration: Concentration, up to 1 minute
Benefit: You gain advantage on Strength checks, and your jump distance is doubled.

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Special: You may take this Discipline up to five times. If you take it twice your carrying capacity
is doubled, and you gain a +2 damage on all attacks that use your Strength score.

If you take it three times your carrying capacity is tripled (instead of doubled), you have
advantage on Strength saves and the damage bonus increases to +4. If you take it four times
your carrying capacity is quadrupled your jump distance is quadrupled (instead of doubled) and
you can throw objects and creatures twice as far as normal. If you take it five times your
carrying capacity is 5 times its normal limit, you have a +1 attack bonus on all melee attacks
that use your Strength score and the damage bonus increases to +6. The Vitae cost does not
increase.

Daeva or Nosferatu: It costs 1 Vitae.

Devotion Descriptions
Devotions are described below.

Body of Will [Devotion]


You can ignore pain and other debilitating effects.
Action: Reaction, or 1 bonus action
Cost: 1 Vitae
Duration: 10 minutes Instantaneous
Prerequisites: Resilience (x3), Vigor
Benefit: You can temporarily ignore pain and other physical effects. You are not numb to all
sensation and are still aware if you take damage, but your will overrides your body's limitations.

You activate this Devotion as a reaction to an attack that imposes the stunned or paralyzed
condition, or as a bonus action on your turn. You are immune to those conditions. You may also
ignore the effects of exhaustion while this Devotion is active, although this doesn't reduce your
exhaustion.

Transformation [Devotion]
You can change forms in an instant.
Action: None
Cost: 0 Vitae
Duration: Instantaneous
Prerequisites: Celerity, Body of Spirit
Benefit: You may change form as a bonus action instead of an action.

Iron Facade [Devotion]


You can hide the extent of your injuries, no matter how grave.
Action: 1 bonus action
Cost: 1 Vitae

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Duration: 1 minute
Prerequisites: Mask of Tranquility, Resilience (x2)
Benefit: You shrug off wounds, debilitating injuries and other effects. That is, you appear to do
so — it is actually a carefully built illusion only partly based on reality. You appear to be
uninjured. You ignore penalties to your movement stemming from injuries (such as caltrops or a
broken leg) but not from other sources (for example, wading through cement or wearing leg
shackles still slows you). If injuries or other effects occur after you activate this Discipline, they
appear to heal instantly.

This devotion only masks the extent of the damage; this devotion does not heal damage. The
devotion is strong enough to let you run on a shattered leg (perhaps giving you time to escape a
dangerous enemy), laugh off shotgun blast to the chest (even if it reduces you to one hit point)
or even walk through sunlight (though your flesh appears to boil away and re-grow instantly).

This devotion does not protect you from effects, injuries or hit point damage that would knock
you unconscious or kill you (though for the duration you appear to be a strangely intact corpse).

All masked injuries reappear as soon as the Devotion ends.

You can double your proficiency bonus on Intimidate checks against anyone who sees you
"heal" with this devotion. Any human who sees you "heal" immediately realizes that something
is unnatural about you (and the normal human reaction is to flee).

A supernatural creature who sees you do this probably assumes you are very powerful or at
least guarded by powerful magic — unless he knows about this devotion, of course.

Quicken Sight [Devotion]


You combine reflexes and awareness to let you carefully examine fast-moving objects as if they
were still.
Action: Reaction, or 1 bonus action
Cost: 1 Vitae
Duration: 1 minute
Prerequisites: Celerity, Heightened Senses
Benefit: You gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks,
and can see fast-moving objects that would otherwise be a blur. Following a particular card in a
shuffle is a trivial task, subliminal messages are as clear as a newspaper headline and you can
read a newspaper headline as you drive by at 60 miles per hour.

Veridical Tongue [Devotion]


You can make someone unable to speak anything but the truth.
Action: None
Cost: 1 Vitae
Duration: 1 minute

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Prerequisites: Mesmerize, Revelation
Benefit: A target that fails it's Wisdom save against your mesmerize discipline cannot tell a
deliberate lie while under the effects of that discipline.

Werewolf Rites
Rites are the alien, supernatural powers that werewolves possess. Using a rite is a supernatural
ability. Rite descriptions are similar to feat descriptions, except rite descriptions include the
following information.

Action: What type of action the rite requires.


Cost: How much Essence the rite costs.
Duration: How long the rite lasts.
"Werewolf" does not appear as a prerequisite in the descriptions, but only werewolves can use
rites. Some rites are designated as New Moon, Crescent Moon, Half Moon, Gibbous Moon or
Full Moon rites. Only Irraka, Ithaeur, Elodoth, Cahalith or Rahu (respectively) werewolves can
use these rites, as indicated in their prerequisites. All other rites are available to all werewolves.

Alien Fury [Full Moon]


You call upon memories of the moon from your alien dimension and enter a terrifying powerful
rage.
Action: 1 bonus action
Cost: 1 Essence
Duration: Until the end of your next round.
Prerequisite: Rahu level 10
Benefit: You invoke thoughts of your homeworld's strange moon, filling yourself with its power.
Attacks against you have disadvantage. In addition all melee attacks you make do max
damage.
Your eyes, fangs and claws blaze with a strange white energy resembling fire. You can use this
rite in combination with rage as long as you activate the rite first (though this combination lasts
only one round, as you cannot activate rites while raging).

Alien Speed
You greatly increase your natural speed.
Action: 1 bonus action
Cost: 1 Essence
Duration: 1 minute
Prerequisite: Level 4
Benefit: You increase your base speed by +20 feet in Hishu, Dalu, or Gauru form, or +30 feet in
Urhan or Urshul. Attacks of opportunity against you have disadvantage.

Attunement [Full Moon]


You heighten your perceptions toward an opponent, reducing their ability to avoid your attacks.

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Action: 1 bonus action
Cost: 1 Essence
Duration: 1 minute
Prerequisite: Rahu
Benefit: As a bonus action you make an opponent within 30 feet of you roll a Wisdom save. If
the target fails this save you gain an intuitive understanding of its combat ability. For the
duration your attacks do +1d4 extra damage to the target creature. This damage increases by
+1d4 for every time you've taken the Primal Urge rite up to a maximum of +5d4 damage.

Aura of Truce [Half Moon]


You maintain a peaceful truce between two parties.
Action: 1 action
Cost: 1 Essence
Duration: Concentration, up to 10 minutes or until ended
Prerequisite: Elodoth level 6
Benefit: You soothe flaring tempers and establish a mood that facilitates arbitration to violence.
When you activate this rite every eligible creature within 60 feet must make a Wisdom save vs.
your rite DC. To be eligible each target must have an Intelligence of 3 or higher, must be able to
see and hear you, you must be able to see them, and they must be capable of understanding
your language.

Failure means the target creatures cannot attack other creatures, use magic or supernatural
abilities to harm other creatures, or commit property damage (aside from non hostile "damage"
such as eating offered food).

A creature that tries to break these rules finds their body locked up, as if they were paralyzed,
although the paralyzation ends the moment they stop trying to attack. These effects persist for
the duration of the rite or until they leave the area far enough away that they can no longer see
you. Success means the targets may act normally. Creatures immune to charm are immune to
this rite.

As part of the action of using this rite you give a speech. It doesn't necessarily need to be about
peace, although if it isn't it will be obvious to those attending that you're using some
supernatural ability to influence their minds.

You may end the effect as a bonus action, which ends the effect for everyone. If you attack an
affected target, the effect ends for everyone. Once violence has broken out, you cannot use this
rite to stop it.

Between the Weave [Crescent Moon]


You can use weak points in the fabric of our universe to hide and travel.
Action: 1 action
Cost: 3 Essence

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Duration: Special, see description.
Prerequisite: Ithaeur level 8
Benefit: The Intrusion stretched and snapped the supernatural material that separates our
universe from others. In some places, this weakness is apparent by the strange abilities it
manifests. As an action you can slip through one of these points and use it as a hiding place or
a way to travel. These works like the etherealness spell with the following modifications.

● Instead of traveling into the Ethereal Plane you travel through the Gauntlet, into an area
called the Near Umbra. This works like the Ethereal Plane in that it's a border zone
between Earth's dimension and other realms.

● You can only remain in the Near Umbra 1 round for every point of Wisdom score you
have, after which you return automatically. Otherwise you may return as an action.

● You can only use this rite at an area affected by the Intrusion (or Nightmare Wave) or at
a Nexus.

● You must make a DC 15 Wisdom check to perform this rite correctly. If you fail the rite
does not activate (although you do not lose any Essence). Using a reflective surface as
a focus for the rite gives you advantage on the check. Areas of particular weakness
might have a lower DC.

It may be possible to use the Gauntlet to reach other universes, but no werewolf who has tried
has ever returned.

Bind or Sunder [Half Moon]


You can influence a shapechanger's control over his or her form.
Action: 1 action
Cost: 1 Essence
Duration: 1 round per point of your Wisdom modifier (minimum 1)
Prerequisites: Fuel Rage, Elodoth level 10
Benefit: You can manipulate a target's delicate control over their form-changing. As an action,
target a creature within 30 feet, then choose from one of two effects.

● Extend: [Werewolf only]. You can extend the amount of time the target can be in
Gauru form beyond the normal 1 minute, just as if you were using Fuel Rage on
yourself. The target does not get a save, but may still end their rage as an action
(provided they are not in Death Rage). The target must be in Gauru form already to gain
this benefit.

● Suppress: [Shapeshifted targets only] The target makes a Wisdom save vs your Rite
DC. Failure means the target immediately shifts back to their natural form. They may not
shapeshift again for the duration of this rite. If another creature attempts to change the
target's form they must make a Wisdom save vs your rite DC to override this effect. This

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has no effect on targets that are not capable of shapeshifting or are already in their
natural forms.

You must have line of sight to the target to affect it.

Blending
You can hide in plain sight, even out in the open.
Action: As part of the hide action
Cost: 0 Essence
Duration: Until you move
Benefit: You can make a Stealth check to hide even when you have no cover or concealment;
anyone who fails their Perception check fails to see you or believes you to be an unremarkable
feature of the landscape. You cannot move when using this rite. You cannot use it to hide while
someone is observing you (though you may hide if she is merely in the area rather than looking
specifically at you).

Break the Defiant


You project such a forceful authority that you weaken the target's will.
Action: 1 bonus action
Cost: 1 Essence
Duration: Instantaneous
Prerequisite: Level 6
Benefit: Choose a target within 30 feet that can see and hear you. As a bonus action you growl
menacingly at the target, chilling them to the bone.
The target makes a Will save vs your rite DC. On a failure the target is shaken, and has
disadvantage on all Wisdom and Charisma saves until the end of your next turn. If the target
rolls a 1 on their save they are also paralyzed with fear until the end of your next turn.

You cannot use this rite on someone more than once per day.

Bystander [New Moon]


You can become everyman, appearing as if you belong in your current environment.
Action: 1 bonus action
Cost: 1 Essence
Duration: Concentration, up to 10 minutes
Prerequisite: Irraka level 8
Benefit: You become a face in the crowd, failing to attract attention to yourself as an
unexceptional example of the people around you, even if your appearance or personal hygiene
would indicate otherwise. An Irraka wearing bloodspattered sweatpants could walk through a
Wall Street brokerage firm without attracting attention, as anyone who sees him thinks he sees
another "suit." The effect ends if you draw attention to yourself (such as attacking someone;
even a helpful action such as pulling someone out of the way of an oncoming car) unless that
action is appropriate for a typical bystander in the environment; drawing a gun on an armed

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attacker is unusual for a man on the street but perfectly ordinary if you're surrounded by police
officers or at an NRA convention.

Otherwise, the effect remains active even if you interact with others in an unobtrusive manner
(chatting with others on an elevator, waving to a security guard and so on).
This rite doesn't fool security devices such as retinal scanners, voice scanners or key-code
locks, but does fool facial-recognition software trying to pick you out of a crowd. It may be foiled
by something as simple as signing a logbook or handing over a bus ticket if you cannot cover for
these actions (by signing an illegible name or name that is known at the area, providing a bus
ticket or paper that looks like a bus ticket, and so on).

Finally, the rite fails if the area includes no bystanders with whom you can mingle, Someone
using supernatural means of awareness or actively trying to recognize you as not belonging
gets an Intelligence save against your Rite DC. Success means they pierce the illusion and can
you see you as you are, but otherwise they fall for the same effect as everyone else.

Clarity [Full Moon]


You touch the white-hot core of your soul, focusing your mind against distractions.
Action: Reaction or 1 bonus action
Cost: 1 Essence
Duration: 1 minute
Prerequisite: Rahu
Benefit: When you activate this ability, you become alert and ready for battle. You can activate
this rite as a reaction when you roll initiative. If you are surprised, you are no longer surprised.
You can also activate this rite as a bonus action prior to combat. If you do you can add your
proficiency bonus to Initiative rolls for the duration.

This rite does not affect stunning, paralysis, sleep or other conditions that make you unable to
take actions.

Command Fire
You can bend and move existing flames.
fire damage.
Action: 1 action
Cost: 0 Essence
Duration: Instantaneous or 1 hour
Prerequisite: Level 6
Benefit: You can bend and shape any open flame, even arcing it through the air to strike an
object or creature. This works like the control flames spell, except you can use the fire to make
an attack against a hostile creature.

To do so choose a creature within 30 feet of the fire you're controlling, and within 60 feet of
yourself, then make a ranged spell attack. On a hit the target 2d8 + your Charisma modifier in

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Crashing the Gates [Crescent Moon]
You can bring others with you enter the Gauntlet.
Action: Instantaneous
Cost: 3 Essence plus 1 Essence per additional person
Duration: Special
Prerequisite: Between the Weave, Ithaeur level 10
Benefit: This rite works similarly to Between the Weave, except you can bring up to four other
people with you. Each person coming with you must be willing, conscious and touching you.
Any Ithaeur werewolf brought with you can return on their own, but all other passengers remain
until you bring them back or the rite's duration expires.

Sleepers find the Near Umbra disturbing and must make DC 15 Wisdom saves or be frightened
for one minute after leaving it.

Crushing Blow
Your attacks are lethal even when you do not use your claws or teeth.
Action: 1 bonus action
Cost: 1 Essence
Duration: 1 minute
Benefit: Your unarmed strike and strikes with melee weapons do an additional 1d6 damage.

Death Grip [Full Moon]


You use your jaws to help grapple your target in a nearly unbreakable grip.
Action: 1 bonus action
Cost: 1 Essence
Duration: 1 minute or until you let go with your bite
Prerequisite: Rahu level 6
Benefit: You focus your energy into your jaws, making them the perfect agent for restraining
your prey. If you hit with a bite attack while this rite is active you can make an opposed Strength
check to grapple the target.

Once you've made a successful grapple attempt, as long as you do not speak, use a rite
requiring a howl or bite a different creature, you can lock your jaws. This gives advantage to
maintain the grapple, and the target rolls with disadvantage if they attempt to escape the
grapple.
You can still use your bite as a natural attack to damage your prey without releasing this hold.

You must be in Gauru, Urshul, or Urhan form to use this rite.

Feet of Mist
Your scent is almost imperceptible; tracking you by scent is difficult.
Action: None or 1 bonus action

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Cost: 0 Essence or 1 Essence
Duration: Always active or 1 hour
Benefit: This rite, which is always active, imposes disadvantage on checks to track you by
scent. If you spend Essence then no creature whose level or CR is lower than yours can track
you for 1 hour. You may suppress and reactivate this rite as a bonus action.

Friend of the Dark


You can see in the dark even in human form, and your vision improves for your other forms
Action: None or 1 bonus action
Cost: 0 Essence or 1 Essence
Duration: Always active or 1 hour
Benefit: While in hishu form you gain darkvision with a range of 60 feet. While in Dalu or Gauru
form your darkvision improves by +30 feet. This rite is always active, although you may
suppress and reactivate this rite as a bonus action. If you spend Essence, the range of your
darkvision becomes 120 feet for all your forms for one hour.

Fuel Rage [Half Moon]


You can remain in hybrid form longer than normal.
Action: 1 bonus action
Cost: 1 Essence
Duration: Special, see description
Prerequisite: Elodoth level 8
Benefit: As a master of controlling the balance of flesh, you can remain in your Gauru form
longer than other werewolves. You can activate this rite as a bonus action while in Gauru form.
Doing so extends the time limit of your rage by 1 additional round beyond the normal 1 minute
limit. You can use this rite as many times as you can afford based on the amount of Essence
you have. Each time you use it your rage extends for another round. You can still change form
normally; you are just able to linger in Gauru form longer than normal. Activating this rite on a
round when you are not in Gauru form or has no effect.

Hone Rage
You can sacrifice remaining time in Gauru form to boost your Strength or Dexterity.
Action: 1 bonus action
Cost: 1 Essence
Duration: Special, see description.
Benefit: When in Gauru form, you sacrifice one round of time in that form, converting it into a d4
that you can add to Strength or Dexterity checks and saves you make (your choice).

You can use this rite only if you have at least one full round available in Gauru form. If you have
more than 1 round remaining you can sacrifice that for an additional d4, which can also be
added to either Strength or Dexterity, to a maximum of 3d4 for both. These bonuses go away
when you leave Gauru form.

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Example: Gareth can normally spend 1 minute (10 rounds) in Gauru form before he has to
change to another form. He activates this rite at the first round of rage, sacrificing two rounds to
add a d4 to both Strength and Dexterity checks and saves. He has 7 rounds of rage remaining.
On his next round he uses this rite again and increases the bonus to Strength checks and
saves to 2d4. This leaves him with only 5 rounds left before his rage runs out, at which point he
would lose these bonuses.

Intrusion Cloak [Crescent Moon]


You manipulate a tiny element of the Intrusion to conceal yourself in a cloak of mysterious
power.
Action: 1 action
Cost: 1 Essence
Duration: Concentration, up to 1 minute
Prerequisite: Ithaeur level 6
Benefit: You wrap yourself in a shroud of dimensional instability resembling a starry night sky.
This works like the blur spell except you also have advantage on Dexterity (Stealth) checks. You
cannot use Between the Weave, Crash the Gates or Rend the Gauntlet when using this rite.

Iron-Rending
You can easily tear apart metal and weaker materials.
Action: 1 bonus action
Cost: 1 Essence
Duration: Until the end of your next round
Prerequisite: Level 6
Benefit: You do maximum damage against objects, and ignore an object's damage threshold
when determining if you can damage it. This does not work on magical items. It also does not
work on magical barriers, or conjurations of pure magic such as force fields.

Killing Frost
You absorb ambient heat, creating unnatural cold and ice.
Action: 1 action
Cost: 3 Essence
Duration: Instantaneous
Prerequisite: Level 10
Benefit: You take in a slow breath, drawing the thermal energy out of the area and harmlessly
into yourself. Each creature in a 30 foot cone must make a Constitution saving throw. A creature
takes 4d8 cold damage on a failed save, or half as much damage on a successful one. A
creature killed by this spell becomes a frozen statue until it thaws. All objects in the cone freeze
as well. Frost forms on surfaces, water freezes and the ground becomes difficult terrain, for 1
minute.

Leach Rage

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You can steal rage from another werewolf in hybrid form, extending your time as a hybrid at the
expense of hers.
Action: 1 bonus action
Cost: 1 Essence
Duration: Special, see description
Prerequisite: Level 6
Benefit: When in Gauru form, as a bonus action you draw in a hissing breath while facing
another werewolf that is no more than 10 feet away. The target makes a Wisdom save against
your rite DC. On a failure the target werewolf loses 1 round of their remaining rage, and you
gain 1 round to yours.

If the target rolls a natural 1 on their save they lose two rounds and you gain two. You cannot
steal time that the target does not have; for example, if the target has less than 1 full round
remaining on their rage you cannot draw any rage from them. This can be used to decrease a
werewolf's time in Death Rage, but doing so is dangerous. If the target werewolf is in a Death
Rage and you successfully draw time from them you must make a Sanity Save vs DC 15 or
your rage becomes a Death Rage.

You can only use this rite on a particular werewolf once every minute, although multiple
werewolves can gang up on a single werewolf to take all their rage. This rite has no effect if you
are not in Gauru form, or if you target a non-werewolf, or a werewolf who is not also in Gauru
form.

Legendary Arm
You can throw objects that would normally be too big or unwieldy to lift or throw.
Action: As part of the action of lifting and throwing the object
Cost: 1 Essence
Duration: 1 round
Prerequisite: Level 10
Benefit: You can lift and throw large objects or creatures as if they were toys. You can lift up to
8 times your carrying capacity (or 120 times your Strength score) until the end of your round.

You can throw a typical irregular object as a ranged weapon with a 10-foot range. If the item has
an aerodynamic shape (even a spheroid boulder), the range increases to 20 feet. This distance
increases by 10 feet for 300 pounds the object is below your new maximum lift capacity.
If you throw the object at something, make an improvised weapon attack as normal (do not add
your proficiency bonus).

The object does 2d6 plus your normal Strength modifier in damage of a kind appropriate to hits
size and shape (typically bludgeoning). It does an additional d6 of damage for every 600 pounds
the object weights.

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When it lands the object takes just as much damage as it inflicts. If you throw a creature this
way they can reduce the damage by making an Dexterity (Acrobatic) check as if they were
falling.

Lifting and throwing objects with this rite is no more taxing than throwing a baseball; the rite
augments your Strength to what is necessary and compensates for any strain that the lifting and
throwing would cause an unaugmented person.

Loose Tongue
You can cloud someone's better judgment, making it difficult for them to keep things from you.
Action: 1 action
Cost: 0 Essence
Duration: Concentration, up 10 minutes
Benefit: For the duration you have advantage on all Charisma checks directed at up to three
creatures of your choice that aren't hostile to you. You can also add your proficiency bonus for
all Charisma (Persuasion) or Charisma (Deception) checks you make against them, or double
your proficiency bonus if you're already proficient.

To invoke this rite you must speak to the target creatures for a least a minute. If the targets are
in combat or under threat of harm, the rite fails. If the target is not a sleeper they can make an
opposed Wisdom (Insight) vs your Charisma (Persuasion) or Charisma (Deception). You have
advantage on this check. If successful they realize you're using supernatural means to influence
them. Otherwise they have no idea.

Lycan’s Form
Your various forms resemble a non-wolf like creature.
Action: None
Cost: 0
Duration: Instantaneous
Benefit: With this rite your various forms either resemble different animals or more closely
resemble a wolf. Essentially this makes you a different type of were (lycan). For example, you
may look more like a tiger, hyena, bear and so on. In Dalu or Gauru form, you resemble a cross
between human and your new beast form. This does not change the size of any of your forms,
except where noted.

You must choose the type of beast you appear like when you choose this rite. From then on you
gain the listed benefit for your choice.

● Bear - You look like a werebear of some kind (grizzly, black, or polar). While in gauru
form, you have resistance to all damage except psychic damage.

● Boar - You look like a wearboar. Instead of claws you have tusks while in gauru and
other forms. Your tusks do the same damage as claws except you can make a charge

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attack. As an action move your speed towards a target, and make a single attack with
your tusks. If you hit the target must roll a Strength save or be knocked prone.

● Cat - You look like a weretiger, werelion, or werepanther. While in gauru form, you can
add 10 feet to your long jump distance and 3 feet to your high jump distance.

● Rat - You look like a wererat. All your forms are smaller, and thinner than they are
normally, but not enough to change your size. In all forms except for hishu you can dash
and disengage as a bonus action.

● Wolf - You either truly look like a werewolf, or you look like another type of canid such
as a werehyena. While in gauru form any allied creature that can see and hear you has
advantage on attack rolls against any creature within 5 feet of you that is hostile to you.

Other than the listed benefits your statistics are also not any different than they would be
normally for the form you've assumed (you still have the status of a wolf even if you look like a
tiger).

Mask of Rage
You can drive mortals temporarily insane by revealing your bestial self.
Action: 1 action
Cost: 2 Essence
Duration: Concentration, up to 1 minute
Benefit: You reveal your bestial alien spirit, making it obvious that you are not of this world. This
works like the fear spell cast without material components. This works on all creatures but
sleepers are particularly vulnerable. Sleepers have disadvantage on the Wisdom saving throw
to resist, and if they fail the effect lasts for 10 minutes, and does not require concentration. In
addition they are likely to either remember only bits and pieces of seeing you if they remember
anything at all.

Mechanical Failure
You cause a technological device to fail for a short time.
Action: 1 bonus action
Cost: 1 Essence
Duration: 1 minute
Benefit: Though primarily a creature of killing, as a werewolf you also represent more subtle
forms of destruction. You cause one mechanical or technological object within five feet to fail
without a discernible cause. A gun fails to fire, a cell phone goes dead, a computer crashes, a
car engine stalls or fails to start. If another creature attends the object, the creature makes a
Wisdom save against your rite DC to resist the effect. A construct affected by this rite is entitled
to a Wisdom save. On a failure the construct is paralyzed until the end of its next turn.

Mighty Bound

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You easily leap great distances.
Action: 1 action
Cost: 0 Essence
Duration: 1 minute
Benefit: You cast jump on yourself.

Mortal Savage
You retain some beast abilities even in human form.
Action: Free
Cost: 0 Essence
Duration: Always active
Prerequisite: Level 4
Benefit: Your werewolf resilience works in Hishu form as well as Dalu or Gauru. This rite is
always active. Your speed is also increased by 5 while in Hishu form, and you can speak First
Speech without penalty.

Nightfall
You cause a small electrical power outage.
Action: 1 action
Cost: 2 Essence
Duration: Concentration, up to 1 minute
Prerequisite: Level 4
Benefit: You release a burst of invisible chaotic energy, preventing electrical devices from
functioning. All electronic devices in a 30 foot radius sphere centered on you start
malfunctioning in unpredictable ways, making them unusable for the duration. Even battery-
powered devices and objects drawing electricity from portable gas-powered generators fail (in
fact, the generators fail); these devices include cars (which are powered by gas, are started by a
battery and rely on an ongoing electrical current to function).

Pack Awareness [Gibbous Moon]


You extend your senses toward your packmates and learn their location and if they are harmed.
Action: 1 bonus action
Cost: 0 Essence
Duration: Concentration, up to 1 minute
Prerequisite: Cahalith
Benefit: You may make a DC 15 Perception check as a bonus action to get a sense of where
your packmates are relative to you, what form they are in (if applicable), what activities they are
performing and whether they are wounded, unconscious or dead. A packmate may be "to the
left about 100 feet'' or "one floor above me in this building." Activities may be "fighting,"
"waiting," "running," "sleeping," "fleeing," "having sex" and so on.

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This information comes to you unconsciously and does not distract you from whatever you are
doing. A packmate must be within one mile (plus one mile for each Primal Urge rite you have)
for you to sense them.

Partial Change
You can change only part of your body to gain a slight advantage or offset a penalty.
Action: 1 bonus action
Cost: 1 Essence
Duration: Concentration, up to 1 minute
Benefit: Rather than being limited to five forms, you can selectively change one aspect of your
body to that of one of your other forms. For example, in human form you can give yourself
Guaru-form claws to help you in battle without attracting attention as an obvious monster, or
take human hands in beast form to be able to pick a lock or take human eyes in hybrid form to
have unhindered color vision. Even if you take human hands while in Gauru form your rage
prevents you from wielding melee weapons.

You may make one partial change at a time. The change typically affects both the left and right
halves of your body, but you may limit it to just one side if you choose.

Playing Possum
You can make yourself seem dead, even to a thorough examination.
Action: Reaction or 1 bonus action
Cost: 1 Essence
Duration: 1 hour or until you end it
Prerequisite: Level 6
Benefit: You appear as dead as a corpse, falling prone if you are not already. This works like
feign death cast on yourself, and requiring no material components. You can activate this rite as
a bonus action or as a reaction to taking damage. If you use it has a reaction it appears as
though the damage you took killed you. While under the effects of this rite you are aware of your
surroundings, although you are still blinded and incapicated. At any time before the duration you
can end the rite as a bonus action, in which case you immediately awake.

Primal Urge
Your alien spirit is powerful, increasing your available Essence and your skill in using it.
Benefit: Your maximum Essence increases by 5, and the rite save DC increases by +1. In
addition you can remain in Gauru form for one additional round. Your alien spirit is fearsome to
humans — even if they don't know you are a werewolf, they can sense that something is
horrible and wrong about you. You take a –2 penalty on all Charisma checks against sleepers,
except Charisma (Intimidation) checks. This penalty also applies to rites relying on those
checks.

Special: You may take this rite up to five times. Its effects (bonuses and penalties) stack. If you
take it three times all sleepers have their attitudes regarding you worsened by one step (from

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friendly to indifferent, and from indifferent to hostile) the second they meet you. Sleepers that
are already hostile may attack you. If you take it four times these penalties apply to aware as
well as sleepers. If you take it five times all sleepers and aware are immediately hostile to you.

Rallying Cry [Gibbous Moon]


You can inspire others with power.
Action: 1 bonus action
Cost: 1 Essence
Duration: 1 minute
Prerequisite: Cahalith level 6
Benefit: You can howl or speak words of fury as a bonus action, filling nearby allies with
courage. All allies (including yourself) within hearing 60 feet who can hear you gain a rallying
die, a d6. Once within the next minute, each ally can roll the die and add the number rolled to
one ability check, attack roll, or saving throw it makes. Once the rallying die is rolled, it is lost. A
creature can have only one rallying die at a time.

Rage Armor [Full Moon]


You fill yourself with rage, toughening your flesh against attacks.
Action: 1 bonus action
Cost: 1 Essence
Duration: 1 minute
Prerequisite: Rahu level 10
Benefit: You channel your rage. While active your Armor Class from your Werewolf Resilience
feature equals 13 + your Dexterity modifier + your Constitution modifier. When this rite is active,
your eyes glow amber and the air around you distorts like the heat from a fire.

Read Intrusion [Crescent Moon]


You can study an Intrusion-tainted thing and gain insight into its nature.
Action: Special, see description
Cost: 1 Essence
Duration: Instantaneous
Prerequisite: Two-World Eyes, Ithaeur
Benefit: You may study a Nightmare Site or object or creature altered by the Nightmare Wave
to gain supernatural insights about it. You have to study the object, creature, or site for 1
minute.
If the target is an object or site make an Intelligence (Investigation) check. The DC of the check
is 10 to learn a basic fact about the target. If it's an object you learn if the target is harmful or
helpful or both to those who touch or use it, or you learn if staying at the location is generally
helpful or harmful (a location may be both).

If you beat the DC by 5 you learn a fact about the target, such as the nature of either it's helpful
or harmful properties, rather it requires attunement, or its relative rarity. If it's a location you
learn the strength of the supernatural effects in the area.

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If the target is a creature it makes a Wisdom save vs your rite DC. On a success you can't use
this ability against the target for 24 hours. On a failure you learn if the target is a sleeper.
If the target fails the save by 5 or more you learn a fact about the creature, such as its creature
type, hit dice, or supernatural traits (your choice).

Once you use this ability on a target (object, creature or location), you cannot use it again on the
same target until 24 hours have passed.

Rekindle Rage
You can take hybrid form again sooner than usual, though for a shorter duration.
Action: 1 bonus action
Cost: 5 Essence
Duration: Instantaneous
Prerequisite: Level 10
Benefit: Normally, once you exhausted all of your rages you must finish a long rest before
regaining them. With this rite you gain one more use of rage, but you must immediately spend
your action to transform into Gauru form or you lose that extra rage (and the spent Essence).
This has no effect if you have not already exhausted all your rages. All of the other effects of
rage are as normal.

Resist Pain [Gibbous Moon]


You can ignore pain and other debilitating effects.
Action: Reaction (you activate this rite as a reaction to taking damage)
Cost: 1 Essence
Duration: 1 minute
Prerequisite: Cahalith level 2
Benefit: You can temporarily ignore pain and other physical effects that hinder you. You are not
numb to all sensation and are still aware if you take damage, but your will overrides your body's
limitations. You can ignore the stunned and paralyzed conditions, and may ignore the effects of
exhaustion (although this does not reduce your exhaustion). If you drop to 0 hit points but are
not killed outright you may act as if you had at least one hit point while this rite is in effect.

Running Shadow
Your ability to move silently is unaffected by noisy surfaces or your speed.
Action: As part of making the check
Cost: 1 Essence
Duration: 1 minute
Prerequisite: Level 6
Benefit: When you make a Dexterity (Stealth) check you can move your full speed instead of
half your speed. You also cannot gain disadvantage on the check due to the type of surface or
lighting in the area.

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Sand in the Eyes
You can cloud someone's memories, making it unlikely she remembers you later.
Action: 1 bonus action
Cost: 1 Essence
Duration: Instantaneous
Prerequisite: Level 2
Benefit: You can try to affect a target's memory so that they forget details about you. As a
bonus action choose a creature within 30 feet that you can see. The creature makes a Will save
against your rite DC. If the target fails the last 10 minutes of their memory are muddled with
respect to you. The target doesn't remember what you look like, how long you were there or
what you were talking about. If the target rolls a 1 on her save, they forget you were there at all.
If you are fighting the creature it automatically makes its save, and it does not affect creatures
that are immune to charm.

This rite affects only memories for the last 10 minutes before you use it; if you interacted with
the target at an earlier time, those memories are intact, though they may not realize their
clouded memories are of the person she knows from earlier. You can use this rite on a
particular target only once every 10 minutes, even if they fail their save.

Savage Rending
You call upon your alien spirit to augment the power of your claws.
Action: 1 bonus action
Cost: 1 Essence
Duration: 1 minute or until you end it
Prerequisite: Level 2
Benefit: Your claws deal +4 points of damage. This bonus stacks with itself. You can end the
effect as a bonus action.

Scent Beneath the Surface [Half Moon]


You can detect if someone is lying and read her emotional state.
Action: 1 action
Cost: 1 Essence
Duration: 1 minute
Prerequisite: Elodoth
Benefit: Choose a target within 30 feet that you can see. Unless the target is concealing the
truth through supernatural means you immediately know if they are lying outright, lying by
omission, speaking the truth in a misleading way or is being deliberately evasive. You can also
determine the target's overall emotional state no matter how they conceal or disguise it.

Sense Weakness [New Moon]


You sense flaws and weaknesses in the target.
Action: 1 action
Cost: 0 Essence

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Duration: Instantaneous
Prerequisite: Irraka
Benefit: Choose a target within 30 feet. The target makes a Wisdom save vs your rite DC. On a
failure you learn a specific weakness of the target, such as its vice, a long term or indefinite
derangement, or a physical flaw such as poor eyesight. The GM determines what weakness or
weaknesses you learn. You can use this rite on a particular creature once per day. Each time
you use this rite, you learn a different weakness (if any).

Silver Jaws
Your teeth and claws become silver, able to make terrible wounds on werewolf flesh.
Action: 1 bonus action
Cost: 1 Essence
Duration: 10 minutes
Prerequisite: Level 6
Benefit: Your teeth and claws in all your forms become magical metallic silver. They count as
magical for the purposes of overcoming damage resistance to non-magical weapons, and count
as silver against creatures vulnerable to damage from silver weapons (such as werewolves).

This change has no effect in Hishu form (though you look like you painted your nails and have a
grill or braces) unless you use a rite such as Partial Change to turn your human hands or teeth
into something more dangerous. While using this rite you do not suffer negative effects for
having silver in your body although exposure to other forms of silver affects you as normal.

Skin-Stealing
You can disguise yourself as any creature whose flesh you have tasted.
Action: 1 action
Cost: 1 Essence
Duration: Instantaneous
Prerequisite: Level 10
Benefit: As an action you can assume the form of any humanoid creature whose flesh you've
tasted. This rite causes you to go grow a new skin over your own that perfectly emulates this
new appearance, including coloration, hair, and sex. This also adjusts your height and weight,
but not so much that your size changes, and it doesn't change any of your statistics, although it
does change your scent.

This does not change your voice, or your clothing and equipment, and it only works while you
are already in Hishu form. If you attempt to change form while under this rite the false skin tears
and falls off rendering it useless. You may use an action to discard the skin. The skin decays
into unidentifiable dust within a few minutes, as do pieces of it taken from you.

Slip Away [New Moon]


You are able to easily slip out of chains, handcuffs or even grapples.
Action: 1 bonus action or 1 action

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Cost: 1 Essence
Duration: Instantaneous
Prerequisite: Irraka
Benefit: You slip out of any physical bond, leaving the item behind unharmed and unchanged
(rope still tied, handcuffs locked and so on). If you are in a grapple, you can use an action to
automatically escape. This rite does not work on binding supernatural effects, mundane
bindings supernaturally enhanced for this purpose or on enclosed spaces such as prison cells,
car trunks or footlockers.

Snarl of Command [Half Moon]


You force a target to reveal a truth.
Action: 1 bonus action
Cost: 1 Essence
Duration: 1 round
Prerequisite: Elodoth
Benefit: With an ugly snarl and a few harsh words, you force the target to reveal the simple
truth about a topic you are discussing. Choose a creature within 30 feet who can see you. The
target creature makes a Wisdom save vs your rite DC. On a failure they must either answer a
single question you put to them without knowingly lying, or must reveal their true form, be it
removing a disguise or a supernatural transformation, assuming revealing such is under the
target's control.

You don't have to know that the target is lying before using this rite, but it has no effect if the
target has been truthful and compliant with your questioning (nor does it force them to lie in an
act of contrariness). You must be face-to-face with the target. You can use this rite on a specific
creature only once per day.

Speak with Beasts


You can communicate with normal animals as if you shared a common language.
Action: 1 action
Cost: 1 Essence or 0 Essence if cast as a ritual
Duration: 10 minutes
Benefit: You cast the speak with animals spell. You can cast this spell as a ritual, in which case
it costs 0 Essence.

Talisman Dedication
You bind items to your body so that they stay with you regardless of your form.
Action: 1 minute
Cost: 1 Essence
Duration: Instantaneous
Benefit: You spend 1 minute performing a rite that binds objects to you so that when you
change form the object changes form with you or melds into your body without being harmed.

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When you transform you choose if bound equipment merges into your new form, or is worn by
it.
After the rite is complete choose a number of items equal to your proficiency bonus to bind to
you. For these purposes a set of clothing counts as one item, including pants, shoes and socks,
shirt, jacket, and possibly helmet or sunglasses.

Worn equipment functions as normal, but the GM decides whether it is practical for the form to
wear a piece of equipment, based on your new shape and size. Your equipment doesn't change
size or shape to match the new form, and any equipment that the new form can't wear must
merge with it. Equipment that merges with the form has no effect until you leave the form.

Two-World Eyes [Crescent Moon]


You can split your vision, maintaining a partial focus in this world and a partial awareness on the
effects of the Intrusion.
Action: 1 action
Cost: 1 Essence
Duration: Concentration, up to 10 minutes
Prerequisite: Ithaeur
Benefit: You shift the vision in one eye so that it becomes hypersensitive to the Intrusion; this
eye turns completely black while you use this ability. This works like the detect magic spell cast
without components except it only works on Nightmare Sites, or objects and creatures affected
by the Intrusion (such as Horrors).

Instead of detecting the school of magic you can learn clues about the nature of the affect. For
example, an old house that eats the souls of anyone who sleeps within it might look like a giant
face with two hollow "eyes" (windows) and a gaping "mouth" (door), a rifle that poisons anyone
it shoots might look like a stiffened snake and a vampire might look like a withered corpse.

Sometimes, the Intrusion afflicted shape may not be clear or indicative of what has happened to
it; the house, rifle or vampire might look a little blurry, have a dark halo or just look wrong. Some
Intrusion tainted things may be harder to detect requiring you to make a Wisdom (Religion)
check to understand what you're seeing. You retain normal vision in your other eye. This duality
of senses does not cause you any discomfort or give you any other penalties or benefits (for
example, a sudden bright light can still blind you just as easily).

Unspoken Communication [Gibbous Moon]


You can telepathically link the minds of your packmates, enhancing their communication and
ability to coordinate attacks.
Action: 1 action
Cost: 1 Essence. After the start of the link, you may add other packmates to the mental network
(for example, if they were out of sight when you started) by spending 1 additional Essence.
Duration: Concentration, up to 1 minute. You may continue the effect for another minute by
spending 1 Essence (without requiring your packmates to be in sight).

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Prerequisite: Cahalith level 10
Benefit: You link the minds of your packmates, allowing them to communicate instantly and
silently with each other or you by thought alone. They can "hear" each other perfectly clearly
despite physical noise, and may send their mental "voice" to just one or all simultaneously.
You can link only packmates who are in your sight when you activate the rite. They do not need
to see you or each other (you are the "hub" for the communication). Once you activate the rite,
affected packmates may pass out of your sight without breaking the effect. Because they can
quickly coordinate their efforts, when two or more packmates attack the same creature, they
both attack with advantage.

Ward
You mark your territory so that others sense it.
Action: 1 hour per square mile marked
Cost: 0 Essence
Duration: 1 lunar month
Benefit: You mark the boundary of your territory by urinating on objects at its perimeter. This
creates a scent mark backed by supernatural power, which affects predators and humans. Any
natural predator that wants to enter your territory must make a Wisdom save vs your rite DC. On
a failure they cannot enter your territory. Most avoid these areas, not liking competition

A predator brought into your territory against its will has no penalties but tries to leave as soon
as possible. The ward triggers a primal flight instinct in sleepers, causing feelings of fear and
dread. Any sleeper who tries to enter the warded area must make a Wisdom save vs your rite
DC or become frightened for 1 minute. A frightened target must leave the area by the safest
possible route. If a sleeper is brought into your territory against their will, they cower and will try
to leave as soon as they can.

Other werewolves and supernatural creatures that can follow scents (even if they require
supernatural means to do it) sense this boundary but can breach it without a roll. In this regard,
the ward is a warning that you are willing to kill to protect your territory. Supernatural creatures
without a strong sense of smell don't detect the ward and may break it without a roll.

You can mark an area up to one square mile plus an additional square mile for every Primal
Urge rite you have. The ward fails if your territory already contains 10 or more different types of
significant predators per square mile (such as a zoo) or a large concentration of humans (such
as a city); in such cases you can only ward a smaller area (such as a cave, an alley or rarely
used parking lot).

You can also mark a single creature with this rite (and urine), signifying that the creature is
under your protection (or perhaps as prey with which you don't want others to interfere). A
marked creature does not trigger a fear reaction in sleepers the way a boundary does.

Warning of Danger

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You have an instinctive sense that warns you of threats.
Action: Free
Cost: 0 Essence
Duration: Always active
Benefit: You cannot be surprised. To gain this benefit, you can't be blinded, deafened, or
incapacitated.

Warning Growl
You voice a powerful growl, filling an opponent with doubt and weakening their ability to face
you.
Action: 1 bonus action
Cost: 1 Essence
Duration: 1 minute
Benefit: You glare at the creature within 30 feet who can see and hear you, and issue a growl
of warning. The target creature makes a Wisdom save against your rite DC. On a failure all
attacks the target creature makes against you are made with disadvantage.

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I don’t know why, but I felt compelled to return to the spot of
my awakening.

Badlands National park. Ha. Whoever gave it that name had no idea
how right they would become. It’s part of the haunted lands now,
right on the edge of the end of existence.

When I think about how close I came to being killed, I shudder.


Somehow my awakening flung me out of this universe seconds before
the wave hit. If it hadn’t I would have been just another smear
in the desert dust.

I look around. The area is cold, the once beautiful desert grey
like fallen ash. I hear a piercing howl in the distance, followed
by a gurgling watery noise. It’s unearthly, alien, and right at
home in what’s left of this place.

I can’t stay here any longer. It’s getting dark, and even I’m not
strong enough to be out here after dark. I close my eyes,
picturing the imago of the spell that will take me home. In my
mind the space between here and there shrinks to a point, and as
I utter a few words in a language I barely understand, I feel
space contract to my will.

The spell goes off without a hitch, I step forward, and just like
that I’m back home. Safe.

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CHAPTER 7: CREATIVE THAUMATURGY
It's a fact. For thousands of years many people claimed to practice magic, but even those who
claimed true power could muster only a few minor effects. With the arrival of the Nightmare
Wave, things are very different. What once no one could do no matter how much effort they put
into it now happens with a gesture and a quick chant, and formerly impossible feats are now
almost commonplace among mages.

Unlike other natures, mages have access to a special form of spellcasting known as creative
thaumaturgy. To a mage, magic is not a rigid, formalized practice with strict formulas for every
effect passed down through generations. Mages, who call themselves the Awakened, have
become privy to deep universal truths about existence. As such they don't need to memorize
magical formulas or study their spellbooks in order to prepare magic for the day. Their magic
doesn't work that way.

For them magic is about understanding that what we call "reality" is one layer of a larger
tapestry. By studying the threads of that tapestry they can sense the pinholes in our reality
caused by the Intrusion. Then they can pull on those threads, weave through those pinholes,
and pull energy into themselves from outside our universe.

Sometimes it's gentle, like threading a needle, and sometimes aggressive like hammering a nail
into a stubborn block of wood. It just depends on what you want to do. Mages call these magical
effects spells, but they aren't like spells the way others might think of them. Mages cast their
spells "on the fly" using their knowledge of the principles of reality to weave magic together, to
create the effects they want.

This means mages are flexible in terms of what spells they can create. They don't sit down each
morning and decide what spells they are going to cast for the day. Mages craft spells at the spur
of the moment based on their current needs.

Arcanum
Each mage has experienced an almost mind-shattering event known as an awakening. At that
moment their souls were hurled through universe after universe, reality after reality, before
finally finding their way back to their living bodies.

During that time each mage came to a realization. The laws of physics are involitle yes, we're
not imagining it, or creating it out of some shared delusion. Yet at the same time the laws we've
discovered are only true in our universe. Other universes have other laws of physics, and still
others have other laws and so on. Each Universe is unique.
Below all of those laws, however, there are deeper ones, laws that apply across all universes,
that tie all realities together. In fact mages have discovered that these metacosmic laws can be
categorized into ten groupings. Mages call these ten divisions of reality Spheres or Arcanum.

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Each Arcanum is a category of laws that pertain to all realities.

The Awakening is an overwhelming experience to say the least. It has been two years since the
earliest Awakenings for the first mages and none of them are anywhere near understanding
everything it had to show them. As a mage reflects on their awakening and studies the Arcanum
they learn they learn how to control it. The Arcanum and their perviews are as follows.

● Death. All things die. All things end. It is the natural order in all universes. These are the
rules of the Arcanum of Death. In D&D terms this Arcanum would govern all necromancy
spells, as well as all spells that conjure or control darkness, or allow one to see through
darkness. Mastery of this Arcanum gives control over death and the undead. It damages
targets by rotting or decaying their bodies (necrotic damage).

● Fate. Everything has a destiny. Fate governs all. Rules of the Arcanum of Fate. In D&D
terms this Arcanum governs most divination spells, as well as any spells that manipulate
probability or luck, or grant a bonus to attacks, checks or saves. Mastery of this Arcanum
grants control over the threads of one's fate. It damages targets through bad luck,
causing them to stumble or hurt themselves, or to have a terrible accident.

● Forces. Energy flows through existence. Everything is energy. Such are the rules of the
Forces Arcanum. In D&D terms this Arcanum governs most evocation spells, as well as
any spell that conjures or transmutes energy such as wall of fire or reverse gravity or
that summons elemental beings. As one masters the Arcanum they learn to control
energy with their willpower alone. It damages targets through direct energy attacks that
do fire, cold, thunder, or lightning damage.

● Life. Life flourishes everywhere. The cosmos exists for the benefit of life. These are the
rules of the Arcanum of Life. In D&D terms this Arcanum governs all transmutation spells
that affect living creatures, including all spells that heal (such as cure wounds) or that
transform a living creature (such as alter self or polymorph). Also includes spells that
summon living creatures. Mastery of this Arcanum grants one the ability to modify living
creatures to their whims, and even eventually to create life. It damages through directly
hurting one's pattern (such as by causing a heart attack, which is considered necrotic
damage) or by granting the mage natural weapons such as claws.

● Matter. The physical is as real as the metaphysical. Solidity is the nature of most
universes. Rules of the Arcanum of Matter. Whereas Forces govern things in their
energy state Matter governs them in their "frozen" or solid state. In D&D terms it governs
all transmutation spells that affect objects or constructs, as well as all spells that conjure
physical objects (such as blade barrier). Mastery of this Arcanum lets a mage remake
everything non-living thing around them. It damages by conjuring temporary items that
do piercing, slashing, or bludgeoning damage, or creating acid to do acid damage, or
enhancing objects.

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● Mind. All things have a mind (panpsychism). Each living mind is a universe unto itself.
With the power of the mind we can shape existence. Thus are written the rules of the
Arcanum of Mind. In D&D terms this Arcanum covers all illusion spells that affect only
mental perceptions, as well as all spells that modify minds or allow the reading of minds,
enchantment spells, or spells that do psychic damage. It does not cover every effect
considered typically "psychic" such as telekinesis (which would be more the purview of
Forces). Master of the Arcanum grants a mage power over their mind as well as the
minds of others. It damages by direct application of mental force, doing psychic damage.

● Prime. Beneath the surface energies of existence there is a deeper energy, which flows
through the spaces between realities. This is called prime. All magic, all of existence is
prime, and prime is all. Such are the rules of the Prime Arcanum. It is often considered
the "meta" Arcanum for it controls magic in its purest form. In D&D terms it covers all
spells that cancel magic (such as antimagic field) or detect or identify magic as well as
all spells that conjure objects of force, all illusions with a solid aspect, and all spells that
summon beings from other realities. It also covers most abjuration spells. It damages by
conjuring weapons or objects that do force damage.

● Space. Distance is an illusion. Everything in all universes exists at a single overlapping


point. These are the rules of the Arcanum of Space. In D&D terms this Arcanum governs
conjuration, spells of teleportation, or any spell that works by controlling motion through
space. Mastering this Arcanum allows a mage to move instantly from one location to
another, or to create duplicates of themselves. It damages by causing a spatial
disjunction in the target, an attack that does bludgeoning damage.

● Spirit. Everything casts a spirit reflection, be it object, creature or even abstract


concepts. These rules, in line with the concept of animism, are the core of the Spirit
Arcanum. In D&D terms it covers conjuration spells that summon spiritual beings, spells
that do radiant damage, or spells that trap or control souls. A master of this Arcanum
could rip out a creature's soul or summon a plethora of spirit beings to assist them. It
damages by tearing at a creature's soul or by summoning spirits to attack on the mage's
behalf.

● Time. Time is an illusion. All moments, be it past, present, or future, exist as one. Rules
of the Arcanum of Time. In D&D terms this Arcanum governs all transmutation spells
that speed up, slow down, or otherwise alter time, including all spells of chronomancy.
Masters of this Arcanum learn to make time their plaything, speeding it up when needed,
or even traveling through it. They can create duplicates of themselves, time remnants, to
fight at their side. It damages indirectly at best, by allowing a mage to make multiple
attacks, or by causing temporal disjunctions that age the target.
Taken all together it might be tempting to think of some of these Arcanum as opposites, such as
life and death, or as wholly incompatible with one another. After all how can the universe be
solid, and spiritual, energetic, and an illusion?

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There are even mages who think this is true, but it is not the case. The Arcanum describe
universes in various stages or forms, and the rules that govern those forms. Just as physical
matter in our universe can be solid, liquid, gaseous, or plasma, so too do the universes
themselves have different states. Generally these are solid forms (matter, life, and space),
energy forms (mind, forces, and time), and deeper forms (spirit, prime, and death). Above all is
the guiding hand of destiny in the form of fate.

Many Roads
Astute players will likely figure out a multitude of ways to accomplish similar effects with
different Arcanum, sometimes at different ranks. This is okay. Just because a Fate 3 spell can
do a thing doesn't mean a Forces 1 spell that does a similar thing is "broken" or should be
disallowed.

Take for example influencing the outcome of a coin toss. A simple Fate spell can easily tip the
odds toward either heads or tails, but it's theoretically possible to use a Forces spell to alter
the kinetic energy imparted to the coin, causing it to spin slower, or use a Matter spell to
change the coin's center of mass (or cause the appearance of both sides to your chosen
side). Both are perhaps more complicated than the Fate approach, but they're valid within the
purview of their respective Arcanum.

Still not every mage can make sense of all of this. Depending on their inclinations and the paths
they took to return to themselves, mages find some Arcanum easier to work with than others.
Mages all have Arcanum they are drawn to, which they call their Ruling Arcanum, and Arcanum
that goes against their natures, which they call their Inferior Arcanum.

Mages further divide their understanding of the different Arcanum into ranks. There are believed
to be fully five ranks for each Arcanum which are as follows:

● Initiate. Initiates have barely any knowledge of the Arcanum. They can sense it or use it
to sense things under its purview, or they can very slightly manipulate it. Spells cast by
initiates are equal to cantrips and 1st level spells in D&D.

● Apprentice. Rising to the rank of apprentice means a mage is beginning to understand


the Arcanum better. Their control over it is slightly stronger, and they can use it to shield
themselves. Spells cast by apprentices are equal in power to 2nd and 3rd level spells.

● Disciple. Disciplines of an Arcanum are on the path to true understanding. They are
starting to say they "get it". This is about as far as mages have come since the Intrusion.
Spells cast by disciples are equal in power to 4th and 5th level D&D spells.
● Adept. No mage has so far risen to the rank of adept so anything past this point is
theoretical. Spells cast by adepts are equal to 6th and 7th level spells.

● Master. To call themselves a master of an Arcanum a mage would have to demonstrate


that they can control it down to its very core. A master could create the Arcanum out of

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nothing, or empower it to its maximum strength. Such spells would be equal to 8th and
9th level D&D spells.

Mages gain ranks in the various Arcanum as they gain levels in the awakened class. Some
spread those ranks out becoming dabblers in several Arcanum, while others focus on one or
two at a time. Either way knowing which Arcanum you have ranks in and what those ranks allow
you to do, is key to being able to play a mage character effectively.

Conjunctional Magic
A great many, perhaps an endless amount of, spells can be created by the use of a single
Arcanum. Others however require a mage to weave multiple Arcanum into a single whole.Such
spells are called conjunctional magic. In D&D terms this would include spells such as create
food and water which creates magical energy (Prime) or material (Matter) and transmutes it into
consumable organic food (Life). In general any spell who's effect can't be described in a single
Arcanum is probably conjunctional.

Casting conjunctional spells is harder, and more dangerous than single sphere spells. It also
requires ranks in every Arcanum involved up to the amount required to achieve the effect.

Rotes & Improvised Spells


It is perfectly natural for a mage to develop a spell on the spur of the moment based on his
present need and available power. In fact, this is how those with the power realized that magic
worked differently with the arrival of the Nightmare Wave — a reflexive action made possible
with their gift. Mages call this sort of spellcasting improvised magic.

In the year since the Intrusion, mages have come to understand at least some of the
methodology of casting spells: what gestures accentuated the flow of magic, what words
activated apertures of power, what objects resonated with certain effects. To make it easier to
describe and teach magic to themselves and others, mages codified this methodology, even
going so far as to create instructions for spellcasting.

These instructions are the closest thing mages have to spell formulas. These tried-and-true
spells are called rote magic or rotes. They are usually simple but effective, and are well known
among the mage community, whether developed independently or shared from mentor to
student.

Rote magic is easier than improvised magic because rote magic uses principles that have been
reliably practiced hundreds of times. Mages do not disparage rote magic unless that's all a
mage ever relies on.

Covert & Vulgar Spells

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At their heart mages are using the same energy to cast their magic that the Iconnu brought with
them into our universe. The downside of using that stolen energy is that the collective will of
humanity is set on expelling that energy from our world.

Because of that humanity pushes back on spells cast by mages. It's as if those spells are
caught up in some larger net. While the Iconnu, and the creatures they created or that serve
them, have the strength to push through that barrier, mages aren't so lucky. Casting spells
creates resistance in humanity. The more obvious the spell the greater the resistance.

Spells that are powerfully obvious, such us blasting fire from your hands, or flying through the
air, are known as vulgar magic. These are the hardest and most dangerous spells to cast,
especially in the presence of sleepers, who seem to focus the will of humanity against the
offending mage. While those spells have a place it's generally preferable to cast spells that don't
look so obvious.

Spells that seem like anything other than magic are known as covert spells. Covert spells
seem very much like they aren't magic at all. A clever mage can even duplicate many of the
same effects you could do with vulgar magic. It's not a fireball, a gas main burst. You're not
flying under your own power, you're wearing a jetpack. Some mages pass magic off as
technology, some as coincidence (it struck lightning right when it was most needed) and others
rely on ignorance to hide their effects (the woman wasn't as wounded as she seemed). A great
many just rely on subtle Arcanum such as Fate or Mind.

However a mage does it as long as it isn't obvious it's covert. Covert magic is safer and easier
to cast. The will of humanity doesn't lash out the mage because no human is aware anything
even happened. Not that there needs to be a sleeper, or even any human, present to interfere
with magic. The will of humanity covers the world, and it reacts to vulgar magic wherever on that
world a mage is casting from.

The third and final category of magic is improbable magic. That is magic that might seem
covert, but it's pushing it. If it's already raining, and there's lightning in the sky it's possible a bolt
might strike your enemy once, but beyond that it becomes ridiculous. Humanity is easy to fool,
but catches on quick. Improbable is the gap between covert and vulgar. It's harder to cast than
covert, but not as bad as vulgar.

Paradox & Backlash


Unlike in D&D casting magic is not automatic for mages. It's not something they can just do,
even if they are very high level. To successfully cast a spell a mage must make a Spellcraft
check. This is described later on in this chapter.

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Just know that a funny thing happens if they fail. A mage who fails to craft a spell correctly loses
control of it. If the spell is covert or improbable this creates a simple backlash, a tug of energy
as the pull of the magic gets out of control. Although taxing a mage can pull that energy into
themselves preventing it from causing further damage.

A mage who loses control while casting a vulgar spell or one who opts to not absorb a backlash
instead causes a paradox. This is when the will of humanity uses the very energy the mage tried
to use as a punishment. This energy lashes out cursing the mage or creating great damage.
Even then a mage can still absorb the paradox. It's as taxing as absorbing a backlash with the
added problem that a mage who absorbs paradox becomes a living battery of chaotic energy.
Contain enough and the mage will explode.

Casting a Spell
When a mage casts a spell they all must follow the same basic rules, and go through the same
basic steps. There are sample spells at the end of this section that were built using these same
rules. These spells and any others can be turned into rotes, which have all of this worked out
ahead of time.

Casting Time
Most spells require a single action to cast, the spellcrafting action. It is possible to increase the
power of spells to allow them to be cast quicker or to reduce the power by taking longer to cast
them. When spells take a longer or shorter time to cast they follow these rules.

Bonus Action
A spell cast with a bonus action is one cast incredibly swiftly. You must use a bonus action on
your turn to cast the spell, assuming you haven't already taken a bonus action this turn. If you
cast a spell using a bonus action you can cast another spell on the same turn provided it fits the
following criteria.

● It's a rote spell for you


● It's casting time is 1 action
● Its cost after calculation is 0 mana

Reaction
For a hefty cost it's possible to cast a spell as a reaction. Only rotes can be cast as reaction
spells. All other spells take too long to formulate to cast this way. Only certain effects can be
cast as reactions, and this makes the rote spell as hard, and as expensive to cast as an
improvised spell.

Longer Casting
Times It's possible to craft a spell that takes longer to cast that; sometimes minutes, sometimes
hours. When you cast such a spell you must spend your action each turn casting the spell, and

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you must maintain concentration while you do so. If your concentration is broken the spell fails
without backlash or without costing you any mana. If you want to try again you have to start
over.

Potency
Mages can cast a variety of spells of different strengths. A spell’s strength is known as its
potency, and it’s equivalent to the minimum number of ranks in an Arcanum that are required to
create a given effect. Thus to cast a potency 3 spell using the Death Arcanum you must have at
least 3 ranks in that Arcanum.

It’s impossible to cast spells with a higher potency than 5. In addition spells of 4 and 5 potency
are always considered vulgar magic, even if they’re using subtle Arcanum such as Mind or Fate.
They are just too powerful to pass off as anything other than magic. In addition even a mage
capable of casting spells of 4 or 5 potency may only do so once for each potency level. They
regain the ability to do so after a long rest.

Spell Components
All spells require thought, word, and gestures to cast. You can’t cast any spell if you’re wearing
armor you’re not proficient in, as it interferes with the delicate movements you need to cast.

Thought. You must be capable of thinking to cast a spell. If you are unconscious or otherwise
mentally incapacitated you can’t use magic.

Word. You must speak some magical words to begin the flow of power. This is identical to
verbal components in standard D&D. It’s possible for trained mages to cast spells silently but
that is a metamagic attainment.

Gestures. At least one hand must be free to make special focusing gestures (known as
mudras). This is identical to the somatic components in standard D&D spellcasting.

To cast a spell, a mage must be able to speak clearly and have at least one hand free to
gesture. Mages also typically require an arcane foci on their person to focus their mind on the
spell they are attempting to cast. Touching or holding their foci counts as having a hand free to
gesture.

You can bypass some of these requirements with what are called metamagic effects. You can
also make spells cheaper to cast by adding costly material components to the casting of the
spell.

Concentration
Spells with ongoing effects usually require concentration to cast. It's possible to cast a spell with
an ongoing effect that doesn't require concentration, it's just more expensive.

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As with standard D&D you can only concentrate on one spell at a time. If you cast a spell that
requires concentration, and you attempt to cast a second spell that also requires concentration
the first automatically expires no matter if you make the spellcraft check or not.

In addition whenever you take damage while concentrating on a spell you must make a
Constitution saving throw as normal to maintain your concentration. The DC equals 10 or half
the damage you take, whichever is higher. Spells you're concentrating on also automatically
end if you're inapacitated or killed.

Active Spell Effects


Even if an ongoing spell doesn't require concentration there is still a limit on how many spells
you can have active at one time. This limit is equal to your spellcasting ability modifier. If you
exceed this amount of active spells the oldest spell you cast on that list ends. To avoid this you
can dismiss any active spell as a bonus action.

Group Spellcasting
Mages can combine their efforts to create spells more cheaply than they could as individuals.
The group designates one mage to be the leader of the casting. The leader is the one that crafts
the spell and sets its effects, and other elements. All participating mages contribute mana to the
leader's spell.

The leader must have the necessary ranks in the Arcanum needed to produce the spell effect.
Participants must have at least one rank in all of the Arcanum needed for the spell or they
automatically fail the Spellcraft check.

When the spell is finished, all participants make a Spellcraft check to cast the spell as if they
had cast the entire spell on their own; each mage gains a +2 bonus on this Spellcraft check for
every participant involved (including himself). If any of the mages fail this check, the spell fails. If
all mages make the check, the spell succeeds.

If a spell backlashes all mages suffer that backlash. If it causes a paradox the leader rolls for the
paradox suffered, but all participating mages suffer that same paradox.

Spellcasting Steps
To cast a spell a mage must complete the following steps.

1. Objective. Figure out what you want the spell to accomplish. Are you trying to damage
someone, heal someone, or some other effect?

2. Approach. Determine how you’re going to achieve your objective with the Arcanum
ranks you have. Take time to look through your rotes, and figure out if one of those

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might be the perfect fit for what you want to do.

3. Effect. Choose an effect from the list that matches your objective, and determine how
strong (potent) you want that effect to be. This sets the DC and base mana cost of the
spell.

4. Spell factors. Set additional factors for the spell including metamagic.

5. Spellcraft. Make the Spellcraft check.

a. Success. You pay the mana cost (including metamagic) and the spell goes off. If
necessary you might need to make a spell attack (melee or ranged) or the target
might need to make a save.

b. Failure. Either take a backlash or roll for paradox.

Let's walk through each step in greater detail. We will be building a few example spells along
the way.

Building Spells in Combat


Until you become familiar with creating spells, you may take several minutes looking through
the effect and spell factor descriptions before putting together the sort of spell you want.
Rather than bringing a combat scene to a screeching halt while you page through this guide,
it's a good idea to write down some sample spells in advance so when it's your turn to act you
can do so immediately. As a rule of thumb you should have one extra pre-written spell for
every rote you have.

Step 1: Objective
The objective of a spell is what you're trying to do at a high level. At this step you don't want to
try to figure out specifics just yet. You just want to focus on your reason for casting the spell. Do
you want to damage an enemy? Buff an ally? Move to a higher location? Those are all
objectives.

You might need to discuss your objective with the GM. Be sure to break your objective down
into the simplest form.

Ex #1: The obrimos mage Nix got himself in trouble again. This time he’s being chased by a
pair of local vampires who want to teach him a lesson for meddling in their affairs. Desperate to
hurt them before they can hurt him, Nix ducks into an abandoned warehouse, and the vamps
follow him in. Nix decides he really wants to kill these bloodsucking freaks. His objective is
damage.

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Ex #2: Griffon is in a wild car chase with a van full of Technocracy Sandmen in fast pursuit. He
knows if they catch him he’s dead. His objective is purely escape.

Step 2: Approach
Approach is a rough idea of how you think you might attempt to meet the objective using the
Arcanum at your disposal. If you have ranks in Forces your approach to damaging an enemy
might be to summon fire from your fingertips. If you have ranks in Life you might cause yourself
to sprout claws so you can rip them apart.

The approach determines if the spell is going to be covert, vulgar, or impractical. In general
using deception (or the Deception skill) to cover the casting of a spell can be done as part of the
same action of casting the spell, and does not usually require a separate check. This is also the
time when you'll determine if a spell will be conjunctional or not.

Present your objective and approach to the GM, who has final say on if your approach is a)
possible to achieve with the Arcanum you have ranks in, and b) capable of achieving your
objective. The GM will also tell you if the spell is covert or not based on your approach or if it will
require more than one Arcanum to achieve (conjunctional magic).

Ex #1: Nix’s player looks over his Arcanum. He has 3 ranks in Forces, and these are vampires,
not sleepers, so he decides he wants to go for broke. Show these vamps what a mage can do.
He glances through his rotes, and sees one that can cause lightning to blast from his fingertips.
Normally he might try to pass it off as leaping from some source of electricity, but he’s too
pissed. He presents his objective and approach to the GM who decides that the rote (and the 3
ranks of Forces) are sufficient, although the spell will be overt.

Ex #2: Griffon’s player glances at his Arcanum. He’s a mastigos, so that means he’s mostly
good with mind and space. He considers trying to teleport away, but he doesn’t want to lose the
car. Mind won’t work either as psychic powers don’t work on Sandmen. He does have 2 ranks
in Fate. He asks the GM if he can use that to mess with the traffic lights. The GM agrees 2
ranks is enough for that, and the spell will be covert.

Step 3: Choose Effect


There are an infinite number of things a mage can attempt to do with their Arcanum. That’s the
advantage, and power, of creative thaumaturgy. No spell list, no matter how long, could account
for everything a mage can do, and if a player had to cycle through a huge list of specific spells
to find the one they wanted, casting any spell would take forever.

Instead of focusing on specifics creative thaumaturgy focuses on effects. It’s not that you want
to summon fire. The fire is just the descriptor (and damage type). The effect you’re trying to do
is what’s important. Maybe you’re using that fire to damage an enemy. Maybe you want to use it
to shield an area (creating a hazard). Maybe you just want to warm yourself. It’s important when
using creative thaumaturgy for a mage player to choose the effect they want.

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Most of those effects can be broken down into a few different categories. These are in turn
broken down by potency, which sets the minimum ranks needed to achieve the effect at a given
strength.

At this step the mage will look through these various effects, and then decide on which one
most closely matches their objective. It's possible to cast a spell that doesn't fit into one of these
effects, but if you do so then that probably means it has no mechanical impact on the game.
That's fine. There's plenty of magic that wouldn't give a dice bonus, or do x number of points of
damage. It's just not something we need hard and fast rules for. In that case the GM will just
use the effects presented here as a guide in determining how many ranks are needed to do
what you're trying to do, and thus determine the potency of the effect.

Effects are shown in the following table:

Thaumaturgy Effects
Effect Mechanical Description

Damage Do hit point damage to a target or targets

Healing Restore lost hit points or remove debuffs to a target or targets

Debuff Impose a penalty, or negative condition on, or weaken a target or targets

Enhance Grant a target(s) bonuses, temp hp, special abilities, or grant them them some
other (non-movement) boon

Divination Locate a creature or object, divine the future, or learn hidden information

Illusion Create images and sounds of things that aren’t real

Movement Teleport a creature or creatures, grant movement related boons, or open


portals to other universes

Conjure/ Manifest a hazard, create real objects out of nothing, or summon creatures to
Summon do your bidding

Control All miscellaneous effects that rely on controlling a given Arcanum

Between them that should cover most things a mage can do with their spells. Some spells
however combine effects (a spell that creates a damaging hazard) in which case the most
powerful of the effects sets the potency, which increases by +1 for every additional effect a
mage wants to add to a single spell.

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The exception to this is control, since at a high level all spells are control spells. While control
might set the minimum Arcanum ranks needed for a given spell, it has no effect on potency
unless it’s the only effect being achieved.

Each effect will be described in further detail in its own section.

Ex#1: Since this is a rote spell Nix has all of this ready to go. However, if he were building it on
the fly he would have to go through the spellcrafting steps. The spell is a damaging spell. It
uses the damage column for save negating the damage (spells where the damage is
completely negated if the target makes their save are also the most damaging). Nix knows this
means if the vampires make their save they won't take any damage at all, but he thinks that's
unlikely. With 3 ranks in Forces a spell like that would normally be able to do up to 5d10 of
damage (potency 3 for two targets), but the rote spell also imposes a debuff effect. Specifically
it imposes disadvantage on the next attacks made by targets who fail their save. This is a
potency 1 effect, so it's within Nix’s limit based on ranks, but adding a second effect raises the
potency to 4, which is more than he can do with only 3 Forces. In the case of this rote the
damage was lowered to 4d10 (potency 2). The highest effect is potency 2, but it combines
effects so the rote has a potency of 3. Nix’s player has all of this written down ahead of time so
he knows what to do. Being a rote the spell has a base mana cost of 5, and a spellcraft DC of
15.

Ex#2: Thinking about it Griffon realizes that controlling traffic lights could mean a lot of different
things. Discussing it with the GM Griff’s player decides the traffic lights are only the how of what
he wants to do. The effect he's really going for is granting himself advantage on a Drive check.
This is a potency 2 enhancement effect. He also thought about granting disadvantage to the
Technocracy's Drive checks but that would raise the potency beyond his limits. As an
improvised spell its base cost is 4 mana and requires a DC 18 check.

Step 4: Spell Factors


At this step the mage sets the spell factors of the spell they want to cast. Spell factors refers to
all the incidental components that go into casting a spell such as:

● Area. If the spell is going to affect an area, how large an area and what shape will it
take. All area affected spells have to have a point of origin, and shape chosen from the
following list; cone, cube, cylinder, line or sphere. These work like the area of effect
shapes in standard D&D.

● Casting Time. How long the spell takes to cast. By default all spells take 1 action to
cast, but you can reduce that time with metamagic, or increase it to make the spell
easier to cast.

● Range. How far away the target, or point of origin, the spell can be. The range can be
expressed in feet, or expressed as touch (for a creature the mage must make physical

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contact with) or self (the spell affects the mage or the mage is the point of origin).

● Duration. How long the spell will last. Spells often have a duration of instantaneous
which means the spell takes immediate effect. Spells that debuff, enhance, conjure,
summon, create illusions, or affect a creature’s movement must have a duration other
than instantaneous, usually given in minutes or hours.

● Material Components. Mages can offset the mana cost or lower the difficulty of casting
a spell by adding costly material components.

A mage can tweak any one or more of these to make a spell just like they want, with the caveat
that changing too many things might make the spell cost more in mana to cast. Some might also
increase the spell’s potency. Some tweaks reduce a spell’s mana cost, but no spell can have a
mana cost less than 0.

This is also the point where the mage adds any metamagic abilities to their spells to modify
them in additional ways. Metamagic abilities are unlocked through attaintments granted by the
awakened class. Metamagic can be used to cast a spell silently, to cast it sympathetically or to
apply many other effects. See the Supernatural Powers chapter for a full list of metamagic
attainments.

Using the Environment


Spells cost less if a mage uses the environment around them in some way (such as pulling
lightning from an existing thunder storm, or using a building to wrap around a target). A spell
cast in this way costs -1 mana (to a minimum of 0).

Ex#1: Nix ‘s player looks over the spell factors. The damage effect already accounts for two
targets so he doesn't have to pay any additional mana for that (he would if it were 3 or more
targets). He doesn't want to have to touch them and the spell is not technically an area effect
spell so he has to pay for range. The vampires are only 10 ft away so he sets the range for that
(+1 mana). This is a damage effect so the duration is instantaneous (-1 mana). He's tempted to
try to cast it as a bonus action, but opts against it. This brings the final mana cost to 5.

Ex: Griffon’s player talks this over with the GM. Normally affecting all the traffic lights around
him would require a large area, and a lot of range, but again the traffic lights are only the
explanation, not the effect. Since the real effect is just to grant advantage to Griffon’s drive
checks it's really a 0 area spell with a range of Self (-1 mana). However looking over the
durations James realizes that most of those wouldn't help him. Having advantage on a drive
check for a round isn't bad, but he's going to need more to get out of the mess he's in. He opts
for the 1 minute duration but he doesn't want to have to concentrate. This brings the total cost of
duration to +3 (+1 for 1 minute, +2 for removing the Concentration requirement). Thing is he
needs to cast this spell while still driving. The only way to do that is to cast it as a bonus action.
Fortunately he has the quickened spell attainment (+2 mana cost). However, the GM feels that

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Griffon is being clever by using the traffic lights, so that’s worth a -1 on the mana cost. This
brings the total cost to 7.

Step 5: Spellcraft Check


This is the final step when the mage actually casts the spell. This requires a Spellcraft check.
This is a check made using the mage’s spellcasting ability modifier. This can either be
Intelligence, Wisdom, or Charisma depending on the type of mage they are (chosen at
character creation). If a mage casts the spell using their paradigm then they can add they add
their proficiency bonus to the Spellcraft check.

A spell that uses a mage’s Ruling Arcanum (either alone or as part of conjunctional magic) gives
the mage advantage on this check. A spell that involves their Inferior Arcanum gives them
disadvantage. A conjunctional spell that uses both gives neither advantage or disadvantage.

A mage is required to have a free hand to either hold or touch their arcane foci, and they must
verbalize magic words. The subtle spell metamagic attainment allows a mage to forgo these
requirements.

Success
If the mage is successful the spell activates as normal. They spend the mana to pay for the
spell. In some cases the target might need to make a save to resist the effects, or the mage
might need to make a melee or ranged spell attack.

Failure
If a mage fails the spellcraft check that means they lose control of the spell. It doesn’t cost them
any mana for failing the spell. However they might suffer either a backlash (physical draining or
damage caused by the errant magic) or a paradox (a much worse wild magic effect). A
backlash can be contained (absorbed into the mage’s body) otherwise it becomes a paradox.
Some paradoxes can also be contained for a while.

The type of negative effect a mage gets (backlash or paradox) depends on the spell they cast.

● Covert Spells. If a mage rolls a natural 1 on the Spellcraft check of a covert spell they
suffer a backlash. Otherwise they suffer no negative effect for failing the Spellcraft check
aside from the spell just failing to activate.

● Improbable Spells. If a mage rolls a natural 1 on the Spellcraft check of an improbable


spell they suffer a paradox. Otherwise they suffer a backlash for failing to cast the spell
correctly.

● Vulgar Spells. A mage that rolls a fails the Spellcraft check for a vulgar spell suffers an
immediate paradox. They can opt to contain this paradox unless the Spellcraft check

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was a natural 1. If it is, they can’t contain the paradox and its effect is worse (-10 on the
Paradox Results table).

Ex#1: Nix is a Euthanatos, but his paradigm is Ancient Egyptian mysticism (the belief that the
old Egyptian gods are the source of all magic). His arcane foci is a small gold ankh that he
wears around his neck. Forces is one of his Ruling Arcanum. He’s opted to go with Charisma
for his spellcasting ability, and he’s going to use his ankh and mutter a prayer to Amemet who
judges the guilty in the afterlife (and these vamps are mighty guilty). This gives him both
proficiency and advantage on the Charisma (Spellcraft) check. His Charisma is 16, and his
proficiency bonus is +3, giving a +6 to the check. The DC is 15 so he needs to only roll a 9 or
higher to succeed. He rolls a 16 (more than enough) so the spell goes off successfully.
Lightning erupts from his fingers frying the vamps. It's not something they can really dodge so
the GM determines it's a Constitution save, which they both fail. They take 4d10 lightning
damage, and if they survive the damage they have disadvantage on their attacks.

Ex#2. Griffon is a Virtual Adept, and his paradigm is that everything is a simulation that he can
reprogram at will. His arcane foci is a smartphone. Fate is not one of his Ruling Arcanum, but
he has no choice but to use it. Fortunately it’s not his Inferior Arcanum either. His spellcasting
ability is Intelligence, and he makes a show of activating a program on his phone so he gets to
add his proficiency bonus. His Intelligence is 16 so he too has a +5 on the check. In his case
however the DC is 18, meaning he has to roll 13 or better to pull off this spell. He opts to
sacrifice an expensive computer chip to reduce the mana and spellcraft DC by -1. However, not
only does he fail he rolls a 1 on the check. It doesn’t cost him any mana for the attempt, but it
does waste his bonus action (and the computer chip which burns out). It’s a covert spell so he
normally wouldn’t suffer any negative consequences for failing, but he rolled a natural 1 so he
suffers a backlash. This would impose exhaustion on him, which would mean he’d have
disadvantage on all ability checks. Since he needs to drive well if he’s going to escape he can’t
afford that. He opts to let it become a paradox. He rolls a 17 on the Paradox table, meaning for
24 hours he’s unable to cast magic of any kind. His day just went from bad to worse.

Spell Effects
All the possible effects magic can have are listed here. Each ranges in strength from a potency
1 effect all the way up to potency 5. This determines the minimum Arcanum ranks a mage
needs to cast a spell. A mage cannot cast a spell with a higher potency than the maximum
ranks they have in the required Arcanum.

Damage
The most common effect of most spells in D&D (and let's be honest probably most spells you're
going to cast) is at its heart an attempt to damage or hurt an enemy. By itself this doesn't
determine the amount of targets you can hit (that's determined later) or the type of damage
done. It also doesn't cover weaknesses or incidental effects. It just determines that you want to
do hit point damage to one or more targets.

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All ranks of almost all Arcanum can be used to damage a target. The difference is in the amount
of damage done, and the nature of the effect done to achieve that damage. The type of damage
is usually dependent on the approach taken to the spell. Spells that conjure fire do fire damage,
spells that attack the mind do psychic damage and so on. Sometimes you can set the damage
type when you cast the spell. This is most common with physical damage (piercing, slashing, or
bludgeoning).

To determine the potency needed for the amount of damage you wish to do, first decide if you
want to hit only a single target or if you want to hit more than one target. You have to choose the
multiple target damage if it’s going to be an area effect spell, but you can hit up to 2 targets as
part of using the multiple target damage table without having to pay to increase the spell’s area.
Anymore than that and you have to pay additional mana to increase the spell factors.

Then determine how the target will resist the effect. Will they roll a save, and if they do will
making the save mean they take no damage (damage is negated) or that they take half
damage?

It's important to note that it is possible to build a (very expensive) spell that automatically hits
with no save or roll required, but doing so requires metamagic components. Once you've figured
out all that out consult the following tables for your exact damage:

Damage by Potency (Single Target)


Potency Saves halves damage Save negates damage

1 2d6 2d8

2 6d6 6d8

3 11d6 11d8

4 11d10 11d12

5 14d10 14d12

Damage by Potency (Multiple Targets)


Potency Saves halves damage Save negates damage

1 1d8 1d10

2 4d8 4d10

3 5d8 5d10

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4 9d8 9d10

5 11d8 11d10

Spell Attacks
If the spell damage is negated on a save then you can (at your option) choose to make a spell
attack with that spell instead of requiring a save. To do so the spell cannot affect an area or
target more than two enemies. It might still require a save if it has additional effects beyond just
damage. In all other instances the spell requires a save instead. The specific type of save is
determined later.

Damage Over Time


It's possible to create a spell that damages targets over a period of time, be it rounds or
minutes. This uses the same Damage Table by Potency tables as normal damage, but with a
few modifications.

● Stationary Hazard. A stationary hazard covers an area and damages all creatures that
end or begin their turn in that area (your choice). These hazards are fixed in place and
thus cannot be moved. They also require concentration, and a duration of 1 round or
longer. They use the multiple target Damage by Potency table.

● Repeating Action. Spells that once cast let you deal damage round over round by
repeating the action, but without having to recast the spell. They use the Damage by
Potency table, but their potency is 1 higher than the normal potency required for a set
damage. Thus a potency 3 repeating action single target damage spell would do 6d6
damage, a potency 2 does 2d6 damage. For potency 1 you reduce the number of
damage die by half (2d6 > 1d6) or reduce the damage die itself by half (1d8 > 1d4).

● Second Hit. This is a spell that does 2/3 of its damage immediately, and then the rest at
the end of the target's next turn without having to cast the spell again. To calculate
damage use the regular chart, but remove about 1/3 of the dice, and roll that later. Ex:
You cast a spell that would do 6d6 damage against a single target, but you want it to be
a second hit spell. It does 4d6 on the first hit, and 2d6 at the end of the target's next turn.
This doesn’t affect the potency but it does reduce the mana cost by 2.

● Repeating bonus action. These are spells that after you cast them you can do
additional damage using a bonus action. These are 2 potencies higher than the damage
would normally be. Thus a potency 3 repeating bonus action damage would only do 2d6
damage against a target. For potency 2 and 1 reduce the damage die by half and the
damage size by one step (6d6 > 3d4 and 2d6 > 1d4).

Healing

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The second most common effect is healing hit point damage, or recovering debilitating effects
(such as poison or disease). To calculate hit point damage healed use the same rules as the
damage and damage over time effects, only it heals hit points instead of taking them. Healing
effects do not require the target to make a save to resist, or for the mage to make a spell attack
to hit (although spells with a range of touch do require the mage to at least make physical
contact with the target).

Healing HP by Potency (Single Target)


Potency Damage Healed

1 2d6

2 6d6

3 11d6

4 11d10

5 14d10

Healing HP by Potency (Multiple Targets)


Potency Damage Healed

1 1d8

2 4d8

3 5d8

4 9d8

5 11d8

It is however easier to hurt someone than it is to heal them back up. This means that the
minimum a healing spell can cost is 2 mana. If any spell modifications would make it cost less
than 2 mana the cost becomes 2 mana instead.

For effects that heal conditions other than hit point loss consult the following table:

Healing (non-HP) by Potency


Potency Recovery effect

1 Repair a small (handheld) object.

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2 Cure a non-magical disease, remove blinded, deafened, paralyzed, poison,
frightened, or cursed conditions

3 Cure 1 level of exhaustion, cure reduction to hit point max or ability score,
remove petrified or charmed conditions or magical disease

4 Raises the dead*

5 Resurrect the dead*, Heals any condition, restores all damage

*For these purposes raising the dead means bringing a dead creature back to life that has been
dead less than 10 days, while resurrecting the dead means bringing any creature back to life
that has been dead less than 100 years.

The above are only meant to be guidelines for determining the potency needed. It's possible to
create a spell that heals something not accounted for on this list, but this table should help the
GM make the determination of the potency required for the effect you're trying to achieve.

It's also important to note that the type of creatures that can be impacted by healing spells
depends on the Arcanum used. Life can heal living organic creatures only (not amalgams, living
dead, entities, or spirits). Death heals undead. Forces can be used to heal elementals. Matter
can be used to heal amalgams. Spirit heals spirits. Otherwise all the same rules apply to all.

Debuff
This category of effects includes all spells that hinder enemies without doing direct damage.
This might take the form of disadvantage on an attack, check or save, reduction in maximum hit
points or ability scores, or the application of a condition. For a general idea of the potency of
certain effects consult the following table

Debuff by Potency
Potency Debuff effect

1 Imposes a -2 (or variable 1d4) penalty to either target’s attacks, checks, saves or
the damage of target’s attacks, imposes the frightened or poisoned conditions

2 Imposes disadvantage to target’s attacks, checks, or saves or imposes disease,


blinded, deafened, or incapacitated, conditions

3 Reduces hit point max by 1d6 or ability score by 1d4, imposes the paralyzed
condition

4 Imposes petrified condition, reduces hit point maximum by damage dealt*

5 Raises target’s exhaustion by 1, traps souls

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*requires combination with a damage spell effect.

You can impose multiple debuffs with a single spell if your approach allows it. If so, find the
highest potency of the effect you’re trying to achieve and add +1 for each additional debuff
you’re trying to impose beyond the first.

Debuffs are also harder to use against creatures that are larger than medium size. If the
creature you’re trying to debuff is large or huge increase the required potency by +1. If the
target is gargantuan increase the potency by +2. Debuffs are easier to impose on sleepers.
Decrease the required potency by -1 if the spell will only affect sleepers.

As with healing this is only meant to be a rough guide to what can be achieved by each level of
potency. Describe your effect to the GM who will decide what potency is necessary. As with
healing the type of creatures or objects you can apply these effects to depends on the Arcanum
used.

All debuffs allow saves to resist. If the effect is ongoing then the target can make saves to
remove the effects at the end of every one of its turns.

Enhance
The opposite of debuff, this category is about augmenting a target creature or object. Spells that
fit under these groups include spells that grant advantage, increase damage dealt or provide
other bonuses. It also covers imbuing items (for the Matter Arcanum) granting them temporary
magical enhancements. The type of enhancements you can make and the possible targets of
those enhancements depends on the Arcanum used (Death can enhance living dead but not the
living, Life the opposite and so on).

For a general idea of the potency of certain effects consult the following table.

Enhance by Potency
Potency Enhance effect

1 Grants minor bonuses, grants a d4 that can be added to a single attack, check
or saving throw, imbues items making them magical (no bonuses), grants up to 5
temp hp, removes imperfections in an object, removes poison or disease from
food

2 Protects against any one condition, increase hp by up to 5, grants special


movement such as swimming, grants natural weapon, creates barrier that
imposes disadvantage on attacks against target, grants darkvision up to 60 ft,
grants advantage to all checks with one ability, grants weapon +1d4 damage

3 Grants resistance to a damage type, protects against death, grants intelligence


of 10 to non-intelligence creatures, grants advantage to attack, check or saving

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throw or 2d4 bonus

4 Wards an area against intrusion, creates barrier that blocks damage, creates
barrier against teleportation, grants immunity to damage type

5 Grants immunity to all damage, for a single skill replaces rolls lower than 15 with
15

Enhancements work like the inverse of debuffs. You can impose multiple enhancements with a
single spell if your approach allows it. If so, find the highest potency of the effect you’re trying to
achieve and add +1 for each additional enhancement you’re trying to impose beyond the first.

Like debuffs, enhancements are also harder to use against creatures that are larger than
medium size. If the creature you’re trying to enhance is large or huge increase the required
potency by +1. If the target is gargantuan increase the potency by +2.

Enhancements do have one restriction that debuffs that do not have, and that’s a restriction
based on Arcanum. Death can only enhance living dead, Life can only enhance living (non-
aberration) creatures, Spirit can only enhance spirits, and Forces can only enhance elemental
entities.

Other Arcanum are less restrictive. Mind can enhance any creature with a mind (even animals),
while Space, Time, Prime, and Fate can enhance any creature. Matter is a special case. It can
only directly enhance amalgams, but it can enhance objects being held or used by any creature.
Mechanically the object is only the medium, the creature that uses it is the one that gets the
bonus. Of course to work the creature must be able to use the enhanced object.

Again this is only meant to be a rough guide to what can be achieved by each level of potency.

Divination
The divination category technically refers to all spells that in any way predict the future or reveal
information. That said a lot of the mechanical effects of divination spells can be summed up in
the enhancement category. In that case divination is just the explanation for why your character
has advantage or an extra d4 to a skill check. Because they can see, or have seen, the future.

Divination as a category separate from enhancement refers to spells that reveal information
(such as detect magic), or spells that protect from scrying attempts . For a general idea of the
potency of certain effects consult the following table.

Divination by Potency
Potency Divination effect

1 Reveals information that requires scrutiny (such as learning a person's name,

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finding a lost object in the immediate area, or finding a secret door), grants a
language proficiency, detects the presence of aberrations, entities, spirits, or
living dead creatures, detects the presence of poisons or diseases, grants ability
to speak with natural creatures or read their minds

2 Reveals information about the future up to 1 hour, reveals information that


cannot be found without magic (such as creature's type, or supernatural item's
properties), locating lost objects in a larger area, finding the quickest path from
one location to another, learning someone's greatest desire or fear, asking
questions of the dead, detects invisible creatures

3 Locating a creature in the immediate area, concealing a target from divination or


scrying magic, revealing information about the future up to 1 day, reads a
humanoid creature’s mind

4 Scrying a creature on the same plane of existence as you, asking questions of


entities beyond our world, locating creatures in the immediate area, locating
objects anywhere in the world, seeing into the Near Umbra, seeing into the
future up to 7 days

5 Revealing information about the future up to 1 month ahead, locating creatures


anywhere in the world, granting a creature truesight, scrying on a creature in a
different plane of existence

Illusion
This category covers spells that deceive the senses no matter if they are caused by projecting
into a creature's mind, directly manipulating light patterns or some other approach. In general
illusions appear real but are not solid, unless you combine effects (such as an illusion combined
with a damage effect to produce a fake gun). Unless otherwise specified all illusions use the
same rules for adjudicating similar spells as in standard D&D. For a general idea of the potency
of certain effects consult the following table.

Illusion by Potency
Potency Illusion effect

1 Create a minor sound or image, blind creatures with a blast of light, create an
image no larger than 15 foot cube, create enough light to see normally

2 Disguise a single creature, turn a creature invisible (ends if target attacks or


casts a spell), grant disadvantage on attacks through an illusion, create
illusionary duplicates of a creature or object, deceive divination spells, suppress
sound in an area, create illusions up to 30 feet cube

3 Create an illusion that has a temperature or affects other senses (besides


touch), charm creatures with a hypnotic pattern of lights, create illusions up to a
60 foot cube, turn a creature invisible (lasts for duration), disguise multiple

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creatures

4 Create illusions up to 120 foot cube, affect up to 1 mile of terrain with an illusion,
create a scripted illusion, project an illusion of yourself out to 500 miles

5 Create illusions up to 240 foot cube, affect up to 10 miles of terrain with an


illusion

All illusions grant a save to see through them aside from illusions that grant invisibility.
Creatures only get to make the save if they directly interact with the illusion.

Movement
Within this category are all spells that affect movement, or grant special movement abilities
(such as teleportation or flight). This makes it somewhat of a catch-all category as some of its
effects can also be granted under other effects. This also covers spells that restrict movement
(similar to hold person). For a general idea of the potency of certain effects consult the following
table.

Movement by Potency
Potency Movement effect

1 Move up to 10 lbs at a distance, launch an object up to 5 lbs 90 ft, create difficult


terrain, slow a creature's rate of descent, triple a creature's jump distance, add
10 ft to a creature's speed, restrain a tiny, small or medium creature

2 Levitate a target up 20 ft per round (500 lbs max), teleport a creature up to 30 ft,
grant a creature haste, slow a target creature, move up to 150 lbs at a distance,
allow a target to escape non-magical restraints,

3 Step into the Near Umbra, teleport one creature up to 200 ft, make a target
immune to difficult terrain, push or pull a creature 20 feet towards or away from
you, pass through up to 30 feet of material (non-magical, non-lead) restrain or
move a creature huge size or smaller, move up to 1500 lbs at a distance, exert
fine telekinetic control, grant 30 ft flight speed to a small or medium creature

4 Create a pair of linked teleportation portals, grant flight to a huge or smaller


creature (60 ft), grant 30 ft flight to multiple creatures, transport multiple
creatures to another plane of existence, cast teleport spell, move up to 3000 lbs
at a distance

5 Enter the Deep Umbra (Astral Plane), grant 60 ft flight to multiple creatures,
move a creature of any size, move up to 7000 lbs at a distance

Conjure or Summon

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This category is about conjuring objects or materials out of nothing, or summoning creatures to
serve or fight for you. Some effects that could technically be conjuring (such as creating fire out
of nowhere) is better handled under other effects (such as damage). This is also not for spells
that transmute one material into another (that's control spells). It is strictly for creating
something out of nothing.

It's also important to note that "summoning" does not usually mean in this game what it means
in standard D&D. In D&D a summoned creature is usually brought in from another plane. That
can happen, but in general summoned creatures in the World of Darkness are just inanimate
material given limited sentience (such as summoned "elemental") or creatures summoned from
the immediate area. The exception to this is spirits and insubstantial undead which are pulled
from other realms, as well as anything summoned with Prime.

What is specifically summoned or created depends on the Arcanum used.

● Death. Conjures shadows or objects made from shadows or ectoplasm, objects made of
bone or rotting flesh, or summons insubstantial undead from the shadow realms.

● Fate. Used to "summon" objects or certain people (by making sure they happen to be
near when you need them). It can also summon fey creatures who are drawn to masters
of destiny.

● Forces. Used to summon creatures made of pure forces (fire, lightning, cold, or air) or to
create objects made out of those same forces.

● Life. Used to summon living creatures in the immediate vicinity, conjure organic material
or give plant creatures sentience.

● Matter. The go to Arcanum for most conjuration, including creating objects, or


summoning earth, water, metal or acid creatures.

● Mind. Used to "summon" illusionary creatures that do psychic damage, to conjure


weapons that do psychic damage, or to pull a creature's worst fears out of their minds.

● Prime. Conjure objects made of pure magical force, solidify illusions, and can summon
entity creatures or creatures from other universes.

● Space. Technically space can be used to conjure anything, the excuse being that you're
pulling it from the immediate area (conjuring the food from a nearby supermarket into
your hand). It can't summon anything however.

● Spirit. As befits the name the Spirit Arcanum can be used to summon spirits or to
conjure objects made of spirit energy.

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● Time. Used to conjure things from the past or future (similar to Space). It cannot
summon anything.

To actually determine the potency needed to summon certain things consult the following table:

Conjure/Summon by Potency
Potency Conjure/Summon effect

1 Conjure a hazard (see damage effect), conjure tasteless food (feeds 1 creature
for 1 day), conjure difficult terrain, conjure a simple object (1 lb or less) or a field
of force

2 Summon creatures from immediate area (8 of CR 1/4, 4 of CR 1/2, 2 of CR 1, or


1 of CR 2 or lower), create up 15 ft of darkness or concealing gas, conjure a wall
of sand, wind or water, summon an entity of up to CR 1, cast spirit guardians

3 Conjure a damaging hazard (see damage effect), create up to 45 lbs of food or


water, cast creation, summon creatures from anywhere (8 of CR 1/4, 4 of CR
1/2, 2 of CR 1, or 1 of CR 2 or lower), create a destructive shield of fire, cold, or
lightning, summon a wall of fire, cold, acid, lightning, bone, shadow, force, or
light, summon an entity of up to CR 5 (not under your control)

4 Summon creatures from anywhere (16 of CR 1/4, 8 of CR 1/2, 4 of CR 1, or 2 of


CR 2 or lower, or one of CR 6 or lower), conjure a globe of invulnerability, cast
fabricate

5 Summon an entity of up to CR 10 (not under your control), summon creatures


from anywhere (1 of CR 8 or lower)

Control
This is a broad category of spells that covers everything from control over the minds of others
(effects that impose the charmed, frightened, or stunned conditions), control over an element
(such as fire control or shaping stone), control over a creature or objects form (transmutation
spells), or any other spell that exerts control over an element of the Arcanum used.

From a certain point of view all spells are control spells. After all that's what ranks measure, an
increasing level of control over a single Arcanum. That makes control a sort of super-category
that covers everything that doesn't fit into one of the other categories (aside from conjuration
spells).

Because of this we're going to break this down by Arcanum. In general though it goes from
slightly compelling the Arcanum, to weaving the Arcanum, to complete control.

Death Control by Potency

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Potency Effect

1 Shape and thicken shadows in a 5ft cube, control and shape ectoplasm, grant
advantage on Charisma checks against an undead creature

2 Prevent a corpse from decaying or becoming undead, create a weapon of


solidified shadow, animate shadows in a 15ft cube, animate one minor undead,
make a living creature appear dead, speak with the recently dead

3 Block undead creatures in area, charm or frighten undead creatures, create an


area that non-undead can't enter, cast contagion, animate up to 5 small or
medium minor undead, grant a creature protection from death, turn a destroyed
object into an ephemeral object, sever a sleeper's soul

4 Create up to 3 lesser undead, dominate undead creatures, cast magic jar, turn a
dying sleeper into a ghost or revenant, make a living creature appear undead,
grant resistance to radiant or necrotic damage

5 Reduce an undead target's Strength, or Dexterity to 1, create up to 3 greater


undead, grant immunity to radiant or necrotic damage

Fate Control by Potency


Potency Effect

1 Mitigate disadvantage for a target creature, alter small scale probilities (such as
dice rolls), perform a ceremony

2 Make an oath spell, be in the right place at the right time, curse a target creature,
remove a curse on a target creature

3 Alter the conditions of a pledge, pact or other contract sworn with fate, grant a
target creature the lucky feat (duration no longer than 1 minute), alter large scale
probilities

4 Grant a target creature the lucky feat (no longer than 10 minutes), release a
creature from a pledge, pact or other fate contract without harm

5 Alter a creature's destiny, change probilities on a massive scale

Forces Control by Potency


Potency Effect

1 Control non-magical fires in a 5ft cube, chill or warm 1ft cube of non-living
matter, lift up to 10 lbs of material, control light

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2 Heat metal in range, call lightning from the sky, summon a small storm, limited
control over magnetism or gravity, grant target ability to see invisible forces

3 Create an unseen servant, call element form your hands (lightning, fire, or cold),
create forces out of nothing, grant resistance to fire, cold, lightning or thunder
damage

4 Reverse gravity in a 100ft area, control magnetism, convert one type of energy
into another, create an investiture of flame or ice

5 Control weather within a 5 mile area

Life Control by Potency


Potency Effect

1 Make a flower blossom or seed bloom, cause plants to become difficult terrain or
to grab a target, purify food or water of bacteria

2 Enlarge or reduce a living creature's size, cause plants to become damaging


difficult terrain, grant a target a climbing or swimming speed, transfer your hit
points to a target creature, speak with plants, bring a target creature back to life
(if they died within last minute)

3 Create an aura of life or purity, make a non intelligent creature intelligent,


polymorph a target natural or humanoid creature

4 Turn a creature to stone (requires Matter 2), grant regeneration on a target


creature, cast tenser's transformation, turn up to 8 willing creatures into gas,
transform 5 willing creatures into natural creatures

5 Polymorph up to 10 creatures, polymorph a creature into an object (requires


Matter 3), create a clone of a target (requires Death 3), reduce a living target's
Strength, or Dexterity to 1

Matter Control by Potency


Potency Effect

1 Mold Earth or shape water in a 5ft cube, create an Earthquake in a 10ft radius,
mend a broken object, control an object's conductivity

2 Render a lock unpassable, create a common potion (follows crafting rules),


cause Earth to erupt beneath a creature's feet, make an object invisible

3 Animate objects, control up to 150 ft of water or earth, shape earth into objects
of your choice, double an object's damage threshold or grant a damage
threshold of 10, create an uncommon potion (follows crafting rules)

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4 Control up to 300 ft of water or earth, create a homunculus, create an investiture
of stone or wind, create a rare potion (follows crafting rules)

5 Create an Earthquake in 100 ft radius, create a tsunami, create a very rare


potion (follows crafting rules)

Mind Control by Potency*


Potency Effect

1 Grant advantage on Insight or Charisma checks against one living target,


convince a natural creature you mean it no harm, frighten a target, charm a
target, compel a creature to fight you

2 Force a tiny creature to deliver a telepathic message for you, see through a
target beast's eyes and ears, calm a target creature's emotions, enthrall a target
humanoid creature, cast suggestion on a target humanoid, create a zone of
truth, create an invisible sensor in an area, prevent a target creature from telling
friend from foe, alter a target creature's aura, read a creature's mind

3 Charm a non-humanoid creature, force a target creature to move in a direction of


your choice (aside from obviously deadly areas), cast confusion on a target,
enter a creature's dreams, dominate a target humanoid creature, modify a
target's memories

4 Cast suggestion on more than one creature, charm or frighten more than one
creature, lock a target creature in a mental prison

5 Cast a antipathy or sympathy spell, dominate a non-humanoid creature, reduce


a target's Intelligence, Wisdom, or Charisma to 1, stun a target creature that has
150 hit points or less, create a telepathic link between yourself and a willing
target, make a target immune to psychic damage

*all mind control effects require a target with a living mind. Creatures immune to charm are
generally immune to mind effects.

Prime Control by Potency


Potency Effect

1 Make a non-magical object appear magical, create a magical shield of force


around a target (+2 AC)

2 Dispel magic, create a magic circle, send a short message to a target creature
you know, identify the magic in an item

3 Create an invisible magical eye, banish a target creature, create a circle of


power, break an enchantment on a target creature or object, convert mana into

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tass, create enchanted items (follows crafting rules)

4 Create a contingency effect, beseech an otherworldly entity for aid, grant true
seeing on a target creature, make a sleeper aware

5 Create a 10ft radius sphere of antimagic, make a target immune to damage,


alter reality (as per the wish spell)

Space Control by Potency


Potency Effect

1 Open or close a portal, extend a creature's reach by 5ft

2 Teleport an object in range to your hand, conceal sympathetic connections, see


360 degrees around

3 Scry on a creature or area, create a pocket realm, cause two areas to occupy
the same physical space (up to 60ft cube), destroy sympathetic connections

4 Mark an object and then use action later to teleport it to your hand wherever it is,
sequester an object, teleport up to five willing creatures to a preset area, cause
two areas to occupy the same physical space (up to 500ft cube)

5 Create a demiplane, open a portal to another plane of existence, banish a


creature into a demiplane you've previously created

Spirit Control by Potency


Potency Effect

1 Speak to spirits, awaken a slumbering spirit, grant advantage on Insight or


Charisma checks against one target spirit, summon a spirit and force it to take
the form of a weapon

2 Fortify or weaken a Nexus, fortify or weaken the gauntlet in an area, grant a


target ability to physically interact with spirits, charm or frighten a target spirit

3 Exorcise a spirit, block spirits from entering or leaving an area, grant targets the
ability to see spirits, dominate a spirit, banish a target spirit

4 Create fetish items (follows crafting rules), create a path through the spirit
realms, bring up to 8 willing creatures into the spirit realms, make a target
resistant to radiant damage

5 Create a spirit, create a telepathic link between a target and a spirit, reduce any
of a spirit's attributes to 1, make a target immune to radiant damage

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Time Control by Potency
Potency Effect

1 Make a small event occur at just the right or wrong time, force a creature to
make the same action it took on a previous round (save negates), grant a target
creature advantage on Dex saves

2 Grant a target an additional action (Attack, one weapon attack only, Dash,
Disengage, Hide, or Use an Object action only), force a target to go last in
initiative order, stop time so a target can make a free Intelligence or Wisdom
check

3 Curse a creature to age at twice their normal rate, grant a target perception of
the past of an area, restore a creature's youth (requires Life 2), cast a spell of
permanent duration

4 Step out of the normal flow of time, grant a creature an AC of 22 (target gains
one level of exhaustion after spell ends), dispel a temporal eddy

5 Stop time, create a temporal bubble, freeze time for a target creature (150 hit
points or less), cause a target creature to jump forward in time 1d4 turns (save
negates)

That's the list of possible effects. If a desired effect does not fit in one of these categories it's up
to the GM to determine the necessary potency. If two effects disagree on potency it's up to the
GM to choose the potency.

Saving Throws
Most effects that damage or debilitate allow some sort of save. The specific type of save
depends on the nature of the effect.

● Spells that move targets against their will, or physically hold them in place require a
Strength save.

● Spells that do damage to an area or ensnare a target tend to require Dexterity saves if
it's not one of the other saves.

● Constitution saves are for spells that weaken or poison a creature's body, or for spells
that drain life or that do physical damage that can’t be dodged.

● Intelligence saves are for disbelieving certain illusions and resisting mental assaults
that can be refuted with logic, sharp memory, or both.

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● Almost all spells that target a creatures mind rather to damage, alter or charm, require a
Wisdom save.

● Charisma saves are for all spells or effects, such as possession, that would subsume a
target’s personality or hurl them to another plane of existence

It’s up to the GM to determine the specific save of a spell using the above criteria. When in
doubt use Wisdom for spells that affect a target mentally, and use Dexterity for spells that affect
a target physically.

Mana cost & Spellcraft DC


All of this was done to set the potency, which in turn determines the Spellcraft DC and the base
mana cost as outlined the following tables:

Mana Cost by Potency (Rote Spells)


Potency Mana Cost Spellcraft DC

1 0 10

2 3 12

3 5 15

4 7 18

5 9 20

Mana Cost by Potency (Improved Spells)


Potency Mana Cost Spellcraft DC

1 2 15

2 4 18

3 6 20

4 8 23

5 10 25

You cannot cast any spell without a higher potency than your maximum ranks in the Arcanum
used.

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Spell Factors
Once you have the basic effect the spell is trying to do it’s time to tweak the incidental effects
that make up a spell, which are called spell factors. In most cases changing a spell’s factors will
increase the mana cost, but some spell factor changes reduce the mana cost. In some cases
the potency of the effect will go up, which will require higher ranks in the needed Arcanum to
cast the spell. No matter what factors you add to a spell it can't cost less than 0 mana.

The spell factors are listed here.

Area
Determines how many individual creatures or how much area a spell affects.

Mana Cost by Area


Cost Area
Adjustmen
t

0 Casting mage only (non-damage) or 1 creature (damage); no target required;


or creates or conjures the target.

+1 1 creature/object (non-damage), each additional creature/object*

+1 Five-foot-square wall, one inch thick.

+1 10 ft cube, sphere, or cylinder, or 20ft cone

+2 20 ft line

+3 50 ft line

+3 20 ft cube, sphere, or cylinder, or 40ft cone

+4 100 ft line

+4 50 ft cube, sphere, or cylinder, or 100 ft cone [Potency +1]

+5 200 ft line [Potency +1]

+5 100 ft cube, sphere, or cylinder, or 200 ft cone [Potency +2]

*Some effects have multiple targets calculated into the potency (and thus the mana cost
already). For instance damage affects that target two or more creatures (with reduced damage)
don't have to pay for 1 or 2 creatures since it's already factored in. Targets beyond that still cost
+1 mana for each additional target.

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Range
This spell factor determines how far a spell reaches or the origin point of an area spell.

Mana Cost by Range


Cost Adjustment Range

-1 Affects only the caster (range of "Self")

+0 Area spell originates from caster

+0 Affects a creature the caster touches (range of "Touch"). If the target


avoids the spell the caster must make a melee spell attack against the
target's AC.

+1 Range of 10 ft.

+2 Range of 30 ft.

+3 Range of 60 ft.

+4 Range of 90 ft.

+5 Range of 120 ft.

+6 Range of 500 ft.

+10 One mile (extreme range) [Potency +1]

+15 Anywhere on Earth [Potency +3*]

*This is the cost for casting a non-sympathetic spell against a target somewhere that you don't
know. For a cheaper way to cast spells against distant targets see the sympathetic metamagic
attainment.

Duration
This spell factor determines how long the spell lasts. The Duration refers only to ongoing
magical effects, as the consequences of these effects may last much longer.

You are limited in how many spells you can have active at one time. As with standard D&D you
can only concentrate on one spell at a time, but for spells that don't require concentration you
can't have more spells active at one time than your spellcasting ability modifier.

Objects created by magic (such as fetishes, potions or enchanted items) are treated as if they
have a duration of instantaneous. The effect housed in them is what has the true duration of the
item.

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Mana Cost by Duration
Cost Adjustment Duration

-1 Instantaneous or 1 round (until the start of target's next turn)

-1 Spell has no effect until triggered

+0 1 round (until the end of target's next turn)

+1 1 minute, requires Concentration

+2 10 minutes, requires Concentration

+4 1 hour, requires Concentration

+2 Removes Concentration requirement from one of the above

+6 6-8 hours, does nor require concentration

+10 24 hours, does not require concentration [Potency +1]

+10 Limited permanent* [Potency +2]

+15 Unlimited permanent* [Potency +3]

Some spells with a 24 hour duration can be made permanent if you cast the spell in the same
area or against the same target every day for a year and a day. This is called limited
permanent. Unlimited permanent refers to a spell that is permanent from the moment you cast
it.

Casting Time
By default spells require an action to cast. You can make a spell cost less mana by taking more
time to cast the spell. These adjustments cannot make a spell cost less than 0 mana.

Mana Cost by Casting Time


Cost Adjustment Casting Time

-8 Casting the spell takes one day. You are concentrating while casting.
Potency -2

-6 Casting the spell takes one hour. You are concentrating while casting.
Potency -1

-6 Casting the spell takes 10 minutes. You are concentrating while casting.

-4 Casting the spell takes one minute. You are concentrating while casting

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-1 Cast the spell as an action, but all attacks against you have advantage
until the end of your next turn

+0 Cast the spell as an action

+2 Cast the spell as a bonus action (requires quickened spell attainment)

Special Cast the spell as a reaction (rote spells only, makes rote cost as must as
improvised spell of the same potency, requires GM approval)

Material Components
You can reduce the cost or difficulty of casting a spell by adding in expensive or hard to acquire
material components. If the item is not consumed during the casting of the spell it can reduce
the mana cost by -1 for every $1,000 in the item’s price up to a maximum of -3 mana for a
$3,000 item. Such an item can be used to aid in the casting of a spell 7 times before it ceases to
function, and must be discarded.

If the item is consumed in the casting of a single spell then it reduces the mana cost by -1 for
every $500 in its price up to -6 for $3000. It also reduces the DC of the Spellcraft check to cast
the spell by 1 for every $1,000 up to -3. Thus a material component that costs $2,000 and is
consumed in the casting of the spell would lower the mana cost by -4, and would decrease the
DC of the Spellcraft check by -2. If you’re using the d20 Modern Wealth system consult the
Values and Dollar Amounts tables to get a sense of the wealth value of these components.

These components can take any form the GM desires, although they do need to match both the
paradigm of the casting mage, and the Arcanum being used in some thematic way. Some
paradigms simply do not allow for as many opportunities to incorporate material components.

Despite the components having a listed cost in dollars it’s not always possible to find or
purchase them. The dollar amounts are just provided to give GMs a rough sense of the value of
any given component. Getting a component might require an extended downtime session
(equivalent to buying a magical item). Alternatively the GM could require the mage or mages to
hunt and kill a certain Horror (taking its body parts as the ingredient) or to take a sample from a
Nightmare Site or to overcome any challenge the GM feels is appropriate.

The GM is also free to rule that some spells (such as raise dead) always require a special
component. No matter which components you use however, you cannot reduce a spell’s mana
cost to less than 0.

Backlash & Paradox


When a mage fails to cast a spell correctly they lose control of the spell, causing either a
backlash or a full paradox.

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Backlash
A backlash is when the magic goes haywire. You can choose to contain that inside yourself, in
which case you suffer a level of exhaustion no matter what kind of magical protection you may
have. This exhaustion is resistant, and it may not be healed or recovered by magical means of
any kind. The only way to get rid of it is to rest.

If you choose not to contain it a backlash becomes a paradox.

Paradox
This is the worst, when the magic is at its most chaotic and out of control. This is when reality
itself has snapped back at you, when the collective will of humanity has targeted you for
retribution.

If this happens you roll on the paradox chart. This is a d100 roll. Effects lower on the chart are
progressively more damaging, while effects higher on the chart are less so. If sleepers are
present when a paradox goes off you take a -5 on the paradox check roll for every 10 sleepers
present up to a maximum of -50.

However, all is not lost. Even after the paradox effect is rolled for you can choose to pull the
energy inside yourself, to contain it. If you do you suffer a level of resistant exhaustion as if
you'd contained a backlash. Your paradox level also goes up by +1. You're a charged battery
full of chaotic energy about to go off.

You suffer a -1 on all Spellcraft checks for every paradox level you have as the energy
interferes with your casting. In addition you can't regain mana as long as you have paradox
levels (even from tass). You also can have one less active spell for every paradox level you
have.

Anytime before your next long rest you can choose to release that pent up energy. If you do so
you must automatically roll on the paradox table taking a -10 for every paradox level you have.
You suffer an additional penalty if you decide to release that paradox in front of sleepers.

If at any time before you release your paradox energy you suffer a paradox you can't contain
you automatically release all your remaining paradox along with the paradox that triggered the
roll.
You cannot release only a little paradox at a time. Once you open that door it's all or nothing.
Once released your paradox level resets to 0, but you do not recover any resistant exhaustion.

The GM is free to change the effects for each roll on the Paradox table (or even create an
entirely new table). However, in general the effects should match the relative challenge of the
effect it’s replacing.

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Mage Paradox
d100 Effect

01 Roll twice on this table, ignoring this result on subsequent rolls

02-03 A Phantasm (creature of a CR equal to your level +2 and made out of your fears) appears within 1 mile
and starts hunting you down. It is immune to your magic.

04-05 A fiend of a CR equal to your level +2 appears suddenly and attacks you.

06-07 For the next 24 hours every servant of the Iconnu becomes hostile and attacks you and they know
where you are.

08-09 The sky darkens and a fiend with a CR equal to your level +1 descends from above and attacks

10-11 Your Dark Adversary manifests within 10 miles. It's CR is equal to your level, it looks and sounds like
you and has your memories. It has the same Arcanum ranks as you and knows every rote you know. It
has 7 days to kill you

12-13 For the next 24 hours every sleeper you've ever encountered becomes hostile and hunts you.

14-15 A fireball explodes at your feet. You and each creature within 20 feet of you who must make a Dexterity
saving throw vs your spell save DC, taking 5d6 fire damage on a failed save, or half as much on a
successful one

16-17 For 24 hours you can't cast magic, and everytime you try you suffer a backlash

18-19 Your body turns to stone and gain the petrified condition. The process cannot be stopped or reversed.
After 3 days you return to normal

20-21 You are cursed as per the bestow curse spell. The GM chooses the nature of the curse. It lasts 24
hours.

22-23 You become infected with cackle fever that cannot be cured by magic.

24-25 You transform into a random object for 1 hour, during which time you are considered petrified.

26-27 You stand amid a circular wall of energy with a radius of 15 feet. Any creature in any of the spaces
covered by this energy must make a Dexterity save vs your spell DC or take 5d8 damage (cold, fire,
necrotic, radiant, or lightning). The wall of energy remains for 1 minute.

28-29 You are poisoned for 24 hours

30-31 For the next minute, every creature within 60 feet of you that hears you speak only hears insults as if
you are casting vicious mockery at them.

32-33 You immediately drop to 0 hit points.

34-36 You are immediately shunted to the Near Umbra (Ethereal Plane) and are stuck there for 24 hours. You
cannot leave even with the aid of magic.

37-39 A loud boom emanates from you. All creatures within 15 feet take 2d8 thunder damage and must make
a Constitution saving throw against your spell save DC or be deafened for 1 minute

40-42 You lose the ability to see for 1 day.

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43-45 You lose the ability to hear for 1 day.

46-48 For 24 hours all food and drink you eat becomes ash in your mouth

49-51 For 24 hours everything you say is gibberish, even your thoughts, unstandable only to yourself

52-54 You lose the ability to understand any written language for 1 day

55-57 You cast polymorph on yourself. If you fail the saving throw, you turn into a random beast for the spell's
duration.

58-60 Your spellcasting ability is decreased by 2 for 1 day

61-63 You teleport 1 mile in a random direction

64-66 You jump forward in time exactly 1 minute, for everyone else, you cease to exist during that time.

67-69 For 1 hour you gain the ability to breathe underwater but lose the ability to breathe air

70-71 You become heavily intoxicated for 2d6 hours, during which you must roll a d4 and subtract the result
when making an ability check, attack roll, or saving throw that uses any ability other than Charisma

72-73 You cast grease centered on yourself.

74-75 You lose proficiency on all skill checks for 6 hours.

76-77 A globe of darkness appears centered on you and cannot be dispelled for 1 hour

78-79 For the next minute, any object or creature you touch takes 2d6 lightning damage.

80-81 For the next minute, any flammable object you touch that isn't being worn or carried by another creature
bursts into flame.

82-83 You hear a ringing in your ears for 1 minute. During this time, casting spells requires a Con check
against your spell save DC.

84-85 Roll a d6. On a roll of 1-3 your Strength is decreased by 2 for 1 hour. On a roll of 4-6 your Dexterity is
decreased by 2 for 1 hour.

86-87 Plants grow around you and you are restrained for 1 minute.

88-89 You are surrounded by a faint, offensive odor for 1 day. You gain disadvantage on all Charisma checks

90-91 You have terrible luck for 24 hours. How this manifests is up to the GM.

92-93 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

94-95 All animals are hostile to you for 1 day

96-97 Your hair falls out but grows back over 24 hours

98-99 For 24 hours to move anywhere you must walk backwards (half speed)

00 Your size decreases by one size category for the next hour.

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Rote Spells
Rotes are well-known mage spells, simpler and easier to cast than improvised spells. They have
a reduced casting cost as shown in the Mana Cost by Potency table. All player character mages
know all of these rotes; in mage society, they are as popular and rehearsed as songs by the
Beatles. You can cast these rotes as-is or tweak the spell factors to suit your needs, but
tampering with a rote this way on the fly makes it an improvised spell, and thus harder to cast.

Adding metamagic attainments to the spell does not stop it from being a rote however, so if you
have the silent or still spell metamagic attainments you could add them and these cast these as
rote spells.

Each rote includes an explanation of its potency, Arcanum required, mana cost, spell factors,
and the Spellcraft DC as well as a description of what it does.

Alarm
Arcanum: 1 Forces or 1 Mind (Initiate)
Potency: 1
Casting Time: 1 minute
Area: 20ft cube
Range: Originates from caster
Duration: 8 hours (triggered)
Cost: 8 (rote), 10 (improvised)
Spellcraft DC: 10 (rote), 15 (improvised)

When you cast the spell a 20ft cube around you becomes alarmed against unwanted intrusion.
You determine what size or type of creature triggers the alarm. For example, you can have the
spell ignore anything of small size or smaller, or only react to women, or tigers, someone not
wearing a particular uniform or visible insignia or someone who doesn't speak an appropriate
word or phrase.

If you use Forces to cast the spell it produces an audible alarm with the sound of a bell that can
be heard up to 60ft away. If you use Mind then the alarm alerts you with a telepathic ping if you
are within 1 mile of the warded area.

Alter Aura
Arcanum: 1 Mind or 1 Prime (Initiate)
Potency: 1
Casting Time: 10 minutes
Area: Caster only
Range: Self
Duration: 8 hours
Cost: 5 (rote), 7 (improvised)

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Spellcraft DC: 10 (rote), 15 (improvised)

You change your aura, projecting whatever emotions or traits you desire and hiding your true
nature. You cannot change your aura's obvious type (it always looks like a mage's aura rather
than a vampire or werewolf's).

Alter Size
Arcanum: 2 Life (apprentice)
Potency: 2
Casting Time: 1 action
Area: 1 creature
Range: 30ft
Duration: Concentration, up to 1 minute
Cost: 7 (rote), 8 (improvised)
Spellcraft DC: 12 (rote), 18 (improvised)

You cause a living creature you can see within range to grow larger or smaller for the duration.
If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no
effect.

Enlarge The target's size doubles in all dimensions, and its weight is multiplied by eight. This
growth increases its size by one category – from Medium to Large, for example. If there isn't
enough room for the target to double its size, the creature or object attains the maximum
possible size in the space available. Until the spell ends, the target also 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 deal 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).

Variation (2 Death). Affects undead creatures.


Variation (2 Matter). Affects objects or constructs.

Analyze Life
Arcanum: 1 Life (initiate)
Potency: 1
Casting Time: 1 action

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Area: 1 creature
Range: 10ft
Duration: Instantaneous
Cost: 1 (rote), 3 (improvised)
Spellcraft DC: 10 (rote), 15 (improvised)

You learn the species, age and gender of a nearby living thing. You may identify supernatural
creatures (demons, vampires, werewolves) with this spell, but if you have never examined one
before, the spell tells you the species is "unknown." Sleepers, aware, scions and mages are all
detected as human.

Annihilate Matter
Arcanum: 2 Matter (apprentice)
Potency: 2
Casting Time: 1 action
Area: 1 object
Range: Touch
Duration: Instantaneous
Cost: 3 (rote), 4 (improvised)
Spellcraft DC: DC: 12 (rote), 18 (improvised)

You touch an object and do 2d6 force damage, ignoring its damage threshold (if any). If this
damage reduces the target's hit points to 0, the item disintegrates, leaving nothing behind, not
even dust. If the object is being held, worn, or carried by a target creature you must make a
melee spell attack against the creature's AC to activate this spell.

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