Professional Documents
Culture Documents
Survivor's Handbook
Survivor's Handbook
B
efore this tabletop roleplaying system came want to experience the New World as themselves. They will
to be, there was an idea. The idea to introduce high want to see what they would do should the world be reborn
fantasy into a modern, post-apocalyptic setting. from the Void. For those people, I have created this. The
The Inheritance Cycle by Paolini, the Witcher Survivor's Handbook, the Creature Compendium, and the
series by Sapkowski, and the game of the same name Game Master's Guide will allow everyone to write their own
by CD Project Red, The Stand by Stephan King, The story in the New World. Either in the form of a campaign
Road by McCarthy, Skyrim, and Fallout by Bethesda. These played with friends, a book written using the same techniques
great works inspired me and from this inspiration, the New I employ, or another medium. There is nothing I look
World was born. I began writing but quickly knew that I forward to more than seeing others forge their own journeys
wanted to do more than just write. It began with me throwing in the New World.
dice to determine the outcome of certain events, but as the
original draft underwent revision, I discovered Dungeons This rulebook is broken up into several parts. Below you
and Dragons 5E. It was the inspiration I needed. I studied its will find a short introduction that is meant for those with no
rules and soon protagonists had character sheets and monsters experience playing roleplaying games.
received stat blocks to represent them. Soon classes and rules The first section concerns itself with creating your
were developed until I had an entire system, built from the character. The chapters within it tell you exactly how to
ground up and custom-made to be played in the setting of a determine what you would be should the apocalypse occur
New World apocalypse. today. You can either play as yourself or make a character
Now I'm sharing this with you. The Saga is my passion. from scratch.
I want as many people to experience this world that I’ve The second part explains the rules of the game in detail and
created, this world that I hold so dear, as possible. Some may the third part concerns itself with the rules of spellcasting.
be content with following Astrid's story as it’s described in Finally, the Appendix contains some general information that
the “Saga of a New World” series of books, but others will needs to be easily accessible for your convenience.
Louis F. Krahn
Part 1 | Introduction
3
Introduction
T
he Saga of a New World roleplaying game is After the main parts, you will find a collection of
about how you would survive. supplemental material that all the other parts rely on.
What would you do if a magical fog were to swallow After the main parts, you will find a collection of
the world, disable your phone and transform you supplemental material that all the other parts rely on.
into a different being? What would you do if you Appendix A collects all the definitions of conditions that
woke up as an elf? These texts provide you with can affect you and others.
rules to answer that question. Appendix B provides a list of projects you can undertake in
your settlement.
Appendix C contains stat blocks for common vehicles
The New World you may find.
The rules in this book are tailored to represent the contrast
of the new world. They support a world where the weak are How To Play
crushed by mighty magic and those who wield such power
battle each other in a world that breeds chaos. There is no For those unfamiliar with roleplaying games, the general idea
Superman, nor a Tiamat to be found here. Just people. People is quite simple. You, the players, are the main characters of
that want to survive in a world that has become alien to them. the story, just like in a classic book or movie, only that unlike
You will not wield planet-shaking magic or face off against a in that medium there is no rigid plot. You can choose what
Demon lord so powerful he could end the world on his own. actions you take. The GM (Game Master) is the narrator.
You will fight for survival, gather allies and from the echoes They decide how the world reacts to your actions. Generally,
of the modern world, you will carve yourself a new domain. a game unfolds according to this pattern:
Or you will get your head smashed in with a baseball bat. 1. The GM describes a scenario.
Whichever comes first.
Like the opening shot of a movie, the GM describes
what you see.
Using These Rules
2. The players describe what they do.
The Saga of a New World Survivor's Handbook has
three main parts. You tell the GM what you intend to do. You can decide to
Part 1 is about creating your character. When you turn to do anything you want, as long as it seems physically possible
the next page you will find a step-by-step guide on how to in the context of the scenario. Your actions can hinder your
determine how you would wake up when the fog clears on agenda or progress it. What you do, is your choice.
that fate full morning of the 3rd of October. It describes the
3. The GM narrates the world's reaction.
rules associated with the new races, summarizes the abilities
you may have gained in classes, and gives you a framework for The GM then decides how the world reacts to your actions
how you will learn new skills and develop the ones given to per the rules of this book and their own best judgement. If an
you by your patron. It also includes descriptions of the most action can realistically only have one outcome (If you let go of
common items you may find on your journey. Many of the an apple it will fall to the ground), the GM simply describes
rules in part 1 rely on those in parts 2 and 3. what happens. If it's not clear what would happen, because
Part 2 details the rules of how to play the game, beyond two or more outcomes are realistically possible, dice are
the basics described in this introduction. It covers the thrown to determine which outcome occurs. For example, if
kinds of dice rolls you make to determine success or failure you try to shoot someone, there is a chance that you will miss
and further elaborates on the basic statistics you will find them. How high that chance is, depends on your skill (your
mentioned in part 1. to-hit bonus) and how good your opponent is at avoiding
Part 3 is all about magic. It describes the source and nature getting shot (their armor class). You roll a die and depending
of magic. How it works mechanically and the metaphysical on the result you hit or miss. Once the outcome is determined
phenomena these rules abstract. It includes descriptions of the either through logic or by chance, the GM narrates what
spells available to the people and monsters of the new world. happens and you can make your next choice s depending on
the outcome.
Part 1 | Introduction
4
Game Dice Specific Beats General
This book contains many rules that govern how the game
The game uses polyhedral dice with different numbers of sides plays. That said, many racial traits, class features, spells, magic
r digital versions of these dice. In these rules, the different items, monster abilities, and other game elements break the
dice are referred to by the letter d followed by the number general rules in some way, creating an exception to how the
of sides: d4, d6, d8, d10, d12, d20, and d100. For instance, rest of the game works. If a specific rule contradicts a general
a d6 is a random number generator that chooses a random rule, the specific rule wins.
number from 1 to 6, usually represented by a six-sided die in
the physical world. When you need to roll dice, the rules tell Round Down
you how many dice to roll of a certain type, as well as what Whenever you divide a number, round down if you end up
modifiers to add. For example, "3d8 + 5" means you roll three with a fraction, even if the fraction is one-half or greater.
eight-sided dice, add them together, and add 5 to the total.
Units of Measurement
Die Sizes Ranges, area sizes, and the like are all measured in meters.
In many cases, the game refers to a die size, usually in the One meter equals approximately 3 feet, however, to use maps
context of decreasing or increasing the size of a die. The size that are based on 5-foot grid squares with this system, a 5-foot
of a die is the number of sides it has. The die sizes used in this square is always considered a 1-meter square instead.
system are as follows, from smallest to largest: d4, d6, d8, d10,
d12, d20, d100. When a feature tells you to increase the size
of a die, it means that you should take the die, and instead of
Survival
rolling the die you are supposed to increase in size, you roll A Saga of a New World roleplaying campaign consists of
the next one on the next higher one. For example, a d10 when you, a group of people surviving the magical apocalypse and
increased in size becomes a d12. Conversely, when a feature facing the challenges your GM presents to you. Just like in our
tells you to decrease the size of a die, you use the next smaller world, everyone living in the Other World is unique and so
die. If a feature tells you to decrease the size of a d4, simply each and every transformation will be unique.
use 1 instead of rolling a die. In addition to any skills you have on your own, you will
gain a unique set of abilities from your patron. You are
Advantage and Disadvantage unique, but no matter what skills you have or receive, you will
Advantage is granted when a certain circumstance makes not be able to face every challenge without failing. Every race,
success much more likely. For example, if an opponent is every class, and every person has strengths and weaknesses.
unaware that an attack is being launched against them, they To you, some challenges will seem trivial, while to others you
won't try to evade or block it in any way, making it a lot easier will be a trivial thing to destroy. To succeed you will have to
to hit them. If you have advantage, you roll an additional die rely on your allies and companions: your fellow survivors.
and take the highest result from the dice rolled. Together you can cover your weaknesses and face down
You have disadvantage on a roll if some sort of (almost) any foe.
circumstance makes failure much more likely for you. For The challenges you face will largely depend on where in
example, if an enemy is invisible they become much harder to the world you are. Creatures were not placed completely
hit, even if you know their approximate location, thus your randomly by the Fog. Even though the Other World doesn't
attacks against them have disadvantage. match our own world’s topology, creatures were only placed
If more than one circumstance would grant advantage or in biomes geologically similar to their own, with certain
impose disadvantage on a roll, you don't roll more than one continents on the other world being connected to certain
additional d20. If two favorable situations grant advantage continents on our own. Only creatures that were present on
on your attack roll, for example, you still roll only one the continent your continent was connected to will show up
additional d20. around you after the fog. The SoaNW base game, just like the
If circumstances cause a roll to have both advantage and book series, is set in Europe. The races you find in the table
disadvantage, they cancel each other out and you roll one in the chapter on creating your character are those that could
die. Even if there is a situation where several circumstances be found in Verold, the continent Europe was connected to.
would inflict disadvantage, but one would give advantage, you Traveling and migration were not unheard of in the other
still only roll one die. The same goes if several would grant world, which is why you will find dark elves or night imps
advantage, but one would inflict disadvantage. When you in these regions, even though they are technically not native
have advantage or disadvantage and a spell or ability allows to Verold. However, you will find no lizardfolk in Europe or
you to reroll or replace the d20, you can reroll or replace only monsters that are only found in the deep, damp rainforest, or
one of the dice. You choose which one. scorching desert (and thus no statistics for them in this book).
Part 1 | Introduction
5
Chapter 1: Step
tep-By-Step Character Creation
T
he first step in playing an adventure in the As you start using this new smartphone you will slowly
New World is to create a character of your own. To explore all the features it has to offer and the apps the
this end, you will either create a completely fictional previous user installed. You will also build on this base by
character from scratch or determine what you installing apps of your own.
would become if the fog descended upon our world. You are not inside your patron's body and are not sharing
it with remnants of their soul. The Void simply created a
Your Transformation replica of their physical form to accommodate the changes the
When the fog envelops Earth, the world as we know it (the connection made to your soul, which is also why you retain
Old World) ceases to exist. While you are in the Void, you most of your looks if your patron was human.
will connect with another creature. This person is referred
to as your patron. Your patron will impart onto you’re Creating a Character
their physical capabilities. You will remain yourself. Your This chapter will guide you through the process of creating a
personality and memories will not be altered however, your character to play this role-playing game. However, before you
body will be changed and, if your patron is not a human, jump into step 1, consider who you want to play. In Saga of
certain natural tendencies of your new species will be a New World, you are encouraged to play yourself. Meaning
forced on you. that your skills and the equipment you have access to
In addition to your patron’s physical properties and abilities determine how your new life starts. What will you be doing
(which include mental abilities influenced by the body), when the fog comes? Are you and your friends on their way
you will receive their ingrained knowledge. Memories are to a well-deserved vacation? Are you at home on your family's
encoded in a way unique to every soul and you will only farm? Work with your GM to determine how your adventure
receive glimpses of your patron's memories in dreams as your starts and whether you want to play as yourselves, someone
soul overwrites them with your own experiences. else, or maybe even people from the Other World that were
However, ingrained knowledge is something else. It transferred to earth during the fog.
includes things like how to walk, how to ride a bicycle,
and how to cast a spell. It is everything that requires little Finding Your Patron
conscious effort on your part to execute but is not instinctual. Just as important is to consider how you will create your
Even though you receive this ingrained knowledge with your new character. Once you have decided how you want to start
new body, you will not know how to access it. You first need the game, follow these steps in order, either rolling on the
to actively try to use it. As time passes and you fight, survive, provided tables to randomly determine your patron's traits or
and gain experience, you will slowly gain access to more and manually selecting what you want.
more abilities as you become more familiar with your body. Your patron is chosen through a combination of pure
To make this a little easier to understand, imagine you chance and your own personality. A creature's ancestry
just received a used smartphone. This smartphone is your influences who they are with natural tendencies and instincts,
body. Its cameras are your eyes. They determine what you see but has very little bearing on their actual personality and
and how you see it. The photos and files (memories) on the who they want to be. This is why your species, ethnicity, and
phone are encrypted and you can only access them with the gender are determined randomly.
biometrics of someone else, which are impossible to obtain. After randomly determining your species and gender, you
As you delete and overwrite them you may accidentally access will choose a class. A creature's desires and personality shape
parts of them, but you will never be able to read them all. the decisions it makes in life. Classes are abstract summaries
This used smartphone also has a lot of apps (ingrained of a creature's skills. Since your patron will most likely have
skills) already installed on it. Some you immediately recognize character traits similar to your own, you will most likely
and open. These would be things like the app that lets you receive a patron with a class that appeals to you.
walk, or the one that lets you manipulate your hand. Others Throughout this section, the term character sheet is used
are a bit more complicated and will either require more time to refer to whatever you use to track your character, be it a
or a sort of push that unlocks them. This includes apps that let formal character sheet, some form of digital record, or a piece
you cast spells or perform complicated combat maneuvers. of paper. An official Saga of a New World character sheet is a
good place to start so that you don't miss anything and all the
information is in a well-organized and accessible format.
Special Species
Species with special rules concerning character creation are
described here.
Human. Staying human causes you to retain your gender
and most of your looks, but your body still changes to match
your patron's capabilities. For example, if you are a skinny
woman and your patron is a buff male barbarian you will
remain a woman, but your body will become more muscular
to accommodate your patron's capabilities. You will essentially
become a female version of your patron. You may receive a
few physical traits from your patron, especially if your patron
is very different from you physically.
Wildling. Wildlings are an acquired species, meaning that
their features are applied on top of another species'. Roll on
the Species and Gender table again until the result is either
Dwarf, Elf, Giant, Human, Kobold, Fairy, Harpy, or Merfolk
to determine the species, ethnicity, and gender that the
wildling traits are applied to. If the result is Human, roll a d8
(1-4 Male, 5-8 Female) to determine your gender.
Part 1 | Step-By-Step Character Creation
9
Armor Class. Your Armor Class (AC) represents how short description of each. Decide which appeals to you the
good you are at avoiding attacks. It is determined by adding most. This is the class your patron will most likely have and
your Dexterity modifier (see step 4) to the base armor thus the one you will start as. If you are unsure which class
class determined by your species. See the section on armor would suit you best, all ethnicities are predisposed to one
in chapter 4, Equipment to see how armor affects your or two classes or subclasses. Since most members of that
armor class. ethnicity are members of these classes, choosing one of these
Speed. Your speed is the distance in meters that you can is always a sensible choice, as long as the lifestyle offered by
move in a round (about 6 seconds). these classes would not seem anathema to you.
Hunger. Whenever you rest, you must expend a certain Complexity refers to how many different choices a class
amount of rations detailed in your species’ description provides in terms of how it is built and how much a player
under Survival. has to keep in mind while playing this class. A low complexity
Special Traits. Your character's species and ethnicity grant class is rather simple to build and play, while a higher
special traits, such as special senses, proficiency with certain complexity class generally provides more options and choices.
weapons or tools, proficiency in one or more skills, or the A class' complexity has no bearing on its power.
ability to use minor spells.
Record the traits granted by your species on your character Read the Class Description
sheet. Be sure to take note of your species' senses, base health, Once you have decided on which of these classes would fit
and base speed. Especially at level 0, before you unlock the you best, read its description in chapter 3 to get an idea of
first features of your patron's class, these traits define your what that class can do and how you should assign your Ability
capabilities. Scores in step 4.
Alignment Predisposition
These instincts are part of your biology and constantly nudge
you towards a certain behavior and alignment, but they never
control you. Most humans feel lust and are attracted to other
humans, however, they are never forced to act on this lust.
Giving in to it in any way is always a conscious decision, be it
in a good and productive, or a destructive way. For example,
elves don't instinctively feel empathy towards non-elf
creatures. However, that does not mean that they can't decide
to empathize with the plight of others anyway.
Part 1 | Species
14
Class Predisposition
Your species will affect your class choice later. Most species
Species Traits
have certain ability score improvements and traits that The description of each species includes species traits that are
synergize with certain classes. Many species also have certain common to members of that species. The following entries
classes that they prefer and that members of that species or appear among the traits of most races.
ethnicity are simply more likely to choose as their vocation. Ability Score Increase
You do not need to pick one of these classes, they are just Every species increases or decreases one or more of a
what a member of that species would most likely be. survivor's ability scores.
Each species' description in this chapter also includes Health
information about their tendencies and instincts. Every species has a certain toughness that their physique
determines, called their health. Your health consists of Hit
Acquired Species Dice and Hit Points, which are recorded here.
In some cases, magical effects can alter your form utterly. Vitality
Acquired species are less species in and of themselves, but Every species has a certain endurance that their physique
more modifications that are applied to a creature through determines. Your Vitality Dice and Base Vitality Points are
some sort of transformation or the circumstances of their recorded here.
birth. How exactly such a species can be acquired varies. Size
A creature that is applied an acquired species retains all Individuals always vary in size, but always stay within a
features granted by its normal race unless the acquired species certain range that is determined by your species. Your Base
specifically states that it loses a trait or capability granted by Armor Class and any special rules that apply to you because of
its species. The traits detailed in the acquired species are then your size are detailed here.
added on top of those provided by the base species. Speed
An acquired species is sometimes applied after a disease- Your speed determines how far you can move when traveling
like transformation period. Unless stated otherwise, the rules (chapter 8, Adventuring) and fighting (chapter 9, Combat).
that apply to diseases also apply to these transformations. As Age
such, a creature that is immune to disease is immune to these The age entry notes the age when a member of the species is
disease-like transformations. fully grown, as well as the species' normal lifespan without
Most acquired species are limited to certain base species magical interference. This information can help you decide
and can only be acquired by those species. Any limitations are how old your patron is and thus how old you will be. You
listed in the description of the transformation. Only a species can't know your patron's exact age, however, you can use
that is a valid target for the transformation effect can have it as an explanation for some of your ability scores. For
that acquired species applied to it. example, if you have a young or very old patron, your new
Instead of severity levels, a transformation has stages. These age may explain a particularly low Strength or Constitution
stages culminate in the final transformation. score, while your patron's long life could account for high
Unlike a disease, a transformation is not cured but Intelligence or Wisdom.
ended. It ends when the transformation completes. Most Predisposition
transformations can also be ended by Greater Cure (Channel Every species has certain tendencies and instincts that nudge
Life V), or another effect detailed in its description without them towards certain behaviors or alignments and even
being completed. When it ends, any effects the disease-like specific classes. All of a species' instincts, tendencies, and class
transformation applies to a creature are removed and, if the preferences are summarized in this this section.
transformation is ended because it reached its final stage, Survival
the creature permanently receives the traits granted by the Every species has different needs. How much you have to eat,
acquired species now applied to it. what you can eat, when you start to starve, and how long you
need to sleep are all detailed here.
Ethnicities
All species have traits caused by their genetics, however, their
society and place of origin also influence their capabilities
and cause some minor genetic differences. These differences
caused by culture are summarized as ethnicities. Members of
an ethnicity have the traits of the parent species in addition to
the traits specific to their ethnicity.
Part 1 | Species
15
Short
Dwarves are short. They might be slow and run out of
breath quickly, but anyone who mistakes their small form
for weakness will be surprised, for it is in fact one of their
greatest advantages. A strong and heavy dwarf can use their
low center of gravity to throw others over their head or pull
them down with their own mass. A thin and quick dwarf on
the other hand can quickly outmaneuver others and even
use the bulk of other creatures to disappear. Aside from that,
very little can be said about dwarves in general as dwarven
communities living in different environments have developed
vastly different physiologies.
Dwarven skin colors range from dark brown to pale white
and both their hair and eye colors are just as diverse. Both
male and female dwarves grow thick facial hair. However, the
Dwarf maximum length of this hair for female dwarves is limited to
a length of a few centimeters, while that of the males grows
Ludwig's eyes snap open. He can feel the cold
perpetually.
ground against his back. His body feels stiff and numb. The sounds
of the buzzing insects and chirping birds sound distant at first but
quickly come into focus. The shirt that fit perfectly when he fell
Tremor Sense
unconscious is now both too loose and too tight at the same time. Dwarves have relatively bad eyes. Many of them are near-
His eyes are closed, yet somehow he feels the world around him. His sighted and those who are not have their perception limited
by their own cumbersome build and poor peripheral vision.
palms are pressing against the ground and through them, he senses
The dwarven sense of smell is perhaps the worst of any
a mouse race through the grass a few paces away. He opens his eyes. humanoid, also limiting their ability to differentiate between
The world is a flash of white, before his eyes rapidly adjust to the many flavors.
brightness of day. As Ludwig sits up he notices that his body feels Their hearing is average, if perhaps a bit on the poor side
much thicker and heftier than before. He also notices that his hair too. However, dwarves have the unique ability to sense
has increased in length and a thick beard covers the lower part of vibrations. As long as their hands or feet are in contact with
his face. Yet at the same time, he can feel the unfamiliar weight of the ground they can not only feel the presence of, but also
the exact location of anything no more than a few paces
breasts on his chest.
away. The limited range of this capability is just far enough
to encompass most rooms or underground tunnels. Wearing
— Ludwig's awakening in the New World
shoes does not prevent the use of this ability, but the more
padded the footwear, the more inaccurate this sense becomes.
Short, vindictive, and highly resistant to toxins of any kind,
Similar to how wearing earmuffs inhibits one’s hearing. Most
dwarves can survive even the most adverse conditions. Their
dwarves thus prefer to go barefoot wherever it is viable to do
physiology varies wildly between ethnicities.
so and when it’s not wear thin and hard-soled shoes.
Part 1 | Species
16
SHORT. INTELLIGENT. TOUGH.
Slow Growth
Dwarves have a gender ratio of one to one, with the only
exception being the mountain dwarves where seven out of
eight children are female. Dwarven fertility is limited by the
exceptionally long menstruation cycles of female dwarves,
with around four months between every period. A pregnancy
takes about 12 months.
Dwarves are born small, even for their short adult size.
This makes pregnancy and birth a relatively painless affair for Dwarf Features
female dwarves but makes the small dwarves very vulnerable. As a dwarf your short body and stout form grant you several
They are born blind and bald. Only after a few months natural abilities.
do they even gain the ability to open their eyes and after
about 4 years they gain the ability to walk. After that initial, Physique
exceptionally difficult phase of early childhood dwarves Ability Score Increase. Your Intelligence score increases by 1.
develop rapidly and reach physical maturity around the age of Ability Score Decrease. Your Wisdom score decreases by 1.
twenty. They can live to be around 200 years old. Size. Dwarves are from just under 1 meter (3 feet) to around
1.5 meters (5 feet) tall. Your size is Small.
Built for Resilience Encumbrance. Your maximum encumberment equals your
Strength score multiplied by 2.
Just like the dwarven physiology varies greatly between Base Armor Class. 12
cultures, so does what their bodies are built for. However, Speed. Your speed equals 8 meters (25 feet)
there are two things all dwarves are known for. Age. You reach physical maturity around 20 and can live to
The first is their resistance to toxins. The dwarven body is be up to 200 years old.
extremely resistant to poison of any kind, allowing dwarves to
settle in places deemed uninhabitable by others. The ability to Health
outright ignore weaker toxins also allows dwarves to eat most Hit Dice. Your Hit Die is a d6. You start at 0th level with
plants too poisonous for anyone else, or those grown from 2d6 and gain an additional d6 every level.
poisoned soil. Hit Points at 0th level. 7 (or 2d6) + your
The second is their resistance to pain. Dwarves seem to Constitution modifier.
experience pain differently from most races. While it is an Hit Points at Higher LeveIs. 4 (or 1d6) + your Constitution
unpleasant sensation, it does not seem to disable them, like it modifier every level after 0th.
does other races. For example a dwarf that has broken a rib
will not stop breathing to ease the pain, but simply accept it. Vitality
Vitality at 0th level. 7 (or 2d6).
Conservative Creatures Vitality at Higher LeveIs. 4 (or 1d6) every level after 0th.
Dwarves are like stones. They resist change that is not on Survival
their own terms and are hard to damage. However, any mark Night's Rest. Sleep for 8 hours and expend 2 rations to gain
made upon them will remain forever. They have excellent the benefits of a night's rest.
memories and have little difficulty committing complex Long Rest. Spend 7 days performing light activity and
patterns to memory. They rely on logic and planning to expend 14 rations to gain the benefits of a long rest.
outwit their foes and are their strongest when faced head-on. Nutrition. You are an omnivore and require a diet that
Perhaps because of their own limitations, almost all dwarves includes both meat, fruits, and vegetables. You cannot survive
despise trickery and deception (it is after all something that is on any one food source (without serious illness).
very effective against them). Their good memory means that Hunger. You may begin a rest without expending rations
a dwarf will rarely forget something that seemed particularly from your inventory. If you do, increase your hunger by an
unfair to them and may seek revenge many decades after amount equal to the rations not expended. Refer to the Dwarf
the fact. These grudges are notorious and are often passed Starvation table to see at what hunger level you gain what level
down through generations. Many dwarven families define of exhaustion (see the condition).
themselves by the grudges they keep and the wrongs against
them they righted over the centuries. Dwarf Starvation
Dwarves have an innate tendency to form incredibly strong
Hunger Exhaustion Hunger Exhaustion
bonds, both with other people, objects, and even routines.
Once they have discovered something they like (which can be 5 Level 1 36 Level 4
a partner, a specific kind of food, or any other pleasure), they 20 Level 2 44 Level 5
embrace it and will have no desire for anything else or new. 28 Level 3 60 Level 6
Part 1 | Species
17
Predisposition Halfling
Dwarves tend to form strong bonds and dislike trickery, Halflings are the most nimble, charismatic, and bravest of the
nudging you towards the lawful alignment. Dwarves feel dwarves. Most halflings have brown or pale skin.
very little natural empathy, yet at the same time tend to Halflings benefit and suffer from a body built for agility.
prefer working with others, causing you to lean towards the They stand around 1 meter (3 feet) tall and have slender
neutral alignment. figures. This, combined with the general increase in reaction
times being small provides, makes them particularly quick and
Special Traits nimble. Despite their small size and lack of both strength and
Dwarven Resilience. You have advantage on saving throws toughness, halflings have a reputation for being confident.
against poison, and you have resistance against poison Some would even call the fearless. Yet they are not stupid.
damage (explained in the Combat section). Halflings know that they are fragile and rely on the fact that
Tremorsense. You have the ability to detect creatures by the their small and thin form makes it easy to hide. Their dislike
vibrations they create in the ground upon which they tread. for stealth and trickery only exists when it’s not them using it.
As long as you are in contact with a solid surface, any creature In the Other World, halflings live in or near lightly forested
in contact with the same surface no more than 10 meters (30 areas. They build their homes into the ground and set up
feet) away is revealed to you. elaborate farms. Grapes, hops, and similar vine-based plants
Ethnicity. Your patron's ethnicity determines their are their specialty, as these plants can grow big enough
looks, physiology and culture. Choose one from the to provide halflings working the fields cover from flying
options provided. predators, but never reach sizes too big to harvest easily.
Halflings are known for two things: alchemy
and elaborate parties. While their brethren in
D E
warven thnicities the mountains refined the art of metallurgy,
Dwarves prefer not to travel and simply wish to be left they instead adapted the knowledge their
to their own devices. This has caused large differences to ancestors stole from the crones to work with
evolve between dwarves of different lifestyles and cultures. what could be gathered in their own lands.
Two kinds of dwarves live on Verold; the halflings and the Plants were cultivated and alchemy developed.
mountain dwarves. If your patron cannot be identified as While other races have discovered the craft for
one of the listed, for example, because their parents themselves as well, halfling alchemists remain
were not of the same sub-race, choose the Variant its undisputed masters.
Dwarf option. All who interact with halfling communities
note their love of life and upbeat attitude.
The arts are well respected among them
and their culture places a heavy focus
on everything from literature to
painting and singing. Their love
for art also seeped into their
alchemical practice and led to the
Mountain Dwarf development of the magical tattoos
that now define the practice.
Part 1 | Species
18
Ability Score Increase. Your Dexterity score increases by 2 the inside of their fortresses. Dwarves stole the secrets of
and your Charisma score increases by 1. witchcraft from the crones and the clans in the mountains
Predisposition. Most halflings are bards or witches of the refined the secrets their ancestors obtained by making use of
alchemy coven. the quality metals they had ready access to. The clans have
Alchemy Ancestry. At 1st level, you learn the Infuse Formula guarded the knowledge they gained jealously ever since, only
I alchemy formula. If your class gives you access to formulas, ever trading secrets with other dwarves and even then only in
you instead learn an additional formula. exchange for equally valuable knowledge. While other races
Brave. You have advantage on saving throws against have also learned the art of enchanting by now, the mountain
being frightened. dwarves remain its undisputed masters.
Halfling Nimbleness. You can move through the space of Mountain dwarves live as clans, with every clan claiming
any creature that is of a size larger than yours (medium or a fortress. They keep an eye on the surrounding lands, but
bigger) and share a space with it. While you are sharing generally tolerate smaller non-dwarven settlements, as long as
your space with a creature that is of a size larger than yours they are willing to trade and do not attempt to interfere with
and not wearing medium or heavy armor, that creature has dwarven business. Each clan has a so-called Wall of Grudges,
disadvantage on attack rolls against you. You may make where every slight done to the clan is hewn into stone or
opportunity attacks against creatures leaving your space. metal so that it may be never forgotten.
There is a strict divide between men and women in
Mountain Dwarf mountain dwarf society. Women are expected to master the
Mountain dwarves are the strongest of their kind. art of enchanting magic and after reaching a
Most of them have pale skin and either light brown, certain level of skill are forbidden from leaving
blond, or red hair. their fortresses, lest they be kidnapped or
Mountain dwarves benefit and suffer from a body captured. Male dwarves usually become soldiers
built for toughness. They have a short and stout and leave the hold to enforce dwarven interests
physique, standing between 1 and 1.5 meters tall abroad, when necessary. At least they used to.
(between 3 and 5 feet). With broad shoulders, swole After the dwarven intervention in the Avalanche
arms and legs, and usually broad and massive bodies, Pass, the Destroyer cursed the mountain dwarves
they are made to weather anything. From poison with the elves. Now only one in eight children is
to physical trauma, a mountain dwarf will remain a boy, severely limiting their military might.
unimpressed by almost anything thrown at them; they Ability Score Increase. Your Constitution
are as hard and unyielding as the lands they live in. score increases by 2 and your Strength score
As the name implies, mountain dwarves build their increases by 1.
homes in mountains and caves. As dwarves require Predisposition. Most mountain dwarf females
no sunlight to survive, they rarely need to leave their are witches of the forge coven, while most
underground homes, where they are protected from mountain dwarf males are fighters.
most threats. Many mountain dwarf clans rely on Dwarven Armor Training. You have
trade to sustain themselves. From clay, copper, iron, proficiency with light and medium armor.
and stone they forge items both magic and mundane Stout. Your bulk increases the amount of
to trade for food and other products difficult to obtain from rations you need to consume every day to survive by 1. You
require 3 rations to complete a night's rest and 21 to complete
a long rest.
Strong. You are considered medium when determining the
weapons you can wield. You are considered medium when
determining the weapons you can wield. Your maximum
encumberment equals your Strength score multiplied by 4
Halfling (instead of 2).
Slow and Steady. Your bulk and low center of gravity make
you hard to knock around. You have advantage on saving
throws against effects that would knock you prone or move
you against your will.
Variant Dwarf
While most dwarves find great comfort in the known, a
few do prefer to travel and mingle with clans from different
regions with different lifestyles. The most common source
of interbreeding between clans comes from purposeful
exchanges where men are traded between different clans to
prevent inbreeding. Many halflings also decide to travel north
to their mountain kin to 'help' with their curse. Of course,
these offspring are then affected by it as well but the halfling
bards are nevertheless almost always well received. Dwarves
of mixed blood have a reputation for being even tougher
than their kin.
Ability Score Increase. One ability score of your choice
increases by 2 and another ability score increases by 1.
Multiethnic Toughness. Your hit point maximum increases
by 2, and it increases by 1 every time you gain a level.
Part 1 | Species
19
TALL. FAST. FEARLESS
Part 1 | Species
20
Long Lives of Violence
Elves have an extremely skewed gender ratio where seven
out of eight children are female. Both male and female elves
are attracted to physical fitness, speed, and combat prowess.
Female elves heavily favor males more proficient in combat
than themselves, something they test in mock fights against
potential partners.
Unlike those of most races, female elves don't have a monthly
menstruation cycle. Instead, only an orgasm will cause an egg Flexible Adventurers
to be released and immediately fertilized. A pregnancy takes at Like the branches of a young tree, elves tend to be flexible.
least 16 months. If the mother enters a state of intense stress They bend easily and snap back into form just as quickly.
and/or hunger, and no more than 11 months have passed They are restless and in constant search of something to do,
since inception, the fetus enters a sort of hibernation, during however, few things can retain their attention for long before
which it stops growing. It remains this way until the woman they move on to the next distraction. By nature elves value
spends a week in a calm, well-nourished state. their freedom highly and are naturally drawn to things that
Elves are born gaunt and vulnerable and grow slower than guarantee it. Magic or martial arts are prime examples of such
humans. For at least the first two years they rely entirely on things. As predators, elves have no natural sense of empathy
their mother for sustenance, before they can start eating solid towards non-elves (though most elves do emphasize with
food. Most elven children learn to walk at the age of three. At other creatures by choice). This, coupled with their natural
this stage of their lives, they share their parent's vulnerability individualism, causes many elves to adopt a careless, selfish,
to starvation but lack their resistance to infection until they and arrogant demeanor. Some speculate that it is because
reach full maturity. of this lack of empathy and natural individualism that elves,
As children, elves can have a wide variety of hair colors, despite being very emotional creatures, are so resistant to
ranging from pitch black to dirty blonde. However, when they magic that manipulates emotions.
mature neither gender gains more or new hair. Instead what
they already have turns a pale white. Most elves start off with
only a few white strands in puberty and finally receive entirely Elf Features
white hair by the time they reach full physical maturity at As an elf, your special senses, fast metabolism, and
the age of 30. pronounced hunting instinct grant you several natural
Elves that survive their childhood can look forward to abilities.
lifespans of up to 300 years.
Physique
Built for Performance Ability Score Increase. Your Dexterity score increases by 2
and another ability score of your choice increases by 1.
Elves benefit and suffer from a body built for performance. Ability Score Decrease. Your Constitution score
They only need 4 hours of sleep a day and their aggressive decreases by 1.
immune system makes them all but immune to mundane Size. Elves are from just under, to well over 2 meters (6
infections. While their bodies are relatively fragile, their feet) tall and have slender builds. Your size is Medium.
aggressive immune system is too much for most diseases Encumberment. Your maximum encumberment equals
to overcome. Instead of growing fur or insulating layers your Strength score multiplied by 4.
of fat, the elven body adapts to changing environments by Base Armor Class. 10
aggressively regulating its body temperature. This makes Speed. Your speed equals 10 meters (30 feet).
them highly resistant to environmental effects. All of these Age. You reach physical maturity around 30 and can live to
features require a lot of energy and because of them, elves be up to 300 years old.
are ravenous creatures that require massive amounts of food
to sustain their insatiable metabolism. Especially because Health
their slender forms can't contain much in the way of energy Hit Dice. Your Hit Die is a d8. You start at 0th level with 2d8
reserves, they need a constant supply of protein and calorie- and gain an additional d8 every level.
rich food. Fruits and vegetables can stave off starvation but Hit Points at 0th level. 9 (or 2d8) + your
only meat will properly fill them. Constitution modifier.
Should an elf not fully sate their body's needs, they will find Hit Points at Higher LeveIs. 5 (or 1d8) + your Constitution
that all those wonderful benefits their bodies provide them modifier every level after 0th.
disappear and leave them as stumbling skeletons. Starvation is
an elf's greatest enemy and it is indeed a formidable foe. It is Vitality
the reason that, despite their long lives, few elves make it past Vitality at 0th level. 9 (or 2d8).
their first century, as they either die of starvation or in battle Vitality at Higher LeveIs. 5 (or 1d8) every level after 0th.
trying to secure their survival.
Part 1 | Species
21
Survival Infravision. You can see in dim light, darkness and absolute
Night's Rest. Sleep for 4 hours and expend 4 rations to gain darkness within 30 meters (90 feet) of you as if it were bright
the benefits of a night's rest. light and camouflage, smoke and fog do not impede your
Long Rest. Spend 7 days performing light activity and vision. You can't discern color in darkness, smoke, or fog,
expend 28 rations to gain the benefits of a long rest. only shades of red and are unable to see the color red outside
Nutrition. You are a carnivore and as such can survive of your infravision. You cannot learn to read any language
exclusively on meat. You gain some nourishment from fruits you didn't know before your transformation, except Elvan,
and vegetables but cannot survive on them indefinitely and can't use non-elvan skill books.
(without serious illness). Resolute. You have advantage on saving throws against
Hunger. You may begin a rest without expending rations being charmed.
from your inventory. If you do, increase your hunger by an Ethnicity. Your patron's ethnicity determines their looks
amount equal to the rations not expended. Refer to the Elf and culture. Choose one from the options provided.
Starvation table to see at what hunger level you gain what level
of exhaustion (see the condition).
Elf Starvation
Elven Ethnicities
Different circumstances have resulted in natural and social
Hunger Exhaustion Hunger Exhaustion
adaptations in elves separated by time, space, and culture.
5 Level 1 36 Level 4 If your patron cannot be identified as one of the listed, for
20 Level 2 44 Level 5 example, because their parents were not of the same sub-race,
28 Level 3 60 Level 6 choose the Common Elf option.
Dark Elf
Part 1 | Species
22
under the Confederation's rule secretly pass on their arcane a sort of population exchange occurred. Male dark elves
ways to their offspring. traveled north to escape their more matriarchal society to find
Predisposition. Most high elves are mages of the school easy love, while especially female common elves sought to
of the path. escape their perceived 'repression' in the new Confederation
Elven Weapon Training. You have proficiency with the and find husbands with the dark elves both in the south or
longsword, shortsword, spear, and glaive. across the sea. This caused the curse to spread, as a male elf
Fleet of Foot. Your base walking speed increases to 11 carrying the iceborn curse can still normally sire male children
meters (35 feet). with an uncursed woman, but most girls born from that
High Elf Acclimation. While not suffering from starvation, union will suffer the effects normally and boys will spread it
you treat cold weather as though it were pleasant and freezing further. Today there exists only a small enclave of isolationist
cold as though it were cold weather. dark elves that remains unaffected.
Predisposition. Most dark elves are mages of the school of
Dark Elf the scholar.
The dark elves are the smallest and most intellectual of the Elven Weapon Training. You have proficiency with
elves. In addition to slim bodies, they have uniform grey-black crossbows, the shortbow, and the longbow.
skin. Their slender bodies are designed to survive with less in Survive on Less. Your daily ration consumption
inhospitable desert environments. decreases by 1.
Dark elves inhabit the deserts of the deep south, where Dark Elf Acclimation. While not suffering from starvation,
they lived in large cities. They were known for seeing magic you treat scorching heat as though it were pleasant and do
more as a science than an art. A subject to be understood fully. not require an increased amount of rations when traveling in
When the Destroyer rose, the dark elves that inhabited the desert environments.
cities near the coast were already at war with the orcs in the
steps. They knew many in their human populations would Common Elf
rebel against them when the human forces finally reached The common elves are the most common elves. In addition
them. Most dark elves abandoned their cities, ransacked their to slender forms, they have a golden hue to their skin. Their
massive academies, and either retreated into the mountains bodies are acclimated to a wide variety of adverse climates and
or left in a great armada towards their colonies across the sea. most of their ancestors are of mixed descent. Any elf without
A few of their city-states were taken over by a new, human a clear elven lineage is considered a common elf.
aristocracy that was later forced into the Confederation. The In Verold, most common elves can be found across the
eastern regions were quickly taken over by the orcs. After south and east of Verold and inhabiting the plains and
many years the dark elves that remained in their homeland lowlands there. It is here where high and dark elf populations
live as nomadic scholars that provide magical training and met as they expanded across the world. Their mixed offspring
assistance in exchange for supplies. proved to be better adapted for these regions than any of their
The dark elves were originally not affected by the iceborn 'pure' ancestors and eventually turned into their own entire
curse, however, when news of that fact reached the north, culture that spanned the south. The mixed heritage of these
elves also shows in the arcane techniques they developed.
The mage school of the warrior has martial aspects like the
school of the path favored by the high elves but relies entirely
Common Elf on magic for both defense and offense, like the school of the
scholar favored by the dark elves.
The southern regions of Verold are also where the lich
known as the Destroyer first emerged and began his decade-
long campaign to dismantle the elven republics. At that time,
the two largest common elf city-states were embroiled in
a war. Their armies relied on conscripted human peasant
infantry to act as meat shields for the elven mages among
them. As casualties mounted the resulting dissatisfaction
among the human troops provided the fledgling slave
rebellion with the room it needed to grow and depose
the elves at its helm. With their republics smashed, many
surviving elves of the south integrated into the new societies
built by their former serfs but never lost the traditions that
define their culture and history. Many of them created
sprawling criminal underworlds. After many years of being an
open secret, these elves' arcane traditions have seen a massive
revival, as many governors have started using common elves
extensively as magic support for their militias to cut off their
reliance on the Association of Mages.
Predisposition. Most common elves are mages of the school
of the warrior or spellblade rogues.
Elven Martial Training. You gain proficiency with two non-
firearm weapons of your choice.
Universal Acclimation. While not suffering from starvation,
you treat scorching heat as though it were pleasant. You also
treat cold weather as though it were pleasant and freezing
cold as though it were cold weather.
Part 1 | Species
23
Big and Tough
Giants have a large and bulky physique that is accentuated
by their stocky builds and powerful limbs. Fur coats their
shoulders and extends down their upper back. Their leather-
like skin, strong bones, and the thick, fatty muscle tissue that
spans them makes giants incredibly resilient. Both to damage
and the elements. Depending on the environment they live
in giants may have further adaptations to resist both freezing
cold and scorching heat. The natural resilience a massive body
provides comes with the disadvantage that this bulk is hard
to move quickly with precision and giants often have trouble
performing tasks that require quick reactions.
Giants store their fat tissues in their muscles, meaning
that regardless of whether they train or not, the size of their
musculature increases the more they eat and deflates rapidly if
they start to starve.
Most giants are between 2.50 to well over 3 meters tall.
Male giants are substantially larger and stronger than their
Giant female counterparts and their heads are adorned by two horns
Kilian draws in a deep, heavy breath. His that protrude out to the sides, then twist to point upwards.
consciousness slowly expands through his body until he fills it
entirely. He can feel the hard asphalt against his back and slowly Slow But Smart
opens his eyes. He can see the blue sky above him. His head spins.
Giants have excellent low-light vision. Their eyes are
Suddenly a roar shakes him and turns his blood as ice. Instantly equipped with a reflective membrane behind their retina that
alert, the young man tries to sit up. His limbs move more slowly allows them to see in near absolute darkness, though only in
and sluggishly. He catches a glimpse of his own body. His skin is shades of grey. In bright light, they can see in full color and
now grey and he can feel a massive beard on his chin, as well as the high detail, but most giants have poor hand-eye coordination.
weight of two horns on his head. His clothes are completely torn, as They also generally don't absorb information very quickly.
he's grown to be massive. His grey arms are extremely muscular and However, once a giant has learned something, they will most
likely remember it perfectly even after a hundred years.
look a bit fat at the same time. He turns to look over his fur-covered
All giants prefer a slow, lumbering gate where they take
shoulder at the monster behind him. one small step at a time, a pace most giants can sustain for
— Killian's awakening in the New World hours. However, in combat giants will make full use of their
long legs and sprint at full speed. A giant can't maintain such
Big, strong, and tough, giants can eat grass and leaves in a sprint for long, but it makes them significantly faster than
addition to normal food and are naturally resistant to the most other humanoids and is a distinct advantage in combat.
ravages of nature.
Part 1 | Species
24
LARGE. TOUGH. STRONG.
Comfortably Lived
Giants are renowned for their lifelong commitment to Provoked Hostility
monogamy. Once a male and female giant have chosen each Giants are like trees. Steadfast, but when their wrath is
other, they remain faithful and devoted for their entire lives. incurred it comes swiftly and with the crushing force of
This is further strengthened once they have their first child a falling oak. They have no hunting instincts and have
together as they are rarely ever attracted to anyone else after a very strong sense of empathy. However, that does not
this point. If one partner passes away, the other usually does mean they are pacifists. Giants know that they are just as,
not seek out another mate, remaining loyal to their lost love. if not even more, dangerous than most other humanoids
Interestingly, female giants have a unique reproductive and will face what they deem a threat head-on. They have
cycle that occurs approximately every two months, but a natural tendency to meet other creatures they consider
without the occurrence of menstruation. If pregnancy does potential threats with intense hostility and displays of power.
not occur, the female's body reabsorbs the uterine lining. Intimidating a giant is almost impossible, as any show of force
However, if successful, pregnancy lasts for around nine will only harden the giant's resolve and increase the likelihood
months. Giants are born small, with short and stocky limbs, of provoking them into an actual attack. On the other hand, if
long bodies, and small heads. At this stage, their bones are a giant believes a creature is no threat they tend to treat them
still only half developed and almost gel-like. It is during their with kindness and tolerance.
first two years that they experience a significant growth
spurt, relying on their mother's massive amounts of milk for
nourishment. Giants reach full maturity around the age of Giant Features
20. At this point, male giants develop their signature horns, As a giant, your resilience and ability to eat greens grants you
which continue to grow throughout their lifespan, often several natural abilities.
requiring capping or cutting in later years. Both male and
female giants also grow coarse fur on their shoulders and Physique
back. A giant can live for around a century. Ability Score Increase. Your Constitution score
increases by 2.
Built to be Resilient Ability Score Decrease. Your Dexterity score decreases by 1.
Size. Giants are 2.5 meters (8 feet) to well over 3.5 meters
Giants benefit and suffer from a body built for resilience at (11 feet) tall and have stocky builds. Your size is Large. As a
the cost of speed. They require 10 hours of sleep each day. large creature, you can only wear large armor and may wield
Their massive bodies also require a good deal of energy to large weapons. Refer to the special rules on large equipment
sustain themselves. However, unlike most creatures, they (chapter 5) for details.
can gain sustenance from greenery. They can eat and digest Encumberment. Your maximum encumberment equals your
leaves, grass, and straw. A common food source not coveted Strength score multiplied by 8.
by most other intelligent races. Despite their ability to have Base Armor Class. 8
entirely vegan diets by eating nothing but greens and fruits, Speed. Your speed equals 12 meters (35 feet).
they can still supplement their food supply with meat should Age. You reach physical maturity around 20 and can live to
they choose to do so. be around 100 years old.
Part 1 | Species
25
Health Giant Starvation
Hit Dice. Your Hit Die is a d10. You start at 0th level with Hunger Exhaustion Hunger Exhaustion
2d10 and gain an additional d10 every level. 5 Level 1 27 Level 4
Hit Points at 0th level. 11 (or 2d10) + your
15 Level 2 33 Level 5
Constitution modifier.
Hit Points at Higher LeveIs. 6 (or 1d10) + your Constitution 21 Level 3 45 Level 6
modifier every level after 0th.
Predisposition
Vitality Giants naturally prefer to live freely and reject the rules of
Vitality at 0th level. 11 (or 2d10). others, causing them to favor the chaotic alignment. They
Vitality at Higher LeveIs. 6 (or 1d10) every level after 0th. tend to meet intimidation with violence and weakness with
kindness, leaning towards a neutral alignment as a result.
Survival
Night's Rest. Sleep for 10 hours and expend 3 rations to gain Special Traits
the benefits of a night's rest. Brave. You have advantage on saving throws against
Long Rest. Spend 7 days performing light activity and being frightened.
expend 21 rations to gain the benefits of a long rest. Darkvision. You can see in dim light within 20 meters (60
Nutrition. You are a herbivore, meaning you can survive feet) of you as if it were bright light, and in darkness as if
on only plant matter and may eat grass and leaves. You it were dim light. You can't discern color in darkness, only
require no daily rations during spring, summer, and autumn shades of gray.
as long as you make time to eat plants. You may consume Herbivore. You may eat lower-quality food and thus only
meat, however, you cannot survive on it exclusively (without require half as many rations as a comparable non-herbivore
serious illness). (already included in Survival). Resting during spring, summer,
Hunger. You may begin a rest without expending rations or autumn does not require rations as long as there is fresh
from your inventory. If you do, and there is no plant matter greenery to consume.
in the area for you to consume, increase your hunger by an Ethnicity. Your patron's ethnicity determines their looks
amount equal to the rations not expended. Refer to the Giant and culture. Choose one from the options provided.
Starvation table to see at what hunger level you gain what level
of exhaustion (see the condition).
Jotunn
Part 1 | Species
26
Giant Ethnicities ‘property’ rights and unless they are provided with a better
alternative will simply eat their fill from fields. Few are brave
Living in different environments has formed different enough to challenge a clan and most farming communities
cultures and caused certain adaptations and differences to simply pay them off with a great feast when they come by.
appear. There are two such sub-races on Verold. The Jotunn Ability Score Increase. Your Wisdom score increases by 1.
and the Orcs. Predisposition. Most jotunn are druids.
Freezing Cold Acclimation. You treat cold and freezing cold
Jotunn weather as though it were pleasant.
The jotunn are the largest and most attentive of their kind. Jotunn Fortitude. When you are reduced to 0 hit points
In addition to massive bodies, they have grey skin, brown or but not killed instantly, you can choose to drop to 1 hit point
blue eyes, and pale horns. Most jotunn are between 3 and 3.5 instead. You can’t use this feature again until you finish a
meters tall. night's rest.
In the other world, the jotunn travel across Verold and
even through the Deepwood as nomadic tribes. They spend Orc
the summers in the deep north and travel south into warmer The orcs are the most martial of their kind. In addition to
regions during autumn. Their clans usually move a little every powerful, stocky bodies they have thick, dark-brown skin,
day, eat grass, and flavor any local delicacies they can find. brown eyes, and brown horns. Most orcs are between 2.5 and
This way the group slowly travels thousands of kilometers 3 meters tall.
over the course of a year. As they pass through mountains In the other world, orcs inhabit almost all regions of the
they purchase magic items from the dwarves to trade along world, usually as small tribes. Their large size means that they
the way. The dwarves on the other hand use the jotunn needn't worry about flying predators and their constitution
clans as a shipping service. The goods will take a very long is perfectly suited for slow and steady fieldwork in the plains,
time to arrive, but since it takes an army to attack a clan of hills, or savanna.
jotunn, their delivery is almost guaranteed.The jotunn were The orcs were the first to learn how to focus their passion
the first to refine wild magic from the curse of lycanthropy and fortitude into a barbarian rage. Their strategies are
and count many druids among their numbers. They share the simple but quite hard to counter. While javelins thrown
knowledge they have gathered with others freely. With their over incredible range suppress enemy missile troops and
help, the wildeborn humans were able to form the rangers. spellcasters, their own infantry uses its bulk to simply smash
To this day the jotunn are treated with great respect by the through enemy formations. While giants may make large
humans of those regions. Those living further south however targets, their toughness and low numbers make them very
rarely appreciate the jotunn bands eating their way through resistant to area-of-effect spells that the large armies dwarves
the countryside. The Jotunn care little for things such as and humans rely on are particularly vulnerable to. In close
combat, they will then dual-wield weapons to blender
enemy infantry.
Orcs have always hated the elves, who have always hunted
Orc them for sport and food. In times past the orcs aided the
Destroyer in smashing the old elven republics. The
fact that the humans of the modern Confederation
no longer honor this old alliance and lay claim to
orcish territories is a betrayal that has turned the
goodwill of most orcs into hate for their former
allies. Ironically this has caused the younger
generations of both races to cooperate
more and more.
Ability Score Increase. Your Strength score
increases by 1.
Predisposition. Most orcs are barbarians.
Aggressive. As a bonus action, you can
move up to your movement speed toward
a hostile creature you can see or hear. You
must end this move closer to the enemy
than you started.
Temperate Acclimation. You treat
scorching heat as though it were
pleasant. You also treat cold weather
as though it were pleasant and freezing cold as
though it were cold weather.
Part 1 | Species
27
Widely Varied
Humans have a variety of different physiques, ranging from
tall and gaunt, to small and plump. Their musculature is
usually covered by a protective layer of fat. Their bodies
are built to adapt and outlast. For their size, they can take a
substantial amount of punishment before their bodies fail
them, but aside from this natural resilience, their body is
made to be molded. It can be trained to prioritize raw strength
over endurance, hardiness over intelligence, or whatever is
needed of it. Adaptability is its greatest strength, something
that allows humans to inhabit every niche with at least some
success. This variance also makes it impossible accurately to
predict any individual human’s capabilities. Their physical
adaptability is paired with an equally adaptable mind. New
skills can be easily picked up and either performed decently or
perfected over a long period of time.
Humans are between 1.5 meters (5 feet) and just over 2
meters (6 feet) tall. Adult human females are, on average,
substantially physically weaker and smaller than their male
counterparts, but can endure hardship for longer. Humans
can have a wide variety of skin tones ranging from pale white
to ebony black.
Part 1 | Species
28
ADAPTIVE. COOPERATIVE. ENDURING.
Blank Slates
While they are often individualistic, humans always come
together in times of strife. They yearn for structure and
routine and to control their surroundings, yet at the same
time want to be free of constraints and go against social
norms. As humans naturally tend to be both individualistic,
yet at the same time strive for order, they alternate between
chaos and lawfulness, making them neutral. Humans tend
Built for Adaptability to avoid conflict but will gladly kill other creatures and each
other if it's convenient.
Humans benefit and suffer from a body built for everything. Humans are selfish, but empathetic creatures that usually
As omnivores, humans can eat a wide variety of food and tend to act in their own self-interest. However, they naturally
technically even survive on a completely vegetarian diet. As empathize with the pain of others and usually dislike
humans are unable to produce certain vitamins, they must inflicting it. They also tend to be competitive, but usually feel
consume fresh fruits regularly or suffer serious illness. discomfort when seeing others suffer and naturally want to
Humans are particularly resistant to starvation and can help those weaker than themselves. As humans are constantly
survive it for abnormally long periods of time, without being split towards their own selfishness and empathy they tend
too crippled by its effects. Considering their size, durability, toward the true neutral alignment. Humans are unique in that
endurance, and intelligence, humans can also survive on their tendencies cancel each other out. Their instincts push
surprisingly small amounts of energy, only increasing their them in every and thus no direction, giving them the ability to
survivability. In times of plenty, they can gather reserves that adapt to changing conditions with little effort.
are then expended during times of need. This makes it easier
for humans to survive dire times without their numbers
substantially decreasing and once conditions become better, Human Features
they are always in the perfect position to take full advantage As a human your survivability and superb capability to adapt
of whatever is offered them. However, there is no niche they grant you several abilities.
fill, and those who are made to live in a specific niche always
outperform them. Physique
Ability Score Increase. An ability score of your choice
Cooperate and Conquer increases by 1.
Size. Humans are between 1.5 meters (5 feet) and just over 2
Humanity is a highly cooperative species and individuals are meters (6 feet) tall and have a wide variety of physiques. Your
usually willing to endure substantial hardship for the good of size is Medium.
the community, or some other ideal. This makes it easy for Encumberment. Your maximum encumberment equals your
humans to form massive organizations that can act quickly Strength score multiplied by 4.
and decisively. The ability to organize further strengthens Base Armor Class. 10
and compliments human adaptability and is ultimately their Speed. Your speed equals 10 meters (30 feet).
greatest strength. While freedom and independence are Age. You reach physical maturity around 20 and can live to
usually sought after, most humans abandon these ideals when be around 100 years old.
it is pragmatic or convenient. This ability to work together
is a great strength, but can also be an exploitable weakness. Health
Most humans as individuals are not very ambitious and are Hit Dice. Your Hit Die is a d8. You start at 0th level with 2d8
satisfied with a convenient life that satisfies their needs, as and gain an additional d8 every level.
long as they are not worse off than their peers. A trait that Hit Points at 0th level. 9 (or 2d8) + your
compliments their ability to work together to create stable, Constitution modifier.
large-scale societies. However, at the same time they produce Hit Points at Higher LeveIs. 5 (or 1d8) + your Constitution
extremely ambitious individuals that dedicate themselves to modifier every level after 0th.
certain goals with supernatural zeal. This extreme variance
means that there is always a human available that is ready to Vitality
face whatever challenge there is. Vitality at 0th level. 11 (or 2d8+2).
Vitality at Higher LeveIs. 6 (or 1d8+1) every level after 0th.
Part 1 | Species
29
Survival
Night's Rest. Sleep for 8 hours and expend 3 rations to gain
Human Ethnicities
Different environments cause different cultures and adaptations
the benefits of a night's rest.
in humans to emerge.
Long Rest. Spend 7 days performing light activity and
expend 21 rations to gain the benefits of a long rest.
Border Lords
Nutrition. You are an omnivore and require a diet that
In ships or caravans, these people travel across the world. From
includes both meat, fruits, and vegetables. You cannot survive
sanctuary to sanctuary they go, spreading the will of their gods
on any one food source (without serious illness).
in exchange for divine blessings and boons. They originally
Hunger. You may begin a rest without expending rations
hail from the deep south, however, due to their openness and
from your inventory. If you do, increase your hunger by an
tendency to adopt the children of slain foes, they have heavily
amount equal to the rations not expended. Refer to the Human
mixed with other groups and cultures in their travels. Still, most
Starvation table to see at what hunger level you gain what level
border lords have brown skin.
of exhaustion (see the condition).
The only places these folk settle are where a divine sanctuary
Human Starvation
is found and then only to guard the sacred site against
desecration. They are known for their use of divine magic and
Hunger Exhaustion Hunger Exhaustion
the chaos they spread wherever they go. Family and personal
8 Level 1 54 Level 4 honor are central to border lord society. Most either serve a
30 Level 2 66 Level 5 god directly as a prophet of that god’s church or the community
42 Level 3 90 Level 6 through a paladin order. The border lords actively hunt all
things undead and have always despised the elves, who many of
Predisposition them see as forsaken by the gods or demonic in nature, due to
As a human you love self-expression, yet also need structure their resistance to divine influence. This animosity has cooled
in your life causing you to tend both toward the chaotic and somewhat since the fall of their empire, as the Confederation
the lawful alignment. Humans feel empathy and usually don't and its lich-emperor provided a new foe.
want to cause other creatures harm, yet are also selfish and Ability Score Increase. Your Charisma score increases by 1.
as much prone to random acts of kindness as sadism. As a Predisposition. Most border lords are paladins or prophets.
human, you tend towards the true neutral alignment. Divine Mission. You gain proficiency in the Performance and
Persuasion skills.
Special Traits
Human Endurance. Increase your starting vitality by 2 Campestrians
and the vitality you gain every level by 1 (already included These men are the most attentive and peaceful of their kind.
in Vitality). The campestrians serve their draconic masters with
Ethnicity. Your patron's ethnicity determines their looks incredible zeal. Some campestrians are governed by lords, some
and culture. Choose one from the options provided. by councils or parliaments. All of them are ruled by dragons.
Their societies are built around their flying overlords and are
made to bend around their wills. They craft them commodities
A New Old Body
When you remain human, your body is reassembled mostly as and construct their masters beautiful lairs and monuments.
it was before the fog. Regardless of your patron's gender, you In exchange, the dragons keep their lands safe and defend
will retain your old gender and most of your looks. However, them in times of war. Their strongest warriors are those who
as the capabilities of your body are altered to fit those of your protect those they serve. It is tradition that humans wield no
patron, you may still experience massive changes to your weapons in the presence of a dragon and these warriors are no
physique. For example, a terminally ill obese man who has a exception. They fight with nothing but their bodies and guard
strong female barbarian as his patron will remain a man but their masters with supernatural awareness. However, in recent
will find his form altered to be as athletic and healthy as that times, dragons have begun using spellcasting riders to increase
of his patron.
their own effectiveness in combat, spawning a whole new cast
of dragon rider mages.
Ability Score Increase. Your Dexterity score increases by 1.
Predisposition. Most campestrian warriors are
mages or monks.
Artisans. You gain proficiency in the Acrobatics and
Insight skills.
Part 1 | Species
30
Confederates Nords
These men are the strongest and most militant of their kind. These men are the toughest and most enduring of their kind.
Under the leadership of a man turned lich, these folk freed The nords live in the forests and tundras of the deep north.
themselves from their masters and ground the elven empire Their lands are inhospitable and winters are even longer than
into dust. From its ashes rose the Confederation and tore in other regions. While the Other World's long years mean
across the land. Despite his defeat at the Avalanche Pass, the that the few really warm weeks of the year make it possible
emperor's presence ensured the loyalty of the city-states that for many hardy plants to populate those regions, the humans
formed the Confederation, until recently. Even without their of these regions have to endure long periods of extreme
undying lord, the legions march forth to conquer and defend, scarcity, broken by periods of plenty. To help them through
while at home the common folk toil to support their state. those times of need, many set out in ships to sail the oceans,
Over all this watches the unblinking eye of the Association of either as traders or as raiders. They are built for enduring
Mages with their scribes, magisters, and enforcers. The unity the harsh conditions of their homelands and the equally
provided by a single lord has caused trade and enterprise to bad conditions on the high seas and bolster their forces
flourish, and allowed many commoners to accumulate vast with witchcraft.
fortunes. The people of the Confederation took their place Ability Score Increase. Your Constitution score
in the world by force and as they move into the future, those increases by 1.
that stand before them will join their ranks or fear their Predisposition. Most nord humans are
marching feet. barbarians or witches.
Ability Score Increase. Your Strength score increases by 1. Northern Star. You gain proficiency in the Intimidation and
Predisposition. Most confederate humans are Survival skills.
fighters or mages.
Legion Training. You gain proficiency in the Athletics and Wildeborn
Persuasion skills. These men are the wildest, most in tune with nature
of their kind.
Desert Folk Most of the Other World is covered in endless, primeval
These men are the most intellectual and artistic of their kind. forests and the wildeborn are those humans that inhabit these
After their arrival in the Other World, humans settled on wild lands. The long years mean that these regions have long
the coasts of the great desert. The sun scorches these lands and warm summers and suffer from equally long and freezing
free of monsters and those few horrors that can survive the winters. This kind of environment breeds many dangerous
endless dunes of sand are easily kept at bay with walls of predators and the abundance of plant life provides the perfect
stone. Some of these humans lived as nomads, but most joined environment for small enclaves of dryads. However, the
the elves in their great cities of stone. The elves here had marshes are also breeding grounds for insects and the diseases
developed a vibrant culture of artistry and commerce which they carry, especially during the warm summers. The humans
they readily incorporated the new arrivals into. Once the that inhabit these lands must navigate these dangers and
elven empire fell the elven aristocracy fled and were replaced the land itself. They usually live in small, fortified villages,
by human kings. They did not expect an attack from their surrounded by fields, that have no overarching government.
brothers, now that the elves were gone. They were wrong All of these people train as warriors, relying on spears, bows,
and without an effective military, they were forced to join and arrows to defeat the horrors of the dark forests. Despite
the Confederation. The kings of the sands became governors their lack of a central government, they have a group of elite
of the lich now called a god emperor and their prosperity fighters that is famous even beyond their wild lands. These
increased within the union. Yet they still plot and scheme, rangers train in secluded places. Bolstered with magical
ready to purge themselves of their new ruler when the weapons and potions, they wander along the path. It leads
opportunity arises. them from place to place where they assist the secluded
Ability Score Increase. Your Intelligence score increases by 1. communities with everything from particularly dangerous
Predisposition. Most desert folk humans are monsters, ailments, adjudication, and keeping the gene pool
fighters or rogues. from becoming stale.
Universal Education. You gain proficiency in the History and Ability Score Increase. Your Wisdom score increases by 1.
Investigation skills. Predisposition. Most wildeborn are rangers or witches of the
alchemy coven.
Wilderness Survival. You gain proficiency in the Survival
and Medicine skills.
Variant Human
Humans travel far and wide and there is much overlap
between different human societies. Humans of mixed heritage
or that are part of smaller groups not large enough to be
considered an ethnicity make up a substantial part of the
Other World’s human population.
Ability Score Increase. An ability score of your choice
increases by 1.
Skill. You gain proficiency in one skill of your choice.
Part 1 | Species
31
Half-Humans Special Traits
Hybrid Endurance. Increase your starting vitality by 2
Among the many humanoid species that inhabit the Other and the vitality you gain every level by 1 (already included
World and the New, hybridization between different species in Vitality).
is possible, but it is limited to humans and specific races like Non-Human Heritage. Your patron's non-human parent
elves, dwarves, and giants. The physiology of these species determines their looks and broader physiology. If a trait,
shares enough similarities that interbreeding is possible, ability, or prerequisite requires you to be a specific species
resulting in hybrid offspring with unique combinations of you are eligible if either of your parent species would fulfill
traits. However, most hybrids are sterile due to the genetic requirement. Choose one from the options provided.
differences between their parents' species. The rare exceptions
are the result of genetic mutations that allow for fertile
offspring. Due to the rare nature of these mutations, these Nonhuman Parent
hybrids will usually have children with a pure-blood, mixing The species of the nonhuman parent grants the hybrid several
trace amounts of other species into the gene pools of some traits on top of what their human side provides. Humans can
species, which makes future hybridization more viable. Half hybridize with dwarves, elves, and giants. The traits each
humans that wish to have their own children also have the hybrid provides are listed below.
option of copulating with a wildling, which can almost always
be successful. Female hybrids also have the option of having a Dwarf-Human Hybrid
changeling child. Human-Dwarf hybrids, often referred to as "Dwarman" or
Humanity's endurance and adaptability are its most "Dwarf-Humans," result from the union between a human
dominant traits and all hybrids share this efficient physiology. and a dwarf. These hybrids have the facial hair of their
This rarely leaves any opportunity for other specie's traits dwarven parent, with both genders having a beard, making
to modify the diet or sleeping requirements imposed by the them easily distinguishable from purebred humans. However,
human nature. aside from this feature, they are difficult to tell apart from
short and stout humans. Most dwarmen are typically
Half-Human Features between just over 1 meter (3 feet) to a little over 1.5 meters
(5 feet) tall, and inherit their dwarven parent's resistance
As a hybrid human, your human heritage forms the basis to poison and their ability to navigate by vibrations. On
of your biology and provides you with the following traits average, they also tend to live slightly longer than purebred
regardless of your non-human parent. humans. While dwarmen are usually sterile due to the genetic
differences between humans and dwarves, there are rare cases
Physique where they can reproduce with humans, dwarves, or even
Ability Score Increase. An ability score of your choice with each other.
increases by 1. In the Other World, dwarmen are quite rare, especially in
Size. Half-Humans are between 1 meters (3 feet) and just dwarven communities due to how difficult it is for a dwarven
below 3 meters (10 feet) tall, depending on the species of their woman to give birth to dwarman baby, due of the size of
non-human parent. Your size is Medium. its head. In mountain dwarf society, the treatment of those
Encumberment. Your maximum encumberment equals your few dwarmen that are born depends heavily on their clan.
Strength score multiplied by 4. Some clans outright kill any dwarmen children, while others
Base Armor Class. 10 accept them readily into their society. Halfling and human
Speed. Your speed equals 10 meters (30 feet). communities, on the other hand, are usually quite accepting
of these hybrids, seeing them as unique individuals with the
Health potential to bring together different cultures and perspectives.
Hit Dice. Your Hit Die is a d8. You start at 0th level with Ability Score Increase. Your Intelligence score increases by 1.
2d8 and gain an additional d8 every level. Age. You reach physical maturity around 20 and can live to
Hit Points at 0th level. 9 (or 2d8) + your be up to 150 years old.
Constitution modifier. Predisposition. Your dwarven heritage intensifies the lawful
Hit Points at Higher LeveIs. 5 (or 1d8) + your Constitution tendencies of your human side and causes you to tend towards
modifier every level after 0th. a lawful alignment. Aside from that the neutral alignment
predispositions of your parents complement each other.
Vitality Dwarven Resilience. You have advantage on saving throws
Vitality at 0th level. 11 (or 2d8+2). against poison, and you have resistance against poison damage
Vitality at Higher LeveIs. 6 (or 1d8+1) every level after 0th. (explained in the Combat section).
Tremorsense. You have the ability to detect creatures by the
Survival vibrations they create in the ground upon which they tread.
Night's Rest. Sleep for 8 hours and expend 3 rations to gain
As long as you are in contact with a solid surface, any creature
the benefits of a night's rest.
in contact with the same surface no more than 10 meters (30
Long Rest. Spend 7 days performing light activity and
feet) away is revealed to you.
expend 21 rations to gain the benefits of a long rest.
Nutrition. You are an omnivore and require a diet that
includes both meat, fruits, and vegetables. You cannot survive
Dwarman Starvation
on any one food source (without serious illness). Hunger Exhaustion Hunger Exhaustion
Hunger. You may begin a rest without expending rations 6 Level 1 45 Level 4
from your inventory. If you do, increase your hunger by 25 Level 2 55 Level 5
an amount equal to the rations not expended. Refer to
35 Level 3 75 Level 6
the Starvation table of your non-human parent to see at
what hunger level you gain what level of exhaustion (see
the condition).
Part 1 | Species
32
Elf-Human Hybrid Giant-Human Hybrid
Halfelves are the result of unions between elves and humans, When born to a jotunn, a human-giant hybrid is referred to
possessing a unique blend of elven grace and human as a "Goliath," while their orcish counterpart is known as a
versatility. They inherit pointed ears from their elven parent "Halforc." However, the general term "Halfgiants" is often
and share their agility, while also having the endurance used to refer to all kinds of giant hybrids.
and adaptability of humans. Halfelves are often difficult to Thanks to their giant lineage, halfgiants possess impressive
distinguish from humans, with only yellow streaks in their size and strength. Their robustness and temperament
irises and slightly pointed ears making them different from a also come from their giant side, but they also inherit the
particularly athletic human. While they are exclusively female, adaptability and versatility of humans. Although they often
they are capable of bearing male children with both humans resemble massive humans, they possess heavily pigmented
and elves. Though the chance remains just as slim as with all and thick skin, which is a distinct characteristic inherited
others who bear the iceborn curse within their blood. from their giant lineage. While male halfgiants typically do
In the elven communities of the Other World, halfelves not develop horns, some may develop a thick brow from
are viewed as lesser versions of elves, worthy of scorn and which the horns would usually grow in a full-blooded giant.
derision. In fact, the term "halfelf" is considered a slur, Standing between well over 2 meters (6 feet) to just under 3
signifying their perceived impurity and lack of worth. Female meters (9 feet) tall, their thick bones and natural musculature
elves who carry a halfelf to term face exile for muddling the make them appear smaller from a distance but all the more
bloodline and sullying the purity of the elven race. imposing up close. Despite their giant blood, halfgiants are
Human communities, on the other hand, tend to be much unable to digest grass. Although most are sterile due to the
more accepting of halfelves. In fact, some humans view them genetic differences between humans and giants, there are rare
as a great boon to their bloodline, as the infusion of elven cases of halfgiants reproducing with humans, giants, or even
blood counteracts humanity's greatest weaknesses: its inability with each other. When born to a human mother, the birth of
to see in the dark by granting halfelves elven infravision and a halfgiant is similar to that of a pure-bred human child.
a humanity's relatively short lifespan by almost doubling it. In the Other World, halfgiants are rare but are perhaps
There are even those who believe that halfelves are a superior the most common hybrid. Due to the alliance between the
version of humans. In secret, they work on creating the confederate humans and the orcs, there was a substantial
perfect blend of man and elf that has the benefits of its elven amount of crossbreeding. Halfgiants are highly valued as
heritage, but is still capable of creating a stable bloodline. mercenaries in both communities. For giants, a halfgiant
Ability Score Increase. Your Dexterity score increases by 1. can access areas they are too large for, while remaining cable
Age. You reach physical maturity around 25 and can live to of keeping up with other giants. For humans they provide
be up to 200 years old. abnormal strength and bulk. Thanks to their on average
Predisposition. Your elvish side amplifies the side of your impressive physical attributes, and their lack of fertility makes
human nature that yearns for self-expression and freedom, them popular as short-term partners with both humans and
causing you to tend towards the chaotic alignment. Your giants. While most halfgiants live in human communities,
human side provides you with a natural sense of empathy, giants are generally also indifferent to relationships between
making it easier to overcome the selfish tendencies of your humans and giants.
elven side, causing you tend towards the neutral alignment. Ability Score Increase. Your Strength score increases by 1.
Infravision. You can see in dim light, darkness and absolute Age. You reach physical maturity around 20 and can live to
darkness within 30 meters (90 feet) of you as if it were bright be around 100 years old.
light and camouflage, smoke and fog do not impede your Predisposition. The general freedom oriented outlook of
vision. You can't discern color in darkness, smoke, or fog, giants and their heard instincts combine with your human
only shades of red and are unable to see the color red outside ones, causing you to tend towards a chaotic alignment.
of your infravision. You cannot learn to read any language The tendency to meet violence with violence and kindness
you didn't know before your transformation, except Elvan, with kindness of your giant side compliments the same
and can't use non-elvan skill books. human tendency and causes you to strongly favor the
Resolute. You have advantage on saving throws against neutral alignment.
being charmed. Brave. You have advantage on saving throws against
being frightened.
Halfelf Starvation Darkvision. You can see in dim light within 20 meters (60
Hunger Exhaustion Hunger Exhaustion 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
6 Level 1 45 Level 4
shades of gray.
25 Level 2 55 Level 5 Powerful Build. You count as one size larger when
35 Level 3 75 Level 6 determining your carrying capacity, the weight you can push,
drag, or lift, and the creatures you can grapple.
Halfgiant Starvation
Hunger Exhaustion Hunger Exhaustion
6 Level 1 40 Level 4
22 Level 2 50 Level 5
31 Level 3 66 Level 6
Part 1 | Species
33
Avian Folk
Harpies have humanoid bodies, with large chests and big
wings instead of arms. Their body is covered in feathers that
can have a variety of different colors but usually range from
white to brown. Their shins and feet are naked and from
them extend sharp, dexterous claws that can be used to grab
prey and manipulate objects. These claws are more like hands,
with several joints each and a wide range of movement.
Since their shin is so long, they can reach up to their face. In
addition to these claws, harpies have a long and strong thumb
and a shorter index finger in the middle of their wings that is
usually used to hold on to things or manipulate objects while
on the ground.
The wings of harpies are relatively small when compared
to their body, but are flexible. This makes long-distance
sustained flight taxing since the harpy can't glide without
Harpy constantly generating more lift by beating their wings. It does
Kathrin snaps open her eyes. She sees the sky as a however allow for fast and precise maneuvering. By closing
their wings halfway and beating them with high frequency,
blurred blue mess through her glasses. The metal frame is pressing
a harpy can even temporarily hover almost in place for a
against the side of her skull, but it feels dull, as though there is some few seconds.
sort of fabric covering her head. Behind her, the young woman can
feel the cold, hard touch of the parking lot pavement against her
Mimicry
back. She tries to move her arms and immediately realizes that her
fingers feel stretched and heavy. As she lifts them to take off her Harpies are equipped with very good eyes and ears. As long
as there is enough light, they can see in high fidelity over
glasses it's as though she's moving large fans. Her hands completely
vast distances. They are smart, though their minds focus
block out the sky. She fingers for her glasses and pulls them away more on processing information quickly than it does on
with her thumb and index finger, both of which feel way too long. understanding it. They are great at thinking on their feet and
She stifles a scream. Her body is covered in brown very perceptive, however when it comes to logical thinking
feathers. Her hands are large wings and her body more resembles a and making complicated deductions they usually fall short.
bird than that of a human. Harpies can hear and produce very high sounds. Their ears
— Kathrin's awakening in the New World are covered by feathers, but extend down and to the back of
their heads. Their voices are universally considered beautiful,
Harpies are humanoids with feathers, dexterous claws on as even without any training at all they can modulate it well.
their legs and wings instead of arms. Their eyes are excellent While they often have trouble recalling events and pictures
and their voices unmatched. harpies can memorize sounds and reproduce them next to
perfectly with ease.
Part 1 | Species
34
CURIOUS. KEEN. TALENTED.
Harpy Features
As a harpy, your wings, keen eyesight, and unique physique
grant you several natural abilities.
Physique
Ability Score Increase. Your Charisma score increases by 1.
Feathered Mammals Your Constitution score decreases by 1.
Size. Harpies are from around 1.5 meters to 2 meters tall.
Despite their appearance, harpies are mammals with an Your size is Medium.
equal amount of males and females. Young harpies are born Encumberment. Your maximum encumberment equals your
featherless and first grow fluffy grey or brown feathers with Strength score multiplied by 4.
bright spots. They learn to fly between the age of three and Base Armor Class. 10
four. When they reach puberty after the age of 14 the last Speed. Your speed equals 6 meters (20 ft.).
of their fluffy feathers are replaced with their smooth and Flight. You have a flying speed of 15 meters (50 ft.). To use
colored adult coats. Females have a monthly menstruation this speed, you can’t be wearing medium or heavy armor.
cycle and carry children for 9 months before birth. Harpies Age. You reach physical maturity around 20 and can live to
fully mature after about 20 years. After reaching around be to be up to 100 years old.
thirty, their physical capabilities and health start to deteriorate
as they age. Health
A harpy can live for up 100 years. Hit Dice. Your Hit Die is a d8. You start at 0th level with
What color and kind of feather coat is considered attractive 2d8 and gain an additional d8 every level.
varies between harpy communities, but all of them love Hit Points at 0th level. 9 (or 2d8) + your
singing and find strong and beautiful voices attractive. Constitution modifier.
Hit Points at Higher LeveIs. 5 (or 1d8) + your Constitution
Built for Flight modifier every level after 0th.
Harpies are lightly built and can survive on little. However, Vitality
they are dependent on a constant supply of food. Harpies can Vitality at 0th level. 9 (or 2d8).
eat almost everything, from roots and berries to animals they Vitality at Higher LeveIs. 5 (or 1d8) every level after 0th.
kill. They are however by nature predators and prefer the
taste of meat to that of other food. Survival
Harpies are social creatures. In the Other World groups of Night's Rest. Sleep for 8 hours and expend 3 rations to gain
them would often swarm potential prey. Using their voices the benefits of a night's rest.
they would lure victims into the open and then either attack Long Rest. Spend 7 days performing light activity and
them directly or preferably pull them off a ledge to fall to expend 21 rations to gain the benefits of a long rest.
their deaths. Nutrition. You are an omnivore and require a diet that
Harpies require 8 hours of sleep per day. Even while includes both meat, fruits, and vegetables. You cannot survive
asleep their talons can retain a grip, allowing them to sleep indefinitely on any one food source (without serious illness).
upright on a perch. Hunger. You may begin a rest without expending rations
from your inventory. If you do, increase your hunger by an
Unleashed Talent amount equal to the rations not expended. Refer to the Harpy
Starvation table to see at what hunger level you gain what level
Harpies are attentive and pay attention to everything that's
of exhaustion (see the condition).
happening around them, including what other humanoids
are doing. They can almost be called nosy. From above they Harpy Starvation
watch what the creatures below do and few harpies have Hunger Exhaustion Hunger Exhaustion
a problem circling an interesting area, or sitting in a good
5 Level 1 36 Level 4
vantage point for hours waiting for something to happen.
Their patience and ability to spot details are natural. Despite 20 Level 2 44 Level 5
their patience, most harpies dislike thinking and deliberating 28 Level 3 60 Level 6
for very long. When a problem appears, they act quickly and
decisively by nature and whether that decision was right or Predisposition
wrong will probably be realized later, or ignored completely. As a harpy you are emotional and tend to act quickly and
Harpies have an innate passion for song and the ability to decisively, causing you to tend toward the chaotic alignment.
easily memorize and mimic almost any sound makes them Many harpies come across as arrogant and aloof, but you
excellent musicians. Few harpies will miss an opportunity to probably won't actually feel that way. You have predatory
show off their vocal skills. instincts, but an innate need to cooperate with others. As such
you have an innate tendency toward the neutral alignment.
Part 1 | Species
35
Special Traits paintings to statues. The wide range of movement also makes
Keen Eyesight. You are proficient in the Perception skill. If it possible for them to wield bows and similar weapons.
you are already proficient you double your proficiency bonus Both male and female common harpies sport a wide variety
instead (expertise). of different feather coats, depending on the region they live
Mimicry. You can attempt to mimic any sound you've in, ranging from almond to bright white.
heard, or the voice of a creature you heard speak for at least Ability Score Increase. Your Dexterity score increases by 2.
a minute. If you succeed a Performance check against a Predisposition. Most common harpies are bards or rogues.
creature's passive perception that creature can't tell the sound Light Build. You are medium but count as a small creature
is an imitation. when determining your carrying capacity and how you wield
Natural Talent. You are proficient in the Performance skill. weapons and items.
If you are already proficient you double your proficiency
bonus instead (expertise). Northern Harpy
Talons. You can use the talons on your feet as hands while Northern harpies are large and strong, with thick wings that
in flight and the fingers on your wings while on the ground. provide a lot of lift, but are not too maneuverable.
Your unarmed attacks deal 1d4 slashing damage and have the The northern harpies inhabit the cold mountains, tundras,
finesse property. and coastlines of the deep north. Their larger wings can
Ethnicity. Your patron's ethnicity determines their looks provide massive amounts of lift, granting them the ability to
and culture. Choose one from the options provided. fly at high altitudes and lift the large fauna of these regions.
However, as good as their feathers are at protecting from the
cold, they interfere with the movement of their legs. Without
Harpy Ethnicities a large range of movement in every direction, it is all but
Different environments and survival tactics have caused impossible for these harpies to wield bows or similar weapons
physiological differences to emerge between different harpy while in flight. The only way to use them is to land and use
cultures. There are two such subraces in Verold: the common the fingers on their wings to aim the weapon. This is rarely
and northern harpies. an issue though as magic is quite prevalent in these harpy
communities and most harpies who would consider learning
Common Harpy to use bows learn magic instead.
Common harpies are tall but have slender and light builds. Northern harpies in the other world usually live in secluded
The common harpy inhabits the warm south and central communities in the mountains. In the glaciers of the deep
parts of the Confederation, as well as all warm coastal regions. north exists a harpy kingdom, but in most other regions they
Their songs shake many people out of bed in the early live in small tribes that use a hidden cave or mountaintop
mornings, though most confederate cities have laws against abode as a base of living. Anything more would attract
their public performances. While many citizens would love to either the elves or dragons that they share their habitat with,
get rid of these 'arrogant animals' and consider them no more depending on the region they live in.
than beasts, harpies are the go-to messengers in the Other Male northern harpies sport coats of black feathers, with
World. They can traverse large distances quickly and do so white around the stomach, and are substantially larger than
gladly for a bit of pay. females. Female northern harpies usually have coats that are
Harpies have no real kingdoms of their own. They rarely light brown or grey.
settle and usually migrate between the settlements of other Ability Score Increase. Your Strength score increases by 2.
races, with their own parallel societies. Common harpies Predisposition. Most northern harpies are barbarians
dominate the art communities of every race that accepts their or paladins.
presence. The precision with which a harpy can modulate Burly Build. You cannot wield bows and have disadvantage
their voice can only be approached by merfolk and no human on attacks made with firearms and crossbows. You can use
or elf can hope to beat them. Thanks to their surprisingly the fingers on your wings to wield these weapons normally,
dexterous talons harpy artists travel around the world, reducing your flying speed to 0 while you have a weapon
creating wonderful artworks that include everything from equipped that way.
Common Harpy
Part 1 | Species
37
Heartsight Emotionalists
A fairy's senses and intelligence are comparable to that of a Fairies are very emotional, quickly swinging between
human. They can see a wide variety of colors and have very emotions and expressing them with their entire bodies. For
good depth perception and coordination. While their eyes example, instead of just smiling a fairy instinctively hovers
have atrocious low-light capabilities, they have the ability to up and down. This is necessary both to show other creatures
see low-frequency infrared light. Instead of the normal color their emotional state, but also to communicate it with each
red, their eyes can detect the intensity of heat radiated by other. Since their eyesight is about as detailed as that of a
objects in their vicinity, allowing them to see even in absolute human and they usually communicate over distances of a
darkness. Their tiny ears are not very good and hear high- few meters, exaggerated displays of emotion are necessary,
pitched sounds far better than lower ones, allowing them to or they wouldn't be noticed. They also share a strong sense
perceive dog whistles but not deep base sounds. The fairy's of empathy, though almost exclusively with larger creatures.
brain is much more compact than that of most other species, While most fairies show little reluctance to kill other tiny
but space is still an issue. In terms of perception and quick creatures for food, they are naturally very caring, empathetic,
thinking, they are on par with larger creatures but fall short in and understanding of larger beings.
terms of memory. Fairies are quick to forget details but those Most fairies default to a behavior and way of speaking
who assume they don't notice them will be surprised. that mimics a type of behavior that most humanoids would
While their normal senses are mediocre, fairies have the consider excessively nice. They default to this even when
uncanny ability to sense other creatures' emotional states. intimidated or lying, making it difficult for other humanoids
They always know if a creature, be it another humanoid to discern their true emotions or intentions. This gives fairies
or an animal, is happy, angry, or irritated. Whether they a reputation as careless tricksters that take glee in helping and
are simply good at reading other creatures or use magic is hindering in equal measure. Other fairies however can usually
unclear, but just as with most natural abilities, it is most likely discern their fellow's true emotions.
a mix of both.
Fairy Genders
The massive differences between female and
male fairies make them seem almost like different
races altogether. Your gender has a substantial
impact on your statistics.
Part 1 | Species
40
KEEN. QUICK. SKITTISCH.
Part 1 | Species
41
Kobold Features Keen Senses. You have proficiency in the Perception skill. If
you are already proficient you double your proficiency bonus
As a kobold, your acute senses, compact build, and natural instead (expertise).
cunning grant you several abilities. Light Build. As long as you are not incapacitated, you take
no damage from falling.
Physique Scavenger. As you can eat lower-quality food, you only need
Ability Score Increase. Your Dexterity score increases by 2.
to consume half as many rations as a comparable creature
Ability Score Decrease. Your Charisma score decreases by 1.
(already included in Survival).
Size. Kobolds stand between 60 centimeters (2 feet) to
Ethnicity. Your patron's ethnicity determines their looks
slightly over 1 meter (3 feet) tall and have slim builds. Your
and culture. Choose one from the options provided.
size is Small.
Encumberment. Your maximum encumberment equals your
Strength score multiplied by 2. Kobold Ethnicities
Base Armor Class. 12 There is much variation within the kobold species, but three
Speed. Your speed equals 10 meters (30 feet). broad ethnicities can be identified on Verold: House Kobolds,
Age. You reach physical maturity around 16 and can live for Snow Kobolds, and Timber Kobolds. If your patron identified
up to 70 years. with none of these, for example, because their parents were
not of the same ethnicity, choose the Variant Kobold option.
Health
Hit Dice. Your Hit Die is a d6. You start at 0th level with House Kobold
2d6 and gain an additional d6 every level. House kobolds are the smallest and smartest of their race.
Hit Points at 0th level. 7 (or 2d6) + your Their fur is black, with white accents on occasion.
Constitution modifier. In the Other World these kobolds live in cities among
Hit Points at Higher LeveIs. 4 (or 1d6) + your Constitution other humanoids. They usually work as servants for elves,
modifier every level after 0th. humans, and dwarves for whom they perform menial tasks.
It is especially popular to employ them as bookkeepers or to
Vitality have them perform other menial and badly paid mental tasks.
Vitality at 0th level. 7 (2d6).
Among dwarves, it is common to have kobold servants learn
Vitality at Higher LeveIs. 4 (or 1d6) every level after 0th.
basic enchanting and smithing skills so that they may aid in
the construction of magic items.
Survival Ability Score Increase. Your Intelligence score increases by 1.
Night's Rest. Sleep for 8 hours and expend 1 ration to gain
Predisposition. Most house kobolds are rogues or witches.
the benefits of a night's rest.
Naturally Stealthy. You can attempt to hide even when
Long Rest. Spend 7 days performing light activity and
you are obscured only by a creature that is at least one size
expend 7 rations to gain the benefits of a long rest.
larger than you.
Nutrition. You are an omnivore and may survive on any
Smart. You are proficient in Intelligence saving throws.
food source (excluding grass and leaves) indefinitely. As a
If you gain proficiency in these saving throws again, your
scavenger, you can consume carrion and rotting food without
proficiency bonus is doubled for this type of saving throw
risk to your health.
(expertise).
Hunger. You may begin a rest without expending rations
Underground Navigator. You cannot get lost in
from your inventory. If you do, increase your hunger by an
underground tunnels or similar locations.
amount equal to the rations not expended. Refer to the Kobold
Starvation table to see at what hunger level you gain what level
of exhaustion (see the condition).
Predisposition
You instinctively seek to work with others, nudging you
towards the lawful alignment. A natural fearfulness makes
looking for common ground the first thing that usually comes
to mind and helping others is part of any healthy cooperation,
causing you to tend towards the good alignment.
Special Traits
Climber. You have a climbing speed equal to your
walking speed.
Darkvision. You can see in dim light within 20 meters (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, and cannot see in absolute darkness.
Part 1 | Species
42
Snow Kobold these creatures' egos, who will in return treat them with trust
Snow kobolds are the largest and strongest of the kobolds, and shower them with appreciation.
with white or grey fur and under-wool that makes them Ability Score Increase. Your Wisdom score increases by 1.
resistant to the cold like few others. Predisposition. Most timber kobolds are druids or rangers.
In the other world, snow kobolds inhabit the frigid tundras Cold Acclimation. You treat cold weather as though it were
and mountains of the far north, though many can also be pleasant and freezing cold as though it were cold weather.
found further south. They usually make their dens in caves, Forest Strider. You are proficient in Wisdom saving throws.
where they live as small clans of 10 to 20 individuals. When If you gain proficiency in these saving throws again, your
there is no other food to be found they swarm. In packs, they proficiency bonus is doubled for this type of saving throw
assault larger prey, whitling it down with arrows and blades. (expertise).
However, they usually suffer heavy losses in any fight they Woodland Strider. You ignore difficult terrain caused by
engage in. Many snow kobolds also ally with jotunn, dragons, foliage. This includes climbing through trees.
or other powerful creatures. In exchange for food and
protection, they act as servants, just like the rest of their kin. Variant Kobold
Ability Score Increase. Your Constitution score increases by 1. Kobolds often mix with other cultures, where they adapt
Predisposition. Most snow kobolds are barbarians to whatever conditions they find and roles they need to fill.
or fighters. Elves are some their favorit companions, for the simple
Freezing Cold Acclimation. You can survive in cold and reason that they are peerless warriors, however, they are
freezing cold weather as though it were pleasant. usually not the smartest and have no patience. Weaknesses
Snow Strider. You ignore difficult terrain created by these imps gladly compensate in exchange for the elf blowing
ice and snow. up anything that tries to attack them.
Survivalist. You are proficient in Constitution saving Ability Score Increase. One ability score of your choice
throws. If you gain proficiency in these saving throws increases by 1.
again, your proficiency bonus is doubled for this type of Skittish. You are proficient in one saving throw of your
saving throw. choice. If you gain proficiency in this saving throw again,
your proficiency bonus is doubled for this type of saving
Timber Kobold throw (expertise).
Timber kobolds are the most quick-witted of their species.
Their fur is brown, red, or some shade in between.
In the Other World, timber kobolds call the temperate
forests of the world their home. They avoid predators by Snow Kobold
living in underground burrows too small for larger creatures
to enter. While most of them live in the wilderness in small
clans, some of them prefer to integrate themselves into other
societies. They often live with wildeborn humans or serve
orcs, however, their favorite creatures to serve are crones and
unicorns. Due to their low self-esteem, most kobolds will feed
Timber Kobold
Part 1 | Species
43
Amphibious Mammal
Merfolk have long, slender forms. Instead of legs, a long tail
makes up the lower half of their bodies and a small fin sits
on their back. The tail itself is long and flexible. The ability
to twist around in every direction affords them unparalleled
maneuverability underwater, however, it comes at the price
of speed. Having arms and a movable head makes them not
hydrodynamic and the speeds they can reach are far below
that of most other sea creatures.
The body of a merfolk is covered in thick skin, with a
smooth, slippery texture. The only exception is their hands,
which are coarse to make grabbing objects possible. Their
skin has the unique property that it takes no damage from
being submerged or dried out indefinitely. Most of a merfolk's
body is hairless, with the exception of their head, where
they sport thick hair. Their eyes are large and have irises
so big that they almost fill out the entire eye. Their ears
are triangular.
Right below a merfolk’s ribs are six slits, three on each side.
The slits allow water to better flow through their lungs while
they swim but also serve another, important purpose. When a
merfolk wants to breathe air, they can jump out of the water,
empty their lungs by opening these slits, and then close them
before the water can flow back in.
While their bodies are primarily designed for water,
merfolk can move on land. By forming an S-shape with their
tail and torso, they can use their fin as a foot. Balancing in
this position they can stand on land and then move by either
Merfolk wriggling or hoping forward. They are surprisingly fast when
Delilah’s consciousness expands from her head, doing this, but it is exhausting and quickly chafes their skin if
the ground is hard or uneven. To avoid hurting themselves
through her torso, and into her arms. It finally fills her lower body.
while on land most merfolk wear a leather sleeve around their
Delilah can feel that her legs have become a single limb that presses fin while on land.
against the hard pavement. It feels weird but natural. She snaps open
her eyes and is instantly blinded by the bright light around her. Her
Adapted Senses
head hurts as she slowly sits up. As she focuses her eyes on her body,
her heart jumps. Her skin is grey and her legs fused into a single The eyes of merfolk function perfectly above and below the
waves. They are also equipped with a reflective membrane
long, muscular fin that tore her pants apart. She gasps. Her voice
behind their retina that grants them excellent low-light
is deeper and as she looks down at her chest she sees only flexing vision. Thanks to this they have the ability to see in the
pectoral muscles. darkness of deeper parts of the ocean or murky lakes.
Merfolk also have superb depth perception and the ability to
— Delila's awakening in the New World automatically compensate for the visual distortion caused by
looking at objects below the surface from outside the water.
Fast, confident, and long-lived, the merfolk are amphibious Their sense of smell and hearing is also decent and both their
humanoids with fins instead of legs that can breathe both nose and ears are constructed in a way that they can function
air and water. both on land and underwater.
Part 1 | Species
44
AMPHIBIOUS. PATIENT. PREDATORY.
Merfolk Features
Maidens of the Sea In the Other World, most merfolk live along the coasts or
in large lakes. Thes shallower waters are safer, but lacking
All merfolk have an extremely skewed gender ratio. For
in food and can be blocked off by surface dwellers. Most
every boy, there are seven girls. If the mother enters a
merfolk are born in these rivers and lakes, but venture out
state of intense stress and/or hunger, and no more than 11
into the ocean as they reach adulthood. There they hunt and
months have passed since inception, the fetus enters a sort of
are hunted by, the large monsters that fill the open sea. While
hibernation, during which it stops growing. It remains this
merfolk can dive quite far, their bodies have trouble adapting
way until the woman spends a week in a calm, well-nourished
to the exceptional pressure of the deep sea, and the gigantic
state. A pregnancy takes at least 16 months. Once born,
horrors that live there are beyond their capability to deal with.
merfolk babies gain the ability to swim almost immediately
They usually prefer to leave these deep waters to their massive
but still have to rely on their mothers entirely for at least the
cousins the titans and stay close to the shore.
first two years. They fully mature at an age of around 30 and
Merfolk are numerous, with hundreds of different clans
live for up to 300 years.
dividing the inhabitable coastal regions between them. Unlike
even humans though, the lack of natural barriers beneath the
Built for Land and Sea waves means populations constantly mix, making it more or
Merfolk benefit and suffer from a body built to be less impossible to discern any specific cultures. Most merfolk
amphibious. This has numerous advantages, but not build things resembling towns and farm among the reefs.
specializing in anything also means they are only decent at However, without easy access to fire, they are reliant on
everything. Merfolk can breathe both air and water. They magic and organic tools grown from a special coral, similar to
can stay submerged indefinitely, but due to water having less the amber plant used on the surface. Most groups of merfolk
oxygen than air, not surfacing to take a breath every once in trade enchanted items, seafood, and services for tools or other
a while causes merfolk to feel drunk and sluggish. Outside the items from surface societies. Coexisting is usually quite easy,
water merfolk retain their speed and agility but generally have as merfolk are rarely interested in actually living outside
a very low sprinting speed. coastal regions. However, damming or dumping waste into
Merfolk have the innate ability to use aria magic. They rivers that merfolk use to migrate is a constant temptation,
lack a specialized casting organ, forcing them to cast it like especially for larger cities, and a good way to spark the ire
any other spellcaster, but all merfolk gain the ability to of the merfolk. They will usually respond by killing the
magically mesmerize other creatures when they hit puberty. perpetrators, or by attacking ships of the perpetrating society
Some merfolk use this ability to lure potential prey into the and any other societies that might associate with them.
water, but its primary purpose seems to be as part of their Music is an important part of merfolk culture and they
mating rituals. are known for using their voices to create entire acapella
symphonies that they sing from the rivers. They were also
the first to develop aria magic as it is known today from the
Patient and Predatory natural abilities all merfolk possess and the best bards are
Just like their cousins on land, merfolk are flexible. Unlike among the merfolk.
elves, they are however patient. Since merfolk can't flee As a merfolk, your good senses, agility, and the innate
from anything, they have to rely on dodging attacks from ability to mesmerize others grant you several natural abilities.
predators and prey alike. They hunt and defend against much
larger creatures by evading their attacks and striking their Physique
weak points. Ability Score Increase. Your Dexterity score increases by 2
Merfolk love to sing. Both above and below the waves and an ability score of your choice increases by 1.
they use their voices to create ballads that they use to attract Ability Score Decrease. Your Constitution score
each other and distract foes. Out of instinct and habit, most decreases by 1.
merfolk adopt a tune when they fight, even if they don’t Size. Merfolk are from just under, to well over 2 meters
intend to use their mesmerizing song. long and have slender builds. Your size is Medium.
Part 1 | Species
45
Merfolk Starvation
Encumberment. Your maximum encumberment equals your
Strength score multiplied by 4. Hunger Exhaustion Hunger Exhaustion
Base Armor Class. 10 5 Level 1 36 Level 4
Speed. Your speed equals 8 meters (25 feet). You have a 20 Level 2 44 Level 5
swimming speed of 10 meters (30 feet).
28 Level 3 60 Level 6
Age. You reach physical maturity around 30 and can live to
be up to 300 years old.
Predisposition
Merfolk tend to like freedom, variety, and self-expression
Health but are also patient and orderly. This causes them to lean
Hit Dice. Your Hit Die is a d8. You start at 0th level with
towards the neutral alignment. Constant hunger is canceled
2d8 and gain an additional d8 every level.
out by a will to cooperate and a need for self-expression,
Hit Points at 0th level. 9 (or 2d8) + your
causing merfolk to be drawn both toward good and evil.
Constitution modifier.
Many merfolk are bards or life mages, however, all classes are
Hit Points at Higher LeveIs. 5 (or 1d8) + your Constitution
common among their ranks.
modifier every level after 0th.
Special Traits
Vitality Amphibious. You can breathe air and water.
Vitality at 0th level. 9 (or 2d8).
Darkvision. You can see in dim light within 30 meters of
Vitality at Higher LeveIs. 5 (or 1d8) every level after 0th.
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.
Survival
Innate Spellcasting. At 1st level, you learn Channel
Night's Rest. Sleep for 4 hours and expend 4 rations to gain
Performance I and the novice spell Mesmerizing from the aria
the benefits of a night's rest.
spell list. Charisma is your spellcasting ability for these spells.
Long Rest. Spend 7 days performing light activity and
Vocal Talent. You are proficient in the Performance skill. If
expend 28 rations to gain the benefits of a long rest.
you gain proficiency in this skill again, your proficiency bonus
Nutrition. You are a carnivore and as such can survive
is doubled for this type of skill check (expertise).
exclusively on meat. You gain some nourishment from fruits
Water Acclimation. You treat cold weather as though it were
and vegetables, but many, especially onions and garlic, make
pleasant and freezing cold as though it were cold weather.
you sick and cannot be survived on indefinitely (without
Becoming wet in cold or freezing cold conditions does not
serious illness).
incur additional penalties.
Hunger. You may begin a rest without expending rations
from your inventory. If you do, increase your hunger by
an amount equal to the rations not expended. Refer to the
Merfolk Starvation table to see at what hunger level you gain
what level of exhaustion (see the condition).
Part 1 | Species
46
ADAPTABLE. DUPLICIT. SHAPESHIFTER.
in a changelings appearance that allow its true form to
show through.
A changeling can mimic the appearance of any humanoid
they see, as long as that humanoid is roughly the same size as
the changeling. When they wish to do so, their form shifts
into their true form, before rapidly assuming the shape of
their new form and finally taking on its coloration. This
process usually takes no more than a few seconds.
Changelings can only assume another creature's form and
voice. They cannot alter their own biology and have the same
distinct smell regardless of what form they take.
Limited Imitation
The features of a changeling's true form mimic that of their
mother's physique. For example, a changeling born to an
elven mother will have a slender body and pointed ears.
This has some impact on their physical characteristics, but a
changeling does not inherit any special biological capabilities
their mother may have.
In their true form, changelings have chalk-white skin that,
just like their hair, is perfectly uniform in color. Even their
irises are colored perfectly white, with their milky-black
pupils being the only colored part of their bodies.
Changelings have decent senses but lack the ability to see
in darkness and since they cannot alter their own biology,
Changeling they do not receive any of the special senses those they mimic
may possess.
Arik's eyes snap open. His entire body convulses as
his consciousness explodes through it and fills the lifeless shell with
Odd Ones
new life. Slowly his eyes open. His vision is blurred. As it comes
into focus he tries to move and as his head falls to the side he sees a Changelings cannot reproduce on their own and require a
mother of another race to carry their children. Despite having
woman lying next to him. Her hair is white and her ears pointed,
the ability to imitate both male and female forms, changelings
but she's wearing the clothes of his girlfriend. Focusing on her must assume a male form and mate with a female dwarf, elf,
awakens a new instinct. It is like there is a new muscle running fairy, human, or giant to produce offspring. Regardless of
beneath every inch of his skin. Curious, he leans into the instinct their mate's race, the resulting child is always a changeling.
and does what his body knows must be done. His eyes jump over her Changelings gain the ability to shapeshift around the age of
body, translating the features of her body into commands that Arik's 14 and reach adulthood around 20. They can live to be around
new skin obeys. It feels like ripples are moving across his body and 150 years old. Their mother's race has no impact on how
quickly a changeling matures, or how long they live.
a strong itch accompanies it. After a few seconds, he breaks his
A changeling is born in its true form, but mimicking
focused gaze and realizes that his body has become identical to the its mother's skin color. This true form is a mixture of
unconscious elf beside him. Only his old clothes are still the same. the mother's looks and the changeling father's true form.
Changelings cannot willingly alter their looks until they reach
— Arik's awakening in the New World puberty, at which point their ability begins revealing itself.
Infiltrators
In the Other World, changelings have no culture of their
own. They live among the other races in secret, integrating
themselves into communities as strangers or by replacing
those others. Most changelings prefer to assume the forms
of strangers or the recently dead. It is not unheard of for
changelings to be asked to replace someone. Some also
specifically murder or kidnap people to take their place.
This form of infiltration is particularly feared, though
exceptionally rare and if it ever occurs the changeling will
usually only assume the victim's form for a short period of
time, for a specific purpose. The fear of being replaced has led
most nobles to wear silver jewelry, eat and drink from silver
table wear and keep dogs specifically trained to detect the
unique scent of a changeling, which makes most long-term
replacements unfeasible. When a changeling does replace
someone, it is usually a peasant, or as part of a gig.
Acquired Species
Changelings are created when a changeling has a child with
another humanoid. The traits of this species are applied on
top of a creature's natural species. Choose your base species
from either Dwarf, Elf, or Human from this book or another
species that specifically states its members may become
changelings.
Part 1 | Species
48
DIFFERENT. NATURAL. WILD
Embodiment of Nature
Wildlings share their general anatomy with their mothers and
usually also inherit some traits from her species, though never
all of them. For example, a wildling with an elven heritage
may have their mother’s infravision and resolve, but lack
her disease resistance. Instead, they may have wings and an
Wildling aversion to silver.
As her mouth opens to breathe, it is filled with Wildlings’ skin colors vary from those natural to their
water instead. In an instant, Laura is fully awake. She flails. Her mother’s species, to uniform green or brown to red or
a multicolored jumble of different colors. They might
limbs feel like noodles. Her head feels heavy. Finally, she manages to
have short fur, smooth skin like an elf, or slippery skin
stretch out her hands and realizes that the water is shallow enough like merfolk.
for her to sit in. The panic recedes. Most wildlings have a pronounced brow and horns adorn
As she tries to move her oddly unresponsive body into a sitting the heads of almost all of them. These horns can match the
position, she realizes that something is protruding from her behind. wildling’s skin color but don't always. They can be shaped like
She lifts her hand to touch the tail extending from the base of those of a ram, a goat, grow slightly branched like antlers, or
her spine. She can control the muscles in the new appendage and to the sides like those of a giant. Every wildling has a unique
set of horns that can vary from large and heavy, to small and
after a few odd twitches, she manages to lift it. Just as, if not more
light. In most cases, the horns are symmetrical (safe for the
disturbing than the presence of a tail is the fact that her skin is a natural imperfections inherent to organic growths), but some
light shade of blue with an ever-so-slight pink tint. She also notices wildlings may have horns of different sizes or even types on
that the extra weight on her head comes from a set of large horns their head. Most wildlings have two horns, however, more
that protrude from her skull. than two are not entirely unheard of.
— Laura's awakening in the New World Extending from the back of every wildling is a long and
flexible tail. Sometimes the tail is lined with a fin, in other
An amalgamation of humanoid and wild essence, wildlings cases, it just ends in a tuft of fur or a tip. Wildlings are the
are as varied as the world from which they are born. most diverse race in the physical traits they have.
Part 1 | Species
49
Varied as the Land Wildling Features
A wildling’s eyes can be any color from deep red, to an As a wildling, your unique physique and deep connection to
elven yellow or a silvery grey. A common blessing among nature grant you several abilities.
wildlings is the ability to see in darkness, and many also sport Body of the Wild. You retain your base species' Physique,
infravision other special senses. Their other senses vary Health, Vitality, and Survival traits, but lose any Special Traits
in acuity between individuals. Some have above-average provided by your species, including your Ethnicity. You do not
hearing, and others a good sense of smell. Regardless of their lose ability score increases provided by your Ethnicity, but do
other abilities, most wildlings still rely on their sense of sight lose any enhancements made to your Physique, Health, Vitality,
to guide them through the world. and Survival traits by Special Traits. For example, a human
A wildling's most unique ability is their innate attunement wildling does not benefit from the vitality bonus provided by
to the world. All wildlings have the ability to speak with the Human Endurance trait.
anyone, even animals. To them, the barking and emoting of a Predisposition. Instinctual tendencies vary between
dog carries as much meaning as a sentence spoken in a normal individuals. Due to their ability to understand all creatures
tongue. This ability only develops in wildlings around the age many wildlings have a strong sense of empathy and tend
of six, meaning that they usually still speak some mundane towards good alignments. However, there are no tendencies
language. It is generally easier to communicate in this so- that all wildlings share.
called wild speech by using mundane words as a carrier and
while some can use this magic without it, most wildlings
speak normally while using this magic.
Fey Heritage
Every wildling is blessed by their natural heritage.
The exact nature of these blessings varies for every
wildling. Some have small claws on their fingers
and yellow eyes capable of seeing heat. Others have
beautiful wings extending from their backs and
powerful tail capable of holding weapons.
With so much variety between them, not much can
be said about the general needs of every wildling.
As a race, wildlings also have little in the way of
common instincts or tendencies, except for those all living
beings share.
Acquired Species
Wildlings are created when a humanoid has its body
suffused by wild magic. Most wildlings are born as
such, however, there are ways a living humanoid may
be transformed into a wildling version of their species.
The traits of this species are applied on top of a creature's
natural species. Choose your base species from either Dwarf,
Elf, Giant, Human, Kobold, Fairy, Harpy, or Merfolk from this
book, or another species that specifically states its members
may become wildlings.
Part 1 | Species
50
Blessings
d100 Blessing d100 Blessing
1-30 Base Race Trait (Your Choice) 65-67 Cold Adaptation (Positive)
31 Sunlight Sensitivity (Negative) 67-77 Darkvision (Positive)
32-33 Energy Vulnerability (Negative) 78-80 Dexterous Tail (Positive)
34-35 Frail Body (Negative) 81-82 Echolocation (Positive)
36-39 Bioluminescence (Negative) 83-84 Fast (Positive)
40-41 Claws (Negative) 85-86 Fin (Positive)
42 Deteriorating Health (Negative) 87 Golden (Positive)
43-44 Fast Metabolism (Negative) 88-90 Heat Adaption (Positive)
45 Sleepy (Negative) 91 Infravision (Positive)
46-50 Silver Vulnerability (Negative) 92-93 Innate Spellcasting (Positive)
51-55 Amphibious (Positive) 94-97 Keen Senses (Positive)
56-58 Chameleon Skin (Positive) 98-99 Natural Armor (Positive)
59-64 Climber (Positive) 100 Wings (Positive)
Wild Speech. You understand all sentient creatures and can Natural Blessings. Your body takes on aspects of the
communicate meaning with them by speaking as though you surrounding wilderness. Roll 1d8 and then roll on the
shared a language, even if you don't share a language or the Blessings table a number of times equal to the result of the d8
creature cannot speak. How complicated these ideas can be to determine which blessings are applied to you. If your roll
depends on the intelligence of those who participate in the of the d100 results in a blessing that is already applied to you
conversation. A creature with 2 or less intelligence cannot be and does not explicitly state that it may be applied more than
communicated with in any meaningful way. To communicate once, reroll the d100. See Natural Blessings for the features
in this way, both participants must perceive each other with your blessings provide. If you roll between 1 and 30 you
their own senses (wild speech loses its magical properties must choose one of the Special Traits your race or ethnicity
when recorded or transmitted). normally provides that was removed by Body of the Wild. You
then gain that trait.
Alternatively, your GM may allow you to choose your
blessings. In this case, you have 4 blessing points that
you may spend on blessings. See Natural Blessings for a
list of all available traits. You may only choose a blessing
once unless the blessing explicitly states it can be chosen
more than once. You can only gain points from up to 2
Elf Wildling negative blessings. Instead of spending points on one of
the blessings below, you may spend 1 blessing point to gain
one of the special racial traits removed by Body of the Wild.
Human Wildling
Dwarf Wildling
Part 1 | Species
51
Natural Blessings Innate Spellcasting. Somewhere on your body, usually
embedded in the forehead, is a gem-like organ that can
Blessings are split into two categories: Positive and Negative. channel magical energy. Choose a novice spell from the
Positive blessings cost points, whereas negative blessings gain Aria spell list or from either the Lore of Force, Light, Frost,
you points. You can only gain extra points from up to two Lightning, Fire, or Life. You learn this spell and may cast
negative blessings. it by expending vitality equal to its vitality cost at will.
This blessing costs 3 points. You may choose this blessing
Positive Blessings more than once.
Choose from the following blessings. Each has a point cost Keen Senses. You have large ears, and/or eyes. You are
associated with it. proficient in the Perception skill and your proficiency bonus
Amphibious. Your lungs can breathe both air and water. is doubled for any ability check you make using the Perception
Three slits on either side below your ribcage allow you to skill (expertise). This blessing costs 1 point.
empty your lungs of liquid. This blessing costs 3 points. Natural Armor. Scales, thick fur, or feathers cover parts of
Chameleon Skin. Your skin can change color to match your body and make you harder to hurt. While you are not
your surroundings. When you take the Hide action, you wearing any armor, you gain a +2 bonus to your armor class.
may become camouflaged (see the condition). This blessing This blessing costs 2 points.
costs 4 points. Wings. Feathered or fairy-like wings extend from your
Climber. A light build, muscled limbs, and small claws that back and the magical organ at their base can lift you from the
tip your fingers and toes make you an apt climber. You have ground. You have a flying speed equal to your walking speed
a climbing speed equal to your walking speed. You may take and can hover. To use this speed, you can’t be wearing heavy
this blessing a second time to gain the ability to adhere to armor. This blessing costs 6 points.
almost any material and climb difficult surfaces, including
upside down on ceilings, without needing to make an ability Negative Blessings
check. This blessing costs 2 points. You may choose from the following negative blessings. Each
Cold Adaptation. Fur covers your entire body and protects gains you a certain number of blessing points you can spend
you from the cold. You treat cold weather as though it were on positive blessings.
pleasant and freezing cold as though it were cold weather. Bioluminescence. Small luminescent dots cover your entire
This blessing costs 1 point. You may choose this blessing a body and are particularly numerous on your face and neck.
second time to treat cold and freezing cold weather as though You are not obscured by dim light or darkness. This effect can
it were pleasant and to gain resistance to cold damage. be negated if you totally cover your body. This blessing gains
Darkvision. You can see in dim light within 20 meters (60 you 2 points.
feet) of you as if it were bright light, and in darkness as if Claws. Large, sharp claws extend from your fingertips,
it were dim light. You can’t discern color in darkness, only making it difficult to hold things. Your unarmed attacks deal
shades of gray. This blessing costs 3 points. 1d4 slashing damage. You have disadvantage on weapon
Dexterous Tail. Powerful muscles run along your tail, attacks. The effects of this blessing can be negated by cutting
making it particularly large, dexterous, and strong. You may your fingernails every time you complete a long rest. This
use your tail to interact with objects. As a bonus action, blessing gains you 1 point.
you may use your tail to make an attack using a light melee Deteriorating Health. You only have half the life expectancy
weapon. You may also use your tail to wield a shield. This of your base species and disadvantage on saving throws
blessing costs 4 points. against disease. This blessing gains you 3 points. It cannot be
Echolocation. Your large ears can pick up ultrasound waves chosen in combination with the golden blessing.
that you emit with every breath. You have blindsight out to a Fast Metabolism. Your body metabolizes calories faster,
range of 10 meters (30 feet). This sense is blinded while you meaning you have more energy, but also require more
are deafened. This blessing costs 4 points. food. Your daily ration consumption increases by 1. This
Fast. Your feet are long and you walk on your toes blessing gains you 2 points. You may choose this blessing
instead of your whole foot, making it easier to run quickly. more than once.
Your speed increases by 5 meters (15 feet). This blessing Energy Vulnerability. A quirk in your biology causes you to
costs 4 points. be vulnerable to a specific kind of energy. Choose one of the
Fin. A fin runs along your tail and up your back and your following damage types; acid, cold, fire, force, lightning, or
fingers may be webbed. You have a swimming speed equal to necrotic damage. You are vulnerable to the chosen damage
your walking speed. This blessing costs 2 points. type. This blessing gains you 2 points. You may choose this
Golden. Your body does not age past physical maturity. blessing more than once. When you do, choose a different
You are immune to natural disease and ignore the effects damage type every time.
of exhaustion, except death at level 6. This blessing costs Frail Body. Your body is particularly weak to being
6 points. It cannot be chosen in combination with the damaged. Decrease your maximum hit points by an amount
deteriorating health blessing. equal to 2 + your Level. This blessing gains you 3 points.
Heat Adaptation. Your skin is thick and dark. You gain Silver Vulnerability. Your natural ancestry is particularly
resistance to fire damage and treat scorching heat as though it present. You are vulnerable to bludgeoning, piercing, and
were pleasant. This blessing costs 4 points. slashing damage from magical or silvered attacks. This
Infravision. You can see in dim light, darkness and absolute blessing gains you 4 points.
darkness within 30 meters (90 feet) of you as if it were Sleepy. You require 10 hours of sleep each day instead of 8.
bright light and camouflage, smoke and fog do not impede This blessing gains you 1 point.
your vision. You can't discern color in darkness, smoke, or Sunlight Sensitivity. Your eyes are extremely sensitive to
fog, only shades of red and are unable to see the color red bright light. You have disadvantage on Wisdom (Perception)
outside of your infravision. You cannot learn to read any checks that rely on sight when you, or whatever you are
language you didn't know before your transformation, except trying to perceive is in direct sunlight. This blessing gains
Elvan, and can't use non-elvan skill books. This blessing you 1 point.
costs 4 points.
Part 1 | Species
52
BOUND TO THE FOREST
Part 1 | Species
53
Acquired Species Dryad Features
Dryads are created when a humanoid or beast is transformed As a dryad, the changes to your body grant you several
by the Dryad Transformation below. The traits of this species benefits in addition to those naturally granted by your race.
are applied on top of a creature's natural species. Ability Score Increase. Your Charisma score increases by 1.
Age. While inside a magical forest, your remaining life span
Dryad Transformation is multiplied by 10. You reach physical maturity at the age
Special transformation normal for your base race, but afterward, begin to age at a
tenth of the normal speed. When you leave the magical forest
Targets: Any Beast, Fey, and Humanoid you are bonded to, you begin to age normally again.
Transmission: Deliberate Predisposition. You retain any predispositions you had
Incubation Period: Instant before your transformation. In a constant state of happiness,
Saving Throw: None however, it becomes hard not to have a heart as warm as
your demeanor. Because of this, you tend towards the good
As soon as the tree's nectar is downed, a stupor sets in. The senses
alignment while you are in a magical forest. Most dryads are
become dull and the world fades into a deep sleep. When the dryad
druids or witches of the hedge coven.
awakens, they feel a new connection to the wild around them. Over
Wood's Blessing. While in a magical forest you gain the
time their skin will turn green and plants will grow from their
following benefits:
bodies, marking them as a child of the forest.
• You ignore difficult terrain created by a magical forest.
A creature that consumes the golden liquid secreted by a spirit • You have advantage on saving throws against poison and
tree (nectar) begins this transformation. disease and are resistant to poison damage.
At the end of its next turn symptoms set in, starting at stage • If you have less than your maximum hit points at the start
1. At the end of its next night's rest, the creature advances to of your turn, you expend a hit die and regain hit points
the next stage of the transformation. equal to the rolled amount. If you are reduced to 0 hit
This transformation may be ended prematurely with Lesser points but not killed instantly, tendrils of magical healing
Cure (Channel Life II). rise from the soil. At the start of your next turn, you expend
A creature that examines a transforming creature must hit dice for a burst of healing until you are at full health.
succeed a DC 15 Wisdom (Medicine) check to identify this If you take acid, fire, or radiant damage this trait doesn't
transformation. function at the start of your next turn.
Stage 1: The transforming creature falls unconscious and Homesense. You always know the direction and distance to
immediately begins a night's rest that cannot be interrupted. the magical forest you were first bonded to and to the one you
Stage 2: The creature must succeed a DC 1 Constitution last visited.
saving throw or die. If the creature survives, the Mutant. You are sterile. You can neither sire children if you
transformation completes, turning it into a dryad and are male, nor become pregnant if you are female.
granting it the traits detailed under Dryad Features.
Starting as a Dryad
When you start as a dryad, you will awaken already bonded
to a forest. Work with your DM to find a location (usually no
more than 100 kilometers away) suitable as the location of
your magical forest.
Part 1 | Species
54
THE WILD WITHIN UNLEASHED
Part 1 | Species
55
Mindless Focus This transformation may be ended prematurely with
Greater Cure (Channel Life V).
A lycan does not lose their intellect when they transform. A creature that examines a transforming creature must
Most do not remember their time in their hybrid form once succeed a DC 20 Wisdom (Medicine) check to identify this
they wake up, however those who do describe it as feeling like transformation.
a dream. Everyone describes themselves as being so focused,
Stage 1: Whenever the transforming creature makes
that they can't think of anything at all. Then they always
an attack roll, saving throw, or ability check it must roll a
receive a command or a problem from themselves. Like "I
d4 and subtract the number rolled from the attack roll or
need to get something to eat", "I want to explore", or "I need
saving throw.
to protect my loved ones." They then think of the best way to
Stage 2: The transformation completes, turning the
accomplish that goal.
creature into a lycan and granting it the traits detailed under
A humanoid in a normal state of mind would think of a
Lycan Features. The creature's first transformation occurs the
plan and then reflect on what implications this course of
next time it starts a night's rest (see Hybrid Transformation).
action might have, such as what its effect may be on others.
A lycan in their hybrid form is incapable of this and simply
acts on the first plan that comes to their mind without
further reflection.
Lycan Features
As a lycan, the changes made to your body grant you several
new abilities.
Acquired Species Ability Score Increase. Your Strength score increases by 2
and your Intelligence score decreases by 1.
Lycans are created when a humanoid is transformed by the
Survival. The number of rations you must expend to
Lycan Transformation below. The traits of this species are
perform a night's rest increases by 1 and the number of
applied on top of a creature's natural species.
rations you expend throughout a long rest increases by 7
Lycan Transformation accordingly.
Special transformation Disease Immunity. You are immune to disease and disease-
like transformations.
Targets: Any Humanoid Keen Senses. You have proficiency in the Perception skill. If
Transmission: Bite you gain proficiency in this skill again, your proficiency bonus
Incubation Period: 1 Day is doubled for this type of skill check (expertise).
Saving Throw: DC 15
As soon as the werewolf's teeth pierce the skin, the changes begin
to take place. It is a mild sickness that takes hold. A light fever and
a bit of nausea. Finally, the transformation occurs, and the change Elf Lycan
becomes irreversible.
Dwarf Lycan
Part 1 | Species
56
Hybrid Transformation. When you start a night's rest and Hybrid Form Features
fall asleep, you transform into your hybrid form. You gain the While you are transformed into your hybrid form, you gain
features described under Hybrid Form Features. the following benefits:
Anything you are wearing or carrying before transforming Bite. As an action, you make a special unarmed bite attack.
is worn or carried by your new form, or falls to the ground. On a hit, you deal 1d6 piercing damage and the target must
Armor and similar equipment that cannot accommodate the succeed a DC 15 Constitution saving throw or be infected
transformation is destroyed. with Lycan Transformation.
You cannot speak, wield weapons, or cast spells while in Claws. Your unarmed attacks deal 1d6 slashing damage.
your hybrid form. Your awareness is reduced, however, you When you make an unarmed attack using the attack action,
retain the fundamental aspects of your personality. Your you can make one additional unarmed claw attack as a
hybrid form is hostile to all non-lycan, non-predator creatures bonus action.
and attacks them on sight. You are not a mindless beast. Your Darkvision. You can see in dim light within 20 meters
hybrid form will avoid situations that you believe will result (60 feet)of you as if it were bright light, and in darkness
in your death and employ rudimentary tactics in combat. as if it were dim light. You can’t discern color in darkness,
As long as you are not suffering from exhaustion as a only shades of gray. If your race already has natural dark- or
result of starvation, you retain a mote of control over your infravision, its range increases by 10 meters (30 feet) instead.
actions. Your hybrid form will not attack creatures you share a Feral Might. You have advantage on Strength checks and
connection with and will simply ignore them unless attacked saving throws and your speed increases by 3 meters (10 feet).
first. This includes family members, friends, lovers, and allies Heightened Senses. You have advantage on Wisdom
you know well and do not wish to harm. Before you fall (Perception) and Wisdom (Survival) checks.
asleep you may also direct your hybrid form towards a certain Resilient Hide. You are resistant to all damage except
objective that can be no more complicated than "I will go here," bludgeoning, piercing, and slashing damage from attacks
or "I will kill this person." made with magical or silvered weapons. Additionally, your
Your transformation lasts for at least 3 hours, at which AC increases by 2 while you are not wearing armor.
point your hybrid form will attempt to return to where you
fell asleep. As soon as you return, or after 1 hour, your hybrid
form falls unconscious. You then return to your natural form
and sleep for at least 4 hours, or until the time you spent
transformed and the time you sleep added together equals the
time your base race must sleep in order to gain the benefits of Giant Lycan
a night’s rest (whichever is longer).
Willing Transformation. As long as you are below your hit
point maximum (or are otherwise wounded) you may use
your action to transform into your hybrid form as though you
just fell asleep at the start of a night's rest.
Human Lycan
Part 1 | Species
57
BETTER.
IMMORTAL.
THIRSTING.
Part 1 | Species
59
Vampire Traits Age. Vampires become more powerful as they become
older, causing there to be significant differences between
As a vampire, your increased physical capabilities provide newly transformed vampires and those that have lived as such
you with several benefits in addition to those provided for centuries.
by your race.
Age. You cannot die of old age. The aging process stops
for you, permanently preserving your current aspect until Vampire Ages
you are killed. Vampires cannot die of old age, however they do change as
Predisposition. You retain your original alignment after your time passes. Vampires become larger and more powerful
transformation. However, bloodlust compels you to kill other as they become older. When you are transformed, you will
humanoids and thus nudges you toward the evil alignment. always be transformed into a Newborn Vampire, however, it
Survival. You cannot sleep and magic can't put you to sleep. is possible that you received the body of an Elder Vampire as
Taking a long rest takes 4 hours during which you rest but your transformation.
remain fully aware. You do not need to eat or drink and no
longer gain sustenance from food. You must still expend Newborn Vampire
rations to rest as your species normally would, but eating Newborn vampires are those who have just completed their
normal food does not decrease your hunger. To decrease transformation. They are difficult to tell apart from others of
your hunger you must drain blood and energy from a living their race, as, especially while sated, they retain their former
creature. Despite having a pleasant taste, preserved blood appearance almost completely. The only difference is slightly
provides no nourishment. For every point of necrotic damage paler skin. Even expert vampire hunters have difficulty
you deal with your Bite attack, you decrease your hunger by 1. identifying a newborn vampire unless they saw the person
Maddening Hunger. While you are suffering from before its transformation.
starvation (at least level 1), you lose any sense of morality In the Other World, vampires lived secret lives. The only
or empathy. While suffering from severe starvation (at least place where a vampire could exist openly is an island in the
level 3), you must succeed a DC 15 Charisma save whenever arctic circle. Everywhere else they hide in caves, sewers, and
you see a living creature (including other vampires) or plot to hidden sanctuaries. Sometimes friends and family protect
attack them to drain their blood. You repeat the saving throw and shelter their cursed loved ones, feeding them animals, or
at the start of each of your turns, unless you decide to give in people, to keep them alive.
to your hunger. Ability Score Increase. Your ability scores each increase by 1.
Bite. You can drain blood and more importantly vitality Size. You retain your size, but over the years you continue
from a willing living creature or one that is grappled, to grow ever so slowly. After a century, you transform into
incapacitated, or restrained. Make an unarmed melee attack. an Elder Vampire. You lose all traits provided by this age and
On a hit, you deal 1d6 necrotic damage. Until the creature receive those of your new one.
breaks the grapple or dies, you deal 1d6 necrotic damage to Sunlight Vulnerability. Every hour you spend outdoors
them at the start of each of your turns and recover a number during sunlight causes you to take 1 radiant damage. (This
of hit points, and decrease your hunger, by an amount equal damage is not doubled by your vulnerability)
to, the damage dealt. To end the bite yourself, you must
succeed a DC 20 Charisma saving throw. If you bite a downed Elder Vampire
creature, that creature is killed instantly and you gain hit Elder vampires have lived for at least a century as a vampire.
points and decrease your hunger by an amount equal to the In time their bodies grow to abnormal size, turning them
creature’s number of hit dice. into tall and unusually slender figures. Their skin resembles
If a creature survives your attack, it is infected with porcelain and the white of their eyes has taken on a
Vampire Transformation. permanently red hue.
Blood Reserves. If you continue to drain blood while your Ability Score Increase. Your ability scores each increase by 2.
hunger is at 0, you may instead gather reserves inside your Size. You are one size increment larger than is normal
body. Whenever you expend rations to rest, you decrease this for your original race, unless you were already large before
reserve before you increase your hunger. your transformation (a tiny creature becomes small, a small
Cold Resistance. You are resistant to cold damage and creature becomes medium, a medium creature becomes
can survive in cold and freezing cold weather as though it larger). A larger size has several implications, including a
were pleasant. higher carry weight capacity and a decrease of your base AC
Infravision. You can see in dim light, darkness and absolute by 2. Your hit die also increases in size by one increment (a d4
darkness within 40 meters (120 feet) of you as if it were bright becomes a d6, a d6 a d8, etc.), increasing your hit points by an
light and camouflage, smoke and fog do not impede your amount equal to 2 + your Level.
vision. You can't discern color in darkness, smoke, or fog, Sunlight Hypervulnerability. If you move into direct
only shades of red and are unable to see the color red outside sunlight during your turn, or start your turn there, you take
of your infravision. You cannot learn to read any language 1 radiant damage. You have disadvantage on attack rolls
you didn't know before your transformation, except Elvan, and saving throws until you move out of the sunlight. (This
and can't use non-elvan skill books.Disease Immunity. You are damage is not doubled by your vulnerability)
immune to disease and disease-like transformations.
Mutant. You are sterile. You can neither sire children if you
are male, nor become pregnant if you are female.
Regeneration. If you have less than your maximum hit
points at the start of your turn, you expend a hit die and
regain hit points equal to the rolled amount. If you take acid,
fire, or radiant damage this trait doesn't function at the start
of your next turn. This trait does not stop you from being
instantly killed. You are vulnerable to radiant damage.
Part 1 | Species
60
Chapter 3: Classes
A
class is an archetype that describes a set of never refer to them by their name. The only major exceptions
capabilities your patron has accumulated throughout to this rule are spells, where the arcane techniques spells
their life. The features you are provided are represent do have specific names given to them by the people
abstractions. Just like hit points and vitality are of the Other World and the new.
abstractions of your physical condition that don't exist When you wake up after the fog you will only have
in the 'real' game world, class features assign names access to a few proficiencies; the most basic capabilities your
and numbers to certain capabilities. For example, the fighter's class can provide. Just like class features, levels are also an
feature Action Surge represents a warrior's ability to push abstraction. They represent the fact that you are gaining
themselves beyond their limits to perform several actions experience and are unlocking the ingrained knowledge of
quickly in a way that none that haven’t trained specifically for your patron through the dreams you have about them every
it can. To the fighter, using this ability is not them deciding to night. Your in-game self has no concept of levels, though they
trigger Action Surge, but them shoring up their own resolve will still most likely be able to gauge their power level.
into a burst of focus and speed, similar to a final push at the Each class entry in this chapter includes a table
end of a marathon. summarizing the benefits you gain at every level, followed by
While playing, it will usually be easier to simply refer to a a detailed explanation of each one.
capability by its abstract name when you decide to use it so The twelve classes, listed in the Classes table, can on their
that your GM and other players immediately know what you own and by combing them through multi-classing, be used to
want to do. However, it is important to remember that your describe almost any set of skills someone in the Other World
in-game self has no concept of the features of its class and will may have acquired.
Part 1 | Classes
61
PURE PASSION.
Life Lived
The barbarian way of fighting lends itself to those living
outside of what would be considered civilized society, but
even in the confines of a town or city, those who fight with
Barbarian savage passion can find their place. So it is that barbarians can
Roaring, the giant jumps into the way of the driving car. Steel be found everywhere in the Other World, though they are
bends and glass shatters as his massive frame smashes into most numerous in the north and deep forests of the world.
the vehicle driving at full speed. As the driver frees herself Though not required, most barbarians take their indulgent
from the airbag, a sledgehammer crashes through the remains mindset from the battlefield to their day-to-day life. As such,
of the windshield and smashes her face into the backrest. they may come over as unrestrained and hedonistic, though
Unfazed by the collision the giant pulls his hammer back out. most barbarians would simply say that they enjoy the small
Baring his teeth, the human man raises his axe and his things in life. For what worth has life if you do not indulge in
warriors charge into the hail of arrow, gun, and spellfire. it? What meaning have the hours spent in the mortal realm, if
Even as razor-sharp hunting tips, pieces of lead, and bolts of they are not savored?
sunfire batter their bodies, they charge, close the distance, and
begin the slaughter. Building a Barbarian
A white-furred kobold unleashes a mixture of a screech
and a hiss, her small tongue pocking out of her mouth. In Whether by choice or chance, you received the body of a
the blink of an eye, she smashes her fire axe into the wild barbarian. You will almost always find it in peak physical
wolf. Using the falling beast's momentum for leverage, she is condition. With your patron's abilities being very instinct
catapulted into the air. The other canines look in awe as the driven, you will feel their influence stronger than some
axe flies towards them, dragging a crazy kobold through the others. Will you embrace the wild lifestyle of passion and
air behind it. indulgence or will you restrain yourself? Will you dominate
As different as these warriors are, one thing unites them. the weak and sate your every need through banditry and
Their passion. Through passion, they gain strength. Through raiding, or will you build a place to call your own and savor
strength, they gain power. Through power, they gain victory. the simple things in life with your friends and family? Perhaps
This creed unites all those who let their emotions consume you will choose a bit of both, or a different path entirely.
them so utterly that they enter into a trance-like state. Most Either way, you will leave a mark in this beautiful new world
warriors rely on their thirst for battle and bloodlust to enter of savage beasts and wild men
this rage, but any powerful emotion will do. Hate, love,
jealousy, disgust. All valid options. While in this state of total
emotional indulgence, a barbarian has supernatural fortitude
CLASS FEATURES
As a barbarian, you gain the following class features.
and strikes with unparalleled ferocity. They gain resilience,
uncanny reflexes, and the strength to perform feats other
Barbarian Proficiencies
mortals can only dream of. Blows that would cleave a normal
At 0th level, the barbarian class provides you with the
man in twain leave little more than a scratch as the barbarian
following proficiencies:
effortlessly smashes through lesser opponents.
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple and Martial Weapons
Pure Passion Saving Throws: Strength, Constitution
Some see overt displays of emotion as a weakness, but those Skills: Choose two from Acrobatics, Animal Handling,
who have faced a raging barbarian will be convinced of Athletics, Intimidation, Mechanics, Nature, Perception, and
the opposite. The name may imply a brutish warrior, but Survival
barbarians are just as varied as other warriors. Some charge
blindly with massive weapons, while others weave their Multiclassing
passion into an intricate dance of death. Barbarians thrive in Ability Score Minimum: Strength 13
short chaotic battles as their rage feeds on their vitality and When you multiclass into the barbarian class, you gain the
drives them to achieve ever-greater feats. By the time their following proficiencies:
strength wanes and the flame that is their rage dies down, all Armor: Shields
but the most powerful of foes will be defeated. Weapons: Simple Weapons, Martial Weapons
Part 1 | Classes
62
The Barbarian
Part 1 | Classes
63
Ability Score Improvement or Feat Ways of Passion
When you reach 4th level, and again at 8th, and 10th level, Each so-called way of passion is a set of techniques used to
you can increase one ability score of your choice by 2, or you turn emotions into a barbarian rage and once a barbarian
can increase two ability scores of your choice by 1. As normal, becomes more skilled, the way they focus their passion has
you can't increase an ability score above 20 using this feature. a profound impact on how it manifests. While any way can
Alternatively, you may choose a feat. be used with any passion, most have a state of mind that is
commonly employed by those who follow that way.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
Way of the Berserker
whenever you take the Attack action on your turn. PASSION UNLEASHED
.
Wild Speed Berserkers completely submerge themselves in their passion,
allowing it to consume them entirely and granting them
Also at 5th level, your speed increases by 3 meters (10 feet) an unmatched presence on the battlefield. Their approach
while you aren't wearing heavy armor. is simple: charge your enemies and smash them with a
relentless onslaught.
Primal Intuition Especially the orcs in the west rely on this way, channeling
years of atrocities and betrayal committed against them into
By 7th level, your instincts are so honed that you have
furious passion, but this way is by far the most common
advantage on initiative rolls. Additionally, if you are surprised
among all barbarians.
at the beginning of combat and aren't incapacitated, you can
act normally on your first turn, but only if you enter your rage Frenzy
before doing anything else on that turn. Starting when you choose this source at 3rd level, you go into
a frenzy when you rage. In addition to the usual effects, for
Brutal Critical the duration of your rage you can use your bonus action to
make a single melee weapon attack.
Beginning at 9th level, you can roll one additional weapon
damage die when determining the extra damage for a critical
Berserker's Charge
hit with a melee attack.
Also beginning at 3rd level, when you enter into a rage, your
speed doubles for the rest of your turn. You can only use this
Unkillable additional speed to move toward an enemy. Additionally, you
When you reach your 10th level, your passion makes you can take the Dash action as a bonus action on your subsequent
nearly unkillable and your rage can keep you fighting despite turns while you are raging.
grievous wounds. If you drop to 0 hit points while raging,
you do not fall unconscious. Instead, your hit points can now
Mindless Rage
Beginning at 6th level, you are immune to being charmed
go into the negative. As long as you are not dealt your entire
or frightened while raging. If you are charmed or frightened
health again as damage, you can continue fighting. If you are
when you enter your rage, the effect is suspended for the
dealt your entire health as damage after being reduced to 0,
duration of the rage.
you die instantly. If your rage ends, you fall unconscious and
must make death saving throws.
Intimidating Presence
You are a monster. A warrior so terrifying, that your
opponent's wither at the mere sight of you.
At 9th level, you can use your bonus action to frighten
someone. When you do so, choose one creature that you
can see within 10 meters (30 feet) of you. If the creature can
see or hear you, it must succeed on a Wisdom saving throw
(DC equal to 8 + your Proficiency Bonus + your Strength
modifier) or be frightened of you until the end of your next
turn. On subsequent turns, you can use your action to extend
the duration of this effect on the frightened creature until the
end of your next turn. This effect ends if the creature ends
its turn out of line of sight or more than 30 meters (90 feet)
away from you.
If the creature succeeds on its saving throw, you can't use
this feature on that creature again for 24 hours.
Part 1 | Classes
64
Way of the War Crier Spellcasting Ability
Charisma is your spellcasting ability for your barbarian spells,
VOICE OF PASSION as their power derives from the force of your personality. You
. use your Charisma whenever a spell refers to your spellcasting
Those who learn to channel their passion into song become ability. In addition, you use your Charisma modifier when
known as war criers. Each swing of their weapon is part of a setting the saving throw DC for a barbarian spell you cast and
song. Each stomp of the foot and each breath part of a melody. when making an attack roll with one.
Their passion fuels the arias they perform. Spell Save DC = 8 + your Proficiency Bonus + your
In the Other World, these warriors can easily be identified Charisma modifier
by their war chants. The ability to draw on one's passion to
perform the magic of the voice was discovered twice. Once Spell Attack Modifier = your Proficiency Bonus + your
by the human tribes in the deep south, who copied the magic Charisma modifier
of merfolk and found that by singing these arias with intense Vitality
passion, they can harden their bodies. It was also discovered When you begin to cast a spell, decrease your current vitality
by the northern harpies, who integrated the giant's passionate by the amount listed as the spell's Vitality Cost. If you reach 0
way of fighting into their arias. Vitality, you fall unconscious and the spell you were casting
fails. (See the general rules on Spellcasting for details)
Spellcasting
Starting when you choose this subclass at 3rd level, you War Crier Spell Level
gain the ability to cast arias that your patron trained and
Spell Level Barbarian Level
committed to ingrained memory. See the chapter on
spellcasting for the general rules on using magic. Novice 3rd
Aria Magic Apprentice 7th
The chapter on spellcasting provides a list of the spells you
have access to in the subchapter on arias. Song of Passion
Arias are unique in that they are cast over the course of Also starting at 3rd level, raging does not prevent you from
several turns, with each action used to empower it granting casting an aria spell, nor from concentrating on it. When
the aria additional benefits without increasing its vitality cost. you begin an aria, you may concentrate on it without
Learning Arias ending your rage.
At 3rd level, you learn the Channel Performance I spell and 2
Novice arias. You may choose an additional aria of a level you Harmonious Rage
have access to every odd level (5th, 7th, 9th). Beginning at 7th level, when you use your action to cast an
Whenever you gain access to a new spell level, you aria or to progress to a new verse in an aria you are already
automatically learn the corresponding Channel Performance concentrating on, you can make one weapon attack as a
spell, which does not count against the number of spells bonus action.
you may choose. Any spell you learn is committed to your
memory and can be cast at any time, as long as you have the Song Strokes
required vitality. Refer to the War Crier Spell Level table to see At 10th level, you learn how to make your weapon strikes
when you gain access to a new level of spells. undercut a creature's resistance to your magic. When you
hit a creature with an attack, that creature has disadvantage
on the next saving throw it makes against one of your arias
before the end of your next turn.
Part 1 | Classes
65
SPELLS OF SONG
Proficiency Arias
Level Bonus Features Known Aria Level
0th +2 Bard Proficiencies, Bonus Vitality - -
1st +2 Spellcasting, Bardic Inspiration 4 Novice (1)
2nd +2 Jack Of All Trades, Bardic Mythos 5 Novice (1)
3rd +2 -- 6 Apprentice (2)
4th +2 Ability Score Improvement or Feat 7 Apprentice (2)
5th +3 -- 8 Adept (3)
6th +3 Mythos Feature 9 Adept (3)
7th +3 -- 10 Expert (4)
8th +3 Ability Score Improvement or Feat 11 Expert (4)
9th +4 -- 12 Master (5)
10th +4 Mythos Feature 13 Master (5)
CLASS FEATURES
As a bard, you gain the following class features.
Part 1 | Classes
67
Bardic Inspiration Mythos
You can inspire others through stirring words and tunes. A mythos is as much a style of training as it is a genre of
To do so, you use a bonus action on your turn and expend music. As bards become more skilled with spellcasting, they
1 vitality to choose one willing creature other than yourself gain the ability to match their actions to the rhythm of their
within 20 meters (60 feet) of you that can hear or see you. aria and weave their magic with greater precision. How
That creature gains one Bardic Inspiration die, a d6. this manifests depends on the bard's training and thus on
Once within the next 10 minutes, the creature can roll the their mythos.
die and add the number rolled to one ability check, attack roll,
or saving throw it makes. The creature can wait until after it Mythos of Eloquence
rolls the d20 before deciding to use the Bardic Inspiration die,
but must decide before the GM says whether the roll succeeds VOICE OF DEBATE
or fails. Once the Bardic Inspiration die is rolled, it is lost. A
creature can have only one Bardic Inspiration die at a time. Adherents of the Mythos of Eloquence master the art of
Your Bardic Inspiration die changes when you reach certain oratory. Persuasion is regarded as a high art, and a well-
levels in this class. The die becomes a d8 at 5th level and a d10 reasoned, well-spoken argument often proves more powerful
at 10th level. than objective truth. These bards wield a blend of logic and
theatrical wordplay, winning over skeptics and detractors
with skilled debate and plucking at heartstrings to appeal to
Jack of All Trades the emotions of entire audiences.
Starting at 2nd level, you can add half your proficiency bonus,
rounded down, to any ability check you make that doesn’t Silver Tongue
already include your proficiency bonus. Starting at 3rd level, you are a master at saying the right thing
at the right time. When you make a Charisma (Persuasion) or
Charisma (Deception) check, you can treat a d20 roll of 9 or
Bardic Mythos lower as a 10.
At 3rd level, you delve into the advanced techniques of a
bardic mythos. Choose either the Mythos of Eloquence or the Unsettling Words
Mythos of Legends, both of which are detailed at the end of Also at 3rd level, you may weave tunes into your arias that
the class description. Your choice grants you features at 3rd sow doubt within the hearts of your foes. As a bonus action,
level, and again at 6th, and 10th level. you can make use of your Bardic Inspiration and choose one
creature you can see within 20 meters (60 feet) of you. Roll
Ability Score Improvement or Feat the Bardic Inspiration die. The creature must subtract the
number rolled from the next saving throw it makes before the
When you reach 4th level, and again at 8th level, you can start of your next turn.
increase one attribute score of your choice by 2, or you
can increase two attribute scores of your choice by 1. As Unfailing Inspiration
normal, you can't increase an attribute score above 20 using At 6th level, your inspiring words are so persuasive that
this feature. Alternatively, you may choose a feat from others feel driven to succeed. When a creature adds one of
the Feat list. your Bardic Inspiration dice to its ability check, attack roll, or
saving throw and the roll fails, the inspiration die is not lost.
Infectious Inspiration
Finally at 10th level, when you successfully inspire someone,
the power of your eloquence can spread to others. When a
creature within 20 meters (60 feet) of you adds one of your
Part 1 | Classes
68
Bardic Inspiration dice to its ability check, attack roll, or Maneuver Ability
saving throw and the roll succeeds, you can use your reaction Strength or Dexterity (your choice) is the ability for your
to encourage a different creature (other than yourself) that legend maneuvers, as they rely on your martial prowess. You
can hear you within 20 meters (60 feet) of you, giving it a use the chosen ability score whenever a maneuver refers
Bardic Inspiration die without expending any vitality. to your maneuver ability. In addition, you use the modifier
of the chosen ability when setting the saving throw DC for
Mythos of Legends maneuvers you use. When a maneuver calls for an attack,
you use the attack modifier you normally use for the spell,
VOICE OF HEROES unarmed or weapon attack used.
Maneuver Save DC = 8 + your Proficiency Bonus + your Strength
Bards of legends take inspiration from the great heroes of ages or Dexterity modifier (your choice)
past. The might of old mages suffuses their melodies. The
wisdom of the world's greatest warriors guides their weapons. Vitality
Songs of victories long won and defeats narrowly dodged When you initiate a maneuver, decrease your current vitality
carry the magic of their arias to their allies and inspire them by the amount listed as the maneuver's Vitality Cost. If you
to legendary deeds of their own. reach 0 Vitality, you fall unconscious, and the maneuver you
In the other world bards of legends would travel land and were initiating fails unless you make a final push. (See the
sea to witness the greatest events of their time firsthand general rules on Spellcasting for details).
and to ensure that the memory of those events doesn't pass
from the world. Their performances would grant them seats Legends Maneuver Level
at almost any table and a place in almost any warband they Maneuver Level Bard Level
consider might be worthy of a song. Beginner 3rd
Veteran 7th
Bonus Proficiencies
When you become a bard of legends at 3rd level, Combat Inspiration
you gain proficiency with medium armor, shields, and Also at 3rd level, you learn to inspire others in battle. A
martial weapons. creature that has a Bardic Inspiration die from you can roll
that die and add the number rolled to a weapon damage
Maneuvers roll it just made. Alternatively, when an attack roll is made
As a bard of legends, you learn maneuvers, special actions
against the creature, it can use its reaction to roll the Bardic
that can be taken in combat, to weave into your performance.
Inspiration die and add the number rolled to its AC against
Maneuvers
that attack, after seeing the roll but before knowing whether
Maneuvers are special, almost magical, spell-like abilities that
it hits or misses.
warriors may employ in combat. They represent bursts of
extreme focus and physical power that push their user to the Extra Attack
limit of their ability. Starting at 6th level, you can attack twice, instead of once,
The chapter on spellcasting provides a list of maneuvers whenever you take the attack action on your turn.
you have access to in the subchapter on maneuvers.
Learning Maneuvers Battle Magic
At 3rd level you learn 2 maneuvers and an additional 1 every At 10th level, you have mastered the art of weaving
odd level thereafter (5th level, 7th level, and 9th level). Refer spellcasting and weapon use into a single harmonious act.
to the Legends Maneuver Level table to see at what level you When you use your action to cast an aria or to progress to a
gain access to higher level maneuvers. new verse in an aria you are already concentrating on, you can
make one weapon attack as a bonus action.
Part 1 | Classes
69
THE WILD UNLEASHED
upon them, the druid has complete control over when this
transformation occurs. Even in their hybrid form, their mind
remains fully awake, allowing them to command the beast
Druid thus unleashed. While this wilder, more feral being lacks the
A harpy patrols the sky around the roost of her eagle and druid's more potent magical abilities, it is highly resistant
gripper allies. The intruders can't hide from her sight and to mundane attack. The exact nature of this transformation
with a single melodic scream she calls out to her friends. The varies depending on the druid and their training, but should
hunters look up, only to see the harpy's body grow into a always be feared.
massive, owl-like creature. The mass of feathers and muscle
swoops down, talons first. Preserve the Cycle
With a thought and a mote of effort, the green-skinned
elf mentally marks the female elf leading the squad moving Werewolves have long been viewed as agents of the natural
through the trees. He looses his arrow and as it strikes, the order, particularly in the Other World. According to
subtle spell causes the amber tip to bite even deeper than it myth, as humanoids became more civilized, nature created
normally would. As they turn their guns at him, his bones lycanthropy to pull them back into their primal forms. This
crack and skin stretches as he transforms into his hybrid belief is further reinforced by their innate animosity towards
form; a creature taller than any man, covered in fur, and with vampires. Unlike werewolves, druids are not afflicted with
muscled limbs as thick as tree trunks. lycanthropy, and although some may view their magical
Fire swirls and wood blackens and breaks under the transformations as artificial, most see themselves as the
incredible heat of the elf's spells. She understands the screams perfect union between civilization and their primal origins.
of the animals as they flee from the inferno. It saddens her, Druids are tasked with protecting both aspects of the world
but it is the greed of their guardian who forces her to commit and must find their own inner balance in doing so. Saturation
this atrocity. A psychic scream pierces her mind like a knife, with magic can make it difficult for druids to transform or
causing blood to drip from her nose and eyes. As she turns to cast spells, but unleashing their inner beast and transforming
face the four-legged shape in the smoke, her form shifts into a into their hybrid form turns them into formidable predators.
wolf-like monster. The real battle begins. However, this transformation comes at a cost, as it prevents
them from using their most potent magical abilities. As a
Whether calling on the enigmatic power of wild magic or result, druids must carefully consider which abilities they wish
causing terror using their fearsome hybrid form, druids are an to use and when.
extension of nature. Every druid is both civilized humanoid In a more abstract sense, druids are believed to be charged
and wild beast at the same time, switching between both at with forming a bridge over the gap between the civilized
will and uniting the best aspects of both their forms. races, the animals of the wild, and the spirits of the land. This
is due to their unique ability to communicate with all living
things and their deep connection to nature.
One With Nature
Druids have the awesome power to attune their bodies to the Building a Druid
world around them. They become like lenses, focusing the
wild and chaotic energy of the world into arcane effects. Once Whether by choice or chance, your patron was a druid and
a druid has gained the ability to attune to nature, they then you have inherited their power. Most crave a simple life. One
learn how to mimic the transformations of those afflicted free of the complications of civilization, yet at the same time
with lycanthropy. Unlike those who have the change forced devoid of the worst parts of nature. As a druid, such a life can
Part 1 | Classes
70
The Druid
Proficiency Spells
Level Bonus Features Known Spell Level
0th +2 Druid Proficiencies, Bonus Vitality - -
1st +2 Spellcasting, Druidic 6 Novice (1)
2nd +2 Circle, Hybrid Transformation 8 Novice (1)
3rd +2 -- 10 Apprentice (2)
4th +2 Ability Score Improvement or Feat 12 Apprentice (2)
5th +3 -- 14 Adept (3)
6th +3 Circle Feature 16 Adept (3)
7th +3 -- 18 Expert (4)
8th +3 Ability Score Improvement or Feat 20 Expert (4)
9th +4 -- 22 Master (5)
10th +4 Circle Feature 24 Master (5)
Part 1 | Classes
71
For example, you are a druid and just gained your 5th level. Druidic
You now know the Channel Wild I, II, and now III spells,
as well as a total of 14 spells from the wild magic spell list. Also at 1st level, you learn druidic, the language of the wild.
Whenever you finish a night's rest, you may choose 8 spells You understand all sentient creatures and can communicate
(3+5) from those 14 to prepare. You may cast these 8 spells at meaning with them, even if you don't share a language or the
your leisure. If you prepared 6 novice and 2 apprentice spells, creature cannot speak. How complicated these ideas can be
reduce your maximum vitality by 10. depends on the intelligence of those who participate in the
Spellcasting Ability conversation. A creature with 2 or less intelligence cannot
Wisdom is your spellcasting ability for your druid spells, be communicated with in any meaningful way. This form
since their power derives from your understanding of of communication works through a combination of speech,
nature. You use your Wisdom whenever a spell refers to gestures, and magic. To communicate in this way, both
your spellcasting ability. In addition, you use your Wisdom participants must perceive each other with their own senses
modifier when setting the saving throw DC for a druid spell (druidic cannot be recorded or transmitted electronically). As
you cast and when making an attack roll with one. long as the participants can see each other, druidic allows for
silent communication.
Spell Save DC = 8 + your Proficiency Bonus + your
Wisdom modifier
Circle
Spell Attack Modifier = your Proficiency Bonus + your
Wisdom modifier At 2nd level, you choose which circle your patron was
part of. Choose either the Circle of the Beast, or the Circle
Vitality
of the Land, both of which are detailed at the end of the
When you begin to cast a spell, decrease your current
class description. Your choice determines the spells you
vitality by the amount listed as the spell's Vitality Cost. If you
can cast and grants you features at 2nd level, and again at
reach 0 Vitality, you fall unconscious and the spell you were
6th, and 10th.
casting fails unless you make a final push. (See the general
rules on Spellcasting for details).
Hybrid Transformation
Druid Spell Level
Starting at 2nd level, you may spend an action and 6 vitality
Spell Level Druid Level to shapeshift into a bestial druid hybrid form, or back into
Novice 1st your true form.
Apprentice 3rd You cannot speak, or cast spells while in your hybrid form,
but may still communicate using druidic and have access to
Adept 5th
any passive abilities your spells provide.
Expert 7th Anything you are wearing or carrying before shifting is
Master 9th worn or carried by your new form, or falls to the ground.
Armor and similar equipment that cannot accommodate the
transformation is destroyed.
While transformed you gain all features described under
Druid Hybrid Form Features. You lose these features when you
return to your natural form.
Part 1 | Classes
72
Circle of the Beast
THE POWER OF TRANSFORMATION.
Transformation Adept
Starting when you choose this circle at 2nd level, using your
Hybrid Transformation only costs you 3 vitality, instead of 6 by
default. You also gain the ability to transform on your turn as
a bonus action, rather than as an action.
Blessed Form
Also at 2nd level, your hybrid form takes on more
If you are a lycan, you do not maintain control when you
complicated features as you are blessed with a deeper
are forcefully transformed, however whenever a circumstance
understanding of shapeshifting.
would force you to transform, you may choose to expend 6
You may choose a number of blessings with a total value
vitality and transform into your druid hybrid form instead (no
of 8 points. You may only choose a blessing once, unless the
action required). If you do, you maintain control.
blessing specifically states it may be chosen multiple times.
Every blessing has a cost, and increases the amount of
Druid Hybrid Form Features
vitality transforming into your hybrid form requires by an
While you are transformed into your hybrid form, you gain
amount equal to that point cost. You only benefit from these
the following benefits:
blessings while in your hybrid form and cannot transform
Darkvision. You have 20 meters of darkvision. If your race
into a hybrid form without the chosen blessings.
already has natural dark- or infravision, its range increases by
10 meters instead.
Shifter Blessings
Heightened Senses. You have advantage on Wisdom
Amphibious. Your lungs can breathe both air and water.
(Perception) checks.
Three slits on either side below your ribcage allow you to
Feral Might. You have advantage on Strength checks and
empty your lungs of liquid.This blessing costs 3 points.
saving throws and your speed increases by 3 meters (10 feet).
Chameleon Skin. Your skin and fur can change color to
Natural Weapons. Your unarmed attacks deal 1d6 piercing
match your surroundings. When you take the Hide action,
or slashing damage (your choice). The damage of your
you may become camouflaged (see the condition). This
unarmed attacks increases as you gain druid levels, to 1d8 at
blessing costs 4 points.
7th level and 1d10 at 10th level.When you make an unarmed
Climber. A light build, muscled limbs, and small claws that
attack using the attack action, you can make one additional
tip your fingers and toes make you an apt climber. You have
unarmed attack as a bonus action.
a climbing speed equal to your walking speed. You may take
Monstrous Resilience. You are resistant to all damage except
this blessing a second time to gain the ability to climb difficult
bludgeoning, piercing, and slashing damage from attacks
surfaces, including upside down on ceilings, without needing
made with magical or silvered weapons. Your AC also
to make an ability check. This blessing costs 2 points each
increases by 2 while you are not wearing armor.
time it is applied.
Cold Adaptation. Fur covers your entire body and protects
Ability Score Improvement or Feat you from the cold. You gain resistance to cold damage and
you ignore the effects of cold and freezing cold weather. This
When you reach 4th level, and again at 8th level, you
blessing costs 2 points.
can increase one attribute score of your choice by 2, or
Echolocation. Your large ears have the ability to pick up
you can increase two attribute scores of your choice by 1.
ultrasound waves that you emit with every breath. You have
As normal, you can't increase an attribute score above 20
blindsight out to a range of 10 meters. This sense is blinded
using this feature. Alternatively, you may choose a feat from
while you are deafened. This blessing costs 4 points.
the Feat list.
Fast. Your legs bulge with powerful muscles and become
angled so that you run on your toes. Your speed increases by 3
Druid Circle meters (10 feet). This blessing costs 4 points.
When a druid become skilled enough to assume their hybrid Fin. A fin runs along your tail and up your back. Your skin
form, the aspect they focus on has a profound impact on is smooth and slippery and your fingers may be webbed. You
the form they take and on the magical abilities they gain. have a swimming speed equal to your walking speed. This
Different traditions have formed and groups of druids blessing costs 2 points.
that share a common approach to teaching their craft are Heat Adaption. Your skin is thick and dark. You gain
called a circle. resistance to fire damage and ignore the effects of scorching
heat. This blessing costs 4 points.
Part 1 | Classes
73
Infravision. You can see in darkness within 30 meters (90 Circle of the Land
feet) of you as if it were bright light and smoke and fog do not
impede your vision. Any warm-blooded creature within 30 THE POWER OF THE WILD.
meters (90 feet) of you is revealed to you. You can't discern
color in darkness, smoke, or fog, only shades of red. This The circle of the land is made up of those druids who focus
blessing costs 5 points. their efforts on wielding wild magic and drawing elemental
Natural Armor. Scales, thick fur, or feathers cover parts of power from the land upon which they walk.
your body and make you even harder to hurt. While you are In the Other World, druids of the land usually revere
not wearing any armor, your Armor Class increases by 2. This the mythic elemental spirits as gods and guard the places
blessing costs 3 points each time it is applied. You may choose where they resurrect. Their techniques are inspired by the
this blessing up to three times. way sorcerers become shards of the environment they are
Vicious Attacks. Your claws are particularly long and sharp conceived in.
and wielded by arms as thick as tree trunks. Your unarmed
attacks deal an additional die of damage. This blessing Circle Lore
costs 5 points. Starting when you choose this circle at 2nd level, you gain
Wings. Massive wings extend from your back, or replace the ability to attune yourself to a land and expand the spells
parts of your arms, and your form takes on a harpy or owl- available to you. At 2nd level you gain access to novice spells
like appearance. You have a flying speed of 15 meters. Any of an elemental lore that depends on the land you choose.
bonus or penalty to your movement speed also affects your Choose one from the following environments: plains, desert,
flying speed and being proned causes you to fall. This blessing tundra, coast, mountain and forest, and consult the associated
costs 6 points. list of spells. Refer to the Land Druid Spell Level table to
know when you gain access to a new spell level. At 2nd, 6th,
Extra Attack and 10th level you also learn circle spells connected to your
Starting at 6th level, you can attack twice, instead of once, environment.
whenever you take the attack action on your turn (including You must prepare elemental spells you learn just like you
in your hybrid form). would wild spells. Once you gain access to a circle spell,
you always have it prepared, and it doesn't count against
Veteran Shifter the number of spells you can prepare each day, nor does it
Also starting at 6th level, your hybrid form continues to take decrease your maximum vitality.
on more and new aspects of the natural world, while older You may use Wisdom instead of the spellcasting ability
ones may atrophy. You may choose new blessings and replace normally associated with that lore to cast its spells.
old ones for a total value of 11 points (instead of 8).
Land Druid Spell Level
Master Shifter Spell Level Ranger Level
Finally, at 10th level, your hybrid form reaches its apex. You
Novice 2nd
may choose new blessings and replace old ones for a total
value of 14 points (instead of 11). Apprentice 6th
Adept 10th
Part 1 | Classes
74
Plains (Force) Coast (Lightning)
The strongest of winds blow across the endless green plains, The sea ebbs and flows like the currents of electric energy.
where the mightiest of beasts live. The plains grant you access The coast grants you access to the Lore of Lightning, as well
to the Lore of Force, as well as the circle spells listed below. as the circle spells listed below.
Your spellcasting ability for force spells is Wisdom or Your spellcasting ability for lightning spells is Wisdom or
Strength (your choice). Intelligence (your choice).
Druid Level Circle Spell
Druid Level Circle Spell 2nd Counter, Gathering Storm
2nd Certain Grip, Mobility 6th Heat Metal
6th Skin of Stone 10th Static Javelin
10th Grapple
Underground (Fire)
Desert (Light) Within the earth lies a realm of fire, a remnant of the great
In the desert life meets death and from this land of contrast, inferno from which the world was born and those who
the power of light may be drawn. The desert grants you access live in the dark below may draw on its fiery power. The
to the Lore of Light, as well as the circle spells listed below. underground grants you access to the Lore of Fire, as well as
Your spellcasting ability for light spells is Wisdom or the circle spells listed below.
Dexterity (your choice). Your spellcasting ability for fire spells is Wisdom.
Druid Level Circle Spell
Druid Level Circle Spell 2nd Flames, Launch
2nd Shadow Cloak, Warding Glare 6th Propulsion
6th Mirror Image 10th Fireball
10th Beam
Forest (Life)
Mountains (Frost) The forests of the world hum with the endless cycle of birth
The mountains reach for the sky above and are marked by and decay. The forest grants you access to the Lore of Life, as
the frigid winds that blow across them. The mountain grants well as the circle spells listed below.
you access to the Lore of Frost, as well as the circle spells Your spellcasting ability for life spells is Wisdom or Charisma
listed below. (your choice).
Your spellcasting ability for frost spells is Wisdom or Druid Level Circle Spell
Constitution (your choice).
2nd Healing, Revitalize
Part 1 | Classes
75
TRAINING AND GRIT
Part 1 | Classes
76
The Fighter
CLASS FEATURES
As a fighter, you gain the following class features.
DUELIST
Fighter Proficiencies When you are wielding a melee weapon in one hand and
Starting at 0th level, the fighter class provides you with the no other weapons, you gain +2 bonus to damage rolls with
following proficiencies: that weapon.
Armor: Light Armor, Medium Armor, Heavy
Armor, Shields
PROTECTION
When a creature you can see attacks a target other than
Weapons: Simple Weapons, Martial Weapons
you that is within 1 meter of you, you can use your reaction
Saving Throws: Strength, Dexterity to impose disadvantage on the attack roll. You must be
Skills: Choose two from Acrobatics, Animal Handling, wielding a shield.
Athletics, History, Insight, Intimidation, Mechanics,
Perception, Persuasion, Stealth, and Survival LOADER
If a weapon with the reload or loading property requires an
Multiclassing action to reload, you can reload it using your bonus action. If
Ability Score Minimum: Strength or Dexterity 13 it requires a bonus action, you ignore the property.
When you multiclass into the fighter, you gain the
following proficiencies: QUICK
Armor: Light Armor, Medium Armor, Shields While not wearing armor, your speed is increased by 1 meter
Weapons: Simple Weapons, Martial Weapons and you gain a +1 bonus to your AC.
Part 1 | Classes
78
Martial Drills Spellcasting Ability
Your lore determines your spellcasting ability for your
As a fighter becomes more skilled, they will usually eldritch knight spells. You use the ability score determined by
specialize into a certain style of combat. The drills they drill your lore whenever a spell refers to your spellcasting ability.
into themselves reflect this style and are determined by the Additionally, you use your ability modifier when setting the
group within which the fighter trained. saving throw DC for an eldritch knight spell you cast and
when making an attack roll with one.
Eldritch Knight Spell Save DC = 8 + your Proficiency Bonus + your Spellcasting
Ability modifier
MARTIAL MAGIC
Spell Attack Modifier = your Proficiency Bonus + your
The archetypal eldritch knight combines the martial mastery Spellcasting Ability modifier
common to all fighters with a careful study of elemental
Vitality
magic. Eldritch knights use magical techniques similar to
When you begin to cast a spell, decrease your current vitality
those of mages, adapting the movements of magic with
by the amount listed as the spell's Vitality Cost. If you reach 0
those of more mundane martial combat, while still focusing
vitality, you fall unconscious and the spell you were casting
on weapon combat. This makes learning spells an even
fails. (See the general rules on Spellcasting for details)
more complicated process for an eldritch knight than it
already is, however few can deny the effectiveness of an
Eldritch Knight Spell Level
armor-clad spellcaster integrating spells in between precise
weapon strikes. Spell Level Fighter Level
Novice 3rd
Spellcasting Apprentice 7th
Starting when you choose this subclass at 3rd level, you
gain the ability to cast spells that your patron trained War Magic
and committed to ingrained memory. See the chapter on Beginning at 7th level, when you use your action to cast a
spellcasting for the general rules on using magic. spell, you can make one attack as a bonus action.
Troop Tactics
Starting at 7th level, you can use the Help action as a
bonus action.
Legion Tactics
Starting at 10th level, you are a master of the battlefield. Your
ability to work with others is unsurpassed. You can use the
Help action to aid an ally within 5 meters of you, rather than 1
meter of you, as long as the target can see or hear you.
Superior Critical
Starting at 10th level, your weapon attacks score a critical hit
on a roll of 18-20.
Part 1 | Classes
79
ELEMENTAL POWER
Part 1 | Classes
80
The Mage
Proficiency Spells
Level Bonus Features Known Spell Level
0th +2 Mage Proficiencies, Bonus Vitality - -
1st +2 Spellcasting 6 Novice (1)
2nd +2 Arcane School 8 Novice (1)
3rd +2 -- 10 Apprentice (2)
4th +2 Ability Score Improvement or Feat 12 Apprentice (2)
5th +3 -- 14 Adept (3)
6th +3 School Feature 16 Adept (3)
7th +3 -- 18 Expert (4)
8th +3 Ability Score Improvement or Feat 20 Expert (4)
9th +4 -- 22 Master (5)
10th +4 School Feature 24 Master (5)
CLASS FEATURES
As a mage, you gain the following class features.
Mage Proficiencies
Starting at 0th level, the mage class provides you with the
following proficiencies:
Armor: None
Weapons: Simple Weapons
Saving Throws: Your Spellcasting Ability Score,
Intelligence or Wisdom
Skills: Choose three from Acrobatics, Arcana, Athletics,
Deception, History, Insight, Intimidation, Investigation,
Mechanics, Perception, Performance, Persuasion, Religion,
Science, Sleight of Hand, and Stealth
Building a Mage Bonus Vitality
Whether by choice or pure chance, you have inherited the As a mage, you add your (highest) Spellcasting Ability
body of one of the world's finest. Even a novice mage has modifier to your starting vitality at 0th level and to the
years of training behind them. Most will have developed a vitality you gain whenever you take a level in this class. At
specific attribute of their physique extensively to make them 0th level, you do not know any spells but have to choose your
as effective as possible with their primary lore. primary lore. This is the lore of magic your patron focused
As a mage, you must decide whether you want to master on learning the most. Choose from the Lore of Force, Light,
a single lore, focus on one but dabble in others, or try to Frost, Lightning, Fire, or Life. The primary lore you choose
maximize your effectiveness by taking the most powerful determines your spellcasting ability at 0th level and which
spells from several different lores. The Lore of Force feeds Channel spells you learn for free when you gain access to
off your strength. Those who practice it must be athletes a higher spell level (you may still learn spells from other
of the highest caliber. The Lore of Light requires precise lores). Refer to the Spellcasting Ability table to see what your
movements and as such for a lightning mage dexterity is spellcasting ability is. Refer to the chapter on spellcasting
the only meaningful ability. Those who practice the Lore of for a detailed description of each lore and the spells it
Frost must have bodies as strong as a mountain, for only the provides access to.
strongest constitution can command the cold. The Lore of
Lightning must be wielded with a mind that can understand Spellcasting Ability
its complicated nature. It can only be invoked by the most Lore Ability Score
intelligent. The Lore of Fire is unpredictable. Only those
Force Strength
who can go with its flow have the wisdom needed to guide it.
Finally, to command the forces that govern life and death, one Light Dexterity
must have an iron will. Only those with the charisma to make Frost Constitution
their will real can make full use of the Lore of Life. Lightning Intelligence
Through your patron, you have been given a shortcut to
Fire Wisdom
great power. As you gain experience you will unlock the spells
they trained into their ingrained memory and what took them Life Charisma
years you will gain in months. Magic is a tool. Like a gun or
a wrench, it can be used for the vilest evil and the greatest Multiclassing
good. Will you stand above your fellow mortal, beautiful Ability Score Minimum: Spellcasting Ability 13
and terrible? Will you fight for an ideal, or will you simply When you multiclass into the mage, you gain the
protect those you hold dear and build your own small patch of following proficiencies:
paradise with them? The choice is yours. Weapons: Simple Weapons
Part 1 | Classes
81
Spellcasting Vitality
When you begin to cast a spell, decrease your current vitality
As a mage, you focus solely on casting spells that your patron by the amount listed as the spell's Vitality Cost. If you reach
trained and committed to ingrained memory. See the chapter 0 vitality, you fall unconscious and the spell you were casting
on spellcasting for the general rules on using magic. fails unless you make a final push. (See the general rules on
Elemental Magic Spellcasting for details).
As a mage, you have the six elemental lores at your beck and
call. The part on spellcasting provides detailed descriptions Mage Spell Level
of each lore and the spells they have access to in the chapter
Spell Level Mage Level
on elemental magic. While most mages specialize in a single
lore, many also dabble in other lores for additional versatility. Novice 1st
Refer to the chapter on elemental magic to see what spells you Apprentice 3rd
may learn and what effects they have. Adept 5th
Learning Spells
Expert 7th
At 1st level, you learn the Channel I spell of your primary
lore and 6 novice spells of your choice. In order to learn a Master 9th
spell, you must know the Channel spell associated with it. For
example, you can only learn the novice fire spell Burn if you Arcane School
know Channel Fire I. Each lore has a Channel spell for every
When you reach 2nd level, the way your patron trained and
spell level. You may learn a Channel spell of a level you have
employed magic impacts your capabilities. Choose either
access to as though it were any other spell. To learn Channel
the School of the Path, the Scholar, or the Warrior, all of
spells of a level other than novice (Channel I), you must know
which are detailed at the end of the class description. Your
all previous Channel spells of that lore. For example, you
choice grants you features at 2nd level, and again at 6th,
cannot learn Channel Force III, unless you know Channel
and 10th level.
Force I and II.
Whenever you gain a level, you may choose 2 new spells
from your lore of a level you have access to. Ability Score Improvement or Feat
Any spell you learn is committed to your memory and can When you reach 4th level, and again at 8th level, you can
be cast at any time, as long as you have the needed vitality. increase one attribute score of your choice by 2, or you
Whenever you gain access to a new spell level, you can increase two attribute scores of your choice by 1. As
automatically learn the corresponding channel spell, which normal, you can't increase an attribute score above 20 using
does not count against the number of spells you may choose. this feature. Alternatively, you may choose a feat from
Refer to the Mage Spell Level table to see when you gain access the Feat list.
to a new level of spells.
For example, let's assume your primary lore is fire, and you
just gained your first level. You now know the Channel Fire
I spell and may choose six more spells. You may choose to
learn six fire spells or choose, for example, the Channel Life
I spell from the Lore of Life. If you do, you may then choose
five more spells that are either from the Lore of Fire or the
Lore of Life.
Spellcasting Ability
The lore a spell is associated with determines your spellcasting
ability for that spell (see the Spellcasting Ability table above).
You use the ability score determined by your lore whenever
a spell refers to your spellcasting ability. In addition, you use
your ability modifier when setting the saving throw DC for
that spell and when making an attack roll with it.
Spell Save DC = 8 + your Proficiency Bonus + your Spellcasting
Ability modifier
Part 1 | Classes
82
Arcane Schools Bladesong
As a bonus action, you expend 1 vitality to enter the
Mages focus on spellcasting, but their training usually has bladesong, freeing the flow of magic through your body.
a purpose. The philosophy behind the mage’s training is While not wearing medium or heavy armor your Bladesong
called their school and once a mage gets past the basics of grants the following benefits:
spellcraft their school has a profound impact on their style of
spellcasting. • You gain a bonus to your AC equal to your (highest)
Spellcasting Ability modifier (minimum of +1).
• Your speed increases by 2 meters (10 feet).
School of the Path • You have advantage on Strength (Athletics) and Dexterity
DANCE OF SPELLS (Acrobatics) checks.
• You gain a bonus to any Constitution saving throws you
The school of the path focuses on blending spell and defensive make to maintain concentration on a spell. The bonus
weapon work. equals your Spellcasting Ability modifier (minimum of +1).
Groups of mages that mostly act on their own, as is often
At the start of each of your turns, you must expend an
the case with special forces or guerrillas, require a broad range
additional 1 vitality to maintain the Bladesong.
of skills. Integral part of their training is the so-called path.
A journey that hones these mages' ability to work in small Extra Attack
groups or on their own, inspired by their wilder brethren, the Starting at 6th level, you can attack twice, instead of once,
rangers. Mages of the path supplement the use of magic with whenever you take the attack action on your turn. During
defensive weapon techniques. your blade song, you may replace one of these attacks with a
Not unlike in a dance, the users of this so-called bladesong spell that has a casting time of 1 action or less.
rapidly alternate between the martial movements of magic
and strokes of their weapon, integrating one into the other. Dance of Victory
This state makes dodging, maintaining spells, and attacking Finally, at 10th level, you add your Spellcasting Ability
easier. However, it is draining to use and only suited for short modifier (minimum of +1) to the damage of your melee
engagements. The name bladesong is a relic from the high weapon attacks while your Bladesong is active
elven warriors that originally developed this technique and
often refer to the distinct noises of spellcasting as 'singing'.
Part 1 | Classes
83
School of the Scholar Quickened Spell
You speed through the thoughts and movements required for
ARCANE UNDERSTANDING the spell. Instead of risking a miscast, you stabilize the arcane
flow by adding more energy to it.
Mages of the scholar focus on understanding and adapting When you cast a spell that has a casting time of 1 action,
their spells. you can double the spell’s vitality cost to cast the spell as a
Many mages work in civilian environments; heating bonus action instead. If the spell has a negligible vitality cost,
forges, freezing food, or carrying massive loads are just a it costs 1 vitality to quicken. This increase does not stack with
few of the jobs made easier, or possible, by magic. In these other effects that double the cost of casting spells.
environments, it's important for a caster to cast a large
number of spells over a long period of time. They also have Sculpted Spell
the luxury of gaining a deeper understanding of how their Sculpt the spell you are casting to curve around your allies and
spells work, allowing them to modify them in the field. leave them unharmed as your foes are met with its full force.
In the Other World, scholars were originally used to When you cast a spell that has an area of effect and allows
transcribe knowledge and study magic in large academies to other creatures to make a saving throw to resist its effects,
develop new spells. The most famous of these academies were you can protect some of those creatures from the spell’s full
the old elven institutes scattered across the world. While force. To do so, you spend 1 Vitality for every creature you
scribe mages rarely work in any such capacities, the doctrine want to protect. They are unaffected by the spell. If the spell
behind their training still reflects this origin. creates hazardous or difficult terrain, the protected creature’s
space is unaffected but it is not immune to the hazard if it
Metamagic moves from that space.
When you adopt this school at 2nd level, you gain the ability
to use the deep understanding you have about your lore to Subtled Spell
modify spells on the fly. You gain two Metamagic options of Forgo the movements a spell requires and suppress its visual
your choice. You gain an additional one at 6th and 10th level. effects. This increases the strain on your vitality but makes it
You can apply only one Metamagic option on a spell when much harder to detect that a spell has been cast.
you cast it unless otherwise noted in the option's description. When you cast a spell, you can spend 2 x Spell Level
Vitality to give it the subtle property (see the rules on
Empowered Spell spellcasting for details).
By adding energy to the spell you empower it and increase the
damage it deals. Take a Breather
When you cast a spell, you can spend 1 Vitality to maximize At 6th level, you can quickly focus your mind to regain some
the damage of 1 damage die. You may increase all damage dice of your vitality.
the spell deals this way, spending 1 Vitality each. On your turn in combat, you can use your bonus action to
regain an amount of vitality equal to 1d10 + your Mage level.
Extended Spell Once you use this feature, you must finish a night's rest
By carefully layering more magical energy into the spell, you before you can use it again.
increase the stability of the energy that is suffused into your
target and thus increase the amount of time the spell will
affect them.
When you cast a spell that has an effect with a Duration
longer than instant, you can spend 2 x Spell Level Vitality to
double its duration.
Heightened Spell
By increasing the speed at which the spell is cast and at which
it takes effect, its victims will have a harder time resisting it.
When you cast a spell that forces a creature to make a
saving throw to resist its effects, you can spend 3 x Spell Level
Vitality to give those affected by the spell disadvantage on the
first saving throw made against the spell.
Projected Spell
By adding more power to the spell, you create a more
stable magical effect that can be projected over a far greater
distance than usual.
When you cast a spell that has a range of 1 meter or greater,
you can spend 2 x Spell Level Vitality to double the range
of the spell.
When you cast a spell that has a range of touch, you
can spend 2 x Spell Level Vitality to make the range of the
spell 5 meters.
Part 1 | Classes
84
Spell Volley Arcane Deflection
Finally, at 10th level, you have mastered your magical lore. At 2nd level, you weave your magic to fortify yourself against
You can simply manifest a magical effect on a whim and while harm. When you are hit by an attack or you fail a saving
this way of casting is inefficient, it allows you to unleash an throw, you can use your reaction and expend 1 vitality to gain
unparalleled amount of firepower in an instant. a +2 bonus to your AC against that attack or a +4 bonus to
When you cast a spell, you can triple its Vitality Cost to that saving throw.
ignore its casting time and somatic component. The total level
of spells manifested this way cannot exceed your spellcasting Decisive Action
ability score. Projectiles manifest next to, or in front of you in Also at 2nd level, you are trained to move quickly. You can
your space and are launched at a designated target (You must give yourself a bonus to your initiative rolls equal to your
make a separate attack roll for every attack). Spells with a (highest) Spellcasting Ability modifier.
negligible Vitality Cost, cost 1 vitality to use with this ability.
Using this ability requires an action. Antipathic Channel
For example, a fire mage with 20 Wisdom may use their Starting at 6th level, the magic you channel passively wards
action to instantly manifest and attack with 10 Fire Bolts off harm. While you maintain concentration on a spell, you
(Channel Fire II) using this ability by expending 10 vitality. have a +2 bonus to AC and all saving throws.
Efficient Defense
School of the Warrior Finally, at 10th level, your defense is perfectly incorporated
BALANCED COMBAT into your casting. Using Arcane Deflection consumes no
vitality and its effectiveness increases. You gain a +4 bonus
The school of the warrior encompasses mages that rely to your AC or a +6 bonus to saving throws instead of the
entirely on magic to act as their offense and defense. bonuses provided until now.
Mages form the backbone of any army and are thus the
ones most likely to be focus-fired by enemy missile units
and spellcasters alike. While most lores encompass at least
one technique (spell) that can be used to directly counter an
enemy attack, mages that work in a military unit must be able
to defend against unexpected attacks. They train to weave
their magic so that it forms a defensive shield that can thwart
mundane attacks or disrupt the integrity of enemy spells.
They strike fast and thwart any would-be assassins that make
it past their fellows.
Part 1 | Classes
85
STRENGTH OF ORDER
Monk
Her opponent charges her, but the elf dodges his
sledgehammer. One, two, three times her fists slam into
altering spells and abilities is another bonus, and for many the
him, with the final one cracking the human's skull. A bullet
primary reason why they train these skills.
flies past her, but before the dark elf can give off another
Monks’ powers rely on order of both body and mind and
shot, the woman closes the distance. In a single motion,
thus they strive to eliminate chaos from the world where ever
she grabs the pistol and knocks the elf out cold. Smiling she
they can. Most monks in the Other World don't actively fight
pockets the weapon.
against the gods. They realize that the world requires balance
His fists a blur as they elegantly guide the bullet past his
between order and chaos, but where the followers of the gods
body, a fair skinned human springs over a group of rocks,
and people who strive for order come into contact, eventual
putting him face-to-face with the sniper. The imp squeals and
conflict is almost assured. Especially because many train to
turns to run but with a single kick, the man caves in his skull.
become monks because they are disgusted by the very thought
Moving with the silence of the night, a black-clad wildling
that someone may influence their minds.
uses a beat of his wings to jump onto a balcony. He hears
the guard around the corner and waits for just the right
moment. In the blink of an eye, he steps out of the shadows, Building a Monk
grabs the man, and breaks his neck. Nothing but a quiet pop Whether your monk patron was assigned to you by choice
disturbs the night. or chance, you now have the body of a martial artist. A body
made to move like the wind and hit like a battering ram. Was
Instead of relying on unreliable things such as swords your patron a monk living in a secluded monastery? Were
or crossbows, these martial artists turn their bodies into they a civilian wanting more order and awareness in their life,
weapons. Through discipline, they learn how to put or were they a thug who lived in a city where the carrying
themselves on par with opponents with far superior of weapons was prohibited, but local shop keeps weren't
equipment, using only their bodies and simple or going to pay protection on their own? Their life defines
improvised weapons. what abilities you receive, but now they are yours. In a world
where weapons are rare and resources rarer, having the skills
Martial Mastery to make due with less is valuable. Your enhanced awareness
will also come in handy, as many dangerous predators rely
There were many orders in the Other World that focused
on surprising their prey, yet they will fail to find an easy kill
on training monks of all kinds. A monk's actions in combat
in you. Will you use your abilities to live a life of giving and
are guided by intuition. Through focus and an orderly mind,
asceticism, or will you use them to take what you think you
monks gain limited foresight. A a skilled monk can sense
need? Perhaps your fist will fall somewhere in between. Either
an incoming blow and not only knows where it will land or
way, you will be a bastion of calm serenity in this wild and
how devastating it will be, but also how they may avoid it.
wonderful new world.
However, this intuition is not perfect and only extends to
their own body. Weapons, like swords, bows, and guns, not
only distract the monk as they focus on wielding the weapon, CLASS FEATURES
but put something between the monk and his target. The As a monk, you gain the following class features.
more complex the weapon, the greater this effect. Some
monks train extensively to master one weapon so thoroughly Monk Proficiencies
that they can overcome this dampening effect, while others Starting at 0th level, the monk class provides you with the
simply rely only on nothing but simple armaments and following proficiencies:
their own body. Armor: None
Weapons: Monk Weapons (see Martial Arts)
Power through Order Saving Throws: Wisdom, Charisma
Monks in the Other World are as varied as can be. From Skills: Choose two from Acrobatics, Athletics, Insight,
a simple seamstress who takes classes in the evening, to Perception, Sleight of Hand, Stealth, and Survival
the grand master living in a monastery at the edge of the
world. The way of the monk can be both a way of life and Multiclassing
a great addition to the life one already has. After all, there Ability Score Minimum: Dexterity and Wisdom 13
are few professions and even fewer situations where greater When you multiclass into the monk, you gain the
awareness of the world around you is not beneficial. The following proficiencies:
protection such order of body and spirit offers against mind- Weapons: Monk Weapons (see Martial Arts)
Part 1 | Classes
86
The Monk
Maneuvers
Iron Soul Maneuvers are special, almost magical, spell-like abilities that
Starting at 1st level, you are always focused and your warriors may employ in combat. They represent bursts of
control over your emotions and thoughts dampens sudden extreme focus and physical power that push their user to the
fluctuations. limit of their ability.
You are resistant to psychic damage and when you The chapter on spellcasting provides a list of maneuvers
succeed an Intelligence, Wisdom, or Charisma saving throw you have access to in the subchapter on maneuvers.
against a mind-altering spell or effect, or the effect ends for Learning Maneuvers
another reason, you always realize that someone tried to At 2nd level, you learn two maneuvers and an additional one
influence you. every even level thereafter (4th level, 6th level, 8th level, and
10th level). Refer to the Monk Maneuver Level table to see at
what level you gain access to higher level maneuvers.
Martial Arts Maneuver Ability
At 1st level, your practice of martial arts gives you mastery of Strength or Dexterity (your choice) is the ability for your
combat styles that use unarmed strikes and monk weapons. monk maneuvers, as they rely on your martial prowess. You
use the chosen ability score whenever a maneuver refers
MONK WEAPONS to your maneuver ability. In addition, you use the modifier
Any simple melee weapon that doesn't have the two-handed of the chosen ability when setting the saving throw DC for
or heavy property is a monk weapon. The following weapons
maneuvers you use. When a maneuver calls for an attack,
from this book are eligible: club, dagger, hammer, handaxe,
javelin, mace, pickaxe, quarterstaff, sickle, and spear. you use the attack modifier you normally use for the spell,
unarmed or weapon attack you decide to use.
You gain the following benefits while you are unarmed or
Maneuver Save DC = 8 + your Proficiency Bonus + your Strength
wielding only monk weapons and aren't wearing armor or or Dexterity modifier (your choice)
wielding a shield.
Vitality
• You can add your Dexterity modifier in addition to your When you initiate a maneuver, decrease your current vitality
Strength modifier to the attack but not the damage rolls of by the amount listed as the maneuver's Vitality Cost. If you
your unarmed strikes. You can use your Dexterity modifier reach 0 vitality, you fall unconscious, and the maneuver you
instead of your Strength modifier for the damage rolls of were initiating fails unless you make a final push. (See the
your monk weapons. general rules on Spellcasting for details).
• You can roll a d4 in place of the normal damage of your
unarmed strike or monk weapon attack. This die changes as Monk Maneuver Level
you gain monk levels - to a d6 at 5th level and a d8 at 10th
Maneuver Level Monk Level
level.
• When you use the attack action with an unarmed strike or Beginner 2nd
a monk weapon on your turn, you can make one unarmed Veteran 6th
strike as a bonus action. Elite 10th
Part 1 | Classes
88
Monastic Traditions Tradition of the Weapon
The training monks receive is steeped in tradition There are TOOLS OF DEATH, PERFECTED
many techniques and principles all traditions share, but as a
monk becomes more skilled, the tradition they are following Monks of the Weapon deviate from their peers' philosophy.
starts to have a bigger impact on their abilities. Instead of focusing all their attention on their own body,
they train relentlessly with their weapons, to the point where
Tradition of the Fist the armament becomes an extension of both their body and
spirit. To them, their weapon is more than a thing used to
FOCUS ON THE FLOW destroy and kill. It is so much more. It is a thing of beauty,
used to draw elegant swings into the air. For few things are as
Monks of the Way of the Fist understand how important it is beautiful as such a tool of death.
to focus your efforts into a single endeavor. Each finger on the
hand represents a fundamental belief: concentration, reaction, Armament
equilibrium, speed, and control. To truly master yourself, Starting at 3rd level, you choose a weapon your patron
you need to take all five of these aspects and bring them mastered. This can be any simple or martial, ranged or melee
together. Just like fingers close into a fist. Once every aspect weapon that lacks the heavy and special property and is
of your being is focused on a single task, you will be able to not a firearm. The longbow is also a valid choice. You gain
make the most of every action you take. Be it in combat, or in proficiency with this weapon if you don’t already have it. The
your day-to-day life. It is no wonder then, that this tradition chosen type of weapon becomes your mastered weapon and is
is the most popular, as supernatural awareness and single- a monk weapon for you. When you reach 6th and 10th level
minded focus have endless applications outside of smashing in this class, you can choose another type of weapon who's use
someone's face in. your patron perfected, following the criteria above.
Part 1 | Classes
89
POWER
THROUGH
RESOLVE
Paladin
The harpy places his wing on the woman's head, so that his
finger touches her forehead. He doesn't know what caused the
crippling madness gripping her, but it matters little. Through Servant To All
sheer force of will he pulls on the strands that connect her
body to her soul, until they are straight once more. Free from Paladins draw their power from their resolve. They hone
the artificial illness she opens her eyes in amazement. their will and through martial training, but its most important
The golden shine of the everlight keeps the black fog at aspect is the paladin's oath. A paladin swears to commit
bay, but not the wraith within it. The creature's limbs of themselves to a goal that they believe is right, just, and
black metal move through the golden barrier as though it must be pursued. This oath holds no divine power over the
were water. As soon as it is fully inside the luminous sphere, paladin that forces them to obey it. It is better to consider a
a spear slams into its body. The damage is minimal, but the paladin's oath as a lens. It allows them to focus their efforts
physical weapon is only a vessel for the resolve of the elven on achieving a goal and allows them to purge doubt and
woman wielding it. Her determination to protect her friends hesitation from their minds.
manifests as violet light, like the sky at dawn, that shreds Acting with unshakable resolve is essential, for it is this
whatever semblance of a soul maintains the undead. resolve that allows a paladin to bend divine favor to their
Bullets ping off the ballistic shield the human is wielding will and influence the minds of mortals. The most potent
and burrow into the kevlar and steel within which he is weapon a paladin can bring to bear using this ability is their
clad. He can feel the impacts like punches as he charges the divine smite. When a paladin strikes a foe, they may pour
machine gun-wielding giant. With a scream and his resolve their entire being into the attack. The force of their will
as steel, he drives his sword into his foe. By pure force of will echoes through the divine and resonates with the very soul of
and with a violet glint in his eyes the blade rends body and their target.
spirit alike. The gods from which all divine magic originates are
compelled by the paladin’s conviction to provide their power
With martial prowess, minds hard as steel and the power to the paladin's cause. They aide the paladin's quest, but as the
of the divine at their back, paladins are warriors who's paladin is not devoted to feeding the power of any particular
dedication to their goals knows no equal. Through sheer god by indulging the basic human desire that forms their
force of will they bring the gods’ favor upon their cause and domain, the gods hold no power over the paladin and do not
influence the minds of friends and foes alike. provide their most potent boons.
Part 1 | Classes
90
The Paladin
Proficiency Spells
Level Bonus Features Known Spell Level
0th +2 Paladin Proficiencies - -
1st +2 Spellcasting, Cleanse Spirit 2 Novice (1)
2nd +2 Divine Smite, Fighting Style 3 Novice (1)
3rd +2 Sacred Oath, Channel Resolve Unbreakable Mind 4 Novice (1)
4th +2 Ability Score Improvement or Feat 5 Novice (1)
5th +3 Extra Attack 6 Apprentice (2)
6th +3 Aura of Protection 7 Apprentice (2)
7th +3 Oath Feature 8 Apprentice (2)
8th +3 Ability Score Improvement or Feat 9 Apprentice (2)
9th +4 -- 10 Adept (3)
10th +4 Oath Feature 11 Adept (3)
CLASS FEATURES
As a paladin, you gain the following class features.
Paladin Proficiencies
Starting at 0th level, the paladin class provides you with the
following proficiencies:
Armor: Light Armor, Medium Armor, Heavy
Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Wisdom and Charisma
Skills: Athletics, Insight, Intimidation, Mechanics, Medicine,
Persuasion, and Religion
Slave To None
Most paladins in the Other World live in service of grand Multiclassing
ideals. A common ideology and shared goals make it easier for Ability Score Minimum: Strength and Charisma 13
members of a group to reinforce each other's convictions and When you multiclass into the paladin, you gain the
thus use their powers. following proficiencies:
Paladins lack the direct magical power of prophets but pride Armor: Light Armor, Medium Armor, Shields
themselves on being independent of the direct influence of Weapons: Simple Weapons, Martial Weapons
any god. Instead of catering to their own needs to fuel their
powers, they may dedicate themselves to a cause. Paladins
have a reputation for being unyielding, (self-)righteous, and
Spellcasting
uncompromising in their ideals. While they can technically As a paladin, your patron learned to wield divine magic using
change their oaths, a promise not made with serious intent techniques they committed to ingrained memory. See the
holds no power. They make near-perfect soldiers for any chapter on spellcasting for the general rules on using magic.
cause, but convincing a paladin that your cause is worthy of Divine Magic
an oath is rarely an easy feat. The mental defenses all living creatures have makes
influencing their minds almost impossible, but by sheer
Building a Paladin force of will paladins can channel power through divinity
and interfere with the minds of others. The chapter on
Whether by choice or pure chance, you have inherited the spellcasting provides a list of the spells you have access to in
body of a warrior empowered by their unyielding conviction. the subchapter on divine magic.
You will find your new body honed by dedicated training and Learning Spells
equipped with the ability to influence the minds of others When you gain your 1st level, you learn the Channel Mind
through divine magic. I spell and 2 novice spells of your choice from the Divine
To make full use of your patron's power, you too will have Magic spell list. You learn 1 additional spell of your choice
to find something to stand for. Will you swear to protect whenever you gain a level. These spells must be of a level you
those who can't protect themselves, or will your oath serve are able to cast.
only yourself? Will you dedicate yourself to building a new Whenever you gain access to a new spell level, you
world, or to destroying everything that you believes stands automatically learn the corresponding Channel Divinity spell,
in your way? Perhaps a bit of everything. Whichever way which does not count against the number of spells you may
you choose, you will have to find a cause to realize your choose. The Paladin Spell Level table tells you when you gain
full potential. access to spells of greater complexity (higher level).
Part 1 | Classes
91
Spellcasting Ability Divine Smite
Charisma is your spellcasting ability for your paladin spells,
since their power derives from the strength of your resolve. Starting at 2nd level, when you hit a creature with a melee
You use your Charisma whenever a spell refers to your attack, you can expend 2 vitality to deal an additional 2d8
spellcasting ability. In addition, you use your Charisma psychic damage as part of the attack. You may expend an
modifier when setting the saving throw DC for a paladin spell additional 3 vitality to increase this damage by 1d8.
you cast and when making an attack roll with one. When you hit a creature with a ranged attack, you can
expend 4 vitality to deal an additional 2d8 psychic damage as
Spell Save DC = 8 + your Proficiency Bonus + your
part of the attack. You may expend an additional 5 vitality to
Charisma modifier
increase this damage by 1d8.
Spell Attack Modifier = your Proficiency Bonus + your
Charisma modifier Fighting Style
Vitality
Also at 2nd level, you adopt a particular style of fighting as
When you begin to cast a spell, decrease your current vitality
your specialty. Choose one of the following options. You can't
by the amount listed as the spell's Vitality Cost. If you reach 0
take the same Fighting Style option more than once, even if
vitality, you fall unconscious and the spell you were casting
you get to choose again.
fails. (See the general rules on Spellcasting for details).
ARMORED
Paladin Spell Level While wearing armor, you gain an additional +1 bonus to
Spell Level Paladin Level your AC from that armor.
Novice 1st
Apprentice 5th
DUELIST
When you are wielding a melee weapon in one hand and
Adept 9th
no other weapons, you gain +2 bonus to damage rolls with
that weapon.
Cleanse Spirit
PROTECTION
Also at 1st level, your blessed touch and indomitable resolve
When a creature you can see attacks a target other than
can cleanse the minds of your allies.
you that is within 1 meter of you, you can use your reaction
As an action, you may touch a willing creature and expend 2
to impose disadvantage on the attack roll. You must be
vitality to end one charmed or frightened condition affecting
wielding a shield.
the target, or any effect that would end if the creature were
immune to these conditions. If such a condition affects you at
the start of your turn, you may expend 2 vitality to end that
condition (no action required).
You may also perform a 1-minute ritual and expend 4
vitality to remove a madness afflicting a creature.
Part 1 | Classes
92
QUICK The more often you channel your resolve, the more
While not wearing armor, your speed is increased by 1 meter difficult it becomes. After using Channel Resolve, you double
and you gain a +1 bonus to your AC. the vitality cost of subsequent uses until you finish a long rest.
For example, if using your Channel Resolve costs 2 vitality
RELENTLESS to activate for the first time, using the ability a second time
On your turn, when you score a critical hit with a melee requires 4 vitality, and the third time requires 8, etc.
weapon or reduce a creature to 0 hit points with one, you can Some Channel Resolve effects require saving throws.
use your bonus action to make another weapon attack. When you use such an effect from this class, the DC equals
your paladin spell save DC.
Sacred Oath
When you reach 3rd level, the oath that your patron used
Unbreakable Mind
to steel their resolve is revealed. Choose from the oath of Also starting at 3rd level, you become immune to madness.
ancients, devotion, or vengeance described at the end of this
class description. Ability Score Improvement or Feat
Your choice grants you features at 3rd level and again at
7th, and 10th level. Those features include oath spells and the When you reach 4th level, and again at 8th level, you can
Channel Divinity feature. increase one attribute score of your choice by 2, or you
can increase two attribute scores of your choice by 1. As
normal, you can't increase an attribute score above 20 using
Oath Spells this feature. Alternatively, you may choose a feat from
Each oath has a list of associated spells. You gain access to the Feat list.
these spells at the levels specified in the oath's description
and these spells do not count against the spells you may learn Extra Attack
at that level. If you already know a spell when you gain it
as an oath spell, you may choose a different spell of a level Beginning at 5th level, you can attack twice, instead of once,
you can cast. whenever you take the Attack action on your turn.
If you gain an oath spell that's not a divine spell, the spell is
nonetheless a paladin spell for you. Aura of Protection
Starting at 6th Level, whenever you or a friendly creature
Channel Resolve within 3 meters (10 feet) of you must make a saving throw,
Your oath allows you to focus on a specific purpose to fuel the creature gains a bonus to the saving throw equal to your
magical effects. Each Channel Resolve option provided by Charisma modifier (with a minimum bonus of +1). You must
your oath explains how to use it. be conscious to grant this bonus.
Part 1 | Classes
93
Sacred Oath Oath of Devotion
A paladin’s oath is a tool to focus their mind and the paladins' Those who swear an oath of devotion see their destiny tied to
state of mind also influences the kind of boons the gods a specific way of life. They are the ones who travel between
provide and paladin orders optimize their training for a settlements, spreading the good message of their ideology.
certain type of oath. Naturally, its mindset also determines the They are the ones who stand for uncompromising principles
organization and training methods of an order. and they are the ones who seek to convince the world
of their way.
Breaking Your Oath Their presence alone inspires those who share their goals
A sacred oath is a technique used to focus your resolve. A and hardens their resolve against all who would oppose
paladin that has no goals and nothing to fight for will find it their mission.
exceedingly difficult, if not impossible to use their abilities.
However, your oath does not represent any specific creed. It Oath Spells
can be dedicated to an ideology or way of life, but it does not You gain the following oath spells.
need to be. Your oath is what you believe to be the purpose of
all your actions. This purpose can change to suit your needs
and is unique to you. It is what grants you the resolve to bind Oath of Ancients Spells
the divine to your will. Paladin Level Spells
3rd Benediction, Protection of Faith
5th Communion, Suggestion
Oath of Ancients 9th Hypnotize, Speak
Oaths of Ancients are oaths made to safeguard. Paladins that
swear them dedicate themselves to protecting something Channel Resolve
or someone. They are stewards of divine sanctuaries and When you take this oath at 3rd level, you gain the following
magical glades. They are the bodyguards of governors and two Channel Resolve options.
lords. They are the guards of ancient monuments and troves You may expend 2 vitality to summon one of the two effects
of knowledge that must be protected for future generations. described below.
Their dedication to preservation grants these paladins very After you use this ability, double the vitality cost of
limited control over life-energy. Enough to heal wounds, subsequent uses until you finish a long rest.
protect from magic and preserve their own body. Holy Emissary. You can use your Channel Divinity to
The oath of the ancients is the first oath ever sworn when augment your presence with divine power. As a bonus action,
humanoids learned the way of the paladin from the mighty you grant yourself a +5 bonus to Charisma (Persuasion)
unicorn. Over the years these paladins have perfected weaving checks for the next 10 minutes.
life and divine magic into powerful protective abilities. Weapon of Devotion. As an action, you can imbue one
weapon that you are holding with your resolve, using your
Oath Spells Channel Resolve. For 1 minute, you add your Charisma
You gain the following oath spells at the paladin levels listed. modifier to attack rolls made with that weapon (with a
These spells are from the Lore of Life. Whenever you may minimum bonus of +1). If resistance or another effect reduces
learn a new spell, you may choose a spell from either the Lore the damage of a hit (including resistance or immunity, you
of Life, or Divine magic of a level you have access to. deal the difference between the damage you rolled and the
damage you dealt as psychic damage.
Oath of Ancients Spells If you lose contact with the weapon, or if you fall
Paladin Level Spells unconscious, this effect ends.
3rd Channel Life I, Healing
5th Channel Life II, Revivify
9th Channel Life III, Haste
Aura of Warding
Beginning at 7th level, you and friendly creatures within 3
meters (10 feet) of you have advantage on saving throws.
Undying Sentinel
Starting at 10th level, when you are reduced to 0 hit points
and are not killed outright, you can choose to drop to 1 hit
point instead. Once you use this ability, you can't use it again
until you finish a long rest.
Additionally, you stop aging and suffer none of the
drawbacks of old age.
Part 1 | Classes
94
Aura of Alacrity Oath Spells
At 7th level, you emanate an aura that fills you and your You gain the following oath spells.
companions with supernatural speed, allowing you to race
across a battlefield in formation. Your walking speed increases Oath of Ancients Spells
by 3 meters (10 feet). In addition, if you aren't incapacitated, Paladin Level Spells
the walking speed of any ally that starts their turn within 3
3rd Divine Favor, Rebuke
meters (10 feet) of you increases by 3 meters (10 feet) until the
end of that turn. 5th Mind Spike, Paralyzing Dread
9th Ire, Shackles of Pain
Glorious Defense
Finally at 10th level, when you or another creature you can
see within 1 meter (5 feet) of you is hit by an attack, you can Channel Resolve: Vow of Enmity
use your reaction to grant a bonus to the target's AC against As a bonus action, you expend 2 vitality and utter a vow of
that attack, potentially causing it to miss. The bonus equals enmity against a creature you can see within 3 meters (10
your Charisma modifier (minimum of +1). If the attack feet)of you. You gain advantage on attack rolls against the
misses, you can make one weapon attack against the attacker creature for 1 minute or until it drops to 0 hit points or falls
as part of this reaction, provided the attacker is within your unconscious.
weapon's range. After you use this ability, double the vitality cost of
subsequent uses until you finish a long rest.
Part 1 | Classes
95
POWER OF THE GODS
Part 1 | Classes
96
The Prophet
Proficiency Spells
Level Bonus Features Known Spell Level
0th +2 Prophet Proficiencies, Domain - -
1st +2 Spellcasting, Sense Sanctuary 4 Novice (1)
2nd +2 Channel Divinity, Domain Feature 6 Novice (1)
3rd +2 -- 8 Apprentice (2)
4th +2 Ability Score Improvement or Feat 10 Apprentice (2)
5th +3 -- 12 Adept (3)
6th +3 Domain Feature 14 Adept (3)
7th +3 -- 16 Expert (4)
8th +3 Ability Score Improvement or Feat 18 Expert (4)
9th +4 -- 20 Master (5)
10th +4 Domain Feature 22 Master (5)
Spellcasting
As a prophet, your patron focused on drawing power from a
god using techniques they trained and committed to ingrained
memory. See the chapter on spellcasting for the general rules
on using magic.
Divine Magic
The mental defenses all living creatures have make
influencing their minds almost impossible, but by using
CLASS FEATURES the gods and the forces of chaos as a gateway, prophets can
As a prophet, you gain the following class features. interfere with the minds of others. To that end, you choose a
domain through which you channel your power (this is your
Prophet Proficiencies subclass). Your subclass determines your spellcasting ability.
Starting at 0th level, the prophet class provides you with the The part on spellcasting provides a list of the spells you have
following proficiencies: access to in the chapter on divine magic.
Armor: Light Armor, Medium Armor, Shields Learning Spells
Weapons: Simple Weapons When you gain your 1st level, you learn the Channel Mind
Saving Throws: Your spellcasting ability and I spell and 4 novice spells of your choice from the Divine
Wisdom or Charisma Magic spell list. You learn 2 additional spells of your choice
whenever you gain a level. These spells must be of a level you
Skills: Choose two from Arcana, History, Insight, Medicine,
are able to cast.
Nature, Perception, Religion, and Survival
Whenever you gain access to a new spell level, you
Bonus Vitality automatically learn the corresponding Channel Divinity spell,
As a prophet, you add your Spellcasting Ability modifier to which does not count against the number of spells you may
your starting vitality at 0th level and to the vitality you gain choose. The Prophet Spell Level table (next page) tells you when
whenever you take a level in this class. Your spellcasting you gain access to spells of greater complexity (higher level).
ability is determined by your Domain. Refer to the description Spellcasting Ability
of your Domain to see what it is. Your subclass determines your spellcasting ability for your
prophet spells. You use the ability score determined by your
Multiclassing subclass whenever a spell refers to your spellcasting ability.
Ability Score Minimum: Spellcasting Ability 13 In addition, you use your ability modifier when setting the
When you multiclass into the prophet, you gain the saving throw DC for a prophet spell you cast and when
following proficiencies: making an attack roll with one.
Armor: Light Armor, Medium Armor, Shields Spell Save DC = 8 + your Proficiency Bonus + your Spellcasting
Ability modifier
Part 1 | Classes
98
The Valor Domain Peace Domain
IT SEEKS THOSE WITH UNTAMED SPIRITS IT SEEKS THOSE WHO WITH STOUT HEARTS
AND OFFERS LIMITLESS POTENTIAL. AND OFFERS PERPETUAL PEACE.
The concept of freedom embodies the mortal need to be Every soul desires certainty and continuity. There is comfort
yourself. It breaks the chains of all who open themselves to in the known, yet mortal souls are chaotic by design and
it and its followers strive ever onward. Every victory or goal purpose. Those who follow the domain of peace steel their
is only a step on the endless path to finding your ultimate hearts and minds against petty influence and focus on the
purpose. If you open yourself to valor, you devote yourself to tasks that lie ahead. They are those who arbitrate disputes
yourself. You must know, in your heart, that you must push once the flames of war have cooled and try to find common
yourself to your limit. Never relent and walk the path that ground between all. Because only sorrow awaits those
takes you to your own, personal perfection. At its best valor who only see the past and lack the ability to move forward
inspires people to become their best selves, however, at its into the future.
worst, it promotes a selfish disregard for the needs of others The sanctuaries of this domain fill those who enter with
and an inability to know one's limits. sorrow so deep it crushes the spirit. The voices whisper of loss
The sanctuaries of this god instill a feeling of unmatched and pain on a scale the mortal mind can barely comprehend.
confidence in those that step foot within them. It whispers Those who experience it describe their feelings as stunted.
into their ears, telling them that they can achieve anything Ironically, even the certain eventual end of one's life seems
they want. Those who experience this describe the god as a bearable when compared to the suffering of a god.
presence that believes in your potential with such zeal, that it In the Other World Hylenia was a common name for the
inspires you to believe it too. god of this domain.
In the Other World Kin represents this concept for
many cultures. Peace Domain Proficiencies
At 0th level, you gain the following proficiencies:
Valor Domain Proficiencies Armor: Heavy Armor
At 0th level, you gain the following proficiencies: Weapons: Martial Weapons
Armor: Heavy Armor
Weapons: Martial Weapons Spellcasting Ability
Your spellcasting ability for divine spells is Constitution.
Spellcasting Ability
Your spellcasting ability for divine spells is Strength. Revelation of Certainty
As a 1st level prophet of peace, you desire peace and certainty.
Revelation of Growth As an action, you focus on your next attack or the next
As a 1st level prophet of valor, you are compelled to achieve. spell you wish to cast. If you maintain concentration (as if
To make yourself stronger, to seek challenges and to be concentrating on a spell), you receive a +10 bonus to the
overcome. You are confident and your resolve is iron. next attack roll you make, or increase the save DC of the first
Nothing can dissuade you from what you believe is your path saving throw against a spell you cast by +10.
to greatness.
You are immune to the frightened condition. You are also Channel Domain: Beseech
proficient in all saving throws. Starting at 2nd level, you can use your Channel Domain
to interdict a creature's deadliest strikes with a wave of
Channel Domain: Guided Strike pity and sorrow.
Starting at 2nd level, you can use your Channel Domain to As a reaction to a creature you can see delivering a critical
strike with supernatural confidence. When you make an hit, or performing an attack against a downed creature, you
attack roll, you can use your Channel Domain to gain a +10 may use your Channel Domain. The creature must succeed a
bonus to the roll. You make this choice after you see the roll, Charisma saving throw or waste the attack.
but before the GM says whether the attack hits or misses. A creature that is immune to being charmed is immune to
this ability.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, Extra Attack
whenever you take the attack action on your turn. Starting at 6th level, you can attack twice, instead of once,
whenever you take the attack action on your turn.
Channel Domain: Break the Chains
Finally at 10th level, you can use your Channel Domain and Channel Domain: Paragon's Protection
your bonus action to target a creature no more than 10 meters Finally at 10th level, you can use your Channel Domain to
(30 feet) away from you. All effects affecting it that can be counter unjust harm.
ended by succeeding a saving throw instantly end. As a reaction to a creature you have not dealt damage to
If you are being affected by an effect that can be ended since your last night's rest hitting you with an attack, you may
by succeeding a saving throw at the start of your turn, use your Channel Domain to turn the hit into a miss.
you may use your Channel Domain to end it instantly (no If a creature you have not dealt damage to since your last
action required). night's rest causes you to make a saving throw and you fail the
If the target of this ability is downed and/or unconscious save, you may use your reaction and a use of your Channel
from being reduced to 0 hit points, it regains 1 hit point. Domain to succeed instead.
Part 1 | Classes
99
The Knowledge Domain Duty Domain
IT SEEKS THOSE DRIVEN BY CURIOSITY IT SEEKS THOSE WITH KEEN MINDS
AND OFFERS ENLIGHTENMENT. AND OFFERS PURPOSE.
Every mortal soul contains a free spirit that desires to see the Within every soul lies a sense of duty. It is a need to further
world. Those who follow their curiosity devote themselves to some greater good, to champion a cause greater than oneself.
experiencing everything this world has to offer. At its worst, At its worst, it creates mindless drones that commit horrific
this desire results in a search for truth in conspiracies and the atrocities in the name of their ideal. At its best, this need
abandonment of morals in pursuit of discovery. At its best, it creates a tightly-knit community that can weather any storm.
leads to wonderful enlightenment and the discovery of real Those who enter a sanctuary of this domain are
truth through the scientific method. overwhelmed by a feeling of safety and community. The god
The sanctuaries of this domain instill a feeling of awe. embraces all in what many describe as a soothing psychic hug.
Those that enter receive a glimpse of how much the world Few things are as relaxing as this god's embrace and those
still has to offer them and become inspired to unearth every who experience it are inspired to build a utopia, together.
secret, be it hidden by an ocean, forest, or quantum physics. In the Other World, Helvetica was the name many used to
In the Other World Cartouche was the name often given to refer to this god.
the deity of this domain.
Duty Domain Proficiencies
Knowledge Domain Proficiencies At 0th level, you are proficient in the Intimidation and
At 0th level, you are proficient in the Investigation and Persuasion skills and your proficiency bonus is doubled on
Perception skills and your proficiency bonus is doubled on checks relating to these two (expertise). If you are already
checks relating to these two (expertise). If you are already proficient in one of the named skills, you gain proficiency in a
proficient in one of the named skills, you gain proficiency in a different skill of your choice from the prophet skill list.
different skill of your choice from the prophet skill list.
Spellcasting Ability
Spellcasting Ability Your spellcasting ability for divine spells is Wisdom.
Your spellcasting ability divine spells is Intelligence.
Revelation of Contribution
Revelation of Variety Also at 1st level, you can invoke the power of duty and
Your curiosity makes you an expert in all things new and cooperation to drive an ally to attack. If you cast a divine spell
interesting. You add your Intelligence modifier to any skill and target an ally with the spell, that ally can use their reaction
check you make. immediately after you finish casting to make one weapon
attack against a creature of your choice that you can see.
Channel Domain: Reveal Mistake If the spell targets more than one ally, you choose the ally
Starting at 2nd level, you can use your Channel Domain to that may make the attack.
realize flaws in your actions or plans. When you make an
ability check, saving throw, or attack roll you can use your Channel Domain: Battle Commands
Channel Domain to reroll it after seeing the result, but before Starting at 2nd level, you can use your Channel Domain to
you know if it succeeds or fails. You get a bonus to this reroll rally others in battle.
equal to your prophet level. Attack Order. As a bonus action, choose one friendly
creature that can hear or see you and use your Channel
Potent Casting Domain. That creature may immediately use its reaction to
Starting at 6th level, you add your Wisdom modifier to the make one attack.
psychic damage you deal with any prophet spell. Maneuvering Order. As a bonus action, choose a creature
that can hear or see you and use your Channel Domain. That
Channel Domain: True Seeing creature may move up to its speed without provoking attacks
Finally at 10th level, you can use your Channel Domain to of opportunity.
reveal the true nature of the world. Purple veins crisscross Rally Order. As a bonus action, choose a creature being
your eyes as they turn into a star-filled void. Your vision affected by a temporary condition that can be ended with a
pierces through the veil and you receive a glimpse of the saving throw and use your Channel Domain. The creature
Void beyond. may immediately attempt a saving throw against that effect.
You may use your action to gain truesight out to a range
of 40 meters (120 feet) for 1 minute. This ability requires Potent Casting
concentration, as though you were concentrating on a spell. Starting at 6th level, you add your Wisdom modifier to the
A creature with truesight can, out to a specific range, see psychic damage you deal with any prophet spell.
in normal and magical darkness, see invisible creatures and
objects, automatically see through illusions and detect if an Channel Domain: Call of Duty
object or creature is being affected by magic (but not by what Finally at 10th level, your god's power removes all hesitation.
kind). Furthermore, the creature can see into the Void. At the start of combat, you may use your Channel Domain to
give yourself and one creature of your choice that can hear or
see you advantage on its initiative roll.
Part 1 | Classes
100
Love Domain Revelation of Connection
Also at 1st level, those around you feel an immediate
IT SEEKS THOSE WITH UNFLINCHING RESOLVE connection to you. Even those who wish to harm you will
AND OFFERS COMPANIONSHIP. find their hands hesitate before every strike.
While you are not wearing armor you may add your
The domain of love and community embodies the desire Charisma modifier to your Armor Class.
to be with someone. Those who follow it have magnetic
personalities and devote themselves to life itself. For there Channel Domain: Charming Presence
is nothing that provides happiness like love. Love between Starting at 2nd level, you can use your Channel Domain to
friends, family, and, well, lovers. It is thus no surprise that the infatuate those around you.
love domain not only compels its followers to spread love, but As an action, you make a seductive gesture. Each creature
to act on it as well. At their worst its followers abuse those of your choice that can see or hear you within 10 meters (30
around them as they act upon their lust without reason or feet) of you must succeed on a Wisdom saving throw or be
restraint. At its best, this domain spreads comradery, love, and charmed by you until the end of your next turn or until the
awe throughout the world. charmed creature takes any damage. You can also cause any
Those who enter a sanctuary of this domain are met with of the charmed creatures to drop what they are holding when
an overwhelming feeling of happiness and lust. they fail the saving throw.
This domain is usually represented by the twin
faced god Ostara. Potent Casting
Starting at 6th level, you add your Charisma modifier to the
Love Domain Proficiencies psychic damage you deal with any prophet spell.
At 0th level, you are proficient in the Deception and
Persuasion skills and your proficiency bonus is doubled on Channel Domain: Infatuation
checks relating to these two (expertise). If you are already Finally at 10th level, you may use your Channel Domain to
proficient in one of the named skills, you gain proficiency in a cause your enemies to become stricken by your beauty.
different skill of your choice from the prophet skill list. As a bonus action, you can expend a use of your Channel
Domain to impose disadvantage on a creature's attacks against
Spellcasting Ability you and on its saving throws against your spells and abilities
Your spellcasting ability divine spells is Charisma. until the start of your next turn.
Part 1 | Classes
101
VERSATILE AND INDEPENDENT
Ranger
A female elf sits in a tree, overlooking the road below. As she
sees the bandits approach, she silently pulls out her revolver
and as she clenches her fist, her skin hardens and takes on a
bark-like appearance. They pass her by and just as they do, Self-Sufficient
she jumps off her perch. Before they can react, she makes a
pirouette, delivering lethal shot upon lethal shot from her Rangers are highly skilled professionals who are trained to
trusty firearm. work independently, making them the ultimate self-sufficient
A human man lays his machete on the ground and places explorers and survivors. They embody the saying "Jack of
five rifle rounds next to it. He unrolls his tools, lights up a all trades, master of none," as they are not equipped with a
gas cooker, and begins brewing. Mushrooms and flowers are stockpile of spells like other magic users, but instead focus on
crushed and the liquid filtered from them. As magic is infused mastering a select few wild magic techniques that enhance
over a low flame a grey liquid with a pink sheen is the final their other abilities. Rangers attune their bodies to the world
result. Careful not to touch the potion, he smears it on his and internalize the magic they use, making the spells they
blade and ammunition. Those vampires won't even know know easier to cast. However, this also means that they
what hit them. cannot change the spells they have internalized, and each
Hissing a quick thanks to his hawk companion, the male technique takes significant effort to learn.
kobold takes aim at the young red dragon relaxing in the Despite lacking the many specialized maneuvers of other
shadow of a half-collapsed department store. He pulls out his martial warriors, rangers possess unparalleled knowledge of
compound bow and focuses his gaze on the dragon. Mystical the lands they roam, which they know better than themselves.
powers mark the creature as his prey and draw his gaze onto In combat, rangers can execute only a few techniques,
its weak points. He lifts his weapon and silently takes aim at splitting their focus in a way that neither makes them mighty
the creature that thinks it can take whatever it wants without martial artists nor powerful spellcasters. Nevertheless, they
consequence. can take the best of both worlds and use it as needed, making
them highly adaptable to any situation.
Rangers combine martial prowess with wild magical powers Thanks to their exceptional skills, rangers can accomplish
to annihilate their foes. These warriors are meant to operate many tasks alone that would typically require an entire team.
alone, combining the survivability of conventional martial From tracking and hunting to scouting and surveying, rangers
training and enhance it with the power of wild magic. Most are unsurpassed in their ability to thrive in even the most
Rangers go on The Path, a journey on which they prove challenging environments. Overall, rangers are a force to be
that they can fight and survive independently, or at least in a reckoned with, combining their expertise in survival, combat,
small group. and wild magic to achieve feats that few others can.
Part 1 | Classes
102
The Ranger
Building a Ranger
Whether by choice or chance, you have been blessed with
Lone Wolf the body of an elite warrior, and with it, the potential
In the Other World, rangers are predominantly found as for greatness. As a ranger, you are a master of survival,
members of elite combat units or remote tribes. However, possessing the skills necessary to thrive in even the harshest
they are particularly prevalent among the wildeborn, who of environments. But with wild magic flowing through your
were the pioneers of this unique combat style. These skilled veins, your abilities are enhanced beyond measure.
professionals are typically employed as sentinels to safeguard Your connection to the untamed forces of nature grants you
the borders of the wilderness, using their expertise to not an instinctual understanding of the world around you. You
only warn of incoming enemies but also engage them in can feel the ebb and flow of the elements, and draw upon their
advance. Rangers are adept at slowing down enemy advances power to augment your own. Whether you need to move
or entirely repelling attacks using hit-and-run tactics. with blinding speed or strike with devastating force, your
Alternatively, they can scout ahead of warbands to ensure that wild magic gives you the edge you need to succeed.
there are no nasty surprises ahead. As a ranger, you are a valuable asset to any team, but you
A master ranger is a relentless force, impossible to pin also have the option to operate alone. With your skills and
down, and capable of unleashing devastating attacks. Facing magic, you can tackle even the most daunting of challenges by
an expert ranger in combat is a disheartening experience, as yourself. And while you may not excel in any one area, you
they strike from nowhere with relentless precision, leaving are versatile enough to adapt to any situation.
opponents with no chance to fight back. Their unparalleled Will you choose to use your skills to help others, protecting
skills in survival, combat, and wild magic make them a those who cannot protect themselves? Or will you give in
formidable force to be reckoned with, both on and off the to your wilder impulses, taking what you want through
battlefield. hit-and-run attacks? Perhaps you will find a balance between
Overall, rangers in the Other World are a rare and the two, doing what you must to survive while also aiding
invaluable asset, feared by their enemies and revered by their those in need.
allies. Their unique combination of skills and expertise allows Whatever path you choose, know that as a wild magic-
them to operate effectively in the harshest environments, wielding ranger, you are a force to be reckoned with. Your
making them an essential component of any elite combat unit skills and magic make you a valuable ally and a formidable
or remote tribe. opponent, and your choices will shape the world around you.
Part 1 | Classes
103
CLASS FEATURES Ranger Spell Level
As a ranger, you gain the following class features.
Spell Level Ranger Level
Ranger Proficiencies Novice 1st
Starting at 0th level, the ranger class provides you with the Apprentice 5th
following proficiencies: Adept 9th
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Strength or Dexterity, Wisdom Maneuvers
Skills: Choose three from Acrobatics, Animal Handling, As a ranger you learn maneuvers, special actions that can be
Arcana, Athletics, Deception, History, Insight, Intimidation, taken in combat, to blend with your wild magic.
Investigation, Mechanics, Medicine, Nature, Perception, Maneuvers
Performance, Persuasion, Religion, Science, Sleight of Hand, Maneuvers are special, almost magical, spell-like abilities that
Stealth, and Survival warriors may employ in combat. They represent bursts of
extreme focus and physical power that push their user to the
Multiclassing limit of their ability.
Ability Score Minimum: Strength or Dexterity The chapter on spellcasting provides a list of maneuvers
and Wisdom 13 you have access to in the subchapter on maneuvers.
When you multiclass into the ranger, you gain the Learning Maneuvers
following proficiencies: At 2nd level, you learn 2 maneuvers and an additional 1 every
Armor: Light Armor, Medium Armor, Shields even level thereafter (4th level, 6th level, 8th level, and 10th
Weapons: Simple Weapons, Martial Weapons level). Refer to the Ranger Maneuver Level table to see at what
Skills: One skill from the ranger skill list level you gain access to higher-level maneuvers.
Maneuver Ability
Strength or Dexterity (your choice) is the ability for your
Spellcasting ranger maneuvers, as they rely on your martial prowess. You
As a ranger, your patron trained to weave wild magic into use the chosen ability score whenever a maneuver refers
martial combat. to your maneuver ability. In addition, you use the modifier
Wild Magic of the chosen ability when setting the saving throw DC for
When you gain your 1st level, you learn how to control the maneuvers you use. When a maneuver calls for an attack,
natural world around you and gain access to wild magic. The you use the attack modifier you normally use for the spell,
chapter on spellcasting provides a list of the spells you have unarmed or weapon attack you decide to use.
access to in the subchapter on wild magic. Maneuver Save DC = 8 + your Proficiency Bonus + your
Learning Spells Strength or Dexterity modifier (your choice)
At 1st level, you learn the Channel Wild I spell. You may Vitality
then choose a total of 2 spells from the wild magic spell list. When you initiate a maneuver, decrease your current vitality
Whenever you gain a level, you may choose 1 new spell from by the amount listed as the maneuver's Vitality Cost. If you
the wild magic spell list. Whenever you gain access to a new reach 0 Vitality, you fall unconscious, and the maneuver you
spell level, you automatically learn the corresponding Channel were initiating fails unless you make a final push. (See the
Wild spell, which does not count against the number of spells general rules on Spellcasting for details).
you may choose. The Ranger Spell Level table tells you when Ranger Maneuver Level
you gain access to spells of greater complexity (higher level). Maneuver Level Ranger Level
Once you know a spell, you may cast it at any time, as long as
Beginner 2nd
you have enough vitality.
For every ranger spell that you know, excluding Channel Veteran 6th
Wild spells, decrease your maximum vitality by an amount Elite 10th
equal to the spell's level (1 for novice, 2 for apprentice, and 3
for adept level spells).
Spellcasting Ability
Fighting Style
Wisdom is your spellcasting ability for your ranger spells, At 2nd level, you adopt a particular style of fighting as your
since their power derives from your understanding of specialty. Choose one of the following options. You can't take
nature. You use your Wisdom whenever a spell refers to a Fighting Style option more than once, even if you later get
your spellcasting ability. In addition, you use your Wisdom to choose again.
modifier when setting the saving throw DC for a ranger spell
you cast and when making an attack roll with one. ARCHERY
You gain a +2 bonus to attack rolls you make with non-
Spell Save DC = 8 + your Proficiency Bonus + your firearm ranged weapons.
Wisdom modifier
DUELING
Spell Attack Modifier = your Proficiency Bonus + your When you are wielding a melee weapon in one hand and
Wisdom modifier
no other weapons, you gain +2 bonus to damage rolls with
Vitality that weapon.
When you begin to cast a spell, decrease your current vitality
by the amount listed as the spell's Vitality Cost. If you reach 0
QUICK
While not wearing armor, your speed is increased by 1m. and
Vitality, you fall unconscious and the spell you were casting
you gain a +1 bonus to your AC.
fails unless you make a final push. (See the general rules on
Spellcasting for details).
Part 1 | Classes
104
SHARPSHOOTER Ability Score Improvement or Feat
Your ranged attacks (including spells) ignore half and
three-quarters cover and you do not suffer disadvantage When you reach 4th level, and again at 8th level, you can
at long range. increase one attribute score of your choice by 2, or you can
increase two attribute scores of your choice by 1. As normal,
SPELLSWORD you can't increase an attribute score above 20 using this
After using your action to cast a spell, you may use your bonus feature. Alternatively you may choose a feat from the Feat list.
action to make a single attack with a 1 handed weapon.
Extra Attack
Ranger's Path
Beginning at 5th level, you can attack twice, instead of once,
When you reach your 3rd level, the path your patron took whenever you take the Attack action on your turn.
reveals itself. The path is a journey initiate rangers are sent on
to prove to that they can survive on their own or in a small
group. The path a ranger takes determines the rest of their life
and the path your patron traveled determines which abilities
you gain here and then again at 6th, and 10th level.
Part 1 | Classes
105
Ranger’s Path Exceptional Training
Beginning at 7th level, when you command your beast to take
The Ranger's Path is a sacred journey that every initiate
the Attack action, it can make two natural weapon attacks as
must undertake to become a full-fledged ranger. It is a test of
part of that action.
survival, strength, and resourcefulness. Each ranger group
trains differently, and the path they send their initiates on Perfect Bond
reflects their unique outlook on the world and their training. Finally when you reach 10th level, when you cast a spell that
But the Ranger's Path is not just a test of survival skills. It targets yourself, you can grant your familiar the effects of that
is also a spiritual journey, designed to connect the initiates spell, without expending additional vitality, as long as it is no
with the natural world and the wild magic that flows through more than 10 meters (30 feet) away.
it. As the initiates navigate the path, they must learn to
attune themselves to the rhythms of nature, to understand
the language of the animals, and to tap into the power The Path of the Hunter
of wild magic. SURVIVE BY THE HUNT
Path of the Beastmaster Rangers who follow the path of the hunter are among
the most skilled predators in the Other World. They
SURVIVE BY THE BEAST have unparalleled knowledge of their prey and the lands
where they live.
The bond between a Beastmaster and their animal companion These rangers specialize in tracking down their marks,
runs deep, born of a mutual trust and respect that transcends whether they are dangerous beasts, elusive predators, or even
mere training. The Beastmaster must spend countless hours intelligent humanoids. They often work as bounty hunters,
with their animal companions, learning their every nuance that are hired to track and capture or kill specific targets.
and responding to their every need. This bond allows them Through wild magic they can gain a deep understanding of
to communicate and work together in perfect harmony, often the habits and behaviors of their prey. This allows them to
achieving feats that would be impossible for a ranger alone. predict their movements, set effective traps and take lethal
Beastmasters are known to seek out the most dangerous shots. Their expertise in hunting means that they can take on
and elusive creatures in the wilderness, taming them with even the most difficult prey.
a combination of patience, skill, and magic. They can Despite their formidable skills, rangers of this path are
often be found traversing the most treacherous terrains often solitary figures, preferring to work alone or in small
and braving the harshest environments, all in the name of groups. They are often seen as somewhat aloof, and are not
finding the perfect companion. Once tamed, these creatures known for their social skills. However, they are respected
become invaluable companions, assisting the Beastmaster and admired for their abilities as hunters, and are often
in their travels and protecting them from danger. Whether sought out for their expertise when it comes to dealing with
it be a massive grizzly bear or a swift and agile eagle, the dangerous creatures.
Beastmaster's animal companions are always ready to lend a
helping hand, or claw, when needed. Hunter Magic
Starting at 3rd level, you learn additional spells that do not
Beastmaster Magic count against the spells you may learn when you reach that
Starting at 3rd level, you periodically learn additional spells levels. Refer to the Slayer Spells table to see what these spells
that do not count against the spells you may learn when you are. If you already know one of the listed spells, you may learn
reach those levels. Refer to the Beastmaster Spells table to see a different spell of your choice.
what these spells are. If you already know one of the listed
spells, you may learn a different spell of your choice of a level
Slayer Spells
you can cast.
Ranger Level Spells
Beastmaster Spells 3rd Hunter's Mark, Zephyr Strike
Ranger Level Spells 5th Barkskin
3rd Summon Insects, Find Familiar 9th Resistance
5th Summon Critters
9th Summon Animals Favored Foe
Starting when you take this path at 3rd level, when you hit
Enhanced Familiar a creature with an attack, or affect it with a spell, you may
When you take this path at 3rd level, the creatures you spend 2 vitality to probe its defenses and mark it as your
may call upon using your find familiar spell become more favored foe. When you do so, you learn whether the creature
powerful. See the Familiar CR table to see what the maximum has any damage or condition immunities, resistances, or
CR of a creature you may summon with Find Familiar is vulnerabilities and what they are.
at what level. After probing a creature, your damaging spells and attacks
deal an additional amount of damage equal to your Proficiency
Familiar CR Bonus to the target. If you enhance an attack with one or
Ranger Level Beast CR more spells, this ability still only triggers once for that attack.
3rd 1/4 You can only have one favored foe at a time and when
7th 1/2
you mark a new creature, the effect ends on any creature
previously marked
10th 1
Part 1 | Classes
106
Formulas Known
Adaptive Defense At 1st level, you learn Infuse Formula I and 2 novice formulas
At 7th level, you gain extra resilience against your prey’s of your choice. Whenever you gain a level in the ranger class
assaults on your mind and body. Whenever a favored foe you may choose one additional formula to learn of a level that
forces you to make a saving throw and whenever you make you have access to. The Witcher Formula Level table below
an ability check to escape that target’s grapple, you have tells you when you gain access to a new level of formulas.
advantage on the roll of the d20. Whenever you gain access to a new level of formulas, you
learn the corresponding Infuse Potion formula.
Brewing Ability
Predicted Shot Intelligence is your infusion ability for your ranger formulas,
Finally at 10th level, you are a master hunter and have since their quality depends on your knowledge of the
learned to predict and precisely track the movements of a techniques used to craft them. You use your Intelligence
creature your favored foes. Attacks against a favored foe whenever a formula refers to your infusion ability. In
have advantage. addition, you use your Intelligence modifier when setting the
saving throw DC for a ranger formula you brew.
Path of the Witcher Formula Save DC = 8 + your Proficiency Bonus + your
Intelligence modifier
SURVIVE BY ALCHEMY
Rangers that follow the path of the witcher learn the secrets of Witcher Formula Level
witchcraft. They brew simple potions and employ a technique Formula Level Ranger Level
not unlike that used to create staffs, to infuse magical Novice 3rd
pathways into the surface of their weapons. These magical Apprentice 7th
pathways allow the witcher to set their weapons ablaze
with elemental magic. Not only do these rune-like, glowing Infusions
markings look very cool, they have the added advantage During a long rest (1 week of downtime), you gain a number
of not requiring a weapon to be reforged from scratch to of Infusions:
be implemented. Of course unlike a witch’s enchantments,
Infusion = 1 + your Ranger level
their use requires specialized training, meaning only witcher
rangers can use the magical enhancements they apply to The infusions you gain from this feature do not stack
their weapons. with those gained from other sources (such as a witch's
Often also referred to as the witch's grooms or witch Infusions feature).
guard, most witchers in the Other World can be found
traveling between, and learning from, the witches of the Elemental Imbuement
wildeborn clans. Also at 3rd level, you learn to infuse your weapon with a
simple enchantment only you can use.
Brewing Over the course of a long rest, you may enchant your
When you take this path at 3rd level, you gain the ability weapons, spending 1 infusion for every melee weapon,
to brew potions as a witch does. A potion is a combination or 5 pieces of ammunition you enchant. These enchanted
of herbs and other ingredients infused with magic to create armaments require a special technique to activate and can
a certain effect when ingested or injected. They are usually only be used by a creature with this ability. They require
stored in small bottles that can be downed in a quick swig. no attunement.
Brewing a Potion As you make an attack with an enchanted weapon or
At the end of a long rest, you decide which potions you spent piece of ammunition, you may activate the enchantment (no
that time brewing and receive those that you brewed. action required). On a hit, the enchanted weapon or piece
Brewing requires a kitchen or a witch's workshop (see the of ammunition deals an additional 1d4 acid, cold, force, fire,
project). Crafting potions in the wild requires an alchemy lightning, or radiant damage (your choice when you create the
kit (see the item), which you may craft by expending 4 scrap weapon or ammunition), which increases to 1d6 at 6th level
(half its value). and 1d8 at 9th level.
Infusion Cost
Every potion has a infusion cost, representing the amount of Adaptable Imbuement
time and effort preparing the ingredients, brewing the potion, Starting at 7th level, you no longer decide whether the
and finally performing the magical infusion requires. To brew weapons or ammunition you infuse with your elemental
a potion you must expend a number of infusions equal to its imbuement ability deal additional acid, cold, force, fire,
cost and you must know its formula. lightning, or radiant damage in advance. Instead, you
Formulas decide which damage type the enchantment deals when you
A formula is the steps, both mundane and arcane, needed activate it.
to properly brew a potion. Most potions include a short
description of how they are made, including their effects and Explosive Imbuement
most notable ingredients. These ingredients represent what Finally when you reach 10th level, you gain the ability to
witches living in temperate climates usually use. Depending make the enchantments you infuse explosive. When you
on where they live, a witcher will have altered their formulas activate one of your enchantments, you can choose to make it
to use the local fauna and in most cases, witchers have the explosive. Upon impact, the weapon deals normal damage and
ability and knowledge to substitute any ingredient they are then erupts in a burst of elemental energy. Every creature in
unable to find with a different one. a 1-meter radius sphere centered on the target takes damage
The chapter on spellcasting provides a list of the formulas equal to your elemental imbuement die, while the target takes
you have access to in the subchapter on formulas. the maximum damage of that die. You may target a point
instead of a creature with an explosive attack.
Part 1 | Classes
107
SUBTLETY AND PRECISION
Part 1 | Classes
108
The Rogue
Learning Maneuvers
At 1st level, you chose a total of 4 beginner maneuvers, and
every level thereafter you may learn an additional maneuver
of a level you have access to. Refer to the Rogue Maneuver
Level table to see at what level you gain access to higher-
level maneuvers.
CLASS FEATURES Maneuver Ability
As a rogue, you gain the following class features. Strength or Dexterity (your choice) is the ability for your
rogue maneuvers, as they rely on your martial prowess. You
Rogue Proficiencies use the chosen ability score whenever a maneuver refers
Starting at 0th level, the rogue class provides you with the to your maneuver ability. In addition, you use the modifier
following proficiencies: of the chosen ability when setting the saving throw DC for
Armor: Light Armor maneuvers you use. When a maneuver calls for an attack,
you use the attack modifier you normally use for the spell,
Weapons: Simple Weapons
unarmed or weapon attack you decide to use.
Tools: Thieves' Tools
Saving Throws: Dexterity and Intelligence or Wisdom Maneuver Save DC = 8 + your Proficiency Bonus + your Strength
or Dexterity modifier (your choice)
Skills: Choose three from Acrobatics, Animal Handling,
Arcana, Athletics, Deception, History, Insight, Intimidation, Vitality
Investigation, Mechanics, Medicine, Nature, Perception, When you initiate a maneuver, decrease your current vitality
Performance, Persuasion, Religion, Science, Sleight of Hand, by the amount listed as the maneuver's Vitality Cost. If you
Stealth, and Survival reach 0 vitality, you fall unconscious, and the maneuver you
were initiating fails unless you make a final push. (See the
Bonus Vitality general rules on spellcasting for details).
As a rogue, you add either your Strength or your Dexterity
modifier (your choice) to your starting vitality at 0th level and Rogue Maneuver Level
to the vitality you gain whenever you take a level in this class. Maneuver Level Rogue Level
Evasion Assassinate
Starting at 3rd level, you are at your deadliest when you get
Beginning at 7th level, you can nimbly dodge out of the way the drop on your enemies. You have advantage on attack rolls
of area-of-effect attacks, including a fireball or an explosion against any creature that hasn't taken a turn in the combat
from a grenade. When you are subjected to an effect that yet. In addition, any hit you score against a creature that is
allows you to make a Dexterity saving throw to take only half surprised is a critical hit.
damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail. Quick in Action
At 6th level, you learn to better move into position and strike
your target before they realize what's coming.
You gain advantage on Initiative rolls. In addition, you gain
a climbing speed equal to your walking speed.
Death Strike
Finally at 10th level, you become a master at instantly killing
your targets. When you attack and hit a creature that is
surprised, it must make an Constitution saving throw (DC 8
+ your Dexterity modifier + your Proficiency bonus). On a
failed save, double the damage of the triggering attack.
Part 1 | Classes
110
Spellblade Vitality
When you begin to cast a spell, decrease your current vitality
EXPERT AT ARCANE TRICKERY by the amount listed as the spell's Vitality Cost. If you reach 0
Vitality, you fall unconscious and the spell you were casting
Spellblades train to combine magic with precise attacks. fails unless you make a final push. (See the general rules on
Underground mages, and cultists of the elementals are Spellcasting for details).
particularly fond of combining the roguish skillsets of their Spellblade Spell Level
members with what little magic their organizations can Spell Level Character Level
gather. In addition to just enhancing their capabilities with
Novice 3rd
magic, they focus on weaving their spells into their tactics.
This makes learning these spells even more difficult than Apprentice 7th
usual but makes for a deadly combination. Most spellblades
favor the Lore of Light. Spell Tactics
When you reach 6th level, the technique with which you
Spellcasting interweave sword and sorcery becomes near perfect allowing
Starting when you choose this subclass at 3rd level, you you to jump into combat even faster. You may add your
gain the ability to cast spells that your patron trained spellcasting ability modifier to your initiative.
and committed to ingrained memory. See the chapter on
spellcasting for the general rules on using magic. Arcane Ambush
Elemental Magic Finally at 10th level, you are a master of combining magical
As a spellblade, you choose the lore your patron practiced. and martial techniques. If you are hidden from a creature
Choose from the Lore of Force, Light, Frost, Lightning, when you cast a spell on it, the target has disadvantage on the
Fire, or Life. Your lore not only determines your spellcasting first saving throw it makes against that spell.
ability but also what spells you have access to. The chapter on
spellcasting provides detailed descriptions of each lore and Thief
the spells they have access to in the subchapter on elemental
magic. Refer to the spell list of your lore to see what these EXPERTS AT THE JOB
spells are and what effects they have.
Learning Spells Thieves specialize in the larcenous arts. Burglars, bandits,
At 3rd level, you learn the Channel I spell of your lore and 2 cutpurses, and other criminals typically follow this archetype,
Novice spells. Whenever you gain a level, you may choose 1 but so do rogues who prefer to think of themselves as
new spell from your lore of a level you have access to. professional treasure seekers, explorers, delvers, and
Whenever you gain access to a new spell level, you scavengers.
automatically learn the corresponding channel spell, which
does not count against the number of spells you may choose at Fast Hands
that level. Any spell you learn is committed to your memory Starting at 3rd level, you can use the bonus action granted by
and can be cast at any time, as long as you have the needed your Cunning Action to make a Dexterity (Sleight of Hand)
vitality. Refer to the Spellblade Spell Level table to see when you check, use your thieves' tools to disarm a trap or open a lock,
gain access to a new level of spells. or take the Use an Object action.
Spellcasting Ability
Your lore determines your spellcasting ability for your
Second-Story Work
When you choose this archetype at 3rd level, you also gain
spellblade spells. You use the ability score determined by
a climbing speed equal to your walking speed. If you already
your lore whenever a spell refers to your spellcasting ability.
have a climbing speed equal to your walking speed, increase
In addition, you use your ability modifier when setting the
your speed by 2 meters instead.
saving throw DC for a spellblade spell you cast and when
In addition, when you make a running jump, the distance
making an attack roll with one.
you cover increases by a number of meters equal to your
Spell Save DC = 8 + your Proficiency Bonus + your Spellcasting Dexterity modifier.
Ability modifier
Thief's Reflexes
Finally at 10th level, you have become adept at laying
ambushes and quickly escaping danger. You can take two
turns during the first round of any combat. You take your first
turn at your normal initiative and your second turn at your
initiative minus 10.
This feature does not function if you are surprised.
Part 1 | Classes
111
PRIMAL POWER
Part 1 | Classes
112
The Sorcerer
Part 1 | Classes
113
Spellcasting Body of the Land
As a sorcerer, you are different from other spell casters. The Starting at 1st level, the spark within your body alters your
element you wield suffuses your very being. You prepare and appearance. The exact nature of these alterations depends on
then improvise your spells, but the kinds of effects you can your sorcerous spark (subclass) and are detailed there. The
summon are still limited by your knowledge of the arcane alterations to your form intensify whenever you gain a level
techniques that spells are formed from. and confer special abilities at 1st, 5th and 10th level.
Elemental Magic
As a sorcerer you gain access to one lore of magic you are a Metamagic
natural conduit for. Your spark (subclass) determines which
lore that is (see Sorcerous Spark below). Your lore determines Starting at 2nd level, your focus on understanding your innate
what spells you have access to. The chapter on spellcasting powers gives you the ability to manipulate the abilities you
provides detailed descriptions of each lore and the spells they have to a great degree. You gain two Metamagic options of
have access to. Refer to the spell list of your lore to see what your choice. You gain an additional one every even level (4th,
these spells are and what effects they have. 6th, 8th, and 10th).
Learning Spells You can apply only one Metamagic option on a spell when
At 1st level, you learn the Channel I spell of your lore and 2 you cast it unless otherwise noted in the option's description.
more spells of your choice from that lore. Whenever you gain
a level, you may choose 1 new spell from your lore of a level Empowered Spell
you have access to. By adding energy to the spell you empower it and increase the
Whenever you gain access to a new spell level, you damage it deals.
automatically learn the corresponding channel spell, which When you cast a spell, you can spend 1 Vitality to maximize
does not count against the number of spells you may choose. the damage of 1 damage die. You may increase all damage dice
Any spell you learn is imbued into your body and can be cast the spell deals this way, spending 1 Vitality each.
at any time, as long as you have the needed vitality. Refer to
the Sorcerer Spell Level table to see when you gain access to a Extended Spell
new level of spells. By carefully layering more magical energy into the spell, you
Spellcasting Ability increase the stability of the energy that is suffused into your
Your subclass determines your lore and thus the spellcasting target and thus increase the amount of time the spell will
ability for your sorcerer spells. You use the ability score affect them.
determined by your spark and lore whenever a spell refers When you cast a spell that has an effect with a Duration
to your spellcasting ability. In addition, you use your ability longer than instant, you can spend 2 x Spell Level Vitality to
modifier when setting the saving throw DC for a sorcerer double its duration.
spell you cast and when making an attack roll with one.
Heightened Spell
Spell Save DC = 8 + your Proficiency Bonus + your Spellcasting
By increasing the speed at which the spell is cast and at which
Ability modifier
it takes effect, its victims will have a harder time resisting it.
Spell Attack Modifier = your Proficiency Bonus + your When you cast a spell that forces a creature to make a
Spellcasting Ability modifier saving throw to resist its effects, you can spend 3 x Spell Level
Vitality to give those affected by the spell disadvantage on the
Sorcerous Vitality
first saving throw made against the spell.
Magical energy flows through all, but through your body
flows a torrent.
Projected Spell
Casting spells requires vitality. (See general rules on
By adding more power to the spell, you create a more
Spellcasting). As a sorcerer, you cast your sorcerer spells
stable magical effect that can be projected over a far greater
at half their normal cost, effectively doubling your vitality.
distance than usual.
(All non-sorcerer spells, even those from the lore you are a
When you cast a spell that has a range of 1 meter or greater,
sorcerer in, are cast at normal cost, meaning that if you double
you can spend 2 x Spell Level Vitality to double the range
your vitality, all spells and spell-like abilities (Maneuvers,
of the spell.
Metamagic, etc.) that are not part of the lore you are a spark
When you cast a spell that has a range of touch, you
for are cast at twice their normal cost.) Effects that drain your
can spend 2 x Spell Level Vitality to make the range of the
vitality drain your actual vitality, which means they drain
spell 5 meters.
twice as much from your doubled pool, but only give the
draining creature the normal amount.
Quickened Spell
You speed through the thoughts and movements required for
Sorcerer Spell Level the spell. Instead of risking a miscast, you stabilize the arcane
Spell Level Sorcerer Level flow by adding more energy to it.
Novice 1st When you cast a spell that has a casting time of 1 action,
Apprentice 3rd you can double the spell’s vitality cost to cast the spell as a
bonus action instead. If the spell has a negligible vitality cost,
Adept 5th
it costs 1 vitality to quicken. This increase does not stack with
Expert 7th other effects that double the cost of casting spells.
Master 9th
Part 1 | Classes
114
Sculpted Spell Spark of the Plains
Sculpt the spell you are casting to curve around your allies and
leave them unharmed as your foes are met with its full force. WIND OF THE PLAINS
When you cast a spell that has an area of effect and allows
other creatures to make a saving throw to resist its effects, The strongest of winds blow across the endless green plains,
you can protect some of those creatures from the spell’s full where the mightiest of beasts live. Sorcerers imbued with an
force. To do so, you spend 1 Vitality for every creature you elemental spark of the plains command force.
want to protect. They are unaffected by the spell. If the spell Force magic suffuses your body. Green energy pulses
creates hazardous or difficult terrain, the protected creature’s through your veins and causes your hair to billow when
space is unaffected but it is not immune to the hazard if it you're angry. Your will can seep from your body into an
moves from that space. object. Steel, wood, or even stone is placed under your
control. At a whim, your weapon flies to do your bidding.
Subtled Spell
Forgo the movements a spell requires and suppress its visual Spellcasting Ability
effects. This increases the strain on your vitality but makes it Your spellcasting ability for force spells is Strength.
much harder to detect that a spell has been cast.
When you cast a spell, you can spend 2 x Spell Level Heart of Force
Vitality to give it the subtle property (see the rules on Starting at 1st level, force magic suffuses your being. You
spellcasting for details). gain access to the Lore of Force and learn the Channel Force
I spell. When you gain access to a new spell level at 3rd, 5th,
7th and 9th level, you also learn the corresponding Channel
Ability Score Improvement or Feat Force spells.
When you reach 4th level, and again at 8th level, you
can increase one attribute score of your choice by 2, or Body of the Plains
you can increase two attribute scores of your choice by 1. The raw power within your heart suffuses your body and
As normal, you can't increase an attribute score above 20 alters your appearance.
using this feature. Alternatively, you may choose a feat from Starting at 1st level, your every move exudes strength. You
the Feat list. are resistant to force damage.
At 5th level, a permanent breeze seems to billow your
clothes and hair and there is a spring in your step. You ignore
Soul of the Land difficult terrain.
Starting at 6th level you may form a near unbreakable bond Finally at 10th level, a green light shines from your heart
to a location. and spreads through your body when you cast your sorcerer
You may spend a long rest performing a ritual that spells. You are immune to force damage.
binds your spirit to a 5-meter radius area that is within the You may suppress these effects by beginning to concentrate
environment associated with your spark. The area is marked (no action required) as though you were concentrating on a
by your element and becomes obviously magical. If you spell. They remain suppressed until you lose concentration.
perform this ritual again, you bind your spirit to the new area
and gain 5 levels of exhaustion. Dancing Weapon
If you die while your spirit is bound to an area, no more At 1st level, you have the ability to instill your will into
than 100 kilometers away from your bonded area, your body inanimate material and place it under your control.
disintegrates, leaving behind everything you are wearing or As a 1 minute ritual, you turn a mundane melee weapon or
carrying. A new body forms for you and you are resurrected a comparable object into one of your dancing weapons.
at your bonded location with your hit points and vitality Dancing weapons can be constructed in the shape of any
restored to full and 1 level of exhaustion (regardless of your melee weapon and deal the same amount of damage and
exhaustion level when you died). type of damage their mundane equivalent would. It can be
Once this resurrection triggers, it cannot do so again until used as a mundane weapon, but if you want to activate its
1 month has passed. If you die during this period, you are not magical properties, you must use your bonus action and
resurrected. spend vitality to draw it. The vitality required is determined
The area you bonded yourself to can be destroyed. Any by the weapon's size. By default, a weapon costs 2 vitality
effect that destroys enchantments, dispels magical effects, or to draw. Weapons with the tiny or light properties only
magically desecrates the area (as with the black fog) ends your require 1 vitality. Weapons with the heavy property require
bond to the location. Having your bond forcefully severed 3 vitality and weapons made for large creatures require 4
causes you to gain 1 level of exhaustion. vitality to draw.
After 1 minute (10 rounds) you must spend the same
amount again to retain control over your dancing weapons,
Sorcerous Sparks or sheath them.
Sorcerers are born with a unique connection to the land. Commanding your weapons requires two hands. Wielding
The spark of magic that resides within them is intimately them does not stop you from casting spells. If you lose control
tied to the elemental energies of the terrain where they first of a weapon, the weapon falls to the ground and must be
drew breath. Whether born on a windswept mountaintop, Recalled (see below) to be used again.
in the heart of a dense forest, or on the rocky shores of a The weapon can move anywhere in a 5-meter (15-foot)
tempestuous sea, a sorcerer's magic is shaped by the land that radius sphere around you (no action required). Unless
gave them life. commanded otherwise it maintains its position relative to,
and moves with you while avoiding obstacles. If the blade
leaves this 5-meter radius you lose control over it and it falls
to the ground, requiring a Recall to regain control over it.
Part 1 | Classes
115
You may use your action to attack any creature within 1 Heart of Light
meter (5 feet) of the weapon. Unless you are holding the Starting at 1st level, light magic suffuses your being. You
weapon, you can't use it to make attacks of opportunity. gain access to the Lore of Light and learn the Channel Light
You may use either your spellcasting modifier, or the I spell. When you gain access to a new spell level at 3rd, 5th,
modifier used to make normal attacks for any attack made 7th and 9th level, you also learn the corresponding Channel
with your dancing weapons (including the ranged attacks of Light spells.
Launch and Recall).
By channeling your energy into the weapon you can Body of the Desert
perform the special actions detailed below. As a spark of the desert, the radiance within your heart shines
Launch. You use your action to launch the weapon at a through and alters your appearance.
target outside your normal attack radius. You make a ranged Starting at 1st level, your skin seems to darken in shadows
attack against that creature with a range of 30/60. Hit or miss, and lighten when touched by the sun. You are resistant to
you lose control over the weapon until you recall it. radiant damage and ignore the effects of scorching heat.
Recall. Using your bonus action and the same amount At 5th level, your eyes become a nebula of multi-colored
of Vitality required for drawing every dancing weapon you light. You can see normally in darkness, both magical and
recall, you recall one or all your weapons. As long as a weapon nonmagical, to a distance of 40 meters (120 feet) and are
is no more than 40 meters (120 feet) away from you and immune to being blinded by intense light.
nothing prevents it from moving, it flies back to your side and Finally at 10th level, multi-colored light shines from your
you regain control over it. heart and spreads throughout your body when you cast spells.
If there is a creature between you and the weapon, make a You are immune to radiant damage.
ranged weapon attack against it. On a hit, the weapon slams You may suppress these effects by beginning to concentrate
into the creature on its way back, dealing normal damage. (no action required) as though you were concentrating on a
If the struck enemy is within 5 meters (15 feet) of you, you spell. They remain suppressed until you lose concentration.
still regain control over the weapon. Otherwise, it falls to
the ground. Radiant Armament
If a creature is holding your weapon, it may attempt a At 1st level, you may use a bonus action to manifest weapons
Strength saving throw. The DC is determined as follows: woven from your inner prismatic light. These weapons
8 + your Proficiency Bonus + your Strength modifier. On can take the form of any weapon you have touched before,
a failure, the dancing weapon is pulled from its grip. On a however their properties do not change. You use Dexterity
success, the weapon stays in its grasp and remains out of to attack with these weapons and are always proficient with
your control. them. You choose your weapon’s form when you summon it.
You may use these radiant armaments to make either a
Enhanced Control melee or ranged weapon attack against a creature no more
Starting at 6th level, you may control up to 2 dancing than 20 meters (60 feet) away. On a hit, this attack deals 1d8
weapons at a time and the range at which you may control + your Dexterity modifier radiant damage to the target. These
them is increased by 5 meters (15 feet) to 10 meters (30 weapons are incorporeal to other creatures and disappear if
feet). When you use your action to attack with your dancing you are not touching the weapon at the end of your turn.
weapon, you may attack with one or all of the blades. Additionally, your spells infuse your weapons with a
guiding light. When you cast a sorcerer spell, the first weapon
One With the Weapons attack you make within the next minute is enhanced. If
Finally at 10th level, you have become a master of dancing you hit a creature with an enhanced attack, it is engulfed
weapons and can control up to 4 of them at a time. by prismatic light until the end of your next turn. When a
You may also have your weapons hover around you at a creature makes an attack roll against the marked target, it can
negligible cost at all times. Drawing them is a free action and roll a d6 and add the number rolled to the attack roll.
costs no vitality.
Searing Radiance
Spark of the Desert Starting at 6th level, your light burns bright, allowing you to
sear your foes. Whenever an allied creature hits a creature
CONTRAST OF LIGHT marked by your Radiant Armament feature with an attack,
you can use your reaction to also make an attack against the
In the desert, the darkest night meets the brightest day. marked creature with your radiant weapon. Additionally,
Sorcerers imbued with an elemental spark of the desert after you hit a creature with a radiant weapon on your turn,
command light. you can spend up to 6 vitality to unleash an after blast. For
There is a glow within you that shines through even the every 2 vitality you expend, the target takes an additional 1d8
most oppressive darkness. Your eyes change color with your radiant damage.
mood and when the sun shines upon your form, a warm
light seems to emanate from your body. At your behest, this Blessings of Dusk and Dawn
inner light pours from your body in all colors of the rainbow Finally at 10th level, your inner light shines through. It
and forms into weapons of pure radiance. They have no shields you from harm and engulfs your foes. When you
mass, and as they glide through the flesh of your foes, the finish a night's rest, you gain temporary hit points equal to
living matter sears and melts at the shimmering moonlight's your sorcerer level. While you have these temporary hit
corrupting touch. points, your weapon attack rolls against foes you can see
have advantage.
Spellcasting Ability
Your spellcasting ability for light spells is Dexterity.
Part 1 | Classes
116
Spark of the Mountain As long as the shell is unbroken at the end of your turn, you
may spend a hit die to heal yourself by the amount rolled +
ICE PIERCING THE SKY your Constitution modifier.
Spellcasting Ability
Spark of the Coast
Your spellcasting ability for frost spells is Constitution. CURRENT OF THE WAVES
Heart of Frost The sea ebbs and flows like the currents of electric energy.
Starting at 1st level, frost magic suffuses your being. You Sorcerers imbued with an elemental spark of the coast
gain access to the Lore of Frost and learn the Channel Frost command lightning.
I spell. When you gain access to a new spell level at 3rd, 5th, There is a charge to your body. All in your presence feel
7th and 9th level, you also learn the corresponding Channel it and those who touch you may have a jolt shoot through
Frost spells. their body. Your very being is suffused with electrical energy
and using this power you can project fields of energy over
Body of the Mountain incredible distances. The sky responds to your call and the
As a spark of the mountain, the chill within your heart seeps weather shifts on your whim.
into your skin and alters your appearance.
Starting at 1st level, your skin is pale, almost snow white, Spellcasting Ability
and cool to the touch. You are resistant to cold damage Your spellcasting ability for lightning spells is Intelligence.
and treat cold and freezing cold weather as though it
were pleasant. Heart of Lightning
At 5th level, your hair and clothes are always covered by Starting at 1st level, lightning magic suffuses your being. You
glistening frost. You ignore difficult terrain caused by snow gain access to the Lore of Lightning and learn the Channel
and ice. You are immune to the chilled condition. Lightning I spell. When you gain access to a new spell level at
Finally at 10th level, white light shines from your heart and 3rd, 5th, 7th and 9th level, you also learn the corresponding
spreads throughout your body when you cast spells. Your skin Channel Lightning spells.
is ice-cold to the touch. You are immune to cold damage.
You may suppress these effects by beginning to concentrate Body of the Coast
(no action required) as though you were concentrating on a The currents within your heart suffuse your body and alter
spell. They remain suppressed until you lose concentration. your appearance.
Starting at 1st level, a charge seems to emanate from your
Mountain's Embrace body. You are resistant to lightning damage.
At 1st level, you emanate a soothing magical aura. The aura At 5th level, a permanent charge emanates from your body,
extends 3 meters (10 feet) from you in every direction, but not causing your hair to stand on end and a field of electric energy
through total cover. Whenever you use your action to cast to surround you. You have 20 meters (60 feet) of blindsight
a spell, each creature of your choice in your aura gains 1d6 and are immune to the shocked condition.
temporary hit points, as magical frost forms on their body. Finally at 10th level, a light blue light shines from your
The temporary hit points increase when you reach certain heart and spreads through your body when you cast your
levels in this class, increasing to 1d8 at 5th level and 1d10 at sorcerer spells. You are immune to lightning damage.
10th level. These temporary hit points do not stack. You may suppress these effects by beginning to concentrate
(no action required) as though you were concentrating on a
Frozen Sanctuary spell. They remain suppressed until you lose concentration.
Starting at 6th level, as a reaction to taking damage, you may
spend 5 Vitality to encase yourself in a shell of dry ice. The Weather Sense
triggering damage is negated. At 1st level, you may perform a 1 minute ritual. At the end of
While encased in this way you are paralyzed and can't the ritual, you can accurately predict what the weather will be
be targeted by any harmful effect and trigger the effect of like up to a number of days equal to your Dexterity modifier +
Mountain’s Embrace at the start of each of your turns. your Sorcerer level.
The ice shell has your Constitution score × your level hit
points. It is resistant to piercing, slashing, bludgeoning, and Storm's Rebuke
force damage, vulnerable to fire damage, and immune to Also at 1st level, your inner charge can punish attackers.
poison and psychic damage. Cold damage increases its health When a creature within 1 meter (5 feet) of you that you can
instead of reducing it. You can break the shell as a bonus see hits you with an attack, you can use your reaction and
action on your turn, otherwise it lasts for 1 minute, before it spend 3 vitality to cause lightning to blast the creature. It
breaks apart. makes a Dexterity saving throw, taking 2d8 lightning damage
and being shocked on a failed saving throw, and half as much
damage and not being shocked on a successful one.
Part 1 | Classes
117
Cyclone Strike Heart of Fire
At 6th level, when you deal lightning damage to a Large or Starting at 1st level, fire magic suffuses your being. You gain
smaller creature, you can cause the blast of electric energy to access to the Lore of Fire and learn the Channel Fire I spell.
push it up to 3 meters (10 feet) away from you. When you gain access to a new spell level at 3rd, 5th, 7th,
and 9th level, you also learn the corresponding Channel
Weather Control Fire spells.
Also at 6th level you gain limited control over the weather in
your region. Body of the Underground
After using your Weather Sense ability, you can perform The flame within your heart suffuses your body and alters
a 1 hour ritual and pay 20 Vitality to either delay a weather your appearance.
phenomenon that will occur by up to a number of days Starting at 1st level, your skin is hot to the touch and you
equal to your Intelligence modifier (minimum of 1) or to seem to emit a fiery glow, even though you exude no light.
have it appear up to the same amount of days early. The You are resistant to fire damage.
weather event is replaced by clear weather on the day it At 5th level, there is a fire within your eyes that tints them
would have occurred. A weather phenomenon can only be an amber-orange and sparks seem to float off your hair. You
influenced once. If another creature attempts to influence have 20 meters (60 feet) of infravision. If your race already has
the same weather phenomenon, they make an ability check natural infravision, its range increases by 10 meters (30 feet)
with their spellcasting modifier against your spell save DC. instead. You are also immune to the scorched condition.
On a success their influence replaces yours. On a fail, their Finally at 10th level, a fiery orange light shines from your
spell has no effect. Neither is aware whether their spell has heart and spreads through your body when you cast your
succeeded or not. sorcerer spells. You are immune to fire damage.
You may suppress these effects by beginning to concentrate
One With the Sky and Sea (no action required) as though you were concentrating on a
Finally at 10th level, you gain a flying and swimming speed spell. They remain suppressed until you lose concentration.
of 10 meters (30 feet) and the ability to hover. If you already
have a flying or swimming speed, it is increased by 5 meters Mote
(15 feet) and you become able to hover if you couldn't already. Starting at 1st level level, you can create motes of sunfire that
orbit you and shield you from harm.
Spark of the Underground As a bonus action, you can create a number of motes by
expending an equal number of vitality. Each mote you create
BURNING WITHIN lasts for 1 minute and you can have a maximum number of
motes equal to your Wisdom modifier + 1 (minimum of 1).
Beneath the earth is a realm of fire. A shard from the great As long as you are not wearing armor or carrying a shield,
sphere of pure heat in the sky from which the world was you gain a bonus to saving throws equal to the number of
forged. Sorcerers imbued with a spark of the underground motes and a bonus to AC equal to half that (minimum of 1).
command fire. While you have at least one mote you shed bright light in a
Your body radiates warmth and your blood boils and 3-meter (10-feet) radius, and dim light for an additional 3
dries moments after it is spilled. When you are happy or meters (10 feet).
particularly excited, an orange glow may radiate from your
body. You are a being of the sun and may summon its fire
from within yourself at a whim.
Spellcasting Ability
Your spellcasting ability for fire spells is Wisdom.
Part 1 | Classes
118
Sun Sling Body of the Forest
Starting at 6th level, when you cast a spell, you can expend a The wellspring of life and vitality within your heart sends
mote and send it shooting towards a creature no more than living magic through your body and alters your appearance.
20 meters (60 feet) away. Make a ranged spell attack. On a hit, Starting at 1st level, your skin is perfectly smooth and
the target takes 2d8 fire damage. When you reach 10th level, unmarred. You are resistant to acid damage.
the damage of this ability increases to 4d8. At 5th level, life flows from your body. You stop aging and
the magic that courses through your veins heals any wounds
Fusion Core you suffer within moments. If you have less than your
Finally at 10th level, you are suffused with the power of the maximum hit points at the start of your turn, you expend a
sun. You are immune to fire damage and your mote maximum hit die and regain hit points equal to the rolled amount + your
increases by 2. Charisma modifier. If you take acid, fire, or radiant damage
While you have at least one mote, whenever an enemy ends this trait doesn't function at the start of your next turn. This
its turn within 3 meters (10 feet) of you, it takes fire damage trait does not stop you from being instantly killed.
equal to the number of motes you have. Finally at 10th level, a golden light shines from your heart
and spreads through your body when you cast your sorcerer
Spark of the Forest spells. You are immune to acid damage.
You may suppress these effects by beginning to concentrate
GROWTH OF THE WORLD (no action required) as though you were concentrating on a
spell. They remain suppressed until you lose concentration.
The forests of the world hum with the endless cycle of birth
and death. Sorcerers infused with a spark of the forest are Balm of Life
wellsprings of life, vitality, and life magic. At 3rd level, you become able to draw healing energy from
Your body has a healthy glow to it and your wounds seem your body and imbue it into a living being. You have a pool
to heal at an unnatural rate. Those in your presence feel a of life-giving magic represented by a number of d8s equal to
bit more awake and energetic as life force streams from your your sorcerer level.
body. By your will, it forms into spells that invigorate the As a bonus action, you can choose one creature you can
living and banish malignant influences. see within 30 meters (90 feet) of you and spend a number
of those dice equal to half your sorcerer level rounded up or
Spellcasting Ability less. Roll the spent dice and add them together. The target
Your spellcasting ability for life spells is Charisma. regains a number of hit points equal to the total + your
Charisma modifier.
Heart of Life You regain all expended dice when you finish a night's rest.
Starting at 1st level, life magic suffuses your being. You gain
access to the Lore of Life and learn the Channel Life I spell. Flow of Magic
When you gain access to a new spell level at 3rd, 5th, 7th, Starting at 6th level, magic flows more readily in your
and 9th level, you also learn the corresponding Channel presence. Whenever you or an ally within 1 meter (5 feet)
Life spells. of you casts a spell, you may spend 1 vitality to upcast that
spell once, provided you aren't incapacitated. You can use this
feature only once per turn.
Wellspring
As an action, you may expend an amount of vitality of your
choice (minimum 1). When you do, a pulse of golden light
emanates from your body. Until the start of your next turn,
every creature of your choice, other than yourself, no more
than 10 meters (30 feet) away gains temporary vitality equal
to 1d4 + the vitality you expended.
Part 1 | Classes
119
POWER THROUGH PREPARATION
Part 1 | Classes
120
The Witch
Part 1 | Classes
122
vitality cost is normally negligible, it costs 1 vitality to cast
through a wand.
Witch Covens
Being restrained or otherwise unable to perform a spell's Witch covens are groups of witches who come together to
semantic components does not increase the vitality cost of a practice their craft and share knowledge. Covens can be small
spell that is cast through a wand. and intimate, consisting of only a few witches, or large and
Wand Spellcasting Ability powerful, with dozens of members. Some covens are formed
Intelligence is your spellcasting ability for any spells you cast around a specific tradition or practice, while others are more
using a wand, regardless of the ability normally associated eclectic, drawing from a variety of sources. Membership
with that elemental lore. You use your Intelligence whenever in a coven is often based on mutual trust and respect, and
a spell refers to your spellcasting ability. In addition, you use members may share wands, aid each other in the creation of
your Intelligence modifier when setting the saving throw DC powerful items, and perform other forms of magic. While
for a spell you cast using a wand and when making an attack some covens may be secretive or exclusive, many are open to
roll with one. new members and help those who are interested in learning
witchcraft find a master to train them.
Wand Spell Save DC = 8 + your Proficiency Bonus + your
Intelligence modifier
Alchemy Coven
Wand Spell Attack Modifier = your Proficiency Bonus + your
Intelligence modifier ENHANCE NATURE
The alchemy coven has its roots in the forests of the world,
Witch Spell Infusion
where witches are free to gather herbs. It focuses on bringing
Spell Level Character Level out the properties inherent to the natural components these
Novice 2nd witches use. The results are powerful potions and remedies.
Apprentice 5th As these witches increase in skill, they also learn how to
Adept 9th
enhance the bodies of living creatures by infusing their magic
into skin through magical tattoos. The glowing markings that
turn the warriors of the wildeborn and jotunn into even more
Non-Witches Using Wands formidable foes can all be traced to these witches, who also
Non-witches use the ability score normally associated with
double as healers for the communities they serve.
that lore to determine their spellcasting modifier. Also, unless
they can cast spells from that lore themselves, they do not add
their proficiency bonus to their spellcasting ability modifier Alchemy Coven Proficiencies
when determining their attack modifier or the save DC of their At 0th level, you gain the following proficiencies:
spells. For example, Tim has a Dexterity modifier of +1 and Skills: Science
can't cast any spells from the lore of light. He managed to get
his hands on a wand that has the spell Flash infused into it. Brewing
When Tim casts Flash he does not add his proficiency bonus Starting at 1st level, you can brew potions from materials
to the saving throw DC, making it 9 (8 + 1), and has to pay 4 found in the world around you by infusing them with magic
vitality instead of the normal 2 for the cast (in dim light).
to enhance the properties they naturally possess. A potion is
a combination of herbs and other ingredients infused with
Staffs magic to create a certain effect when ingested or injected.
They are usually stored in small bottles that can be downed in
Also starting at 2nd level you may construct staffs. Staffs a quick swig.
function exactly like wands, only that they are charged Brewing a Potion
with magical energy in advance. To create a staff, you must At the end of a long rest, you decide which potions you spent
first create a wand containing that spell. Then expend an that time brewing and receive those that you brewed.
additional number of infusions equal to the vitality casting Every potion has an infusion cost, representing the amount of
that spell would normally cost (the cost detailed in the spell time and effort preparing the ingredients, brewing the potion,
description, not the doubled cost casting the spell through and finally performing the magical infusion requires. To brew
the wand would require from you). Casting a spell through a potion you must expend a number of infusions equal to its
the staff requires no vitality and no attunement, however Brewing Cost and you must know its formula.
once the spell is cast, the staff becomes inert and cannot Formulas
be used again. A formula is the steps, both mundane and arcane, needed
to properly brew the potion. Most potions include a short
Ability Score Improvement or Feat description of how they are made, including their effects and
most notable ingredients. These ingredients represent what
When you reach 4th level, and again at 8th level, you can witches living in temperate climates usually use. Depending
increase one attribute score of your choice by 2, or you on where they live, a coven will have altered its formulas to
can increase two attribute scores of your choice by 1. As use the local fauna and in most cases, any witch has the ability
normal, you can't increase an attribute score above 20 using and knowledge to substitute any ingredient they are unable to
this feature. Alternatively, you may choose a feat from find with a different one.
the Feat list. The chapter on spellcasting provides a list of the formulas
you have access to in the subchapter on formulas.
Formulas Known
At 1st level, you learn the Infuse Potion I formula and 4
novice formulas of your choice. Whenever you gain a level,
you may choose 1 new formula of a level you have access to.
You may learn an additional formula whenever you gain a
Part 1 | Classes
123
level by forfeiting the spell infusion you would be allowed to Applying a Tattoo
learn at that level. Tattooing requires a witch's workshop (see the project).
The Alchemy Formula Level table below tells you when you Applying tattoos in the wild requires Tattooist’s Tools (see
gain access to a new level of formulas. Whenever you gain the item), which you may craft by expending 4 scrap (no
access to a new level of formulas, you learn the corresponding crafting check required). Over the course of a long rest you
Infuse Potion formula. create the magical inks and apply the tattoo to the subject,
Brewing Ability which must be present for the procedure.
Intelligence is your infusion ability for your alchemy Tattoo Space
formulas since their quality depends on your knowledge of You may apply more than one tattoo to a creature. However,
the techniques used to craft them. You use your Intelligence you are limited by the space on a creature's body. Every tattoo
whenever a formula refers to your infusion ability. In consumes a certain amount of space. This space is represented
addition, you use your Intelligence modifier when setting the by a Space Cost described in the tattoo's description. A
saving throw DC for a potion you brew. creature can have any number of tattoos applied to its body, as
Formula Save DC = 8 + your Proficiency Bonus + your long as these tattoos' combined space cost does not exceed 10.
Intelligence modifier Special Attunement
Your tattoos are special magic items that are permanently
part of a creature's body. To benefit from their magic, most
Alchemy Formula Level tattoos require attunement. If a creature is attuned to at least
Formula Level Witch Level one tattoo on its body, it may use a bonus action to switch its
Novice 1st attunement to another tattoo applied to its skin. If a creature
Apprentice 3th can attune to more than one magic item and is attuned to
more than one tattoo, it may swap out one or all of its tattoo
Adept 5th
attunements using the same bonus action.
Expert 7th Many tattoos, once applied, reduce your maximum vitality
Master 9th by a certain amount. Unlike most magic items, a magical
tattoo applied to your skin reduces your vitality even while
Marks of Magic you are not attuned to it.
At 3rd level, you gain the ability to infuse magical energy
into the skin of living beings, placing within them powerful Tattooed Wands
enchantments visible as intricate tattoos. Also at 3rd level, when you create a wand, you may instead
Tattoos Known turn it into a tattoo that you apply to a creature's skin. A
You learn two Marks from the ones listed at the bottom of wand costs 2 x the Spell's Level Space when tattooed onto a
this subclass description. You learn an additional Mark every creature's skin. It acts as a normal wand, with the exception
odd level at 3rd, 5th, 7th and 9th level. Some marks require that it follows the special attunement rules used by tattoos
a higher level to learn. Marks with a level requirement have (see Marks of Magic), instead of those of normal wands.
that level written in brackets next to their name.
Part 1 | Classes
124
Tattoo Removal speed. If you already have a (higher) swimming speed,
At 6th level, you become capable of disrupting the magical increase it by 3 meters (10 feet).
connections of a tattoo and either destroy the pigments, or
draw them out using a complicated procedure that includes Mark of the Soulmates
special salves. You may expend 5 infusions to perform a Infusion Cost: 8
procedure that removes a tattoo of your choice from a Space: 2
creature that must be present for the procedure. This frees up
the space it occupies on the creature's skin for a new tattoo. As the lives of two (overly) attached people intertwine,
they may decide to be marked as one. Magic connects their
Efficient Patterns fates and as long as they are together, they may share each
Finally at 10th level, you have learned to efficiently integrate other's burdens.
the patterns of different tattoos into one another to save When this tattoo is applied, a connected, complimentary
space. When you apply tattoos to a creature, you may place version must be placed on another creature (included in the
tattoos requiring up to 15 space on its body. infusion cost). While the two marked are no more than 100
kilometers (60 miles) apart, they always know the direction
and distance to their partner and have a general idea of their
Tattooing Techniques physical condition (you know whether your partner is well,
You may choose from the following tattooing techniques. wounded, or dead, but nothing more). While you are attuned
to this tattoo, you may use a bonus action and expend 4
Mark of Acclimation vitality to activate it. When you do, your partner may use
their reaction to attune to and activate their tattoo as well
Infusion Cost: 8
(expending the same amount of vitality). This tattoo has no
Space: 4
effect while only one mark is active. For the next ten minutes,
This tattoo modifies your skin to make it a better insulator. both gain a +2 bonus to AC and saving throws while they are
It acts almost as a coat, protecting you from both hot and within 10 meters (30 feet) of each other. Also, whenever one
cold weather. would take damage, they take half as much damage, and their
Reduce your maximum vitality by 5. While attuned to this partner takes the other half. The same applies to healing.
tattoo, you can survive in cold and scorching hot weather as
though it were pleasant and in freezing cold as though it were Mark of Protection
cold weather. Infusion Cost: 6
Space: 4
Mark of the Longstrider
Swirling patterns cover your chest and arms, allowing you to
Infusion Cost: 8
channel your inner strength to harden your outer form.
Space: 2
While attuned to this tattoo, you may use a bonus action
Lines and patterns cover your legs that bring a certain to expend vitality. You gain a number of temporary hit points
lightness to your step. Especially when you make a sprint you equal to the vitality expended. These temporary hit points last
seem to glide over the ground. for 1 minute, or until you end your attunement to this tattoo.
Reduce your maximum vitality by 4. While attuned to this
tattoo, your walking speed increases by 3 meters (10 feet), Mark of Armor
and when you take the dash action you ignore difficult terrain Infusion Cost: 10
until the end of your turn. Additionally, you can long jump Space: See Description
three times the distance you normally could.
Complicated, swirling designs cover your body that make
Mark of the Mariner your skin so much more difficult to penetrate. The more they
cover, the stronger the protection they provide.
Infusion Cost: 6
Reduce your maximum vitality by 2. While attuned to this
Space: 2
tattoo, as long as you are not wearing armor, you gain a bonus
Small lines are drawn across your torso. The magic within to your AC depending on the size of the tattoo.
them allows you to glide through water with incredible speed.
Reduce your maximum vitality by 2. While attuned to this • 5 Space - Unarmored AC +1
tattoo, you have a swimming speed equal to your walking • 10 Space - Unarmored AC +2
• 15 Space - Unarmored AC +3
This bonus to your AC is considered natural armor. It does
not count against features that require you not to wear any
armor. It is however ignored by attacks that ignore armor,
such as armor-piercing attacks.
Part 1 | Classes
125
Mark of the Elements Mark of Resistance (7th Level)
Infusion Cost: 4 Infusion Cost: 8
Space: 2 Space: 5
Small patterns cover your arms, allowing you to infuse them Thick markings cover your entire body, hardening your skin
with elemental energy when you strike. against some form of elemental energy.
While attuned to this tattoo, when you make an unarmed Reduce your maximum vitality by 5. While attuned
attack you may spend 1 vitality to deal an additional 1d6 acid, to this tattoo, you are resistant to either acid, force, fire,
cold, fire, force, or lightning damage (witch’s choice during lightning, necrotic, radiant, or thunder damage (your choice
creation) on a hit. during creation).
Thin lines cover your body. They enhance blood clotting and The forge coven has its roots in the steppes and mountains,
maximize the efficiency of healing you receive. where plant life is more scarce. These witches had to learn
Reduce your maximum vitality by 4. While attuned to to work with the inanimate ores of the land abundant in
this tattoo, when you start your turn and you would make these places.
a death save, you instead stabilize. Additionally, when you In modern times steel is found on mass in everything, but
roll Hit Dice to heal, you heal for the maximum amount in the Other World the common smith could do little more
possible instead. than work with bronze or cast iron. Without modern blast
furnaces, only those with the magic needed to heat and the
Mark of the Master / Slave (7th Level) knowledge needed to treat the metal could create true steel.
Infusion Cost: 8 While they work with many metals, the forge coven is best
Space: 2 known for their work with iron. Most considered steel to be
magical and from it witches derived the nearly indestructible
Thin golden lines, usually applied around the neck and/
adamantine. Those who could get a forge witch to forge them
or on the face of a slave form this tattoo. Using a control
armaments of steel or adamantine would see the weapons of
tattoo, usually placed on their arm, the slaver may cause their
others brake against their armor, while their blades shattered
property excruciating pain, or even kill them instantly should
steel and cut through lesser metals.
they so choose.
Using this ability you may create two different tattoos: The Forge Coven Proficiencies
Mark of the Master and the Mark of the Slave At 0th level, you gain the following proficiencies:
Mark of the Master. Reduce your maximum vitality by 5.
Skills: Mechanics
While attuned to this tattoo, you may target a creature you
can see with a Slave's Mark connected to this mark (no action Forge Magic
required) and choose either pain or death: At 1st level, you learn the Channel Fire I spell and at 7th level
Pain. For a negligible cost to its vitality you deal 1 lightning you learn the Channel Fire II spell.
damage to the creature and stun it until the end of its next Using the Channel Fire I Mold Metal ability, you may
turn. This effect ignores resistances or condition immunities construct items, simple weapons, martial weapons, light
provided by equipment. armor, medium armor, heavy armor, simple firearms and
Death. The creature is killed instantly. common items without requiring a crafting check.
Mark of the Slave. This tattoo does not require attunement Instead of expending scrap, you may also attempt to craft
and must be connected to a Mark of the Master during items that contain no electronic components from nothing
creation. It has no effect on its own. but raw metal. The crafting process takes time and costs 1
infusion for every 10 resources the item is worth. You may
Mark of Enhancement (7th Level) spend more than one long rest working on an item.
Infusion Cost: 10
Space: See Description Enchanting
This tattoo enhances your body's physical characteristics, Starting at 1st level, you can enchant objects to turn them into
allowing you to either become faster, stronger, or tougher. magic items. An enchantment is magic infused into mundane
Reduce your maximum vitality by 6. While attuned to this material, such as stone or metal. Some enchantments store
tattoo, increase your Strength, Dexterity, or Constitution to their own energy, binding it within the material they occupy
a set score. The set score determines the amount of space the and destroying it when they are unleashed. Others act as
tattoo requires. Your base score does not contribute to the magical focuses the user channels their own vitality through
score granted by the tattoo, and the tattoo has no effect if your and might require them to attune their body to it for more
score is already above the number granted: complicated or fine-tuned effects. Some are a mix of both.
Enchanting a Magic Item
• 5 Space - score becomes 12 At the end of a long rest, you decide which enchantments you
• 10 Space - score becomes 14 spent that time infusing and receive those that you crafted.
• 15 Space - score becomes 16 Every enchantment has an infusion cost, representing
the amount of time and effort preparing the material and
performing the magical infusion requires. To craft a magic
item you must expend a number of infusions equal to its
Construction Cost and you must know its enchantment.
Part 1 | Classes
126
Enchantments Special Materials
An enchantment is the steps, both mundane and arcane, Also at 3rd level, your advanced knowledge of smithing allows
needed to craft a magic item. Most enchantments include you to work with more exotic materials and craft special
a short description of how they work. After the flavor magic items that require them. In addition to working with
description follows a short description of what the aluminum, copper, iron, lead, tin, and similar metals, you can
enchantment can be placed within. Finally, the name of the use silver and cold iron (arsenic) to create special weapons.
item (or the trait you apply to item) is followed by a detailed You may make one or more of the following non-magical
description of how the created magic item works. enhancements by expending additional resources when you
The chapter on spellcasting provides a list of the craft (or enchant) an item:
enchantments you have access to in the subchapter on
enchantments. Cold Iron. Infusion Cost 2
Enchantments Known A metal similar in look to iron that melts at a lower
At 1st level you learn the Infuse Enchantment I enchantment temperature, hence the name cold iron, can be used to create
and 4 novice enchantments of your choice. Whenever you weapons that devastate the fey. The modern name for this
gain a level, you may choose 1 new enchantment of a level material is Arsenic which is usually mixed with copper to
you have access to. You may learn an additional enchantment make it stronger and the creation of weapons more feasible.
whenever you gain a level by forfeiting the spell infusion you Even though the fey are most vulnerable to it, arsenic is
would be allowed to learn at that level. toxic to almost all known life, which is why it has garnered
The Forge Enchantment Level table below tells you when a reputation as an 'evil' material. It is absorbed through the
you gain access to a new level of enchantments. Whenever skin, so just coming into contact with it while sharpening
you gain access to a new level of enchantments you learn the or wielding the weapon causes fingers to turn black and
corresponding Infuse Enchantment enchantment. sickness to set in.
Enchanting Ability You may forge arsenic into cold iron weapons and
Intelligence is your infusion ability for your forge ammunition by expending 2 infusions per item or 5 pieces
enchantments, since their quality depends on your knowledge of ammunition. Cold iron weapons and ammunition deal an
of the techniques used to craft them. You use your Intelligence additional die of damage against fey creatures. The forged
whenever an enchantment refers to your infusion ability. In item is not a magic item and does not require attunement
addition, you use your Intelligence modifier when setting the unless another enchantment is placed within it.
saving throw DC for a forge enchantment you infuse.
Enchantment Save DC = 8 + your Proficiency Bonus + your Dimeritium. See Description
Intelligence modifier Dimeritium, or platinum, is a powerful catalyst that can
be alchemically treated to react violently to magic. When
Forge Enchantment Level dimeritium comes into contact with magic it reacts with a
Enchantment Level Witch Level
bright green glow, inhibiting the flow of arcane energy and
burning the caster. Due to its precious nature dimeritium is
Novice 1st
usually used to coat other items
Apprentice 3th You may use your ability to synthesize dimeritium for
Adept 5th the following:
Expert 7th Dust. Spend 2 infusions and 30 resources to create
dimeritium dust. As an action, you may throw this dust at a
Master 9th
creature no more than 2 meters away. Make an improvised
Martial Wands ranged attack. On a hit, the creature is covered in dimeritium
At 3rd level, when you create a wand, you may incorporate it dust until it uses an action to pat the dust off its clothing.
into a weapon or piece of armor, or construct it in a way that Restraints. Spend 4 infusions and 100 resources to create
mimics the shape of any weapon or armor you can craft. dimeritium shackles, rope, or a net. A creature affected by the
Enchanted Armor. In order to attune to the wand item is in contact with dimeritium.
inside this armor, a creature must don it. Casting the spell While covered or in contact with dimeritium, when
incorporated into the armor does not require a free hand, a creature casts a spell, it must pay an additional amount
however, it still requires the spell's normal casting time. of vitality equal to the spells level (1 for Novice, 2 for
Enchanted Weapon. You incorporate the wand into a Apprentice, 3 for Adept, 4 for Expert and 5 for Master) or
contraption that has the shape of a weapon. When a creature have the spell fizzle. If a creature pays this additional cost, it
wields that wand, it uses the modifier it would normally then takes radiant damage equal to the additional vitality paid.
use on attacks with a weapon of that type as its spellcasting
modifier (determining save DCs as follows: 8 + your Attack Silver. Infusion Cost 2
modifier). A weapon used for a magical attack does not deal Silver conducts magical energy better than any other material,
its normal damage. For example, Lenard has 8 Wisdom and yet unlike gold it is not too noble to react with and bind it.
now wields a Sunfire Blade wand made into the shape of a Aside from its use in magic items, it is also known for its anti-
longsword. As a fighter, he has 16 Strength and proficiency septic effects and toxicity for all shapeshifters.
with martial weapons (+2). This means when he triggers the You may forge silver into weapons for four times its value
sunfire blade, he makes the spell's melee spell attacks with in resources and an additional 2 infusions. Silver weapons
a +6 modifier, instead of -1. On a hit, the sword deals no are particularly effective against shapeshifting creatures.
slashing damage, only the damage of the spell. The forged item is not a magic item and does not require
attunement, unless another enchantment is placed within it.
Part 1 | Classes
127
Advanced Materials Hedge Coven
At 6th level, your smithing skills increase further,
allowing you to use gold and mithril for items you LIFE ENCHANTED
create. You may make one or more of the following non-
magical enhancements: As witches that can both brew potions and enchant magic
items, hedge witches sacrifice quality for the sake of
Gold. Infusion Cost 2 versatility.
While the items they create are inherently limited by the
The purity of gold is unmatched. As the noblest of metals, it materials they are grown from, living beings may absorb and
refuses to corrode or change. Magic flows into it willingly, integrate magic far more easily into their being than metal.
requiring no effort from the wielder. Learning to primarily work with plants also has the advantage
You may forge gold into magic items. These items that it makes it easier to also learn potion formulas. Hedge
automatically attune themselves to anyone who touches them witches leverage this to make both magic items and potions.
and do not take up an attunement slot. In addition to the In the Other World, hedge witches were the most common
magic item's infusion cost, spend 20 scrap for every infusion coven among the wildeborn and nord humans, orcs, witches
you expend to construct the item. A magic item made from of the fey, and made up the vast majority of crone coven
gold is immune to corrosion and unaffected by effects that members. The crones in particular rely on humans to brew
destroy enchantments. potions and only teach them a few enchantments so that they
can help them in their work.
Mithril. See Description Smaller communities appreciate the hedge witch's
Created from a slightly bluish ore, mithril, or titanium as it versatility above all. A single hedge witch will usually
is often called today, is about equal to steel in durability, but only know a very small selection of basic potions and
substantially lighter. While rarely used for weapons, it can be enchantments. It is not uncommon even for very skilled
forged into very light, yet durable armor. hedge witches to learn only a selection of novice and
You can forge weapons and armor from mithril (titanium), apprentice formulas and enchantments. They can then
quadrupling the resources they cost to create. produce these in mass instead of focusing on a few
Armor. If the armor normally imposes disadvantage on powerful items.
Dexterity (Stealth) checks, the mithril version of the armor
doesn't and the Strength requirement of the armor is halved. Hedge Coven Proficiencies
Weapons. Normal weapons forged from mithril gain At 0th level you gain the following proficiencies:
the light property and weapons with the light property Tools: Brewing Supplies, Woodcarver’s Tools
gain the finesse property. Heavy weapons or ones that
deal bludgeoning damage forged from mithril only deal Hedge Magic
half damage. The forged item is not a magic item and does At 1st level, you learn the Channel Life I spell and at 7th level
not require attunement, unless another enchantment is you learn the Channel Life II spell.
placed within it. Using the Channel Life I Plant Growth ability, you may
construct simple weapons, martial weapons, light armor,
Master's Material medium armor, heavy armor, and items that contain no
Finally at 10th level, you have become skilled enough to work electronic components or mechanical parts from plants,
with the mightiest of metals: adamantine. usually amber, without requiring a crafting check. You also
gain the knowledge and skills required to form trees into
Adamantine. See Description elaborate and stable buildings.
Derived from iron, adamantine is the perfect metal. Once
forged into an object it takes on a dark grey sheen, yet at the Brewing and Enchanting
same time remains as reflective as a mirror. Adamantine does Also at 1st level, you are able to both enchant objects to turn
not corrode. It is as hard as a diamond, yet almost impossible them into magic items and enhance the natural properties of
to break. Mundane blades shatter against armor made from plants and minerals to create potions.
it, while an adamantine razor can glide through steel if the An enchantment is magic infused into a mundane material,
wielder is strong enough. such as stone or metal, and often requires attunement. A
You can forge weapons and armor from adamantine by potion is a combination of herbs and other ingredients
expending a number of infusions equal to its weight in infused with magic to create a certain effect when ingested or
addition to its other costs. injected. They are usually stored in small bottles that can be
Armor. While you're wearing a full suite of adamantine, downed in a quick swig.
any critical hit against you becomes a normal hit. Hedge Crafting
Weapons. Whenever an adamantine weapon or piece of At the end of a long rest, you decide which enchantments or
ammunition hits an object or vehicle, the hit is considered to formulas you spent that time infusing and receive those that
be critical. you crafted.
The forged item is not a magic item and does not require Every enchantment and formula has an infusion cost,
attunement, unless another enchantment is placed within it. representing the amount of time and effort preparing the
material or ingredients and performing the magical infusion
requires. To craft a magic item you must expend a number of
infusions equal to its Construction Cost and you must know its
enchantment. To brew a potion you must expend a number
of infusions equal to its Brewing Cost and you must know
its formula.
Part 1 | Classes
128
Enchantments Living Wands
An enchantment is the steps, both mundane and arcane, At 3rd level, when you create a wand you may expend
needed to craft a magic item. Most enchantments include additional infusions to create a living wand. A living wand
a short description of how they work. After the flavor must be constructed from living wood. The wand contains
description follows a short description of what the an amount of vitality equal to the additional infusions
enchantment can be placed within. Finally, the name of the expended during its creation. Whenever you use the wand
item (or the trait you apply to the item) is followed by a while it contains vitality, it expends this vitality first, before
detailed description of how the created magic item works. using yours.
The chapter on spellcasting provides a list of the A living wand regains any expended vitality when you
enchantments you have access to in the subchapter on finish a long rest.
enchantments.
Formulas Living Enchantments
A formula is the steps, both mundane and arcane, needed Starting at 6th level, when you infuse an enchantment, you
to properly brew the potion. Most potions include a short may expend additional infusions to create a living version of
description of how they are made, including their effects and the magic item you wish to produce.
most notable ingredients. These ingredients represent what If the enchantment would provide the created item with a
witches living in temperate climates usually use. Depending trait or an effect that requires vitality to activate, the magic
on where they live, a coven will have altered its formulas to item contains an amount of vitality equal to the additional
use the local fauna and in most cases, any witch has the ability infusions expended. Whenever you activate that trait or
and knowledge to substitute any ingredient they are unable to effect, it consumes the vitality inside the item first. A living
find with a different one. magic item regains any expended vitality when you finish
The chapter on spellcasting provides a list of the formulas a long rest.
you have access to in the subchapter on formulas. If the enchantment would decrease the attuned creature's
Enchantments and Formulas Known maximum vitality, you may expend a number of additional
At 1st level you learn the Infuse Enchantment I enchantment, infusions equal to the amount by which the item would
the Infuse Potion I formula and 4 novice enchantments or decrease the attuned creature's maximum vitality. If you do,
formulas of your choice. Whenever you gain a level, you the living magic item does not decrease an attuned creature’s
may choose 1 new enchantment or formula of a level you maximum vitality.
have access to. You may learn an additional formula or
enchantment whenever you gain a level by forfeiting the spell Entwined Infusion
infusion you would be allowed to learn at that level. Finally at 10th level you may apply 2 enchantments to an
The Hedge Enchantment and Formula Level table below tells item, or enchant two items in a way that allows a creature to
you when you gain access to a new level of enchantments attune to both of them at the same time without consuming
and formulas. Whenever you gain access to a new level of more than one attunement slot.
enchantments and formulas, you learn the corresponding You may not create wands that contain two spells, however,
Infuse Enchantment enchantment, the Infuse Potion formula. one of the two enchantments may be a spell infusion. The
Enchanting and Brewing Ability infusion cost of the item equals the infusion costs of all
Intelligence is your infusion ability for your hedge enchantments you apply added together plus 5.
enchantments and formulas, since their quality depends on If an enchantment requires an action, bonus action, or
your knowledge of the techniques used to craft them. You use reaction to activate, the wielder chooses which effect they
your Intelligence whenever an enchantment or formula refers trigger, unless a curse (see Curse in Infuse Enchantment IV)
to your infusion ability. In addition, you use your Intelligence specifies otherwise.
modifier when setting the saving throw DC for a hedge
enchantment or formula you infuse.
Enchantment Save DC = 8 + your Proficiency Bonus + your
Intelligence modifier
Part 1 | Classes
129
Chapter 4: Equipment
T
he settlements market is a bustling hub of Equipped items are being worn or carried in a way that
activity, located in what was once a lavish allows you easy access to them at any time. You may wear
restaurant. Though the market may appear headgear, a cloak, one suit of armor, one weapon or piece
haphazardly arranged, with cobbled-together stalls of equipment for your left hand, one weapon or piece of
and random boxes strewn about, it is the largest equipment for your right hand, a backpack to store your
trading post in the region and offers an array of items, one pair of boots, and three quick access items. Any
locally machined guns and artifice munitions. While the item in one of your quick access slot can be whipped out
selection of weapons may be limited, it is a vital hub for those quickly (no action required) as part of whatever you wish to
starved of supplies. do with the item. For example, if you have a sword equipped
The right gear can mean the difference between life and to your left hand, you may unsheathe it as part of the action
death. In the New World survivors can acquire everything used to make an attack.
from modern machine guns to magical potions. The only
problem is actually finding all these things. Buying them is
usually not an option. Without modern supply lines, there Wealth
is only one way to build new modern electronics or other Even after the apocalypse, folk will trade. Goods will be
advanced equipment, and that is by cobbling it together exchanged for services and vice versa. Perhaps that enclave
from salvage. Old World tech is more valuable than gold and of dryads is producing magical arrows or living clothes the
few will part with their treasures willingly. In the following players might be interested in. Players may simply trade
chapter, you will find descriptions of the most common the resources they have found or items they don't need for
weapons and other equipment that you may find during something else. Since normal money is worthless in the new
your journey. world, people have to rely on good old-fashioned trade. The
two most important resources and thus currencies are food,
represented by Rations, and material, represented by Scrap.
Starting Equipment Rations are bits of food and drink. They can be anything
You start your new life in the New World with whatever you from grain to steak to soda that provides roughly 1000
have on hand when the fog comes. Work with your GM to kilocalories of sustenance and includes the water you need
determine how your adventure starts and what you will have to drink. However, some food items might be particularly
on hand when the apocalypse begins. As the fog comes in, valuable and worth more rations than their calorie value
any electronics near you that rely on sensitive semiconductors may imply. Rations are usually either found or gained from
(phones, modern cars, computers: anything that has a butchering animals and (if you're so inclined) people. For
microchip inside it) are irreparably destroyed. Devices that simplicities sake, each ration has a weight of 0.5. Rations are
are turned off during the coming of the fog may survive. an important resource as your character and any companions
However, with the power grid completely offline you will consume a daily amount of rations whenever they take a
have a hard time operating and charging even those devices night’s rest.
that still work. Scrap is any kind of valuable material that can't simply be
gathered from the environment. It can be anything from a
Weight few screws or a high-tech motion sensor to chemicals and
All armor, weapons, and items have a weight listed next to is needed for building things. A single item might be worth
them. This number is based on the item's weight in kilograms, a dozen scrap or not even one. For simplicities sake, each
but aside from its weight it also represents its general bulk and unit of scrap has a weight of 0.5. The trade goods that are
how hard they are to store and lug around. summarized under the term scrap have a similar worth no
Encumberment is determined by adding together the matter where you go and can thus be used as a currency.
weight of all items you are wearing or carrying. If your
encumbrance ever exceeds your carrying capacity, your speed These two resource types are tracked in units on your
is halved until you decrease your encumbrance below your character sheet. A single unit of ration has the same value as a
maximum encumbrance. If your encumbrance increases over single unit of scrap.
your maximum encumbrance, your speed is reduced to 0 and
you do not benefit from any increase to your speed. Resources
Maximum Encumberment is the maximum amount of Scrap and Rations are needed by everyone and will usually
weigh you can carry. It equals your Strength score multiplied be accepted by anyone willing to trade. Settlements do not
by a number determined by your race (see Encumberment in track these resources individually, since they can simply trade
your race description). This is the weight that you can carry or convert one into the other through labor or trade. Any
constantly and without it inhibiting your maneuverability. scrap or rations placed into a settlement are converted into
To make full use of your carrying capacity you need to wear a resources and can be withdrawn as either scrap or rations.
backpack. Otherwise, you can only carry what you're holding There may be situations where this is not possible. For
in your hands or have equipped. example, in times of extreme scarcity, as during a famine,
rations may just not be available. Your GM decides if
Inventory withdrawing rations or scrap is currently possible.
As previously alluded to, there are two ways you may carry
items. An item may either be in your inventory or equipped. Credits
Inventory items are stored in a backpack, or deep in your Factions may also provide Credits to players. Credits don't
pockets. They require an action to retrieve. take up inventory space but are specific to a faction. They are
tracked on your character sheet next to your relations with
Part 1 | Equipment
130
that faction. A single credit has the same value as a resource
and can be traded in for anything in that faction's trading post
Equipment Sizes
or other place where services are provided by that faction. In the New World you can use or wear any equipment that
Credits are usually given as quest rewards by bigger factions you find on your adventures, within the bounds of common
that run a trade operation. They can also be gained by trading sense. For example, a tiny fairy would be swallowed up by a
things in without receiving any immediate compensation. human's combat armor, and a large, burly giant might be able
to use an imp's leather armor as a hat, but not much more.
Value However, this rule is subject to common sense. For example,
Every item has a value, representing how rare, difficult an imp could easily adapt a human's bulletproof vest for their
to build, useful, and thus coveted it is in the New World. own use. The equipment described in the following sections
Traders will usually be willing to sell an item to you for a is designed to be used by medium creatures, which most
number of resources (scrap or rations) equal to the item's humanoids are. Creatures that are not medium have special
value. In most cases, they will be willing to buy that same rules that determine what equipment they can and can't wear.
item for half its listed value from you. See the next section on These rules are described below.
wealth to know what scrap and rations are. Most equipment is made to be used by a specific creature.
If an item has a value of 1, merchants will be willing to sell For example, a soldier's body armor is made to fit them, but
that item, but will (in most circumstances) be unwilling to pay small modifications can be made fairly easily to adapt a piece
you anything for it, unless you trade it in with other objects. of equipment to its new owner. It might no longer look as
Merchants will usually exchange 2 of one resource (scrap or nice, but those living in the apocalypse can't be choosy and it
rations) for 1 unit of another. For example, giving a trader 2 is assumed that survivors make any necessary modifications
scrap will pay for 1 ration. during their downtime.
Medium
Crafting All humans are medium and the majority of humanoids
In the New World, crafting items yourself is often the only are too. It is the default size for all equipment and the only
way to gain access to new and much needed equipment. size Old World equipment comes in. Whenever a piece of
Crafting, just like repairing tattered equipment, is a downtime equipment is mentioned without a size tag, assume it is made
activity that you perform while you're not traveling, fighting, for a medium creature.
or sleeping.
When you want to craft an item, expend an amount of Tiny
scrap equal to its value. You then make a crafting check, Tiny creatures have difficulty using weapons that small and
which is a skill check. The relevant skill is determined by the medium creatures can wield comfortably. Tiny creatures
type of item and the difficulty class (DC) is determined by the may not use weapons made for larger creatures unless they
item's complexity. On a success, you may add the crafted item have the Light property. Tiny creatures may not use weapons
to your inventory. On a fail, you do not receive an item and for larger creatures to engage in two-weapon fighting,
the scrap committed to the crafting process is lost. even if they have the Light property, just as a medium
The limited time available on any given day also limits creature cannot use two two-handed weapons for two-
the number of items you can craft. For every day you spend weapon fighting.
crafting, you may use an amount of scrap equal to your Due to their inability to use weapons made for larger
Intelligence score. When you finish a night's rest, you creatures, tiny creatures usually wield weapons better suited
retroactively decide what you spent your downtime crafting. to their size. Such weapons add the Tiny and Finesse weapon
You do not need to craft an item in a single sitting but may properties, in addition to any other properties, and remove
add any amount of progress to it you wish while resting. the Reach property if the weapon possesses it normally.
Once you have allotted scrap equal to the amount you need to Weapons with the tiny property deal reduced damage, as
complete the craft, you make the crafting check. per the Tiny Weapons Damage table below, and weigh one-
quarter the normal weight for that type of weapon. Ranged
Tools weapons, thrown weapons, and thrown improvised weapons
Having access to proper tools makes crafting substantially with the tiny property have ranges equal to half of their
easier and less resource intensive. In a settlement, a workshop normal range, rounded down to the nearest meter. Firearms
provides proper facilities, while in the field crafting tools (see have their ammunition type changed to the new damage
the item) help with quick manufacturing. If you have access die. Weapons with the Tiny property ignore the restrictions
to a workshop, or crafting tools in your inventory, halve the described in the preceding paragraph since they are size
crafting cost (the item costs an amount of scrap equal to half appropriately for tiny creatures.
its value to craft with crafting tools). If an item has a value of Armor made/adapted for use by tiny creatures has its
1, you may craft two at once for one scrap but cannot expend weight and value quartered.
less than one scrap.
Tiny Weapons Damage
Tattered Original Damage Tiny Damage
In many cases, the equipment you loot from opponents or 1d4 1
find in the wilds will be damaged and require repairs before
1d6 1
it can be used again. Such equipment is tattered. If you have
the tool kit needed to craft the item, you may spend downtime 1d8 1d4
during a night's rest and expend resources equal to half the
item's value to repair it into full working condition. Repairing Small
a tattered item requires no successful check. Small creatures can wield most of the weapons designed for
medium creatures comfortably, except for weapons with the
Heavy property.
Part 1 | Equipment
131
Armor made/adapted for use by small creatures has its armor type, halve your speed if your Strength score does not
weight and value halved. A small creature can adapt any equal or exceed that number while wearing that armor.
medium armor for its own use with a Crafting Kit during a Stealth. If the Armor table shows "Disadvantage" in the
night’s rest (no check or scrap required). Stealth column, you have disadvantage on Dexterity (Stealth)
checks while wearing that armor.
Large
Large creatures ignore the Two-Handed property on medium
weapons and any medium weapon that doesn't have the heavy
Light Armor
property is considered to be light for them. Light armor is easy to wear and offers a small amount
Since large creatures often waste much of their strength of protection. If you wear light armor, you add your
when wielding normal weapons, they may opt to use weapons Dexterity modifier to your armor class after applying your
specifically made for them. A weapon made for a large armor's bonus.
creature receives the Large and reach property in addition Padded Armor. This includes most thick jackets and similar
to any other properties it has. If the weapon already has the clothes. It can be easily crafted by layering clothes on top
Reach property, increase its reach by 1 meter (5 feet). Ranged of each other.
weapons that are not firearms have their normal and long Leather. The breastplate and shoulder protectors of this
range increased by half the weapon's normal range. You armor are made of leather that has been stiffened by being
also increase the number of damage dice the weapon uses boiled in oil. The rest of the armor is made of softer and more
by one. For example instead of 1d8, a large longsword deals flexible materials.
2d8 slashing damage. The value and weight of large weapons Tactical Vest. A vest made from thick layers of kevlar,
are doubled. spider silk, or a similar material that covers the torso. Usually
Armor made for large creatures has its weight and worn by modern police officers.
value doubled.
Medium Armor
Armor and Shields Medium offers a balance of bulk and protection. If you
The New World is fraught with danger, where threats can wear medium armor, you add your Dexterity modifier, to a
lurk around every corner. In such a perilous landscape, there's maximum of +2, to the base number from your armor type to
no better way to protect yourself from beasts and bullets determine your Armor Class.
alike, than with a well-crafted suit of armor. Whether you're Hide. This crude armor consists of thick furs and pelts.
venturing into the wilds, braving the foggy cities, or engaging Chain Shirt. Made of interlocking metal rings, a chain shirt
in heated battles, your armor will be your first line of defense. is worn between layers of clothing or leather. This armor
The Armor table offers a comprehensive overview of the offers modest protection to the wearer's upper body and
most common types of armor worn in the New World, allows the sound of the rings rubbing against one another to
including their value, weight, and other crucial properties. be muffled by outer layers.
While some of these armors may have been imported from Scale Mail. This armor consists of a coat and leggings (and
the less advanced world of Verold, the majority will be perhaps a separate skirt) of leather covered with overlapping
skillfully crafted by masterful artisans in the New World. pieces of metal, much like the scales of a fish.
However, if you truly seek the ultimate protection against Breastplate. This armor consists of a fitted metal chest piece
the fearsome weapons of modern warriors, you'll need to worn with supple leather. Although it leaves the legs and arms
obtain relics from the Old World. While magical items offer relatively unprotected, this armor provides good protection
unparalleled protection, the armor listed on the table provides for the wearer's vital organs while leaving the wearer
an excellent alternative. Keep in mind that these armors relatively unencumbered.
are simply examples and not concrete items; your GM will Half Plate. Half plate consists of shaped metal plates
determine the name and specific attributes of any armor you that cover most of the wearer's body. It includes leg and
acquire as loot. arm protection.
Armor Proficiency. Anyone can put on a suit of armor or Body Armor. Plates of hardened steel in a kevlar carrier,
strap a shield to an arm. However, only those proficient in the usually coupled with extra protection on the arms and legs.
armor's use know how to wear it effectively. This is the armor worn by most modern soldiers.
Your class gives you proficiency with certain types of
armor. If you wear armor that you lack proficiency with, you Heavy Armor
have disadvantage on Dexterity saving throws and double the
vitality cost of your spells and maneuvers (if another feature Heavy armor offers the best protection. These suits of armor
would double the cost of a spell or maneuver, this penalty cover the entire body and usually consist of several layers of
triples it instead). material layered on top of each other. They are designed to
Armor Class (AC). Armor protects its wearer from attacks. stop a wide range of attacks. Only proficient and sufficiently
The armor (and shield) you wear influences your Armor strong warriors can manage their weight and bulk. Heavy
Class. Your Base Armor Class equals your Racial Base Armor armor doesn't let you add your Dexterity modifier to your
Class + your Dexterity modifier. If you wear a piece of armor, Armor Class, but it also doesn't penalize you if your Dexterity
the number shown in the Armor Class Bonus column is modifier is negative.
added to your Racial Base Armor Class instead of (just) your Ring Mail. This armor is leather armor with heavy rings
Dexterity modifier. sewn into it. The rings help reinforce the armor against blows
Strength. Almost all armor interferes with the wearer's from swords and axes. Ring mail is inferior to chain mail, and
ability to move quickly, stealthily, and freely, unless the it's usually worn only by those who can't afford better armor.
wearer has the strength to simply ignore it. If the Armor Chain Mail. Made of interlocking metal rings, chain mail
table shows "Str 10" or "Str 15" in the Strength column for an includes a layer of quilted fabric worn underneath the mail to
prevent chafing and to cushion the impact of blows.
Part 1 | Equipment
132
Splint. This armor is made of narrow vertical strips of
metal riveted to a backing of leather that is worn over cloth
Weapons
padding. Flexible chain mail protects the joints. While anyone can pick up any weapon not too heavy to lift,
Plate. Plate armor consists of shaped, interlocking metal training with a weapon increases your effectiveness with it,
plates to cover the entire body. A suit of plate includes represented by proficiency. Your class grants proficiency in
gauntlets, heavy steel-capped boots, a visored helmet, and certain weapons, representing the training and experience
thick layers of padding underneath the armor. your patron had with using certain weapons.
Heavy Body Armor. A heavy helmet and thick plates of This section concerns itself with more medieval weapons,
hardened steel, kevlar, and/or spider silk cover every inch of such as clubs, bows, longswords, and daggers. The weapons
the body. Very protective, but too heavy for most people to table shows the most common weapons used in the New
wear for extended periods. World, their price and weight, the damage they deal when
they hit, and any special properties they possess. Every
weapon is classified as either melee or ranged. A melee
Shields weapon is used to attack a target within 1 meter (5 feet)
Shields are blocks of material that are carried in one hand and of you, whereas a ranged weapon is used to attack a target
are designed to deflect or absorb blows. They may be used at a distance. The weapons here are archetypes and do
as an improvised weapon. Wielding a shield increases your not represent any weapon in particular. For example, a
Armor Class by 2. club can be anything from a baseball bat to a golf club or
police baton. When you find a specific weapon, your DM
will tell you what archetype it falls under. There are three
Getting Into and Out of Armor categories of weapons: simple, martial, and modern. Most
The time it takes to don or doff a type of armor or a shield is people in the Other World could use simple Weapons with
shown in the Donning and Doffing Armor table. proficiency. These weapons include clubs, maces, and other
Don. This is the time it takes to put on the item. You benefit weapons often found in the hands of commoners. Martial
from its AC only if you take the full time to don it. Weapons, including swords, axes, and polearms, require more
Doff. This is the time it takes to take off the item. If you specialized training to use effectively. Most warriors in the
have help removing armor, reduce this time by half. Other World that didn't rely entirely on magic used martial
weapons as these weapons are generally just superior to their
Donning and Doffing Armor more simple counterparts. Firearms are modern weapons and
Category Don Doff have a section dedicated just to themselves, outlining their
use and traits.
Light Armor 1 Action 1 Action
Medium Armor 1 Minute 1 Action
Heavy Armor 5 Minutes 1 Minute
Shield 1 Action Free
Armor
Armor Value Armor Class Bonus (AC) Strength Stealth Weight Crafting Check
Light Armor
Padded Armor 8 1 + Dex modifier Str 12 — 4 DC 5 Mechanics
Leather Armor 12 1 + Dex modifier — — 3 DC 10 Mechanics
Tactical Vest 20 2 + Dex modifier — — 4 DC 15 Mechanics
Medium Armor
Hide 10 2 + Dex modifier (max 2) Str 10 — 6 DC 5 Mechanics
Chain Shirt 24 3 + Dex modifier (max 2) Str 10 — 10 DC 10 Mechanics
Scale Mail 24 4 + Dex modifier (max 2) Str 12 Disadvantage 20 DC 10 Mechanics
Breastplate 50 4 + Dex modifier (max 2) Str 12 — 15 DC 12 Mechanics
Half Plate 60 5 + Dex modifier (max 2) Str 12 Disadvantage 15 DC 15 Mechanics
Body Armor 80 6 + Dex modifier (max 2) Str 14 — 20 DC 15 Mechanics
Heavy Armor
Scrap Armor 14 4 Str 14 Disadvantage 20 DC 5 Mechanics
Chain Mail 40 6 Str 14 Disadvantage 25 DC 10 Mechanics
Splint 60 7 Str 16 Disadvantage 30 DC 15 Mechanics
Plate 120 8 Str 16 Disadvantage 35 DC 18 Mechanics
Heavy Body Armor 200 9 Str 18 Disadvantage 40 DC 20 Mechanics
Shields
Shield 6 2 — — 3 DC 5 Mechanics
Part 1 | Equipment
133
Weapons
Weapon Value Damage Weight Properties Crafting Check
Simple Melee Weapons
Club 2 1d4 bludgeoning 2 Finesse, light, non-lethal DC 5 Mechanics
Dagger 4 1d4 piercing 1 Finesse, light, thrown (range 10/20) DC 8 Mechanics
Greatclub 4 1d8 bludgeoning 5 Non-lethal, two-handed DC 5 Mechanics
Hammer 4 1d4 bludgeoning 1 Light, non-lethal, thrown (range 10/20) DC 5 Mechanics
Handaxe 6 1d6 slashing 1 Light, thrown (range 10/20) DC 8 Mechanics
Javelin 8 1d6 piercing 1 Thrown (range 20/40) DC 10 Mechanics
Mace 8 1d6 bludgeoning 2 — DC 10 Mechanics
Pickaxe 8 1d8 piercing 2 — DC 8 Mechanics
Quarterstaff 2 1d6 bludgeoning 2 Versatile (1d8) DC 5 Mechanics
Sickle 4 1d4 slashing 1 Light DC 10 Mechanics
Spear 4 1d4 piercing 2 Thrown (range 10/20), finesse, reach DC 8 Mechanics
Simple Ranged Weapons
Blowgun 10 1 piercing 1 Needle Ammunition (range 10/30), loading DC 5 Mechanics
Compound Bow 100 1d10 piercing 3 Arrow Ammunition (range 50/200), two-handed DC 25 Mechanics
Compound Crossbow 100 1d12 piercing 6 Bolt Ammunition (range 30/120), reload (1), heavy, two-handed DC 25 Mechanics
Crossbow, light 30 1d8 piercing 3 Ammunition (range 20/100), reload (1), two-handed DC 20 Mechanics
Dart 2 1d4 piercing 0.5 Finesse, thrown (range 10/20) DC 5 Mechanics
Shortbow 6 1d6 piercing 2 Ammunition (range 30/120), two-handed DC 12 Mechanics
Sling 1 1d4 bludgeoning — Ammunition (range 10/30), non-lethal DC 5 Mechanics
Martial Melee Weapons
Battleaxe 10 1d8 slashing 4 Versatile (1d10) DC 15 Mechanics
Flail 10 1d8 bludgeoning 2 — DC 15 Mechanics
Glaive 20 1d10 slashing 4 Heavy, reach, two-handed DC 18 Mechanics
Greataxe 30 1d12 slashing 5 Heavy, two-handed DC 15 Mechanics
Greatsword 50 2d6 slashing 5 Heavy, two-handed DC 18 Mechanics
Halberd 20 1d10 slashing 5 Heavy, reach, two-handed DC 15 Mechanics
Lance 10 1d12 piercing 5 Reach, special DC 15 Mechanics
Longsword 15 1d8 slashing 2 Versatile (1d10) DC 15 Mechanics
Maul 10 2d6 bludgeoning 8 Heavy, non-lethal, two-handed DC 12 Mechanics
Morningstar 15 1d8 piercing 2 — DC 12 Mechanics
Rapier 40 1d8 piercing 2 Finesse DC 20 Mechanics
Shortsword 10 1d6 piercing 2 Finesse, light DC 15 Mechanics
Warhammer 16 1d8 bludgeoning 4 Non-lethal, versatile (1d10) DC 12 Mechanics
Whip 4 1d4 slashing 1 Finesse, reach DC 12 Mechanics
Martial Ranged Weapons
Crossbow, hand 40 1d6 piercing 2 Ammunition (range 10/40), reload (1), light DC 20 Mechanics
Crossbow, heavy 50 1d10 piercing 8 Ammunition (range 40/150), reload (1), heavy, two-handed DC 22 Mechanics
Longbow 20 1d8 piercing 3 Ammunition (range 50/200), heavy, two-handed DC 15 Mechanics
Net 10 — 2 Special, thrown (range 1/5) DC 15 Mechanics
Part 1 | Equipment
134
Weapon Proficiency Two-Handed. This weapon requires two hands to
attack with it.
Proficiency with a weapon allows you to add your Proficiency Versatile. This weapon can be used with one or two hands.
Bonus to the Attack roll for any Attack you make with that A damage value in parentheses appears with the property.
weapon. If you make an Attack roll using a weapon with This is the damage the weapon deals when it is used with two
which you lack proficiency, you do not add your Proficiency hands to make a melee attack.
Bonus to the Attack roll.
Improvised Weapons
Weapon Properties Sometimes you don’t have your weapons and have to attack
with whatever is at hand. An Improvised Weapon includes
Many Weapons have special Properties related to their use, as any object you can wield in one or two hands, such as broken
shown in the Weapons table. glass, a table leg, a frying pan, a tire, or a severed arm.
Ammunition. You can use a weapon that has the Often, an Improvised Weapon is similar to an actual
ammunition property to make a ranged attack only if you weapon and can be treated as such. For example, a table leg
have ammunition to fire from the weapon. Each time is akin to a club. At the DM’s option, you may use a random
you Attack with the weapon, you expend one piece of object as though it were a weapon you are proficient with.
ammunition. Drawing the ammunition from a Quiver, case, An object that bears no resemblance to a weapon deals
or other container is part of the attack (you need a free hand 1d4 damage (the GM assigns a damage type appropriate to
to load a one-handed weapon). At the end of the battle, you the object). If you use a ranged weapon to make a melee
can recover half your expended Ammunition by taking a attack (such as bashing an enemy with the butt of your rifle)
minute to search the battlefield. If you use a weapon that or throw a melee weapon that does not have the thrown
has the ammunition property to make a melee attack, you property, it also deals 1d4 damage. An improvised thrown
treat the weapon as an improvised weapon (see “Improvised weapon has a normal range of 10 meters and a long range
Weapons” later in the section). A sling must be loaded to deal of 20 meters.
any damage when used in this way. An improvised weapon used by a large creature deals 2d4
Finesse. When making an Attack with a finesse weapon, damage and has a normal range of 20 meters and a long range
you use your choice of your Strength or Dexterity modifier of 40 meters. An improvised weapon used by a tiny creature
for the Attack and Damage Rolls. You must use the same deals 1 damage and has a normal range of 5 meters and a long
modifier for both rolls. range of 10 meters.
Heavy. Small creatures have disadvantage on attack rolls
with heavy weapons. A heavy weapon is too heavy to be Cold Iron Weapons
wielded by a tiny creature. Some monsters, especially the fey, are vulnerable to arsenic,
Light. A light weapon is small and easy to handle, making it often called cold iron. Cautious survivors invest to have a
ideal for use when fighting with two weapons. witch of the forge coven (see the class description) plate their
Non-Lethal. A weapon that deals non-lethal damage causes weapons with arsenic to turn them into cold iron weapons.
a creature reduced to 0 hit points with it to be downed stable
(it does not need to make death saving throws). If a non-lethal Silvered Weapons
weapon is used against a downed creature, it fails a death Some monsters that have immunity or resistance to
save, but remains stable. A non-lethal weapon can still kill a nonmagical weapons are susceptible to silver weapons, and
creature instantly. most monstrosities and shapeshifters that are exceptionally
Range. A weapon that can be used to make a ranged attack resistant to most attacks are vulnerable to it. Silvering is
has a range in parentheses after the ammunition or thrown usually done by a witch of the forge coven, but anyone
property. The range lists two numbers. The first is the can silver a single weapon or five pieces of ammunition by
weapon’s normal range in meters, and the second indicates expending 50 scrap and succeeding a DC 15 Mechanics check
the weapon’s long range. When attacking a target beyond (as though you were crafting an item).
normal range, you have disadvantage on the attack roll. You
can’t Attack a target beyond the weapon’s long range. To Special Weapons
convert its range into feet, simply divide the number by 3. Weapons with special rules are described here.
Reach. This weapon adds 1 meter (5 feet) to your reach Lance. You have disadvantage when you use a lance to
when you Attack with it, as well as when determining your attack a target within 1 meter (5 feet) of you. Also, a lance
reach for opportunity attacks with it. requires two hands to wield when you aren’t mounted.
Reload. You can fire a set amount of shots with this weapon Net. A large or smaller creature hit by a net is restrained
before you need to reload. Reloading a weapon is an action. until it is freed. A net has no effect on creatures that are
The number of shots you may take before needing to reload is formless, or creatures that are huge or larger. A creature can
shown in brackets. For example "(1)" means this weapon can use its action to make a DC 10 Strength check, freeing itself
only be used to make one attack before it must be reloaded. or another creature within its reach on a success. Dealing 5
Special. A weapon with the Special property has unusual slashing damage to the net (AC 10) also frees the creature
rules governing its use, explained in the weapon’s description without harming it, Ending the effect and destroying the net.
(see Special Weapons later in this section).
Thrown. If a weapon has the thrown property, you can
throw the weapon to make a ranged attack. If the weapon is
a melee weapon, you use the same ability modifier for that
attack roll and damage roll that you would use for a melee
attack with the weapon. For example, if you throw a Handaxe,
you use your Strength, but if you throw a Dagger, you can use
either your Strength or your Dexterity, since the Dagger has
the finesse property.
Part 1 | Equipment
135
Firearms Spray Fire. Expend up to 50 pieces of ammunition, but no
more than what fits in your weapon's magazine. For every 10
Firearms are potent weapons that provide a lethal edge to pieces of ammunition you expend, you may make an attack
combat, though they can be costly to fire. against a creature. Hits made using this ability do not count as
Small arms that can be fired by a single person don't a hit for spells and abilities that require one.
necessarily deal more damage than a sword or arrow, These abilities require your entire action, meaning they
but they are easier to wield and can often deliver many can't be used with traits that allow you to attack more
shots in quick succession. Firearms are known for being than once. Weapons with the Automatic trait also have the
particularly accurate and easy to use. Even with minimal Repeater trait.
training a gunman can more or less consistently hit a target at Burst. A weapon with the Burst property targets a point of
close range. origin rather than a specific creature. All creatures within the
Unlike when using a bow, the user's Dexterity or Strength listed radius must make a Dexterity saving throw. On a failed
plays no roll in how much damage a firearm deals. This is save, the creature takes the listed damage and on a success, it
represented by the fact that you do not add your Strength or takes half as much. The DC for the saving throw is listed after
Dexterity modifier to damage rolls for a firearm. You only roll the radius of the burst.
the dice, but these dice are usually larger than those of other Light. A light weapon is small and easy to handle, making
weapons. As a ranged weapon, you may add your Dexterity it ideal for use by small creatures or when fighting with two
modifier and your proficiency bonus when determining weapons. A light firearm does not suffer disadvantage when
whether your shot hits or not. fired while a hostile creature is within 1 meter (5 feet) of you.
Loading. Some firearms are particularly quick to reload and
Noise are reloaded as part of the action used to fire them. Their
Unlike most melee or simple ranged weapons, firearms and magazine capacity only limits the number of attacks that can
explosives create a lot of noise when fired. Unless a firearm be made using that specific action. A weapon with loading (1)
is equipped with a suppressor (see the attachment), shots can thus only be used to make a single attack with an action,
from the weapon will alert anyone in a 5-kilometer (3-mile) even if an Extra Attack ability would normally allow for more.
radius (everyone in the current hex). Weapons that do not use Reload. You can fire a set amount of shots with this weapon
firearm or explosive ammunition (such as dart guns, tasers, before you need to reload. Reloading a weapon is an action.
compound bows, and heavy crossbows) don't generate any The number of shots you may take before needing to reload is
excessive noise when used unless otherwise stated, but will shown in brackets. For example "(5)" means this weapon can
still reveal the user to enemies in their direct vicinity. fire at most 5 shots before it must be reloaded.
Repeater. When you take the attack action with this
Firearm Properties weapon, you can use your bonus action to make an
additional attack.
Firearms have some properties unique to them. Spread. Attacks made at this weapon's long range do not
Firearm. All firearms require ammunition and the suffer from disadvantage, but deal one die less damage.
ammunition of a firearm is destroyed upon use. The type Super-Heavy. A super-heavy weapon can only be wielded
of ammunition it uses depends on the damage die it deals. by a large creature, mounted on a vehicle, or set up as a
There are seven types of ammunition: Small Caliber (1), Pistol stationary weapon by a medium or smaller creature. Setting
(d4), Rifle (d6), Shotgun (d8), Sniper (d10), Heavy (d12), and up a super-heavy weapon requires an action.
Special ammunition. A weapon can only fire ammunition Special. A firearm with the Special property has unusual
of its type. rules governing its use, explained in the weapon’s description
You add your Dexterity modifier to your attack roll. You do (see Special Weapons later in this section).
not add your Dexterity modifier to damage rolls.
Anti-Large. Attacks made with this weapon against targets Special Firearms
that are medium or smaller have disadvantage. Firearms with special rules are described here.
Armor-Piercing. Firearms with the armor-piercing Flamethrower. A flamethrower consists of a pressurized
property deal armor-piercing damage. Attack rolls made backpack containing fuel, connected to a tube with a nozzle. It
with this weapon ignore the armor class bonus provided by a shoots a 1 meter wide, 10 meter long line of flame. Every shot
target's armor and it has the ability to damage certain enemies consumes a fuel item.
immune to non-armor-piercing damage. Mortar. This weapon lobs grenades in a high arc. When
Automatic. Instead of taking the attack action, you may use you fire the weapon, target a point in range. At the start of
your action to Focus or Spray Fire the weapon. your next turn, the shell used strikes the target point.
Focus Fire. Expend 10 pieces of ammunition and make an Pepper Spray. A chemical irritant that can temporarily blind
attack roll. If you roll equal to the target's AC, you hit it once. a target, pepper spray comes in a single-shot container. To
Another bullet hits for every 2 points (rounded down) you use it, make a ranged attack against the target. On a hit, the
are above the target's AC for a maximum of 10. This ability target must make a Constitution saving throw (DC 15) or be
cannot critical hit and does not count as a hit for spells and blinded. The target can repeat the saving throw at the end of
abilities that require one (such as Hunter's Mark, Smite, and each of its turns.
Sneak Attack). For example, Kyle fires a hail of bullets from Taser. A taser uses springs or compressed air to fire a pair
his assault rifle. He hits with a 19, as the imp he's shooting of darts at a target. On impact, the darts release a powerful
at has an AC of 14. The little guy is now hit by 3 bullets electrical current. On a successful hit, the target must make a
(one at 14, 16, and 18) and takes 6d6 piercing damage (rifle Constitution saving throw (DC 20) or be stunned. The target
ammunition deals 2d6 piercing damage per hit). can repeat the saving throw at the end of each of its turns.
Part 1 | Equipment
136
Firearms
Name Value Damage Weight Properties Crafting Check
Simple Firearms
Bolt Action Rifle 20 2d6 piercing 4 Rifle Ammunition (range 60/300), reload (5), two-handed DC 15 Mechanics
(.223 Rem)
Bolt Action 30 2d10 piercing 5 Sniper Ammunition (range 60/500), reload (5), heavy, two-handed DC 15 Mechanics
Sniper (.308)
Dart Gun 30 1 piercing 5 Needle Ammunition (range 40/80), reload (1), two-handed DC 15 Mechanics
Double Barreled 20 2d8 bludgeoning 4 Shotgun Ammunition (range 35/100), reload (2), semiautomatic, DC 15 Mechanics
Shotgun spread, two-handed
Heavy Pistol 60 2d6 piercing 2 Rifle Ammunition (range 20/100), reload (8), repeater, light DC 20 Mechanics
(.50)
Heavy Revolver 30 2d6 piercing 2 Rifle Ammunition (range 20/100), reload (6), repeater, light DC 20 Mechanics
(.44)
Heavy Rifle 40 2d12 piercing 7 Heavy Ammunition (range 60/700), reload (1), heavy, two-handed DC 15 Mechanics
Pepper Spray 4 -- 0.5 Pepper Spray Ammunition (range 2/5), special DC 15 Mechanics
Pipe Gun 6 2d6 piercing 6 Rifle Ammunition (range 20/100), reload (1) DC 5 Mechanics
Pipe Pistol 4 2d4 piercing 2 Pistol Ammunition (range 10/50), reload (1), light DC 5 Mechanics
Pipe Revolver 10 2d4 piercing 1 Pistol Ammunition (range 10/50), reload (6), repeater, light DC 10 Mechanics
Pipe Shotgun 6 2d8 bludgeoning 3 Shotgun Ammunition (range 5/25), reload (1), spread DC 5 Mechanics
Pipe Sniper 10 2d10 piercing 10 Sniper Ammunition (range 40/150), reload (1), heavy DC 10 Mechanics
Pistol (9mm) 30 2d4 piercing 1 Pistol Ammunition (range 20/100), reload (10), repeater, light DC 15 Mechanics
Pump Action 30 2d8 bludgeoning 5 Shotgun Ammunition (range 35/100), reload (6), spread, two- DC 20 Mechanics
Shotgun handed
Revolver (.38) 18 2d4 piercing 1 Pistol Ammunition (range 20/100), reload (6), repeater, light DC 15 Mechanics
Sawed-off 15 2d8 bludgeoning 2 Shotgun Ammunition (range 10/50), reload (2), light, semiautomatic, DC 15 Mechanics
Shotgun spread
Semiautomatic 70 2d6 piercing 5 Rifle Ammunition (range 50/300), reload (5), two-handed, repeater DC 18 Mechanics
Rifle
Semiautomatic 50 2d8 bludgeoning 5 Shotgun Ammunition (range 35/100), reload (5), repeater, spread, DC 20 Mechanics
Shotgun two-handed
Semiautomatic 90 2d10 piercing 6 Sniper Ammunition (range 50/500), reload (5), heavy, two-handed, DC 25 Mechanics
Sniper repeater
Small Caliber 10 2 piercing 1 Pistol Ammunition (range 10/150), reload (15), repeater, light DC 12 Mechanics
Pistol (22.)
Taser 8 1d4 lightning 1 Taser Ammunition (range 3/10), reload (1), special DC 15 Mechanics
Martial Firearms
Anti-Material 250 2d12 piercing 15 Heavy Ammunition (range 200/1200), reload (5), armor-piercing, DC 25 Mechanics
Rifle (.50 BMG) repeater, heavy, two-handed
Assault Rifle 100 2d6 piercing 4 Rifle Ammunition (range 40/300), reload (30), heavy, automatic, DC 25 Mechanics
(.223 Rem) two-handed
Cannon 20 3d12 piercing 30 Cannon Ammunition (range 20/300), reload (1), armor-piercing, DC 10 Mechanics
super-heavy, two-handed
Flamethrower 30 2d6 fire 20 Fuel (10 meter line), reload (10), heavy, two-handed, special DC 10 Mechanics
Grenade 40 3d6 force 5 Grenade Ammunition (range 140/700), burst 2 (DC 13), reload (1), DC 15 Mechanics
Launcher two-handed
Light Machine 200 2d10 piercing 15 Sniper Ammunition (range 40/300), reload (100), automatic, heavy, DC 30 Mechanic
Gun (.308) two-handed
Machine Gun 300 2d12 piercing 38 Heavy Ammunition (range 220/1100), reload (linked), automatic, DC 30 Mechanics
super-heavy, two-handed
Machine Pistol 60 2d4 piercing 3 Pistol Ammunition (range 10/100), reload (20), automatic, light DC 20 Mechanics
(9mm)
Mortar 30 4d6 force 30 Mortar Shell (300), burst 5 (DC 14), super-heavy, two-handed, DC 15 Mechanics
special
Rocket 40 6d6 fire 7 Rocket Ammunition (range 200/1500), heavy, reload (1), two- DC 15 Mechanics
Launcher handed, armor-piercing, anti-large
Submachine 50 2d4 piercing 3 Pistol Ammunition (range 40/200), reload (30), automatic, two- DC 20 Mechanics
Gun handed
Part 1 | Equipment
137
Ammunition Weapon Accessories
There are many different kinds of ammunition. Arrows Object Weight Value Crafting Check
and crossbow bolts are readily available and easy to craft by Bayonet 1 4 DC 5 Mechanics
anyone. Firearm ammunition from before the event is reliable Illuminator 0.5 8 DC 10 Technology
but scarce, and since the components, they are manufactured Laser sight 0.5 10 DC 10 Technology
with, are hard to make in the New World, there is only a Reflex Sight 0.5 12 DC 10 Technology
limited supply of them. Obviously, though, people don't
Scope 0.5 20 DC 20 Technology
want to stop shooting each other so alternatives are created.
The most common alternative to combustion powder-based Scope, Nightvision 1 60 DC 25 Technology
munitions is so-called artifice ammunition. There are many Suppressor 1 10 DC 10 Technology
different flavors of artifice ammunition, depending on the
type of magic the witch making it has access to, but they all Bayonet. You attach a short blade to the tip of the barrel
rely on the rune in the enchanted explosive being triggered of the weapon. The bayonet allows you to use your firearm
by the hammer of the firearm. Some have force runes that as a melee weapon with the finesse property that deals 1d4
create a forward blast of force when triggered, some have a piercing damage on a hit.
fire rune that vaporizes a liquid inside the shell or triggers Illuminator. An illuminator is a small flashlight that mounts
another explosive. The possibilities are only limited by one's to a firearm, freeing up one of the user’s hands. It functions as
imagination. This artifice ammunition can be created without a standard flashlight (see the item). A charge lasts for 5 hours
factories or chemicals and will thus quickly replace modern of continuous use.
ammunition in the New World. Laser Sight. This small laser mounts on a firearm, and
Common ammunition is traded in boxes of 10. Most special projects a tiny red dot on the weapon’s target. Switching
ammunition is more expensive and as such usually traded in the laser on or off requires a bonus action. While active, a
single pieces. laser sight increases your attack modifier by 1 and you have
disadvantage on stealth checks. A charge lasts for 5 hours of
Common Ammunition continuous use.
Type Value per Weight per Crafting Check Reflex Sight. Your attack modifier increases by 1. A weapon
10 Rounds 10 Rounds can only have either a scope or a reflex sight, not both.
Scope. A scope is a sighting device that makes it easier to
Standard hit targets at long range. A scope doubles a ranged weapon’s
Ammunition
normal and maximum range. Your attack modifier increases
Arrow 6 2 DC 5 Mechanics by 1, but you have disadvantage on attacks against creatures
Crossbow Bolt 6 2 DC 5 Mechanics not more than 5 meters (15 feet) away. If you know the exact
Needle 4 1 DC 5 Mechanics distance to your target (as from a rangefinder), you may use
your bonus action to fire at your weapon's long range without
Sling Bullet 1 1 None Required
disadvantage. A weapon can only have either a scope or a
Firearm reflex sight, not both.
Ammunition Nightvision Scope. In addition to the normal effects of a
Small Caliber (2) 10 1 DC 20 Science scope, while wielding a weapon with this attachment you may
Pistol (d4) 20 1 DC 20 Science choose to look through this scope to gain darkvision out to
a range of 60 meters (180 feet). While using this scope you
Rifle (d6) 30 1 DC 20 Science
cannot succeed Wisdom (Perception) checks. A charge lasts
Shotgun (d8) 20 1 DC 20 Science for 5 hours of continuous use.
Sniper (d10) 40 1 DC 25 Science Suppressor. A suppressor fits on the end of a firearm and
Heavy (d12) 60 2 DC 25 Science reduces the sound it makes when fired. Making an attack still
reveals you to the attacked creatures.
Special Ammunition
Type Value per Weight per
Round Round
Crafting
Check
Grenades and Explosives
Conventional explosives are rare, but effective in the
Cannon Ammunition 6 1 DC 12 Science
new world. Crafting them requires valuable ingredients
Grenade Ammunition 16 1 DC 20 Science and chemical explosives are slowly replaced by alchemy
Mortar Shell 40 2 DC 20 Science and artifice.
Pepper Spray 10 1 DC 15 Science
Rocket Ammunition 40 2 DC 22 Science Special Grenades and Explosives Descriptions
Grenades and explosives with special rules are described here.
Taser Ammunition 10 1 DC 15 Science
Blasting Charge. A blasting charge requires a detonator to
set off. It can also be detonated by dealing 3 fire damage to it.
Firearm Accessories Dynamite. A small stick of explosive with a fuse. Additional
As if firearms weren’t dangerous enough, a number of sticks can be set off at the same time if they are within the
accessories can increase their utility or efficiency. A firearm burst radius of the first stick, increasing the damage and burst
accessory can be equipped or unequipped from a weapon radius of the explosion. Each additional stick increases the
as an action. damage by +1d6 (maximum 7d6) and the burst radius by 1
meter (maximum 8 meters). Using dynamite requires a source
of flame to ignite the fuse or a detonator.
Flashbang. Every creature in this grenade's burst radius
must succeed a DC 13 Constitution saving throw or be
blinded for 1 minute. An affected creature may repeat the
Part 1 | Equipment
138
Grenades and Explosives
Name Value Damage Weight Properties Crafting Check
Acid (vial) 10 2d6 acid 1 Thrown (range 10/20) DC 15 Science
Blasting Charge 40 4d6 force 1 Explosive 10 (DC 20), special DC 20 Science
Dynamite 14 2d6 force 1 Thrown (range 10), burst 3 (DC 10), special DC 18 Science
Flashbang 8 — 1 Thrown (range 10), burst 3 (DC 13), special DC 20 Science
Fragmentation Grenade 20 3d8 piercing 1 Thrown (range 10), burst 5 (DC 13) DC 20 Science
Landmine 24 3d8 piercing 1 Burst 1 (DC 13), special DC 20 Technology
Molotov Cocktail 4 1d6 fire 1 Thrown (range 10), burst 2 (DC 10), special DC 5 Science
Pipe Bomb 10 2d8 piercing 1 Thrown (range 10), burst 3 (DC 10) DC 18 Science
Poison Gas Grenade 20 2d6 poison 1 Thrown (range 10), burst 10, special DC 22 Science
Smoke grenade 10 — 1 Thrown (range 10, burst 10, special DC 10 Science
Tear gas grenade 14 — 1 Thrown (range 10), burst 10 (DC 13), special DC 20 Science
saving throw at the end of each of its turns, ending the effect Proximity. When combined with a Blasting Charge and
on a success. armed as an action, the creature arming the explosive may
Landmine. A landmine is an explosive device designed to be designate up to a 5-meter (15 feet) radius. When a creature
detonated either by stepping on it, via a tripwire, or another enters that radius, the charge detonates.
trigger. As an action you may place the mine in a space no Remote. When combined with a Blasting Charge and armed
more than 1 meter (5 feet) away. When a creature enters the as an action, another creature with a compatible radio may
mine's space, the mine detonates. The triggering creature detonate the charge as a bonus action.
automatically fails its saving throw against the explosion and Timed. When combined with a Blasting Charge and armed
has its movement speed halved until it finishes a long rest, as an action, the creature arming the explosive sets a timer
or its current hit points are increased to their maximum. A that may be of any length. The explosive detonates at the end
creature may spot the mine by succeeding a DC 10 Wisdom of that timer.
(Perception) check. A creature that knows the mine's location
may move through its space without setting it off.
Poison Gas Grenade. A poison gas grenade fills all squares Basic Gear
within its burst radius with a cloud of poison gas. It disperses This section describes items that have special rules or require
after 1 minute. A breeze disperses the smoke in 2 rounds and further explanation.
a gale disperses it at the end of your next turn. The gas has no
effect during a storm. Electronics
When a creature enters the cloud's space for the first time Electromagnetic pulses emitted during the first coming of
on a turn or starts its turn there, that creature must make a the fog overloaded the power grids and destroyed all active
DC 13 Constitution saving throw, or take 2d6 poison damage. devices that relied on transistors (all modern devices). The
Smoke Grenade. A smoke grenade fills all squares within closer a device was to a living person, the greater the chance
its burst radius with smoke. The area covered by the of it being destroyed. Things like cell phones or cars that
smoke is heavily obscured. It disperses after 1 minute. A were being actively carried or used had almost no chance
breeze disperses the smoke in 2 rounds and a gale disperses of survival. However, there are still many electronics that
it at the end of your next turn. The smoke has no effect survived, for example, because they were lying around turned
during a storm. off in a cellar or warehouse somewhere. When the GM tells
Tear Gas Grenade. A tear gas grenade fills all squares within you that you have found an electronic device, assume they
its burst radius with a cloud of irritant that causes eyes to mean a working device. Even though every house will have
burn and fill with tears. It disperses after 1 minute. A breeze at least one radio lying around, the GM will normally not
disperses the smoke in 2 rounds and a gale disperses it at the mention the piles of broken devices you come across. They
end of your next turn. The gas has no effect during a storm. are part of the scrap you find.
When a creature enters the cloud's space for the first time
on a turn or starts its turn there, that creature must make Battery-Operated Gear
a DC13 Constitution saving throw, or be incapacitated Many of the objects in this section require batteries. Any
and blinded until the start of its next turn, as it coughs and device that uses batteries comes with them and it is assumed
wretches. A creature that is immune to poison damage is they are rechargeable. A battery-powered electronic device
immune to this effect. tells you how long a single charge will last in its description.
Part 1 | Equipment
140
Map. A map of the local area. Provides you with +5 to Radio. A hand-held, portable radio receiver that allows a
any navigation checks you make. +10 when used with user to receive unencrypted radio signals. A charge lasts for 1
navigation tools. day of continuous use.
Metal Detector. This small handheld device detects metal, Two-Way Radio. A hand-held, portable, two-way
even through soil or thin walls. Provides advantage on radio transceiver. Any creature with an active radio can
Wisdom (Perception) and Intelligence (Investigation) checks communicate with any other creature on the same radio
you make to search for metal objects. A charge lasts for 3 channel no more than 10 kilometers (6 miles) away. A charge
hours of continuous use. lasts for 1 day of continuous use.
Oil Lamp. A lamp casts dim light in a 10-meter 30- Ram, Portable. You can use a portable ram to break down
foot) radius. Once lit, it burns for 6 hours on a bottle of doors. When doing so, you gain a +4 bonus on your Strength
flammable liquid. (Athletics) check. One other character can help you use the
Bullseye Oil Lantern. A bullseye lantern casts dim light in a ram, giving you advantage on this check.
20-meter (60-foot) cone. Once lit, it burns for 6 hours on a Road Flare. A red stick that burns with a bright red and
bottle of flammable liquid. white light for 1 hour. Once ignited it provides bright light
Hooded Oil Lantern. A hooded lantern casts dim light in in a 10-meter (30-foot) radius and dim light for another
a 10-meter (30-foot) radius. Once lit, it burns for 6 hours 10 meters (30 feet). It also burns underwater and cannot
on a bottle of flammable liquid. As an action, you can lower be extinguished. When used against a creature or object
the hood, reducing the light to dim light in a 1-meter (5- as an improvised melee weapon, the flare deals 1d4 fire
foot) radius. damage and sets flammable objects that aren't being worn or
Parachute. While wearing this item, you may use an action carried on fire.
to deploy it. As long as you are falling when the parachute is Scale. A mechanical or digital scale that measures the exact
deployed and fall for another 100 meters (300 feet) afterwards, weight of small or tiny items.
you stop falling and instead descend at a rate of 30 meters (90 Signal Flare. A small gun shaped contraption with a signal
feet) per turn (5 meters (15 feet) per second). flare loaded inside. When fired into the air provides dim light
in a 100-meter (300-foot) radius for 10 minutes. When fired
Basic Gear
Item Value Weight Crafting Check Item Value Weight Crafting Check
Airhorn 1 1 DC 5 Mechanics Grappling Hook 2 1 DC 10 Mechanics
Backpack 2 1 DC 5 Mechanics Handcuffs 4 - DC 15 Mechanics
Ball bearings (bag of 1 1 DC 5 Mechanics Hunting Trap 4 10 DC 15 Mechanics
1,000) Ladder (3-Meters) 6 10 DC 10 Mechanics
Battery 10 - DC 5 Technology Lighter 2 - DC 15 Mechanics
Binoculars 4 1 DC 18 Technology Lock 2 0,5 DC 20 Mechanics
Binoculars, rangefinding 12 1 DC 20 Technology Magnifying Glass 4 - DC 20 Mechanics
Binoculars, nightvision 30 1 DC 25 Technology Map 20 0.5 Uncraftable
Bolt Cutter 6 6 DC 15 Mechanics Metal Detector 10 1 DC 15 Technology
Bottle 1 - DC 10 Mechanics Oil Lamp 2 1 DC 5 Mechanics
Caltrops (bag) 2 1 DC 7 Mechanics Oil Lantern, bullseye 4 1 DC 8 Mechanics
Camcorder 12 1 DC 15 Technology Oil Lantern, hooded 4 1 DC 8 Mechanics
Camera, analog 10 1 DC 20 Technology Parachute 16 10 DC 10 Mechanics
Camera, polaroid 20 1 DC 20 Technology Piton 1 0,5 DC 5 Mechanics
Camping Cooker 10 1 DC 15 Mechanics Radio 10 1 DC 15 Technology
Candle 1 - DC 10 Science Radio, two-way 26 1 DC 20 Technology
Chain (10 meters) 8 5 DC 15 Mechanics Ram, portable 2 15 DC 10 Mechanics
Chem Light Stick 2 0.5 DC 10 Science Road Flare 4 1 DC 10 Mechanics
Compass 4 - DC 15 Mechanics Rope (20-meters) 2 2 DC 5 Mechanics
Computer, desktop 20 6 DC 10 Technology Scale 4 1 DC 10 Mechanics
Computer, laptop 20 2 DC 15 Technology Shovel 1 4 DC 5 Mechanics
Computer, smartphone 30 - DC 20 Technology Signal Flare 6 1 DC 15 Mechanics
Computer, tablet 30 1 DC 20 Technology Sleeping Bag 14 5 DC 5 Mechanics
Crowbar 2 2 DC 5 Mechanics Soap 2 - DC 10 Mechanics
Defibrillator (AED) 60 2 DC 20 Technology Tent 20 10 DC 10 Mechanics
Drone 30 5 DC 15 Technology Torch 2 1 DC 5 Mechanics
Fire Extinguisher 4 4 DC 10 Science Whistle 2 - DC 5 Mechanics
Flashlight 6 0,5 DC 10 Technology Whistle, Dog 4 - DC 5 Mechanics
Flashlight, UV 20 0,5 DC 20 Technology Winch 2 2 DC 10 Mechanics
Fuel, bottle 4 1 DC 10 Science Zip-Ties 6 1 Uncraftable
Fuel, canister 40 10 DC 10 Science
Part 1 | Equipment
141
at a creature or object as an improvised range weapon, the Gas Mask. While wearing this mask you are immune
flare deals 1d4 fire damage and sets flammable objects that to airborne poisons and have disadvantage on Wisdom
aren't being worn or carried on fire. (Perception) checks.
Sleeping Bag. A sleeping bag keeps you warm at night, Ghillie Suit. A ghillie suit covers your body in fabric
allowing you to get the benefits of a long rest even during mimicking the environment. Every ghillie suit is made for a
cold or freezing cold weather. specific environment. While you are in this environment, you
Tent. A simple and portable shelter made from canvass, are camouflaged (see the condition).
pelts or plastic that sleeps up to 2 people. Headlamp. A headlamp is a flashlight that includes a
Torch. A torch burns for 1 hour, providing dim light in a harness for wearing it on the head. The headlamp projects
10-meter (30-feet) radius. If you make a melee attack with a bright light in a 20-meter (60-foot) cone, and dim light for
burning torch and hit, it deals 1 fire damage. an additional 20 meters (60 feet). You can use a bonus action
Whistle. A small whistle that produces a high pitched sound to turn a headlamp on or off. A charge lasts for 5 hours of
that can be heard up to 500 meters away. continuous use.
Dog Whistle. A whistle that creates a loud sound that Ice Skates. While you wear these shoes, you ignore
is pitched so high only certain creatures, like elves, imps, difficult terrain caused by ice. All other terrain is difficult
harpies, dogs, etc. can hear it. Humans, giants and the like terrain for you.
only perceive a quiet hissing. Infrared Goggles. This device covers the eyes and can be
Block and Tackle. A set of pulleys with a cable threaded worn with a helmet. While wearing it, you gain infravision
through them and a hook to attach to objects, a block and out to a range of 30 meters (90 feet). A charge lasts for 5 hours
tackle allows you to hoist up to four times the weight you can of continuous use.
normally lift. Night Vision Goggles. This device covers the eyes and can be
Zip-Ties. These plastic strips can bind a Small or Medium worn with a helmet. While wearing it, you gain darkvision
creature. Zip-ties have 4 hit points. out to a range of 30 meters (90 feet). A charge lasts for 5 hours
of continuous use.
Prescription Glasses. A creature that has bad eyesight doesn't
Clothes have disadvantage on Wisdom (Perception) checks while it
Clothes protect you from the elements and can provide other wears these glasses.
benefits when you wear them. The following is a list of the Rain Coat. A coat that can be worn on top of armor (cloak).
most common types of clothing. While equipped, you treat rain as though it were pleasant and
heavy rain as though it were rain.
Clothes Scuba Tank. While wearing a scuba tank, you do not need
Clothes Value Weight Crafting Check to breathe and do not suffocate as long as the tank contains
oxygen. A single tank lasts for 1 hour.
Casual Clothes 2 2 DC 5 Mechanics
Sunglasses. While you wear sunglasses, you treat bright
Dress 6 2 DC 10 Mechanics light as if it were dim light and dim light as if it were darkness.
Flash Goggles 40 0.5 DC 20 Mechanics Additionally, you have advantage on saving throws against
Gas Mask 10 2 DC 10 Mechanics effects caused by especially bright light, such as the Flash spell
Ghillie Suit 12 4 DC 10 Mechanics and don't suffer from the effects of Sunlight Sensitivity and
similar traits.
Headlamp 8 1 DC 10 Technology
Swimfins. While you wear swimfins, you gain a swimming
Ice Skates 10 2 DC 15 Mechanics speed equal to your walking speed, however, your walking
Infrared Goggles 100 1 DC 25 Technology speed is halved on land.
Mask 2 1 DC 5 Mechanics Swimming Goggles. While wearing sunglasses, you can
Military Fatigues 4 1 DC 15 Mechanics
see normally underwater, even if you do not have a natural
swimming speed.
Night Vision Goggles 80 1 DC 25 Technology
Winter Coat. Warm clothes that protect you from cold
Outdoor Clothes 4 2 DC 10 Mechanics weather and can be worn on top of armor (cloak). Necessary
Pajamas 2 1 DC 5 Mechanics for surviving freezing cold temperatures.
Prescription Glasses 20 - DC 20 Mechanics
Rain Coat 10 2 DC 10 Mechanics Tool Kits
Scuba Tank 30 20 DC 20 Mechanics Tool kits allow you to do things in the field you wouldn't
Suit and Tie 6 2 DC 15 Mechanics otherwise be able to do. They rely on skill checks and either
Sunglasses 2 - DC 15 Mechanics make a check possible, easier, or offer some other benefit.
Swimfins 4 2 DC 10 Mechanics
Tool Kits
Swimming Goggles 4 - DC 15 Mechanics
Item Value Weight Crafting Check
Swimwear, Men 2 1 DC 5 Mechanics
Climbing Kit 10 4 DC 10 Mechanics
Swimwear, Women 2 1 DC 5 Mechanics
Cooking Utensils 2 6 DC 5 Mechanics
Winter Clothes 4 8 DC105 Mechanics
Crafting Tools 50 20 DC 15 Mechanics
Flash Goggles. Goggles that instantly dim when exposed EMT Pack 20 4 DC 15 Mechanics
to bright light. While equipped, you are immune to First Aid Kit 4 1 DC 10 Mechanics
being blinded by bright light, like the Flash spell, or a Fishing Tackle 4 4 DC 10 Mechanics
flashbang grenade, but have disadvantage on Wisdom
Hunting Pack 4 2 DC 10 Mechanics
(Perception) checks.
Lockpick 20 1 DC 15 Mechanics
Part 1 | Equipment
142
Climbing Kit. A climbing kit includes special pitons, boot
tips, gloves, and a harness. You can use the climber's kit as an
Consumables
action to anchor yourself; when you do, you can't fall more Listed here are consumable items that are not magical in
than 3 meters (10 feet) from the point where you anchored nature and may be found in old world stockpiles. For a list of
yourself. Placing an anchor requires a piton. potions, refer to the section on potion formulas in the chapter
Cooking Utensils. Pots, pans, knives, spices and other on witchcraft.
cooking utensils are packed together, allowing you to cook
food while camping in the wild.
Addiction
Some substances are addictive and cause withdrawal
Crafting Kit. A large bag or box that contains common
symptoms. Whenever you consume an addictive consumable,
tools and other common equipment that makes crafting
you must succeed a Constitution saving throw, the DC
substantially more efficient.
of which is listed in its description, or become addicted.
EMT Pack. A bag containing a large assortment of medical
While addicted, you must consume the consumable every
equipment that allows you to perform surgeries in the field.
day or suffer 2 levels of exhaustion. Your exhaustion cannot
First Aid Kit. The kit has ten uses. As an action, you can
decrease below 2 while you are addicted until you either end
expend one use of the kit to stabilize a downed creature
the addiction, or consume the consumable you are addicted
that has 0 hit points, without needing to make a Wisdom
to. Consuming the consumable immediately removes the
(Medicine) check. If you are downed yourself you may use
exhaustion caused by the addiction.
your turn to expend a charge and stabilize yourself.
Your addiction ends if you complete two long rests in a row
Fishing Tackle. This kit includes a wooden rod, a thin plastic
without consuming the substance you are addicted two.
line, bobbers, steel hooks, lead sinkers, rubber and plastic
lures, and narrow netting. When you forage near a lake,
Consumables
increase the result of your Wisdom (Survival) check by 2.
Hunting Pack. Contains a small knife, hooks and small Item Value Weight Crafting Check
bags for storing animal parts. Required for harvesting loot Alcohol 1 1 DC 5 Science
from creatures. Cannabis 1 0.5 Uncraftable
Lockpick. This set of tools includes a small file, a set of lock Coffee 2 0.5 Uncraftable
picks, a small mirror mounted on a metal handle, a set of
Contraceptive 14 0.5 DC 15 Science
narrow-bladed scissors, and a pair of pliers. Using these tools
you can pick locks and disarm traps with successful Dexterity Magic Mushrooms 2 0.5 Uncraftable
(Sleight of Hand). Painkiller 16 0.5 DC 15 Science
Stimulant 6 0.5 DC 15 Science
Several of the most common types of musical instruments are Tobacco 1 0.5 Uncraftable
shown on the table as examples. Playing a music instrument
requires proficiency with that instrument. Alcohol. As an action you may drink the contents of this
bottle. You must succeed a DC 5 Constitution saving throw or
be poisoned until you finish a night's rest.
Instruments
Cannabis. Spend 1 minute smoking a joint to become
Item Value Weight Crafting Check poisoned for 5 hours. When consumed, you must succeed a
Bagpipes 12 2 DC 20 Mechanics DC 5 Constitution saving throw or become addicted.
Drum 4 1 DC 10 Mechanics Coffee. Spend 10 minutes brewing and consuming a cup
Flute 2 1 DC 10 Mechanics of coffee. Drinking it provides 2 temporary vitality until you
finish your next night’s rest.
Guitar 10 2 DC 20 Mechanics
Contraceptive. As an action you may ingest this drug.
Horn 2 1 DC 5 Mechanics For the next 7 days you cannot be impregnated by non-
Violin 10 1 DC 20 Mechanics magical means.
Hallucinogenic. As an action you may ingest this drug
to become poisoned for 10 hours. When consumed,
Games you must succeed a DC 5 Constitution saving throw or
Simple games that can be played even after the apocalypse. become addicted.
Painkiller. As an action you may inject yourself with a dose
Games of painkillers. For the next hour you do not fall prone and
Item Value Weight Crafting Check are not incapacitated while downed. You still make death
Cards 6 - DC 5 Mechanics
saves and may die from failing three. When consumed,
you must succeed a DC 10 Constitution saving throw or
Chess 6 1 DC 5 Mechanics
become addicted.
Dice Set 2 - DC 5 Mechanics Stimulant. As an action you can smoke or ingest this drug.
Portable Gaming Console 40 1 Uncraftable For the next 8 hours you ignore the effects of exhaustion,
Ludo 4 1 DC 5 Mechanics except death at level six. When consumed you must succeed a
DC 15 Constitution saving throw or become addicted.
Portable Gaming Console. A small computer loaded with Tranquilizer. As an action you can ingest this poison. At
Old World video games. A charge lasts for 5 hours of the end of your next turn, you fall unconscious and enter
continuous use. a dreamless sleep. The effect ends if you take damage, or
someone uses an action to shake or slap you awake.
You can use this poison to coat one slashing or piercing
weapon or a piece of non-firearm ammunition. Applying the
Part 1 | Equipment
143
poison takes an action. Once applied, the poison affects the a successful DC 10 Science check to craft (see the Fuel
next creature hit by the coated weapon. Bottle item).
Tobacco. Spend 1 minute smoking a cigarette to gain 4
temporary vitality until you finish your next night’s rest. Travel Pace
When consumed you must succeed a DC 5 Constitution A vehicle's travel pace determines how far it can move per
saving throw or become addicted. hour and per day. A vehicle's movement-related components
(described later in the stat block) determine how far the
vessel can move each round. This speed isn't necessarily
Vehicles that vehicle's maximum speed, but the distance the car can
To aid in running adventures where vehicles engage in realistically travel in an hour with a driver doing their best
combat, undertake precise navigation, or face situations to conserve fuel and avoid crashing. You may increase that
where their various capabilities become relevant, the speed by half, doubling fuel consumption. If you do, you must
following section presents rules for their use. Appendix D succeed a DC 10 Dexterity (Vehicle Handling) check, or crash
contains stat blocks for a variety of common vehicles that may the vehicle.
be encountered in the New World.
Speed
Basic Statistics A vehicle has a speed, which is the number of kilometers it
can travel in an hour and the number of meters it can move
A vehicle stat block has three main parts: basic statistics, during its turn.
components, and action options. Vehicles can't take any
actions on their own. Without effort from its crew, a vehicle Ability Scores
might continue on its trajectory, steadily come to a stop, or A vehicle has six ability scores (Strength, Dexterity,
careen out of control, as the GM deems appropriate. Constitution, Intelligence, Wisdom, and Charisma) and the
corresponding modifiers.
Size The Strength of a vehicle expresses its size, weight, and
Most vehicles are Medium, Large, Huge, or Gargantuan. A the power of its engine. Dexterity represents a vehicle's ease
vehicle's size category is determined by its length or width, of handling. A vehicle's Constitution covers its durability
whichever is longer. For instance, a vehicle that is 1 meter and the quality of its construction. Vehicles usually have no
(5 feet) wide and 5 meters (15 feet) long would use the size Intelligence, Wisdom, and Charisma scores, as they have no
category that has a 5 meter (15 foot) width, which means the awareness of their own.
vehicle is huge. If a vehicle has nothing in a given score, it automatically
fails any ability check or saving throw that uses that score.
Space
A vehicle doesn't have a square space unless its stat block Capacity
specifies otherwise. For example, a vehicle that is 5 meters A vehicle's stat block indicates how many creatures and how
(15 feet) long and 3 meters (10 feet) wide occupies a 6-by- much cargo it can carry. Creatures include both the crew and
3-meter space. any passengers who might ride along. The creature capacity
A vehicle can't move into a space that is too small to assumes the passengers are medium creatures. A large
accommodate it. If it tries to do so, it crashes, as described in creature requires two seats.
the Crashing paragraph in the section on vehicles in combat Cargo capacity notes the amount of cargo the vehicle
(see Chapter: 9 Combat). is designed to carry. Many vehicles can, in a pinch, carry
extra passengers instead of cargo, but doing so is usually a
Armor Class cramped, uncomfortable, and often an unsafe experience for
A vehicle has an Armor Class (AC). Its AC reflects the those passengers. As a rule of thumb, one additional medium
materials used to construct it and any defensive plating used passenger can be carried for each 100 units of unused cargo
to augment its toughness and is also influenced by its size (see capacity, half as much for a small creature and twice as much
the rules for determining your Base Armor Class). Unlike for a large creature. Additionally, more cargo might be able
creatures, a vehicle is unique in the way that certain hits are to be carried if there is unused creature capacity. Each unused
essentially meaningless (for example you can shoot 500 bullets passenger slot allows the vehicle to carry an additional 50
through the side of a car and it will still drive, however, a units of cargo.
few hits in the engine block will take it down). To damage
a vehicle, critical components must be struck, which is why Vulnerabilities, Resistances and Immunities
most vehicles have a Base Armor Class that is much higher A vehicle's vulnerabilities, resistances, and immunities apply
than a creature of their size would have. to all its components, unless otherwise noted in the stat block.
Vehicles are immune to poison and psychic damage.
Fuel Unless explicitly stated otherwise vehicles are immune to the
Most vehicles require some sort of fuel to function, be following conditions: blinded, charmed, deafened, exhaustion,
it electricity, diesel, gasoline, or kerosine. The number frightened, incapacitated, paralyzed, petrified, poisoned,
listed here is the maximum fuel capacity of the vehicle's prone, stunned, and unconscious. A vehicle is treated as
tank or battery. an object in terms of whether it can be targeted by spells
or abilities.
Fuel Consumption per Hour
The value listed here is the number of units of fuel the vehicle Actions
consumes every hour it is in operation. A unit of fuel equal This part of the stat block specifies what the vehicle can
around 1 liter of fuel, depending on the quality of the fuel. do during a round, using its special actions rather than the
1 lieter of fuel has a value of 4, a weight of 1, and requires actions used by creatures. A vehicle can only take the actions
Part 1 | Equipment
144
specified in its stat block. It even relies on its actions to move;
it doesn't have a move otherwise.
Vehicle Modifications
Every vehicle has a control component, which must be Building anything more than a simple buggy, gyrocopter, or
crewed by at least one creature. This is the vehicles pilot, propeller plane from scratch is all but impossible without a
more commonly referred to as a driver in the case of land modern industrial complex, however, crafty survivors may
vehicles or a captain in the case of water vehicles. Unless want to modify vehicles to make them more suitable for
stated otherwise, a component must be crewed by a single life in the New World. Whether this means adding large
creature. If the control component is uncrewed, the vehicle is tires for off-road driving, mounting weapons, or removing
disabled (see the condition). 'unnecessary' hull parts and pieces to cut fuel consumption,
Every component has a list of actions it can take. Every modifying vehicles can give you the upper hand in a variety of
fully crewed component may take a single action during its circumstances.
turn. The creature controlling that component decides which Some modifications only take time, others also require
action that component takes and when in its turn it does so. scrap. You may change the modifications applied to a vehicle
(See the section on vehicles in combat in Chapter 9: Combat during a long rest (one week of downtime), adding or
for details). If more than one creature crews a component, removing one or several of them at a time. Modifications
they must unanimously agree on which action to take or are crafted, just like any other item. Any scrap spent on a
pass their turn. modification is wasted if that modification is removed. For
a list of common modifications, see the Vehicle Modifications
Table below. Sometimes you may find a vehicle that
Vehicle Proficiencies already has a modification installed or parts of a pre-built
Most vehicles require special training to operate and to use a modification ready to be installed. On a stat block, this is
vehicle, you must be proficient with vehicles of its type. indicated by a trait that shares its name with the modification.
Every adult from the Old World is proficient with simple Transferring or installing the modification still takes time, but
vehicles and cars. All other proficiencies must either be costs no scrap in those cases.
acquired through your background, or some other way. Modifications usually have restrictions placed on them that
Vehicles are grouped by their type in Appendix C. For limit the types of items the modification can be applied to.
example, the Tractor, Car, and SUV are all cars and anyone Vehicles can only have one of the same modification applied
proficient with cars may operate them. at any one time, unless otherwise specified.
Part 1 | Customization
146
Multiclassing Proficiencies your companions harm it. On a successful save, the beast is
Class Proficiencies Gained immune to further attempts to charm it for 24 hours. Once
you have successfully charmed a creature using this ability,
Barbarian Shields, simple weapons, martial weapons
you can't use this ability again until you complete a night's
Bard Light armor, one skill from the bard skill list rest.
Druid One skill from the druid skill list
Fighter Light armor, medium armor, shields, simple
weapons, martial weapons Athlete
Mage Simple weapons Your body is a fine tuned machine, granting you the
Monk Monk Weapons (see Martial Arts) following benefits:
Paladin Light armor, medium armor, shields, simple • Increase your Strength or Dexterity score by 1, to a
weapons, martial weapons maximum of 20.
Prophet Light armor, medium armor, shields • When you are prone, standing up uses only 1 meter (5 feet)
Ranger Light armor, medium armor, shields, simple of your movement.
weapons, martial weapons, one skill from the • You can make a running long jump or a running high jump
ranger skill list after moving only 1 meter (5 feet) on foot, rather than 3
Rogue Light armor, simple weapons, one skill from the meters (10 feet).
rogue skill list
Sorcerer -
Witch Light armor, medium armor, shields
Attractive
Even if you are not beautiful, you have something about you
that makes you irresistible to the opposite sex (or anyone
Feats else interested in your gender and species), granting you the
A feat represents a talent or an area of expertise that gives following benefits:
you special capabilities. It embodies training, experience, and
• Increase your Charisma score by 1, to a maximum of 20.
abilities that you acquired on your own while adventuring
• You have advantage on Charisma (Deception) and
in the new world and are completely independent of
Charisma (Persuasion) checks made against anyone who is
your patron.
attracted to members of your sex, and add +5 to the result
At certain levels, your class gives you the Ability Score
of a Charisma check to seduce someone attracted to your
Improvement feature. Using the optional feats rule, you can
sex.
forgo taking that feature to take a feat of your choice instead.
You can take each feat only once unless the feat’s description
says otherwise. Downtown Delver
You must meet any prerequisite specified in a feat to take
that feat. If you ever lose a feat’s prerequisite, you can’t use You have learned much about the entities that inhabit the
that feat until you regain the prerequisite. ruins of the Old World as well as how to resist them and the
fog that spawns them, granting you the following benefits:
Feat Categories • You have advantage on Wisdom (Perception) and
Feats are divided into five categories based on for whom they
Intelligence (Investigation) checks made to detect the
would be most useful to; General feats which are meant for
presence of fiends and undead.
everyone, spellcaster feats which are meant for spellcasters,
• You have advantage on saving throws against the abilities
defensive feats which are meant to make you tougher,
and grapples of fiends and undead.
martial feats which are meant for weapon users, and finally
• You have resistance to the necrotic damage dealt by the
species feats which enhance the natural traits of your species.
Black Fog.
Part 1 | Customization
147
Freeruner
You are incredibly agile and have learned how to quickly scale
everything from buildings to mountains, granting you the
following benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
• You gain a climbing speed equal to your walking speed.
• While not incapacitated, you are resistant to fall damage.
Mounted Combatant
Maneuver Initiate You have mastered the use of your mount for combat,
Your martial training allows you to use maneuvers in combat. granting you the following benefits:
You learn two maneuvers of your choice. If a maneuver • You have advantage on melee attack rolls against any
you use requires your target to make a saving throw to resist unmounted creature that is smaller than your mount.
the maneuver’s effects, the saving throw DC equals 8 + your • You can force an attack targeted at your mount to target
proficiency bonus + your Strength or Dexterity modifier you instead.
(your choice). • If your mount is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, it
Medic instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails.
You have trained to bring others back into the fight in the
middle of combat, granting you the following benefits:
• You can use your bonus action to stabilize a dying creature. Pickpocket
• When you use a first aid kit to stabilize a dying creature, You have a talent for relieving folks of their possessions,
that creature regains hit points equal to your modifier in or slipping them something unseen, granting you the
the Medicine skill. following benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
Merchant • You gain proficiency in the Sleight of Hand skill. If you are
already proficient, double your proficiency bonus.
You have made trade your trade and can haggle with the best • As long as a creature isn't paying attention to your hands,
of them, granting you the following benefits: you have advantage on Dexterity (Sleight of Hand) checks
• Increase your Charisma score by 1, to a maximum of 20. you make to either remove a tiny object from their person
• When haggling for services or items you can attempt to or slip a similarly sized item onto their person.
halve the price by making a Charisma (Persuasion) check
contested by the other creature's Intelligence saving throw.
This ability does not work on automated vending machines. Power Armor Pilot
By training with a witch or on your own, you have learned
how to pilot a suit of power armor. You may now attune to a
Mobile suit of power armor.
You are exceptionally speedy and agile, granting you the
following benefits: Quick Pockets
• Your speed increases by 3 meters (10 feet). You are adept at secreting items about your person and
• When you use the Dash action, difficult terrain doesn’t cost recovering them quickly, granting you the following benefits:
you extra movement on that turn.
• When you make a melee attack against a creature, you don’t • Increase your Dexterity score by 1, to a maximum of 20.
provoke opportunity attacks from that creature for the rest • You can retrieve items from your inventory (backpack)
of the turn, whether you hit or not. using your bonus action.
Part 1 | Customization
148
• As long as a creature isn't paying attention to your hands, The infusions you gain from this feature do not stack with
you have advantage on Dexterity (Sleight of Hand) checks those gained from other sources (such as a witch's Infusions
you make to either conceal an item no larger than a tiny feature). You also gain the ability to sacrifice creatures for
object somewhere on your person or remove such an item additional infusions as with the Witch's Blood Magic feature.
unnoticed from its hiding place on your person This feat can be taken multiple times. If you take this feat
again and choose the same witchcraft, you instead increase
the level of formulas or enchantments you can infuse by
Observant one, granting you the corresponding infuse formula or
Quick to notice details of your environment, you gain the enchantment. You may also learn two new formulas or
following benefits: enchantments of a level you can infuse.
Witchcraft Initiate You have honed your ability to cast spells at a moment's
notice, granting you the following benefits:
Prerequisite: Level 1
• If you choose to take the Cast a Spell action when you take
Choose either Alchemy or Enchantments. You learn the the Ready action, you do not need to expend Vitality until
Infuse I formula or enchantment of the chosen witchcraft. In the reaction is triggered.
addition, choose two Novice formulas or enchantments from • When you roll for initiative and are not surprised, you can
that craft. You can infuse, but neither distill, nor refine these use your reaction to immediately cast a spell. To cast a spell
crafts. Your infusion ability for these crafts is Intelligence. in this way, it must have a casting time of 1 Action or less
During a long rest (1 week of downtime), you gain a and must not allow you to make an attack roll or force any
number of Infusions = 1 + your Intelligence modifier. creature to make a saving throw.
Part 1 | Customization
149
Power Caster Defensive Feats
Prerequisite: The ability to cast at least one spell Defensive Feats are meant for those who wish to make
themselves more resilient.
When you gain this feat, choose one of the following damage
types: acid, cold, fire, force, lightning, psychic, or radiant. Resilient
Spells you cast ignore resistance to damage of the
chosen type. In addition, when you cast a spell that deals Choose one ability score. You gain the following benefits:
damage of this type, the initial damage increases by your • Increase the chosen ability score by 1, to a maximum of 20.
proficiency bonus. • You gain proficiency in saving throws using the chosen
You can select this feat multiple times. Each time you do so, ability.
you must choose a different damage type.
This feat can be taken multiple times in different
ability scores.
Spell Sniper
Prerequisite: The ability to cast at least one spell Tough
You have learned techniques that enhance the stability of your Your hit point maximum increases by an amount equal to 2 +
spells, granting you the following benefits: your level when you gain this feat. Whenever you gain a level
thereafter, your hit point maximum increases by an additional
• An ability score of your choice increases by 1, to a 1 hit point.
maximum of 20.
• When you cast a spell that targets only a single creature
or requires you to make an attack roll, the spell’s range is Quick Reflexes
doubled. Prerequisite: Dexterity 13 or higher
• Your spells ignore half- and three-quarters cover.
You can react quickly to attacks and are better at
avoiding them.
War Caster When another creature hits you with an attack, you can use
Prerequisite: The ability to cast at least one spell your reaction to add +4 to your AC for that attack, potentially
causing the it to miss you. If they target you with a spell that
You have practiced casting spells in the midst of combat, offers a saving throw, you can use your reaction to add +4 to
granting you the following benefits: the result of your role.
Part 1 | Customization
150
Harmless Heavy Armor Master
You appear nonthreatening, causing others to underestimate Prerequisite: Proficiency with heavy armor
you, and granting you the following benefits:
You have mastered the use of heavy armor and can make sure
• Increase your Charisma score by 1, to a maximum of 20.
attacks strike where you are protected.
• You have advantage on Charisma (Deception) checks to
appear weaker or more useless than you are. • Increase your Strength score by 1, to a maximum of 20.
• When you roll initiative and are not surprised, you can • While you are wearing heavy armor, bludgeoning, piercing,
make a Charisma (Deception) check against the passive slashing and force damage you receive is reduced by 3.
Wisdom (Insight) of all hostile creatures that can see you. If
you beat a creature's Wisdom (Insight), it can't attack you
or choose to target you with a harmful effect until it sees Shield Master
you take a harmful action against one of its allies or itself. Prerequisite: Proficiency with shields
The creature may still include you within an area effect for
which it doesn't declare targets. You use shields not just for protection but also for offense.
You gain the following benefits while wielding a shield:
Lightly Armored • If you take the Attack action on your turn, you can use a
bonus action to try to shove a creature within 1 meter (5
You have trained in the use of light armor and shields and can
feet) of you with your shield.
now use both effectively.
• If you aren’t incapacitated, you can add your shield’s AC
• Increase your Strength or Dexterity score by 1, to a bonus to any Dexterity saving throw you make against a
maximum of 20. spell or other harmful effect that would deal damage to you.
• You gain proficiency with light armor and shields. • If you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you can
use your reaction to take no damage if you succeed on the
Moderately Armored saving throw, interposing your shield between yourself and
Prerequisite: Light armor proficiency the source of the effect.
You have trained in the use of medium armor and shields and
can now use both effectively. Martial Feats
Martial Feats are meant for those who rely on weapons
• Increase your Strength or Dexterity score by 1, to a
to fight their battles and increase the effectiveness of both
maximum of 20.
modern and medieval weapons.
• You gain proficiency with medium armor and shields.
Critical Striker
Heavily Armored Your blows strike true and crush your foes, granting you the
Prerequisite: Medium armor proficiency following benefits:
• Increase your Strength score by 1, to a maximum of 20.
You have trained in the use of heavy armor and shields and
• When you make a melee weapon attack, you score a critical
can now use both effectively.
hit on a roll of 19 or 20. If you already have an increased
• Increase your Strength score by 1, to a maximum of 20. critical threat range, the range increases by 1 instead.
• You gain proficiency with heavy armor and shields. • When you score a critical hit with a melee weapon, you can
roll one of the weapon’s damage dice one additional time
and add it to the extra damage of the critical hit.
Medium Armor Master
Prerequisite: Proficiency with medium armor
Dual Wielder
You have mastered the use of medium armor. You have mastered fighting with two weapons, granting you
the following benefits:
• Wearing medium armor doesn’t impose disadvantage on
your Dexterity (Stealth) checks. • You gain a +1 bonus to AC while you are wielding a
• When you wear medium armor, you can add 3, rather than separate melee weapon in each hand.
2, to your AC if you have a Dexterity score of 16 or higher. • You can use two-weapon fighting even when the one-
handed melee weapons you are wielding aren’t light.
Firearms Training
You have practiced extensively to effectively wield
firearms properly.
• Increase your Dexterity score by 1, to a maximum of 20.
• You learn one Fighting Style from the Fighter class.
• You gain proficiency with simple and martial firearms.
Part 1 | Customization
151
Grappler • Increase your Strength or Dexterity score by 1, to a
maximum of 20.
Prerequisite: Strength 13 or higher • You learn one Fighting Style from the Fighter class.
• You gain proficiency with simple and martial weapons.
You've developed the skills necessary to hold your own in
close-quarters grappling.
• When you are grappling a creature you can attempt to Species Feats
shove it prone as a bonus action. Species Feats offer specific benefits that are based on the
• You have Advantage on attack rolls against creatures you traits of your species. If you are a hybrid between two species,
are grappling. you may choose a trait from either. If you have an acquired
• When a creature you are grappling attempts to break your species, you may also choose a feat from your base species.
grapple and fails, you can use your reaction to make a melee
attack against them.
• You can grapple creatures one size larger than normal.
Change Master
Prerequisite: Changeling
Mage Slayer You have mastered the ability to shapeshift to the point that it
You have practiced techniques useful in melee combat against is hard to see through your disguises even by magical means.
spellcasters, gaining the following benefits: You gain the following benefits:
• When a creature within 1 meter (5 feet) of you casts a spell, • You have advantage on saving throws against spells or
you can use your reaction to make an attack of opportunity effects that would reveal your true form.
against that creature. • Once per night's rest, if you fail a Charisma (Deception)
• When you damage a creature that is concentrating on a ability check, you can reroll the check; you must take the
spell, that creature loses concentration. new roll.
• You have advantage on saving throws against spells cast by • You have the apprentice wild magic spell Pass Without
creatures within 1 meter (5 feet) of you. Trace prepared. You may only affect yourself with its active
ability. Wisdom is your spellcasting ability for this spell.
• You ignore the loading property. Your greater control over your transformation allows you to
• You can reload weapons with the reload property retain your full consciousness in your hybrid form and grants
as a bonus action. you the following benefits:
• Being within 1 meter (5 feet) of a hostile creature doesn't • As long as you are not starving when you enter your hybrid
impose disadvantage on your ranged attack rolls. form, you maintain full control over your actions. You also
retain the ability to talk.
• You may cast spells, maneuvers and class abilities while in
Skirmisher your hybrid form.
You are trained in the art of weakening opponents from • As an action you may unleash a loud howl. Any lycans in
range, then closing in for the kill. their hybrid form that do not have this feat and are no more
than 5 kilometers (3 miles) away must succeed a Charisma
• When you attack a creature with a ranged attack, you have saving throw or be charmed by you until they return
advantage on your next melee weapon attack against that to their natural form. While charmed in this way, they
creature until the end of your next turn. converge on your location and will obey your commands.
• When you take the Disengage action your speed increases The DC of this saving throw equals 8 + your Proficiency
by 5 meters (15 feet) for the rest of your turn. Bonus + your Charisma modifier.
Part 1 | Customization
152
Elvan Accuracy Giant Toughness
Prerequisite: Elf Prerequisite: Giant
The grace and precision of elven warriors is legendary and By specifically training your resilience you can turn your giant
your training in using your reflexes enhances your natural body into a living tank, granting you the following benefits:
abilities to grant you the following benefits:
• Your hit point maximum increases by an amount equal to
• Whenever you hit with an attack that isn't a critical hit, your level when you gain this feat. Whenever you gain a
your critical hit range increases by 1. This benefits stacks level thereafter, your hit point maximum increases by an
until you land a critical hit, miss an attack, or enter or exit additional 1 hit points.
combat, after which it resets to your default. • When an attacker that you can see hits you with an attack,
• Whenever you have advantage on an attack roll, you roll you can use your reaction to half the bludgeoning, piercing,
three dice instead of two. and slashing damage you would take.
Fairy warriors often have to contend with foes much larger You train the already considerable endurance your human
than them. Normally their tiny bodies don't stand a chance, body, granting you the following benefits:
but a bit of magical strength will easily level the playing field.
• You gain advantage on death saving throws and failing a
And few creatures can stand the shame of being knocked out
death saving throw does not cause you to fall unconscious.
cold by someone not even a fraction of their weight.
• Your vitality maximum increases by an amount equal to
• Your Strength score increases by 1, to a maximum of 20. your level when you gain this feat. Whenever you gain
• At a negligible cost to your vitality you may use your bonus a level thereafter, your vitality maximum increases by an
action to magically increase your strength until you lose additional 1 vitality.
concentration. You make yourself count as small in regards
to wielding weapons, grappling or carrying objects. You can
also use this increased strength to attack, although doing Kobold Reflexes
so ends the effect. As an action you strike a creature with Prerequisite: Kobold
magical might. Make an attack with a melee or thrown
weapon or a melee spell attack. On a hit, the attack deals an You are especially nimble while in situations that threaten
additional 1d6 damage or 1d12 force damage if it's a spell your life. You gain the following benefits:
attack.
• Your movement does not provoke opportunity attacks.
• If you have half your maximum hit point or less, your
Friend of the Forest movement speed increases by half your walking speed.
(both rounded down)
Prerequisite: Dryad
Strength Acrobatics
Your Dexterity (Acrobatics) skill represents how good you
Strength measures your physical strength. You need it to are at overcoming challenges that test your agility. Being
perform tasks that require brawn and to resist effects that proficient in Acrobatics means that you have advanced
would physically move you. knowledge of how to move your body.
An acrobatics check may be called for when you:
Athletics
Your Strength (Athletics) skill represented how well you • Attempt to walk a tightrope or balance across a narrow log.
can overcome obstacles that can or must be faced with brute • Climb up a cliff.
force. Being proficient in Athletics means you have advanced • Try to make a summersault while jumping.
knowledge about sports.
A Strength (Athletics) check may be called for when you: Sleight of Hand
• Attempt to kick down a door. Your Dexterity (Sleight of Hand) skill represents how good
• Try to jump an unusually long distance. you are at performing tasks that require precise and quick
• Attempt to grapple a creature. movements to complete, such as picking a pocket, disarming a
mine, untying a knot, or hiding something in your pocket.
Being proficiant in Sleight of Hand means you have trained
The Lore of Force to manipulate objects with extreme precision and care.
Force is strong and cumbersome. Summoning it requires A Sleight of hand check may be called for when you:
motions that are made with strength behind them, which is
why it is enhanced by high, and hampered by low, Strength. • Try to pickpocket someone.
• Want to draw something accurately.
Strength Attack Rolls and Damage
You add your Strength modifier to your attack roll and Stealth
your damage roll when attacking with a melee weapon such Your Dexterity (Stealth) skill represents how good you are at
as a sword, a battleaxe, or a javelin. You use melee weapons concealing yourself, like when you are trying to hide, or when
to make melee attacks in hand-to-hand combat, and some of trying to avoid leaving tracks.
them can be thrown to make a ranged attack, for which you Being proficient in stealth means you have advanced
may use either Strength or Dexterity. knowledge on how to conceal yourself.
Stalking through the corrupted ruins of a city. Running for depending on the context of the situation at hand. While
your life from an enraged owlbear. Facing down a rival group exploring, your movement happens on a scale of minutes. It
as they seek to snatch a cache of Old World guns from under takes you about a minute to creep down a short street to a
your nose. As you navigate through the harsh and unforgiving house, a few minutes to pick the lock, and a good ten minutes
landscape of the New World, you will be constantly tested, to search the house itself for enemies.
facing challenges that will push you to the limit. You must When performing tasks like turning a building upside
be resourceful and quick-thinking, gather supplies, build a down searching for loot, or traveling a short distance of a few
community, and protect each other from the dangers that lurk kilometers, hours are a more appropriate timeframe.
all around. Yet, despite the seemingly insurmountable odds, For long journeys, a scale of days works best. In combat
there is hope. With each step you take, with each challenge and other fast-paced situations, the game relies on 6-second
you overcome, you are building a foundation upon which intervals called rounds.
future generations can thrive.
This chapter covers the basics of the rules that govern
your survival, from the mechanics of movement to the Movement
complexities of social interaction and building a settlement. Swimming across a rushing river, sneaking through the
The rules for resting are also in this section, along with undergrowth, scaling a treacherous mountain slope, or
a discussion of the activities your character might pursue flanking an enemy position. Being mobile is an important part
between missions and when taking their long rests. of surviving the New World.
Whether survivors are exploring the ruins of a city or Sometimes the GM may allow you to travel without
mediating between two settlements on the brink of war, calculating exact distances or travel times when the distance is
the story follows a natural rhythm, as outlined in this short and it is unlikely that you will travel much more during
book’s introduction: that day. However, it's usually important how long you
1. The GM describes the environment. travel, since every day you spend on the road costs valuable
2. The players describe what they want to do. resources, especially in the early stages of your campaign. The
3. The GM narrates the results of their actions. rules for determining travel time depend on two factors: the
Typically, the GM uses a map as an outline of the speed and travel pace of the creatures moving and the terrain
adventure, tracking the survivors’ progress as they explore they're moving over.
buildings or wilderness regions. Since an SoaNW campaign
usually plays in a real world location, the GM will most likely Speed
use a real map of that location, noting down points of interest
on it as players discover them. This is called a World Map Every character and monster has a speed, which is the
and in most cases a World Map uses a hexagonal grid. distance in meters (or on a map the number of squares) that
the creature can move in 1 round. This number assumes
short bursts of energetic movement amid a life-threatening
Time situation. When moving at a pace of rounds or minutes (10
Time is an essential part of a Saga of a New World campaign. rounds), you use your speed to determine how far you can
It determines the weather, the progress of other survivors go. Your speed is determined by your species. However, you
and is both your worst enemy and your best friend. Every cannot maintain this pace for more than a few minutes at
campaign begins on the morning of October 3rd (between most, which mean that if you need to travel longer distances,
9-12 AM CET depending on when you wake up). The first a more steady pace is required.
and biggest challenge is acquiring shelter and a reliable The following rules determine how far you can move in an
food supply, because your time is limited. Winter is on the hour, or a day.
horizon. Those caught unprepared will quickly die from
starvation, if the cold doesn't get them first during these Travel Pace
darkest days of the year. Even after that, many mechanics the
GM uses depend on how much time has passed as factions set Traveling through the New World is treacherous, but a
plans into motion to secure their dominance of your region. necessary evil. While traveling, a group of survivors can
When players attempt a task, the GM determines the move at a normal, fast, or slow pace, as shown on the Travel
time it requires. The GM might use a different time scale Pace table. The table states how far a group can move in a
Swimming
Travel Pace
Some creatures have a swimming speed, allowing them to
Pace Distance per Distance per Effect move underwater at that speed.
Hour Day
Creatures without a swimming speed can swim at half their
Fast 10 kilometers 80 kilometers -5 penalty to normal speed and can hold their breath a number of minutes
(6 miles (48 miles) passive Wisdom equal to their Constitution modifier when diving, but at least
(Perception) scores
for 30 seconds (5 rounds).
Normal 5 kilometers 40 kilometers - See the paragraph on suffocating in the Environment
(3 miles) (24 miles) section to know what happens when you run out of breath.
Slow 2.5 kilometers 20 kilometers Able to use stealth
(1.5 miles) (12 miles) Flying
Some creatures have a flying speed, allowing them to
Travel on a World Map is usually tracked using maneuver in the air. Unless you can also hover, you cannot
5-kilometer (3-mile) hexes. Entering a new hex requires 5 fly in closed rooms or anywhere else where you don't have
kilometers (3 miles) of travel. This means that at a normal enough space to constantly keep moving. If your speed
pace it takes you 1 hour to enter a new hex, 30 minutes is reduced to 0 in mid-air and you can't hover, you begin
at a fast pace, and 2 hours at a slow pace. Once you enter to freefall. Being able to hover means that you can stay in
a hex, you may travel to any point inside the hex without the air, even when you are unable to move parts of your
additional travel time. In most cases, a GM will not track your body, like wings.
movements inside a hex and ignore the few minutes it takes
you to move within it until you enter combat or a similar
situation where your speed is used and the rules in Chapter 9:
Difficult Terrain
Combat are used to resolve your movement. The travel speeds given in the Travel Pace table assume
relatively simple terrain: roads, open plains, or city streets.
But you will often face dense forests, deep swamps, rubble-
filled ruins, steep mountains, and ice-covered ground. All
of these examples, as well as anything that isn't as easy to
In the harsh and unforgiving New World, one of the most Wind
rewarding and satisfying aspects is the act of looting. As you There are four types of winds; No Wind, a Breeze, a Gale,
vanquish your foes and emerge victorious from battle, the or a Storm. No wind, a breeze or a gale has no effect on its
spoils of war lie before you, waiting to be claimed. You search own, but many features act differently depending on the wind
the pockets of fallen enemies, retrieving any valuable items speed. For example, many spells that create persistent areas of
or equipment that may aid you in your journey. You carefully effect have their duration reduced by higher wind speeds.
cut open the animals you have slain, salvaging the succulent Storm winds cause the air to become difficult terrain for
meat within and utilizing their hides to craft sturdy boots or flying creatures.
armor that will provide protection and warmth in the harsh
wilderness.
As already implied, there are two ways of looting:
Temperatures
harvesting and searching. Looting usually requires no more The temperature determines the general climate in an area.
than a few minutes as you quickly survey the area. If you
want to spend a significant amount of time taking everything Pleasant
of value in an area and moving it to your settlement, see Temperatures between 10* Celsius (50*F) and 35*C (100*F)
Scavenging in chapter 8: Settlements. have no special rules associated with them.
Harvesting a creature means you cut it apart and convert
its body into scrap and rations for later consumption. The Cold
amount of rations and scrap a creature yields is determined Temperatures below 10* Celsius (50*F). If you spend the
by your GM and is detailed in the creature’s stat block. day outside without wearing winter clothing (see the item),
Harvesting a creature outside of a settlement requires a you gain a level of exhaustion at the end of the day and must
Hunter’s Pack (see the tool kit). succeed a DC 13 Constitution saving throw or be infected
Searching an area or creature allows you to quickly gather with the Common Cold (your GM will provide the effects of
whatever is lying around. This usually includes any weapons the disease). You do not gain the benefits of a long rest, unless
your enemies were wielding and whatever they have in their you have access to a heat source .
pockets. Your GM also determines what can be found. If
you are only giving a location a quick search, your GM may Freezing Cold
ask for a Wisdom (Perception) check to determine if you Temperatures below freezing. Creatures not wearing winter
find anything. clothing (see the item) take 1 cold damage every minute. You
do not gain the benefits of a night's rest, unless you have
access to a heat source or another way to stay warm.
Weather
The weather affects survival. On a warm and clear day, you Scorching Heat
can simply sleep under the open sky, while a thunderstorm Temperatures above 35*C (100*F). If you spend the day
may force you to stay inside for a week. The GM determines traveling and adventuring outside you gain a level of
what weather you will experience during the day at the exhaustion at the end of the day. Creatures not wearing an
start of the day. When the GM says nothing, assume that outfit that covers the entire body including the head, take 1
the weather consists of clear skies. While more arcane radiant damage every hour they spend outside.
phenomena can occur, the most common kinds of weather
and their effects are described below. Acclimation
Some traits make you acclimated to certain types of
Sky temperatures, meaning that your body is adapted to survive
these temperatures comfortably.
The conditions of the sky determine visibility and through the
wind affect many other things.
Precipitation
Clear Skies / Light Clouds When rain or snow falls from the sky, life becomes
Bright light during day time and a clear view of the stars more difficult.
and moon at night. Only a few spots of white may dot the
sky. This is the default weather and has no special effects Rain
associated with it. During rain, all travel speed is halved. If you spend the day
traveling and adventuring outside you gain one level of
Overcast exhaustion at the end of the day and must succeed a DC 13
The sky is blocked by thick clouds. High flying creatures are Constitution saving throw or be infected with the Common
heavily obscured and the world below is heavily obscured Cold (your GM will provide the effects of the disease). You
to them. Outdoor light does not count as sunlight (for the gain no benefit from resting outdoors. Creatures with a
purposes of sunlight sensitivity and similar traits). natural swimming speed ignore the effects of rain.
It is always overcast when raining.
J
to refer to whatever your group uses to track your settlement,
ust struggling to survive is not enough. be it a formal settlement sheet, some form of digital record,
People need something to strive for. A vision to rally or a piece of paper. An official Saga of a New World
behind. They need hope. The fog has taken almost settlement sheet is a good place to start so that you don't miss
everything, from everyone, but the end of the Old anything and all the information is in a well-organized and
World is also an opportunity. As the sun sets on the accessible format.
civilization we knew, those who remain are given the
ultimate freedom. To rebuild the world the way they want to, 1. Choose a Location
unshackled from tradition, history, or morals. Build a society
that benefits all, or just yourself. Embrace the New World, for The first thing you need to do is decide where you would like
no matter what path you choose, it will only lead forward. to build your settlement. Once completed your settlement
and the area around it will most likely become the focal point
of your campaign, so choosing a place you find interesting is
Founding a Settlement important. The location you choose defines your settlement's
A small group of survivors takes over a farm, fortifies look and identity.
it and begins planting crops. A few evil folk find each Starting from scratch is possible should you wish to
other and together they attack travelers from the cave in set up your settlement where no established infrastructure
which they live. exists. If you decide to start from scratch, simply decide on
There is strength in numbers and you will most likely any location where a settlement could reasonably exist and
eventually want or need a base of operations. A place where start. In this case, all development scores start at 0 (more on
you are protected and can retreat to, to recover your strength. this later).
This is a settlement. It can be anything, from a tent city on an Existing buildings are plentiful and can include
open field, to a society living from an active aircraft carrier. everything from a farm, to a nuclear missile bunker. Locations
This section describes how to set up one of these settlements like this usually house infrastructure and may even contain
and contains the rules associated with managing it. tools, supplies, or amenities that make starting much easier.
Before you start building a settlement it might be good When you choose a location, that location will have served a
to think about what you want from that settlement. Do purpose before the apocalypse. This purpose is the location's
you simply want a place where friends and family protect background and depending on what it was used for it
you while you rest, or do you want to build the foundation is far more (or less) likely to find certain resources there.
of a mighty empire? Do you want to be the leader of the For example, you probably won't find much food in a car
settlement and manage its day-to-day business, or do you factory, but probably a good deal of tools and equipment.
want someone else to assume control and tell you what to do? This is represented by bonuses and penalties to your starting
The rules of this section are built to provide you with a development scores. Refer to the Location Background table
simple and realistic system to build the settlement of your below for a list of common purposes and select the one that
dreams. However, they are dependent on common sense: fits the location you chose best.
both yours and the GM's. When you decide to found a
settlement or build anything, think of how you would make Location Background
it work in real life. If you decide to set up shop in a working Type Modifiers Examples
submarine, the rules as written will still allow you to build
Food +8 FOD, -8 DEF A farm, or a ranch
a farm. However, your GM may intervene in this case and
prevent you from building that, unless you can give a good Home No Modifiers A house, or a forest
explanation for how it could be done. In the aforementioned cabin
case, you may describe the farm as a hydroponics Industrial +8 TEC, -8 FOD A factory, or a
plantation below deck. workshop
Multiple players may also have different ideas about what Military +8 DEF, -8 SOC A bunker, or a
the settlement should be like and where it should be built. submarine
Building a settlement is a group effort and not everyone Recreational +8 SOC, -8 TEC A hotel, or
can always get their way. It is important that everyone feels amusement park
excited about the direction the game is taking.
Part 2 | Settlements
168
be located in the same zone of control, however in this case
Prebuilt Projects the starting DEV scores of the location are split between the
Some locations may come with facilities that would normally two settlements (not necessarily evenly). Your zone of control
require a project already implemented. For example, if you represents the area where your settlers forage, plant their
found your settlement at a car mechanic, it will come with the crops, and live their day-to-day lives. Major sources of danger
Garage project already completed. You do not need to build will make themselves obvious quickly. For example, when a
this project, but still need to staff it by paying its build point pack of scorpiders has set up a nest near (or inside) the place
cost (see expanding the settlement). When you do, you gain you want to claim, they will attack you as you try to explore
the benefits of the project immediately. the area, or attempt to set up the settlement itself. How
exactly you establish control of the area is up to you and while
Special Locations extermination is usually the most straightforward way of
There are some locations that have special rules associated
dealing with both beasts and people, more diplomatic options
with them. Giant vehicles like ships can be used to create
are almost always available.
mobile settlements, or a spirit tree will enhance the
surrounding plant life and allow settlers to become dryads. Infiltration
Special locations have unique rules that apply to settlements Simply by going about their day-to-day business, your settlers
built in them. Your GM will provide you with the traits such a will provide you with a very good idea of what is going on
special location provides should you stumble upon it. in this area. You will usually know when a group of more
than ten creatures is approaching your settlement. However,
Contested locations smaller groups that pass by will most likely go unnoticed, or at
Contested locations are places that contain a particularly large least won't be noticed fast enough for an interception unless
amount of resources and founding your settlement in that you have the Patrols project completed..
location will put you at a significant advantage. A contested
location will have significantly above-average starting scores
determined by the GM. Locations like this may include malls, 3. Determine Development Scores
an undamaged farm, or a similar location. People know this
and will immediately flock to locations like this. Even if you are Four development scores, also referred to as DEV scores
the first to arrive, expect many others to contest your claim. provide a quick description of a settlement's characteristics.
• Food, measuring the abundance of resources
• Society, measuring the standard of living
• Technology, measuring administration, and
2. Secure the Area sophistication.
Before you can start building, you will need to secure the • Defense, measuring tactical advantage.
area around your settlement. While you can't stop monsters
Is a settlement a thriving utopia, or starving to death? Are
or small groups from moving through it, having a large
they heavily militarized or very academic? Development
den of monsters near, or inside your settlement creates a
scores abstract these qualities into simple numbers. They
constant source of danger. A settlement cannot be built under
represent a settlement’s assets as well as weaknesses and
such conditions.
influence how the settlement is managed, how quickly it can
Zone of Control grow, and how it performs when attacked.
You control a 5-kilometer (3-mile) hexagon around your When you found a settlement, the development scores you
settlement. This is your settlement's zone of control. If you start with are determined randomly.
are using a World Map, your zone of control is the hexagon Roll four 6-sided dice. Add the three highest of the four
your settlement is located in. results together to determine your Food score. Repeat this
In order to build a settlement, this area needs to be clear process for the other three development scores until you have
of major sources of danger. More than one settlement may randomly determined all four of them.
Part 2 | Settlements
169
After determining your development scores, determine 0. For every adult person (including yourself) that joins
your development modifiers using the Development Scores the settlement, reduce all development scores by one. This
and Modifiers table. To determine an ability modifier without represents the strain a new settler puts on the settlement's
consulting the table, subtract 10 from the ability score and resources as they get their bearings. Children do not count
then divide the result by 2 (round down). Write the modifier towards your population and allowing them to join generates
next to each of your scores. no penalties or benefits.
A development score can decrease below zero, however the
Development Scores and Modifiers corresponding development modifier will not decrease below
Score Modifier Score Modifier -5, even if a score becomes negative.
Power is a metric used to describe a settlement's combat
<0-1 -5 16-17 +3
ability and is an easy way to gauge how much stronger or
2-3 -4 18-19 +4 weaker another force is. Your settlement's power score
4-5 -3 20-21 +5 is the CR of all settlers, excluding player-controlled ones,
6-7 -2 22-23 +6 added together.
8-9 -1 24-25 +7
10-11 0 26-27 +8 5. After the Founding
12-13 +1 28-29 +9 The amount of people living in your settlement determines
14-15 +2 30 +10 your capabilities. You will want to expand it by allowing
new settlers to join and by completing projects. As your
Low Development Scores population increases, your settlement's capabilities will
Particularly low scores are a stroke of bad luck. While some increase. The size of your settlement determines its type. See
like the extra challenge this brings, you may not enjoy having a the Settlement Types and Population Ranges table to see when
severe disadvantage early on. If no development score is above your settlement reaches a new milestone. Every settlement
8, your GM may allow you to reroll. type has certain rules associated with it that will be described
in the next section.
Variant: Customizing Starting Scores You will suffer setbacks, achieve breakthroughs, and
At your GM's disgression, you may be allowed to customize be confronted with dilemmas. The decisions you make
the starting development scores of the location you choose. will determine whether you and your settlement thrives,
You have 20 points to spend on your development scores. or perishes. The next section explains how managing a
The cost of each score is shown on the Development Score settlement works.
Point Cost table. For example, a score of 11 costs 7 points.
Using this method, 12 is the highest development score you Settlement Size Population Ranges
can buy, before applying location background modifiers. You Settlement Size Population Range
can't make a score lower than 5 using this process. Shelter Fewer than 10
Hamlet 10–29
Development Score Point Cost
Village 31–49
Score Cost Score Cost
Town 50–99
5 0 9 4
Large Town 100-199
6 1 10 5
City 200+
7 2 11 7
8 3 12 9 Your First Turn
A settlement cannot act during the turn it was founded,
Scavanged or Razed Locations representing the time it takes to set up and construct the
Some places where you would normally expect to find projects it will build during its first turn and gains neither an
resources may already have been picked clean or purposefully advantage from high DEV scores nor suffers penalties from
destroyed. If another group has scavanged (see Scavenging in low ones. At the beginning of the next phase, the settlement
the section Managing a Settlement) or razed (see War in the
acts normally.
section War and Peace) a location, the development scores of
that location will all be 0.
Managing a Settlement
Passive Development Scores You are not the only ones organizing. Other groups will
In some cases you may need to use the passive value of one build settlements as well, factions will enact agendas and
of your development scores. The most commonly needed even the environment may change. The game organizes
passive development score is your Passive Defense score, the chaos of life in the apocalypse into phases, with each
which should be noted on your settlement sheet. phase representing a month of in-game time. It is organized
A passive development score is determined as follows: further into turns, with every settlement that you are aware
of having its own turn. On your turn, you determine the
Passive Development Score = 10 + your Development Modifier
current capabilities of your settlement. You then decide how
your settlement will spend the following month. You cannot
4. Populating the Settlement change what you have decided to do once you end your
turn. A turn starts with a so-called assembly. This assembly
Once you have determined your settlement's development abstracts the long and strenuous process that organizing a
scores, it's time to add your settlers. This may be only you, or settlement is. If you agreed that one of you is the leader of the
a whole group of people that helped you find the settlement. settlement, then that person has the final say in any decisions
The population of a settlement, when it is founded, is always you have to make. The decisions you as a group make for your
Part 2 | Settlements
170
settlement represent a decision made by the entire settlement. your choice) for every point you decrease a development
It is simply assumed that the decision you make outside of the score by. As an investment you may pay 50 of your personal
game is what the majority of people in the settlement (whose resources in the form of scrap or rations to increase one
opinions matter) want to do. development score by 1.
Part 2 | Settlements
171
Scavenging Once completed, most projects increase and/or decrease
Scavenging a location is the best way to increase your one or more DEV scores by a certain amount, which is usually
development scores, especially in the early stages of determined at random. This random element represents the
the New World. fact that the success of a project often depends on factors
When you decide to scavenge a location, you must first outside of your control. For example, the success of the
secure it as though you were constructing a settlement Hunting Party project depends on the skill and luck of the
and determine the location's background (see the Location appointed hunters, how rich the land is in game, and so
Background table). Your expedition (your presence is not on. When the project completes, roll the dice described in
required) then spends 1 week thoroughly searching and the project description and add the rolled amount to the
taking the location apart. appropriate development score. Many projects are also
At the end of this period, your GM tells you the location's enhanced if the people maintaining them have specialized
development scores. You may gather the resources these knowledge (or have their effectiveness decreased if there
development scores represent and return them to your is no skilled labor available). This is represented by forcing
settlement, where they increase the associated development you to add the skill check modifier of one (and only one)
score. To gather enough resources to increase one of your creature of your choice to a settlement score. Which skill
development scores by 1, you must decrease the location's check modifier is added to which score (if any) is listed under
development score of that type by 2. Competence. Some projects also offer special traits that give
Every medium creature in your expedition can carry a you unique options or benefits that cannot be represented by
number of resources equal to 1 point in a development score. a development score. Note these special traits down on your
A large creature may carry resources equal to 2 (as long as it settlement sheet.
isn't used as a mount). A vehicle may carry resources equal
to 1 point in a development score for every 100 weight of Variant: Fixed DEV Increase
available cargo space. Instead of rolling by how much a completed project increases
You may also recover any completed projects that a DEV score, your GM may allow you to simply take the
the location contains (see Looting Projects). If you leave average of the dice to be rolled instead.
resources behind, you may recover them by scavenging the
location again. Improvising Projects
Improvising a project may be necessary when you want to
build or do something with your settlement that is unlike
Expand any project described in Appendix B. In these cases describe
A farm to feed the people. A vehicle workshop to fix up what you intend to do to your GM. They will then decide if the
cars or bikes. Patrols that will secure the area around your endeavor is possible, how many build points it requires, and
what traits it may provide your settlement with.
settlement. These are all projects that can expand the
capabilities of your settlement. See Appendix B for a list of
projects you can undertake. Be careful what you decide to Upgrading a Project
build, for the infrastructure you put in place defines life in Most projects can be undertaken more than once to expand
your settlement. them as the settlement grows. Undertaking a project again
Every project requires Build Points (BP). Build points costs the same amount of BP undertaking it for the first time
represent the manpower and resources the project will and upgrades it to the next tier. A project’s tier is represented
require to build and maintain. by a roman numeral after its name on the settlement sheet.
Your Build Points (BP) = your Population + your Technology In some cases, certain benefits are only unlocked when
Modifier - your Upkeep the project is undertaken again and upgraded to a certain
tier. This is shown in the description by the tier at which
Your population equals the number of adult humanoids in
the benefit is unlocked written before the trait's description.
your settlement. By default, children do not count towards
If a benefit has a tier in front of it, then that benefit is only
your population.
provided whenever the project is upgraded to that tier.
Your Upkeep equals the BP cost of every project in
The first time a project is undertaken, it is completed at
your settlement added together. Every project you start or
Tier I. Every time a project is upgraded it provides its benefits
complete consumes build points that need to be paid to gain
again, but only if those benefits are not tied to a specific tier.
any benefits from the project for the next month.
For example, the hunt project provides 1d6 FOD, however
Instead of performing this calculation every phase, you
at Tier I it provides an extra 2d6. If it is upgraded to tier II, it
can instead modify your BP count as you go by adding BP
will only provide another 1d6 FOD for a total of 4d6.
whenever your population or technology score increases and
Projects that can only be undertaken once will have (once)
decreasing it when you start a project, or lose settlers.
written next to their BP cost. This means that any one
settlement can have only one project of this kind.
Undertaking a Project
To start a project, you must have a number of excess build
Abandoning a Project
points equal to that project's BP cost. Refer to Appendix B for
After a project has been completed, you can abandon it. If you
a list of available projects.
do, you immediately lose any traits the project provided and
Many projects have special requirements, meaning that the
no longer need to pay upkeep for it. If the project increased
listed project, knowledge, or resource must be available before
a development score, roll the dice used to determine the
the project can be undertaken. If the requirement is a skill
increase and subtract the rolled amount from the appropriate
level, you must have at least one creature who's ability check
development score. The random decrease represents that
modifier associated with the listed skill must equal or exceed
other parts of the settlement may have started to rely on the
the modifier listed after the required skill.
project and learned from it. In some cases, a project may not
provide much on its own (represented by a low initial roll),
but since other projects rely on it, the negative effect the
Part 2 | Settlements
172
removal has is much larger than the direct benefit. On the
other hand, a wildly successful project may have exceptional
War and Peace
workers in it. When they move on to other projects, they A desperate, starving band sees its well-fed neighbors and
export their work ethics and increase the efficiency of other decides to take their wealth for themselves. Two rival groups
projects, represented by a low decrease in the overall score. claim the right to loot the medical equipment still stored
Once a project has been abandoned it needs to be in a nearby hospital. A cult trying to convert surrounding
undertaken from scratch, as the people working there communities to its belief. Sooner or later there will conflict.
will have taken up other jobs and the facilities quickly fall It is inevitable. How a conflict is resolved is up to the parties
into disrepair. involved. It may be with violence or with words. Threats
or compromises. The choice is yours to make and the
Looting Projects consequences are yours to live or die with.
You may find facilities like vehicle workshops, or kitchens
when exploring ruins, or when pillaging other settlements. Factions
In these cases, you can order your settlers to disassemble the
facility and transfer it to your settlement. When you do this, Eventually, groups of people will come together to pursue
you ignore any special resources or DEV score requirements goals more abstract than simple survival. A faction is a
the project has, but still need to spend the listed build points group that controls more than one settlement. When you
to implement the project. The project automatically completes deal with its leadership, you deal with the entire faction and
at the start of the next phase, even if it was acquired in the single settlements will not engage in diplomacy with you,
middle of the last month. unless you can convince them to declare independence from
their faction.
Negative Build Points As time goes on, your GM will introduce you to emerging
Should your technology score or population drop, your NPC factions with unique abilities and features. Some factions
BP will decrease. By working overtime and devoting all are small and no more than a union of two, maybe three
resources to keeping the settlement running instead of settlements that share a leader.
expanding it, the remaining settlers will be able to keep the Major factions have a unique advantage that allows them
existing infrastructure running, at least to a point. As long to grow more rapidly than others. More importantly, they
as the population decline is not so severe that you drop into have the intention of empire over your region and a plan
a smaller settlement size category (see the Settlement Size to achieve it.
Population Ranges table), you will still gain the benefits of all You may join an NPC faction, however, doing so means
completed projects, even if you can't build anything new. If sacrificing your independence in favor of becoming part of a
your size category changes and you are missing at least five greater whole.
settlers, your settlement experiences a collapse. You are forced
to abandon existing projects until your BP are at least 0. Relationship
Your relationship with an NPC settlement or faction is
tracked by the GM and determines how that settlement
Other Settlements acts towards you. A low relationship score means that the
Once you end your turn, your GM resolves the actions of people of that group may declare war on you, or sabotage you
other settlements around you. You are alerted when a nearby whenever they can. On the other hand, a good relationship
settlement is founded or reaches a new size, but by default score means that the group may lend you aid or be willing to
don't know what projects that settlement undertakes, or how form an alliance or confederation with you.
many people live there. To learn more about one of your Your GM decides how your actions affect your relationship
neighbors you may perform the Scout action after completing with another group based on its interests, alignment,
the Scouts project, or simply visit them yourself. and ideology.
Favor
Play Joining or having good relations with a faction may also
Once you end your turn you decide how you will spend the have special perks that only the faction can provide. This is
month. You can either spend your time in the settlement represented by favor. Minor factions may only have 1 level
waiting for random dilemmas and opportunities, actively seek of favor, while major ones have five. Your favor increases
out adventures, undertake special operations, or do whatever periodically as your relationship with the faction increases
you want until the month ends. and whenever you gain a favor level, you are provided with a
unique boon. This may be access to the faction's resources, or
Artifacts knowledge and special training represented by a feat.
Artifacts are certain items that will provide a permanent
increase to one of the settlement's development scores when Diplomacy
they are turned over to the settlement. These artifacts are
usually exceptionally expensive and also come with their Diplomacy is usually the cheapest option for conflict
own perks. For example, a heavy machine gun increases the resolution. Simply putting aside one's differences means
settlements defense score by 1, and in case of an attack the compromising, but it's usually less costly than the more
weapon can be used to mow down attackers foolish enough to straightforward way of solving a dispute. War. Most conflicts,
go where it is mounted. especially when dealing with humanoids or intelligent
monsters, don't need to be solved with violence. Diplomacy
has no special rules associated with it and works just like any
other social interaction. The following are a few examples of
agreements you can come to.
Part 2 | Settlements
173
Trade Agreements
The simplest form of cooperation, the trade agreement,
allows for the free trade of goods between two settlements.
millions of soldiers meet on battlefields that span across
Trade agreements are usually struck between settlements that
fronts longer than the eye can see and fight over the fate of
wish to become allies, or when both sides have something
continents are over. A faction that can field an army of a
that the other wants.
hundred skilled warriors equipped with the basics will be the
The exchange of goods is represented by items that only
largest force anyone is going to see for a long time.
one settlement produces being available in the shops of
Going to war is resource intensive and risky, however with
the other settlement. For example, if one settlement has a
great risk may come a great reward.
Witch's Workshop and the other doesn't, the other one
will have access to potions as though it did once the trade Attacking
agreement is signed. In the New World, few make an official declaration of war.
Most violent conflicts either organically escalate from small
Alliances brawls, to full-scale battles, or with one side launching a
Through diplomacy, you may convince another settlement
surprise attack.
to ally with you. At the start of an alliance, you learn each
To attack another settlement you must form an expedition
other's capabilities. You get to see the NPC settlement's
(see the paragraph on Expeditions). An expedition specifically
stat block, representing the fact that they show you around
created to attack a target is also called a warband. Gather up
their settlement and they learn about your capabilities as
everyone you want to take with you. If you intend to send the
well. From now on you have vision of the allied settlement,
expedition on its way without you, determine its power score
allowing you to see how its population changes and what
by adding together the CR of every NPC in the expedition.
projects it undertakes. This represents the close ties you have
Once an expedition is gathered, you can set out whenever
and the intelligence your settlers organically gather as your
you want. See the section on travel in Chapter 7: Basic
two settlements trade and interact. A trade agreement is
Survival to see how long your warband will need to get to
considered an alliance. Most alliances also contain a defense
its destination. When you are with your warband during an
pact, meaning that one side promises to come to the other's
attack, that combat is played as a normal combat scenario as
aid in times of war. Just like any agreement, an alliance can
described in Chapter 9: Combat.
be broken at any time. However most folk do not respond
favorably when a deal is simply declared void by one side. Auto-Resolve
If you decide not to engage the enemy with your peers (or just
Confederation want to get a battle over quickly), the mass combat is resolved
Through diplomacy you may convince another settlement
through a series of power contests. Both sides roll a d20
to join forces with you. If you do, the settlement joins your
and add their power score to their roll. If one side surprised
faction and is put under your control.
the other, it rolls its first roll with advantage. If one side is
defending a settlement, it also adds the settlement's Defense
Merging Settlements
Modifier to its roll. The loser of the contest loses 1 power, or
You may also convince another settlement to merge with
2 power if they lost the contest by five or more. In case of a
yours. In this case add the merging settlements development
tie, nothing changes.
scores to those of the settlement it is being merged into and
The process is repeated until one side either retreats,
loot any projects they may have completed. The population of
surrenders, or has its power score reduced to 0 and is thus
the merging settlement joins that of the settlement it is being
slaughtered to a man. If one side is surrounded, a retreat is
merged into without reducing its development scores.
impossible and they must either fight to the end or surrender.
When the battle ends, the lost power is translated into lost
War creatures. The GM determines how many creatures from
Be it over a land dispute or irreconcilable differences in one side were killed by "killing" creatures until their total CR
ideology. Sooner or later you will turn steel, magic, and matches the lost power. When doing this the GM starts with
gunpowder against your fellow humanoids, or have the same the lowest CR members of the defenders and works their way
turned on you. War will ensue. However, the days when up, killing named NPCs last.
Part 2 | Settlements
174
Chapter 9: Combat
T
striking them before they know they are under attack. In
he sound of a gun echoes across the land. these situations, one side of the battle surprises the other.
An elf screams as her flesh bubbles and her blood The GM determines who might be surprised. A creature is
boils in the pale glare of a light mage's death ray. surprised if, when the first attack is made, they are unaware
The terrible sound of claws and teeth rending flesh that they’re about to be attacked. Usually the GM compares
can be heard and all that while the metallic smell the Dexterity (Stealth) checks of anyone hiding with the
of blood fills the air. Combat is a perilous and swift passive Wisdom (Perception) score of each creature on the
affair that will leave you battered and bruised. opposing side. Anyone that doesn't notice a threat is surprised
This section provides the rules you need to engage in at the start of the encounter. If neither side tries to be stealthy,
combat, whether it is a brief skirmish or an extended battle they automatically notice each other on the approach.
for a settlement. Throughout this section, the rules address A creature that watches you draw your weapon cannot
you, the player or Game Master. The Game Master controls be surprised.
all the monsters and nonplayer characters involved in combat, If you're surprised, you can't move or take an action on
and each other player controls themselves, their survivor, as your first turn of the combat, and you can't take a reaction
well as any companions they may be assigned. “You” can also until that turn ends. A member of a group can be surprised
mean the character or monster that you control. In the case even if the other members aren't. A creature that is
of conditions or features, it means the creature that "owns" involved in combat cannot be surprised, only attacked by a
the feature. hidden creature.
Part 2 | Combat
176
1 meter in difficult terrain, therefore, costs 3 meters has disadvantage on attack rolls and Dexterity saving throws.
of movement. Attack rolls against the creature have advantage while it's in
While you are prone, attacks you make have disadvantage, the smaller space.
unless the weapon you use is a firearm, a crossbow, or
a similar weapon. Ranged attacks against you also have Variant: Plyaying on a Grid
disadvantage due to your low profile, but melee attacks made If you play out a combat using a square grid and miniatures or
against you have advantage. other tokens, follow these rules.
Squares. Each square on the grid represents an area of 1 by
1 meter. If you are using feet, each square represents an area
Moving Around Other Creatures of 5 by 5 feet. Some maps may use a different scale.
You can move through a nonhostile creature's space. You can Speed. Rather than moving meter by meter, move square
move through a hostile creature's space only if the creature is by square on the grid.
at least two sizes larger or smaller than you. Remember that Entering a Square. To enter a square, you must have
another creature's space is difficult terrain for you. at least 1 square of movement left, even if the square is
Whether a creature is a friend or a foe, you can't willingly diagonally adjacent to the square you’re in.
end your move in its space. If a square costs extra movement, as a square of difficult
If you leave a hostile creature's reach during your move, terrain does, you must have enough movement left to pay for
you provoke an opportunity attack, as explained later in entering it. For example, you must have at least 2 squares of
the section. movement left to enter a square of difficult terrain.
Corners. Diagonal movement can’t cross the corner of a
Flying Movement wall, large tree, or other terrain feature that fills its space.
Flying creatures enjoy many benefits of mobility, but they Ranges. To determine the range on a grid between two
must also deal with the danger of falling. If a flying creature things—whether creatures or objects—start counting squares
is knocked prone, has its speed reduced to 0, or is otherwise from a square adjacent to one of them and stop counting in
deprived of the ability to move, the creature falls, unless the space of the other one. Count by the shortest route.
it can hover.
Part 2 | Combat
178
If the d20 roll for an attack is a 20, the attack hits regardless
of any modifiers or the target's AC. This is called a critical hit,
which is explained later in this section.
If the d20 roll for an attack is a 1, the attack misses
regardless of any modifiers or the target's AC.
Ranged Attacks
When you make a ranged attack, you fire a bow or a firearm,
hurl a handaxe, or otherwise send projectiles to strike a foe at
a distance. Many spells also involve making a ranged attack.
Range
You can make ranged attacks only against targets within a
specified range.
If a ranged attack, such as one made with a spell, has a
single range, you can't attack a target beyond this range.
Some ranged attacks, such as those made with a bow or a
firearm, have two ranges. The smaller number is the normal
range, and the larger number is the long range. Your attack
roll has disadvantage when your target is beyond normal
range, and you can't attack a target beyond the long range.
Part 2 | Combat
179
Melee Attacks incapacitated. If you succeed and the creature is either the
same size as you or smaller, you subject the target to the
Used in hand-to-hand combat, a melee attack allows you to grappled condition.
attack a foe within your reach. A melee attack typically uses a Mounting. You may attempt to grapple a creature larger
handheld weapon such as a sword, a warhammer, or an axe. A than you. If you succeed, you mount it. Your speed is reduced
typical monster makes a melee attack when it strikes with its to 0 and you move with the creature.
claws, horns, teeth, tentacles, or other body parts. A few spells As the grappler, you may end the grapple or dismount a
also involve making a melee attack. creature whenever you like (no action required).
Most creatures have a 1-meter (5-foot) reach and can thus Escaping a Grapple. A grappled or mounted creature can
attack targets within 1 meter (5 feet) of them when making use its action to attempt an escape. To do so, it must succeed
a melee attack. Certain creatures (typically those larger than on a Strength (Athletics) or Dexterity (Acrobatics) check
Medium) have melee attacks with a greater reach than 1 contested by your Strength (Athletics) check.
meter (5 feet), as noted in their descriptions. Moving a Grappled Creature. When you move, you
Instead of using a weapon to make a melee weapon attack, can drag or carry the grappled creature with you, but your
you can use an unarmed strike: a punch, kick, head-butt, or speed is halved, unless the creature is at least one size
similar forceful blow (none of which count as weapons). On a smaller than you.
hit, an unarmed strike deals bludgeoning damage equal to 1 + Restraining a Grappled Creature. After subjecting a
your Strength modifier (minimum 0). You are proficient with creature to the grappled condition you may use your action
your unarmed strikes. on subsequent turns to restrain the grappled creature until the
start of your next turn, or until the grapple ends.
Attacks of Opportunity
Shoving a Creature
In a fight, everyone is constantly watching for a chance to Using the Attack action, you can make a special melee attack
strike an enemy who is fleeing or passing by. Such a strike is to shove a creature, either to knock it prone or push it away
called an attack of opportunity. from you. If you're able to make multiple attacks with the
You can make an attack of opportunity when a hostile Attack action, this attack replaces one of them.
creature that you can see moves out of your melee range. To The target must be no more than one size larger than you
make the opportunity attack, you use your reaction to make and must be within your reach. Instead of making an attack
one melee attack against the provoking creature. The attack roll, you make a Strength (Athletics) check contested by the
occurs right before the creature leaves your reach. target's Strength (Athletics) or Dexterity (Acrobatics) check
You can avoid provoking an opportunity attack by taking (target’s choice). You succeed automatically if the target is
the Disengage action. You also don't provoke an opportunity incapacitated. If you succeed, you either knock the target
attack when you teleport or when someone or something prone or push it 1 meter (5 feet) away from you.
moves you without using your movement, action, or reaction.
For example, you don't provoke an opportunity attack if an
explosion hurls you out of a foe's reach or if gravity causes
Cover
you to fall past an enemy. Walls, trees, creatures, and other obstacles can provide cover
during combat, making a target more difficult to harm. A
Two-Weapon Fighting target can benefit from cover only when an attack or other
effect originates on the opposite side of the cover.
When you take the Attack action and attack with a light There are three degrees of cover; half, three-quarters and
melee weapon that you're holding in one hand, you can use total cover.
a bonus action to attack with a different light melee weapon If a target is behind multiple sources of cover, only the
that you're holding in the other hand. You don't add your most protective degree of cover applies; the degrees aren't
ability modifier to the damage of the bonus attack, unless that added together. For example, if a target is behind a creature
modifier is negative. that gives half cover and a tree trunk that gives three-quarters
If either weapon has the thrown property, you can throw cover, the target has three-quarters cover.
the weapon, instead of making a melee attack with it.
Half Cover
Contests in Combat A target with half cover has a +2 bonus to AC and Dexterity
saving throws. A target has half cover if an obstacle blocks at
Battle often involves pitting your prowess against that of your least half of its body. The obstacle might be a low wall, a large
foe. Such a challenge is represented by a contest. This section piece of furniture, a narrow tree trunk, or a creature, whether
includes the most common contests that require an action in that creature is an ally or a foe.
combat: grappling and shoving a creature. The GM can use
these contests as models for improvising others. Three-Quarters Cover
A target with three-quarters cover has a +5 bonus to AC
Grappling and Dexterity saving throws. A target has three-quarters
When you want to grab a creature or wrestle with it, you can cover if about three-quarters of it is covered by an obstacle.
use the Attack action to make a special melee attack, a grapple. The obstacle might be a portcullis, an arrow slit, or a
If you're able to make multiple attacks with the Attack action, thick tree trunk.
this attack replaces one of them.
Using at least one free hand, you try to seize the target by Total Cover
making a grapple check instead of an attack roll: a Strength A target with total cover can't be targeted directly by an attack
(Athletics) check contested by the target's Strength (Athletics) or a spell, although some spells can reach such a target by
or Dexterity (Acrobatics) check (the target chooses the including it in an area of effect. A target has total cover if it is
ability to use). You succeed automatically if the target is completely concealed by an obstacle, such as a driver sitting in
a tank, or a creature behind a wall.
Part 2 | Combat
180
Damage and Healing Damage Types
Combat, injury, and death. Every survivor inevitably Different attacks, damaging spells, and other harmful
encounters all three of these things as they traverse the New effects deal different types of damage. Damage types have only
World. The claw of an owlbear, a single well-placed bullet, cosmetic effects on their own, but many other mechanics,
the shock from a Lightning Bolt spell, or the apocalyptic blast such as damage resistance, rely on them.
from a nuclear weapon or suicide spell. Any of those things
may put an end to your journey. Energy
These damage types damage a creature by introducing energy
Hit Points (Health) into their body.
Part 2 | Combat
181
Poison bonus is ignored if the attack has the armor-piercing property.
Poison damage is damage caused by harmful substances that If the armor the creature is wearing doesn't allow it to add its
damage by interfering with vital bodily functions. Dexterity modifier to its AC, the attack ignores it as well.
What effect this takes depends on the poison and is detailed
in the poison's description (In case of a creature, in their Damage Resistance, Immunity and
behavior section).
Psychic
Vulnerability
Psychic damage is damage caused by disturbing the Some creatures and objects are exceedingly difficult,
connection between a soul and its body. It is usually caused by impossible, or unusually easy to hurt with certain damage
divine magic or extreme psychological distress. types. It is usually one of the damage types described above
A character that takes psychic damage bleeds from their that a creature is resistant, immune, or vulnerable to, but it
eyes and nose, twitches, and vomits. may also be any of those things against a certain source of
Radiant damage. For example, a tank (vehicle) is immune to damage
Radiant damage is energy damage caused by intense that isn't from an armor-piercing attack.
radiation. It is usually dealt by bursts of UV or gamma If a creature or an object has resistance to a kind of
radiation or other extremely intense light. damage, damage of that kind is halved against it.
A character that takes radiant damage has their skin burned If a creature or an object has vulnerability to a kind of
and blistered, or holes blown into their body by intense damage, damage of that kind is doubled against it.
beams. A creature instantly killed by radiant damage is If a creature is immune to a kind of damage, any damage of
reduced to a blistered corpse that rapidly turns blue and black. that kind is multiplied by zero.
Resistance and then vulnerability are applied after all other
Thunder modifiers to damage. For example, a creature has resistance
Thunder damage is energy damage caused by sonic waves to piercing damage and is hit by an attack that deals 15
that vibrate the body in harmful ways. It is usually caused by piercing damage. The creature is also within a magical aura
sonic attacks. that reduces all damage by 5. The 15 damage is first reduced
A character that takes thunder damage has their skin turn by 5 and then halved, so the creature has its current hit points
black and blue from internal injuries and bleeds from their reduced by 5.
ears and nose. A creature that is instantly killed by thunder Multiple instances of resistance or vulnerability that affect
damage ist torn apart. the same instance of damage do not stack. A creature that is
immune to a certain damage type and becomes vulnerable to
Physical it takes no damage, unless the effect that makes it vulnerable
These types damage a creature through physical interaction. explicitly bypasses or removes its immunity.
Bludgeoning
Bludgeoning damage is physical damage that is inflicted Healing
when a blunt object is slammed into something else. It is
usually caused by hammers, clubs, unarmed attacks, or by Unless it results in death, damage isn't permanent and even
falling off a cliff. a recent death is reversible through powerful magic. Rest
A character that takes bludgeoning damage will have can restore a creature's hit points, and magical methods such
broken bones and bruises that only bleed lightly if at all but as a healing spell or a healing potion can remove damage
hurt a lot. If a creature is instantly killed by bludgeoning almost instantly. However, most effects rely on your own
damage it is smashed to a pulp, turning it into a mass of gore body's ability to repair itself and there is a limit to how
and broken bones. much material your body has available for such repairs. This
material is the same thing that keeps your body running and
Piercing active. As you start to run low on these organic compounds,
Piercing damage is physical damage that is inflicted when your bodily functions are inhibited, something you experience
a sharp/small object penetrates something else. This type of as exhaustion.
damage is usually inflicted by stabbing weapons or firearms. This 'material' is represented by your hit dice. Almost all
A character that takes piercing damage will bleed lightly abilities that provide healing, and some others, require you to
from small holes in their body. If a creature is instantly killed spend hit-dice to receive their benefits.
by piercing damage their head is completely pierced and When you spend all your available hit dice, you gain a
ripped apart by the attack. level of exhaustion (see the condition in Appendix A) and
Slashing the number of hit dice you have is reset to your maximum,
Slashing damage is physical damage that is inflicted when a allowing you to continue spending them.
sharp object slices through something to create a narrow cut. When a creature receives healing of any kind, hit points
This type of damage is usually inflicted by bladed weapons. regained are added to its current hit points. A creature's hit
A character that receives slashing damage will bleed points can't exceed its hit point maximum, so any hit points
profusely from cuts and lacerations all over their body. If healed in excess of this number are lost.
a creature is instantly killed by slashing damage, they are A creature that has died can't regain hit points until magic
cut in half. such as the Revivify spell has restored it to life. While it is
dead, a creature's corpse is considered an object.
Armor Piercing Damage
A damage type can have the Armor Piercing sub-type. Armor Dropping to 0 Hit Points
Piercing attacks ignore the bonus AC granted to a target by
its armor and can damage some enemies that are immune When you drop to 0 hit points, you either die instantly or get
to normal attacks, like tanks. For example, the target of an downed, as explained in the following sections.
armor-piercing attack would have a Base AC of 10 but the
plate armor it is wearing increases its AC to 18. The plus 8
Part 2 | Combat
182
Instant Death Failing a death save while downed means you fall
Massive damage can kill you instantly. When damage unconscious until you are no longer downed. On your third
reduces you to 0 hit points and there is damage remaining, failure, you die. The successes and failures don't need to be
you die if the remaining damage equals or exceeds your hit consecutive; keep track of both until you collect three of a
point maximum. kind. The number of both is reset to zero when you regain
For example, Larissa, a prophet with a maximum of 12 any hit points or become stable.
hit points currently has 6 hit points. If she takes 18 damage Downed by a critical hit. If damage from a critical hit
from an attack, she is reduced to 0 hit points, but 12 damage downs you, you automatically fail a death saving throw as
remains. Because the remaining damage equals her hit point part of being downed. This also means you fall unconscious
maximum, Larissa dies instantly. immediately after being reduced to 0 hit points and won't be
able to act.
Down But Not Out Rolling 1 or 20. When you make a death saving throw and
If damage reduces you to 0 hit points and fails to kill you roll a 1 on the d20, it counts as two failures. If you roll a 20 on
instantly, you gain a level of exhaustion, a lingering injury, the d20, you regain 1 hit point.
and are downed. Damage at 0 Hit Points. If you take any damage while
When downed, You fall prone, are incapacitated, and can't you have 0 hit points, you suffer a death saving throw failure.
get up until you are no longer downed. You remain downed If the damage is from a critical hit, you suffer two failures
until you either regain hit points, or die. instead. If the damage equals or exceeds your hit point
While downed you can no longer take normal actions. maximum, you die.
Instead, you can dedicate your entire turn to doing one of the
following things: Stabilizing a Creature
The best way to save a creature with 0 hit points is to heal it.
• Move up to your speed If healing is unavailable, the creature can at least be stabilized
• Take the hide action. so that it isn't killed by a failed death saving throw.
• Give yourself advantage on your next death saving throw. You can use your action to administer first aid to an
• Drink a potion. unconscious creature and attempt to stabilize it, which
• Pretend to be dead by making a Charisma (Deception) requires a successful DC 10 Wisdom (Medicine) check.
check against the passive perception of those you are trying A stable creature doesn't make death saving throws, even
to fool. though it has 0 hit points, but it does remain downed. The
You can take no other actions, bonus actions, or reactions creature stops being stable, and must start making death
unless the action's description specifically says that it can saving throws again, if it takes any damage.
be used while downed, in which case performing it always
requires your entire turn. After spending your turn to Monsters and Death
perform one of the aforementioned, or any other special By default NPCs are governed by the same rules. For
action, your turn automatically ends, even if you managed to simplicities sake, the GM may make a single death saving
end the downed condition. throw immediately when the creature is downed. On a success
the creature becomes stable, on a failure it dies instantly.
Lingering Injuries
When an attack reduces you to 0 hit points, it means that Temporary Hit Points
the damage has overwhelmed you and caused some sort of
trauma that your body can no longer just shrug off. Even if Some spells and special abilities confer temporary hit points to
you recover from it, it will likely leave you with more than a a creature. Temporary hit points aren't actual hit points; they
minor scar. This damage is represented by a lingering injury are a buffer against damage, a pool of hit points that protects
and can't be healed through normal means. The damage is you from injury.
rooted so deep that your body's natural ability to regenerate When you have temporary hit points and take damage, the
is insufficient to recover from it. Removing it either requires temporary hit points are lost first, and any leftover damage
powerful magic like the Regenerate ability of Channel Life II, a carries over to your normal hit points. For example, if you
modern medical professional, or both. have 5 temporary hit points and take 7 damage, you lose the
A lingering injury can be anything from a broken nose temporary hit points and then take 2 damage.
that needs to be reset, to a debilitating brain injury and Because temporary hit points are separate from your actual
is determined by your GM, either randomly, or from the hit points, they can exceed your hit point maximum.
circumstances surrounding your injury. The kind of injury Healing can't restore temporary hit points, and they can't be
you receive depends on the damage type of the attack that added together. If you have temporary hit points and receive
reduced you to 0 hit points. Note any lingering injuries you more of them, you decide whether to keep the ones you have
are suffering from on your character sheet. or to gain the new ones. For example, if a spell grants you 12
temporary hit points when you already have 10, you can have
Death Saving Throws 12 or 10, not 22.
Whenever you end your turn with 0 hit points, you must If you have 0 hit points, receiving temporary hit points
make a special saving throw, called a death saving throw, to doesn't restore you to consciousness or stabilize you. They can
determine whether you creep closer to death or hang onto still absorb damage directed at you while you're in that state,
life. Unlike other saving throws, this one isn't tied to any but only true healing can save you.
ability score. You are in the hands of fate now, aided only by Unless a feature that grants you temporary hit points
spells and features that improve your chances of succeeding has a duration, they last until they're depleted or you finish
on a saving throw. a long rest.
Roll a d20. If the roll is 10 or higher, you succeed.
Otherwise, you fail. On your third success, you become stable
(see below).
Part 2 | Combat
183
Mounted Combat speed is replaced with the mount's speed and the mount can
take no actions of its own. It takes its turn with you and does
A soldier riding circles around his foes, firing from atop their as you direct it.
trusty steed. A mage peppering the enemy position with An independent mount retains its place in the initiative
lightning bolts from the safety of his flying gripper mount. An order. Bearing a rider puts no restrictions on the actions the
imp riding atop the shoulders of his ally. All enjoy the benefits mount can take, and it moves and acts as it wishes (though in
of speed and mobility only a mount can provide. case of a pet, it will still act with the character it is assigned
A willing creature that is at least one size larger than you to). It might flee from combat, rush to attack and devour a
and that has an appropriate anatomy can serve as a mount, badly injured foe, or otherwise act against your wishes.
using the following rules. In either case, if the mount provokes an opportunity attack
while you’re on it, the attacker can target you or the mount.
Mounting and Dismounting
Mounting a creature requires you to be within 1 meter (5
feet) of the creature you wish to mount. You then use either Vehicles in Combat
your action or half your movement to mount the creature. A group of soldiers rolling over a settlement in a tank, a
For example, if your speed is 10 meters, you must either group of bandits chasing fleeing prey on motorcycles, or a
use your action or spend 5 meters of movement to mount a captain driving a yacht across an ocean. Vehicles provide
horse. You cannot mount a creature if you are incapacitated, incredible utility in and out of combat. They can allow you
or restrained. to traverse incredible distances at blinding speed, or protect
Dismounting requires no action and may be done at any you from harm.
time. However, since your mount replaces your speed while Similar to mounts, vehicles have stat blocks that detail their
you are mounted, if you moved using your mount this turn, statistics. Unlike mounts, vehicles cannot act on their own.
you will not be able to move after dismounting (unless you
take the Dash action).
If an effect moves your mount against its will while you’re Mounting and Dismounting
on it, you must succeed on a DC 10 Dexterity saving throw or Mounting a vehicle requires you to be within 1 meter (5
fall off the mount, landing prone in a space within 1 meter (5 feet) of the creature you wish to mount. You then use either
feet) of it. If you’re knocked prone while mounted, you must your action or half your movement to mount the creature.
make the same saving throw. If your speed is reduced to 0 For example, if your speed is 10 meters, you must either
while mounted, you are also dismounted and fall prone. use your action or spend 5 meters of movement to mount a
horse. You cannot mount a creature if you are incapacitated,
Controlling a Mount or restrained.
While you’re mounted, you have two options. You can either Once you are inside of a vehicle, you become either a
control the mount or allow it to act independently. Intelligent passenger or a crew member. Passengers have no control over
creatures, such as dragons or your allies, act independently. the vehicle and, depending on the vehicle may move about
If the creature you are riding is an animal companion, it will inside of it and use their action as they see fit. Crewmembers
obey your commands, but can still take actions as if it were an usually have fixed stations within the vehicle and control
independent creature. different aspects of it. When you become a crew member, you
You can control a mount only if it has been trained to lose your spot in the initiative order and take your turn with
accept a rider. Domesticated horses, donkeys, and any pet you the vehicle.
have will accept you as a rider. While mounted on it, your Dismounting requires an amount of movement equal to
your speed or an action.
Part 2 | Combat
184
A Vehicle's Turn Crash Damage
Obstacle Size Bludgeoning Damage
Vehicles don't have the same action/bonus action/move turn
Tiny 3 (1d6)
structure as a creature. Instead, they have a list of actions they
can take in their stat block. Small 7 (2d6)
Every action a vehicle takes uses up a bonus action or action Medium 13 (2d12)
from one of its crew members, as specified by the action in Large 26 (4d12)
the vehicle's stat block. On the vehicle's turn, crew members
Huge 52 (8d12)
use their actions to control the vehicle. Every crew member
decides what the part of the vehicle they are in control of Gargantuan 104 (16d12)
does. For example, the driver of the tank uses their action to
make the tank move forward, while the gunner decides to Losing Control
rotate and fire the turret. If a vehicle fails a stunt or encounters certain types of
hazards, the crew may lose control of it. In these cases, the
Stunts crewmember in charge of crewing the control component of
When the crew of a vehicle wants to make a maneuver the vehicle must make a Handling check (usually Dexterity). If
the standard vehicle rules do not allow for, they may make this check is successful, the crewmember maintains control of
an ability check using their vehicle proficiency and an the vehicle. If it fails, the crewmember can no longer control
appropriate ability (usually Dexterity). On a failed check, the that aspect of the vehicle. For example, if the driver of a car
vehicle may crash or the crew may lose control. fails their handling check, the car might go into a spin, or
simply drive in a straight line, right into a hazard.
Crashing
If a vehicle moves into the space occupied by a creature or an
object, the vehicle crashes into that obstacle, dealing damage
Underwater Combat
to both itself and the creature or object. A creature makes a When you pursue merfolk back to their undersea homes,
DC 10 Dexterity saving throw, taking full damage on a fail fight off sharks in a sunken cruise ship, or find yourself in
or half as much on a success. The amount of damage dealt a flooded bunker room, you must fight in a challenging
depends on the size of the obstacle and is specified in the environment. Underwater the following rules apply.
Crash Damage table below. If the creature or object is one size Perception checks made by creatures without a natural
smaller than the vehicle or larger, the vehicle stops moving. swimming speed are made with disadvantage.
Otherwise, the vehicle continues moving and the creature When making a melee weapon attack, a creature that
or object it collided with moves to the nearest unoccupied doesn't have a swimming speed (either natural or granted by
space that isn't in the vehicle's path. At the GM's discretion, magic) has disadvantage on the attack roll unless the weapon
an object that is forced to move but is fixed in place is instead is a dagger, javelin, shortsword, spear, or trident.
destroyed. If the damage from a crash reduces the vehicle to 0 A ranged weapon attack automatically misses a target
hit points, all crew members and passengers each take half of beyond the weapon's normal range. Even against a target
the remaining damage within normal range, the attack roll has disadvantage unless
the weapon is a firearm made for underwater combat, a net,
or a weapon that is thrown like a javelin (including a spear,
trident, or dart). Firearms that are not made for underwater
combat will not fire.
Creatures and objects that are fully immersed in water have
resistance to fire damage.
Part 2 | Combat
185
Chapter 10: Spellcasting
O
ur world is now suffused with magic. It level spells then build on that. For example, heat is channeled
has seeped into the very fabric of the land, the air, into the form of sunfire, stabilized, and can then be unleashed
and all living things. Each character class has a as the Fireball spell.
unique approach to learning and preparing their
spells, while monsters have their own unique
ways of harnessing their powers. Regardless of Casting Spells
where the spell comes from, its effects and limitations are When a character casts any spell, the same basic rules are
dictated by the rules in this chapter. followed, regardless of the character’s class or the spell’s
effects. While maneuvers are not spells, the rules that apply to
spells apply to maneuvers as well unless stated otherwise.
What Is A Spell? Each spell’s description begins with a block of information,
A spell is a magical effect, manifested by drawing and including the spell’s name, level, lore, casting time, range, and
then releasing arcane energy using a very specific, limited duration. This summary is followed by a prose description of
technique. In its simplest form, magic is nothing more than a how the spell is physically cast and its (visual) effects. Finally,
soul converting vitality into energy of some kind. When you the mechanics of the spell are defined.
cast a spell, you reach into yourself and pull energy from your
body and convert it into an arcane effect. Once you are done Somatics
drawing and converting the needed vitality, the spell cast is
complete and you can now hold the energy or unleash it at Spells require at least one free hand and the ability to move
your leisure. more or less freely to cast properly, as the martial movements
In theory, any spellcaster can manifest this energy any described in a spell are needed to free the flow of energy in
way he wants and draw as much as his body can manage at your body. Casting a spell without a free hand (either because
once. However, summoning a magical effect is an incredibly you are holding something or the limb was amputated), or
complicated process that requires precise martial and mental while you are restrained doubles that spell's vitality cost.
techniques that need to be executed flawlessly to eliminate the
risk of the spell fizzling, misfiring, or just consuming more Casting Time
energy than it should. Combat or similarly stressful situations
are a terrible place to take your time and focus, which is why Most Spells require a single Action to cast, but some spells
people who expect to be forced to use magic under such require a bonus Action, a reaction, or much more time to cast.
conditions train specific, optimized techniques that create a
certain effect with the least amount of vitality possible. These Bonus Action
techniques are known as spells. Spellcasters train these spells A spell cast with a bonus action is especially swift. You may
until the techniques involved become ingrained knowledge. use a bonus action on your turn to cast the spell. If you've
Mastering a spell in a way that lets you cast it at a moment's already used a your bonus action, you must use your action to
notice takes months or even years, but if your patron was cast the spell instead.
a spellcaster, you have a shortcut. Your patron's ingrained
knowledge is at your disposal, as long as you have some way
Reactions
Some spells can be cast as reactions. These spells take a
to unlock it. Ingrained knowledge like that needed to walk is
fraction of a second to complete and are cast in response to an
unlocked when you take your first steps in your new body,
event of your choice. Most spells that may be cast as a reaction
but the ability to cast spells takes a little bit more. As you
are particularly, or only, effective when cast as a reaction to an
gain experience, you unlock more and more knowledge until
event specified in the spell's description.
you reach the level of ability your patron had when their
knowledge was copied to you.
Longer Casting Times
Certain Spells require more time to cast: minutes or even
Spell Levels hours. When you cast a spell with a casting time longer
Spells are usually categorized into five categories of than a single action or reaction, you must spend your action
complexity. Novice, Apprentice, Adept, Expert, and Master- each turn casting the spell, and you must maintain your
level spells. Instead of saying the full name, the categories are concentration while you do so (see “Concentration” below).
also often described as levels, with Novice level spells being If your concentration is broken, the spell fails and any vitality
1st level spells and Master 5th level spells. Every spell falls committed to it is lost. If you want to try casting the spell
into one of these categories. A spell's level is an indicator of again, you must start over.
how difficult the techniques it requires are to perform. When
a mage gains the ability to learn spells of a higher level, it Vitality
means that they have learned a new technique that allows
Vitality is your physical energy. The same energy you use
them to channel energy into a new form of their element.
to move, think and live. When you cast a spell, this physical
This new ability is represented by the Channel spells. Spells of
energy is drained out of your muscles and organs and
a specific level then use this new form or way of channeling
converted into energy. As your vitality supply gets lower, you
that energy to create specific effects. For example, when a fire
feel more and more tired. Theoretically, using up all your
mage gains the ability to learn apprentice-level spells, it means
vitality would kill you but your body has a failsafe to guard
that they are now experienced enough to create stable sunfire,
against such an outcome. Your vitality score represents the
instead of just normal heat. This new capability is represented
amount your body can spare, not how much it has available.
by the Channel Fire II spell. On its own, this ability allows
When this pool is exhausted and your current vitality
them to create tiny specks of sunfire, but other apprentice
becomes 0, your body pulls the plug and you fall unconscious.
Part 3 | Spellcasting
186
You remain unconscious for the amount of time it takes Range
your species to take a night's rest, or until you regain vitality.
When you fall unconscious, you gain 1 level of exhaustion. The target of a spell must be within the spell’s range. For a
Vitality Cost. The vitality a spell requires is detailed in the spell like Whisper of Pain, the target is a creature. For a spell
spell description. When you begin casting a spell, reduce your like Fireball, the target is the point in space where the spell’s
current vitality by the amount specified in the spell. Some projectile detonates.
spells have a per turn cost. In this case, you expend the listed Most Spells have ranges expressed in meters. If you are
amount when you first cast the spell. To maintain the spell using feet, multiply the provided number by 3 to determine
you must expend the specified amount at the start of the time the spell’s range in feet. Some spells can target only a creature
period described in the spell's description. You may end such a (including you) that you touch. Other spells, such as the
spell at any time, no action required. Resist Elements spell, affect only you. These spells have a
range of self.
Upcasting Spells that create cones or lines of effects that originate
The spells casters learn today are techniques that masters from you also have a range of self, indicating that the origin
have developed and refined as time passed. A spell is the point of the spell’s effect must be you (see “Areas of Effect”).
most efficient way to summon a certain effect. However, In these cases, the word self is followed by the type and size of
spellcasters are not limited to casting efficiently and may the area of effect in brackets.
decide that they require more firepower. When they do, they Once a spell is cast, its effects aren’t limited by its range,
may expend additional vitality to upcast their spell, however unless the spell’s description says otherwise.
handling greater energy flows requires skill.
Spells that can be upcast have a section called Upcast in Duration
their description. It details how much additional vitality must
be expended to gain a perceivable increase in effectiveness and A spell’s duration is the length of time the spell persists. A
what effect spending this additional vitality has. duration can be expressed in rounds, minutes, hours, or even
The number of times you may upcast a spell equals your years. Some spells specify that their effects last until the spells
Proficiency Bonus. are dispelled. If a spell effect is permanent, there is no way to
end, undue, or dispel its effects.
Downcasting
Casters can always choose to make their spells weaker. They Instantaneous
may decrease the number of damage dice they roll or make Many Spells are instantaneous. The spell harms, heals, creates,
the effect of their spell smaller. However, doing so only has or alters a creature or an object in a way that can’t be dispelled
a negligible effect on the amount of vitality that must be because its magic exists only for an instant.
expended to summon the spell in the first place.
Concentration
Final Push Some Spells require you to maintain concentration in order
Your vitality cannot be reduced below 0. If casting a spell, to keep their magic active. If you lose concentration, such
initiating a maneuver, or using another ability that requires a spell ends.
vitality would reduce you to or below 0 vitality, you are If a spell must be maintained with concentration, that fact
instead reduced to 0 vitality and the spell or ability fizzles. appears in its duration entry, and the spell specifies how long
Instead of having the spell fail, you may attempt to go beyond you can concentrate on it. You can end concentration at any
your limits with a final push. You make a Constitution time (no action required).
saving throw with a DC equal to the amount casting that Normal activity, such as moving, casting other spells, and
spell or using that ability would bring you into the negative. attacking, doesn’t interfere with concentration. The following
On a failed save, you fall unconscious and the spell fails. factors can break concentration:
On a success, the spell succeeds and is cast as normal. You • Casting another spell that requires concentration. You
then reduce your current hit points by an amount equal to lose Concentration on a spell if you cast another spell that
the vitality you were unable to expend and gain 1 level of requires Concentration. You can’t concentrate on two
exhaustion. You then fall unconscious. Spells at once.
• Taking Damage. Whenever you take damage while you
The Void are concentrating on a spell, you must make a Constitution
Those from the other world say that magic originates from saving throw to maintain your concentration. The DC
something called the Void. It is also the place the gods reside equals 10. If you take damage from multiple sources, such as
in, the place from which the universe spawned, the place the an arrow and a dragon’s breath, you make a separate saving
fog originates from, and the thing that connects everything. throw for each source of damage.
So what is the Void? The phrase is used to describe the
• Being incapacitated, downed, or killed. You lose
unexplained. It is not a place or even a physical phenomenon,
but a placeholder. There are many things that simply cannot be concentration on a spell if you are incapacitated, downed,
explained. The sages, philosophers, and scientists of the Other or if you die. Some spells specify that you are incapacitated
World accepted the fact that some things are beyond their while concentrating on them. These spells only end if you
comprehension. They figured that some things simply come would be incapacitated by an effect other than the spell you
from nothing and the translation for the word that describes are concentrating on.
this nothing is: The Void.
Even though master mages know exactly how magic works, The GM might also decide that certain environmental
they do not know why it works. Since the origin of magic phenomena, such as the floor falling away under
is unknown, it comes from the Void. To provide a modern you in a collapsing building, require you to succeed
example, we know exactly how gravity works. We can calculate on a DC 10 Constitution saving throw to maintain
the exact gravitational pull an object generates and predict Concentration on a spell.
how gravity will affect it. However, we do not know why
amounts of mass attract each other. Thus gravity would come
from the Void.
Part 3 | Spellcasting
187
Targets Cube
You select a cube’s point of origin, which lies anywhere on
A typical spell requires you to pick one or more targets to be a face of the cubic effect. The cube’s size is expressed as the
affected by it. A spell’s description tells you whether the spell length of each side. A cube’s point of origin is not included in
targets Creatures, Objects, or a point of origin for an area of the cube’s area of effect unless you wish it to be.
effect (described below).
Cylinder
Silent Spells A cylinder’s point of origin is the center of a circle of a
Most spells make a lot of noise when cast, or have flashy particular radius, as given in the spell description. The circle
effects that reveal the caster's presence to anyone nearby. must either be on the ground or at the height of the spell
A spell that is silent makes no noise when cast and so does effect. The energy in a cylinder expands in straight lines from
not reveal the caster's location to nearby creatures, but if the point of origin to the perimeter of The Circle, forming the
a creature can see the caster it is still obvious that they are base of the cylinder. The spell’s effect then shoots up from the
casting a spell. base or down from the top, to a distance equal to the height of
the Cylinder.
Subtle Spells A cylinder’s point of origin is included in the cylinder’s
Most spells have obvious visual cues that make it obvious area of effect.
the caster is preparing to cast a spell or has just done so. Line
Spells that are subtle have no or very subtle effects, making A line extends from its point of origin in a straight path up
it difficult to detect that they are being cast. A creature that to its length and covers an area defined by its width.
is specifically paying attention to the caster must succeed a A line’s point of Origin is not included in the line’s area of
Wisdom (Perception) check against their spell save DC to effect, unless you wish it to be.
detect that they are preparing to cast a spell. The focus needed
Sphere
for this is usually not possible in active combat and subtle
You select a sphere’s point of origin, and the sphere extends
spells cannot be countered using reactions.
outward from that point. The sphere’s size is expressed as a
Unless it is also silent, casting a subtle spell still reveals the
radius in meters that extends from the point. A sphere’s point
caster when the spell is released.
of origin is included in the sphere’s area of effect.
A Clear Path to the Target
To target something, you must have a clear path to it, so it Flavor Text
can’t be behind total cover.
A spell's flavor text describes the movements your character
If you place an area of effect at a point that you can’t see and
makes when casting the spell and the visual effects of the
an obstruction, such as a wall, is between you and that point,
spell. It also often provides a visual description of the spell's
the point of origin comes into being on the near side of that
optimal effects.
obstruction.
Flavor text is meant to help players (and GMs) describe the
effects of their spells. It has no direct mechanical meaning
Targeting Yourself
but may be used to interpret the mechanical description
If a spell targets a creature of your choice, you can choose
of the spell.
yourself, unless the creature must be hostile or specifically a
creature other than you.
Saving Throws
Areas of Effect Many Spells specify that a target can make a saving throw to
Spells such as Burn and Freeze cover an area, allowing them
avoid some or all of a spell’s effects. The spell specifies the
to affect multiple creatures at once. Unless an area of effect
ability that the target uses for the save and what happens on a
spell has a range of self, indicating you as the source of the
success or failure.
effect, if you are in the area of effect of a spell you cast, you
The DC to resist one of your spells equals 8 + your
affect yourself unless the spell allows you to choose your
Spellcasting Ability Modifier + your Proficiency Bonus +
targets or specifies otherwise.
any Special Modifiers. Your spellcasting ability modifier is
A spell’s description specifies its area of effect, which
usually determined by the type of magic you are using. Every
typically has one of five different shapes: cone, cube, cylinder,
type of magic describes how the saving throws of its spells
line, or sphere. Every area of effect has a point of origin, the
are determined.
place upon which you center the area of effect. The rules
for each shape specify how you position its point of origin.
Typically, a point of origin is a point in space, but some spells Attack Rolls
have an area whose origin is a creature or an object. Some spells require the caster to make an attack roll to
A spell’s effect expands in straight lines from the point of determine whether the spell effect hits the intended target.
origin. If no unblocked straight line extends from the point of Your attack bonus with a Spell Attack equals your Spellcasting
origin to a location within the area of effect, that location isn’t Ability Modifier + your Proficiency Bonus.
affected. To block one of these imaginary lines, an obstruction Most spells that require attack rolls involve ranged attacks.
must provide total cover. Remember that you have disadvantage on a ranged attack roll
Cone if you are within 1 meter (5 feet) of a hostile creature that can
A cone extends in a direction you choose from its point of see you and that isn’t incapacitated.
origin. A cone’s width at a given point along its length is equal
to that point’s distance from the point of Origin. A cone’s
area of effect specifies its maximum length. A cone’s point of
Origin is not included in the cone’s area of effect unless you
wish it to be.
Part 3 | Spellcasting
188
Combining Magical Effects The Five Spell Levels
The effects of different spells add together while the durations There are five distinct stages at which a mage's abilities
of those spells overlap. The effects of the same spell cast develop. These stages are called novice, apprentice, adept,
multiple times don’t combine. Instead, the most potent effect, expert, and master. As a novice, a spellcaster has just learned
such as the highest bonus, from those castings applies while to summon energy, and specialized spells of that skill level
their durations overlap. focus on directing the summoned, unstable energy in useful
ways. Once a mage gains some experience, they learn to focus
and stabilize their element, usually into a new form, making
The Schools of Magic them an apprentice. Next, they will work on increasing the
There are several different ways how magical energy can be amount of power they can safely draw and stabilize until
manifested, all based around radically different approaches to they become adept. Expert spells require that the spellcaster
the arcane. There is divine magic, elemental magic, divided can summon large amounts of focused energy very quickly
into six lores (force, light, frost, lightning, fire, and life), and finally, a master must be able to project their elemental
wild magic, and witchcraft, split into potion formulas and energy and forcefully convert physical matter into it. This
enchantments. Finally, there are maneuvers. Maneuvers are will give them access to devastating suicide-spells and other
not magic, but follow similar rules with their use and are powerful abilities.
described here for simplicities sake.
Every school of magic has special rules unique to its spells.
At the beginning of a schools subchapter you will find a
section detailing these special rules. Remember, specific
beats general, meaning that a school's rules contradict the
previously established rules, they have priority.
Part 3 | Spellcasting
189
Chapter 11: Arias
A
rias are a form of magic that uses the Areas of Effect
harmonics and frequencies of music to amplify Most arias affect any creature of the casters choice in range.
and draw out the energy that flows through the This means that when a creature comes into the arias range
surrounding area. This unique approach to magic while the caster is concentrating on it, the caster may choose
allows arias to affect multiple creatures at once, to have that creature be affected, even if it was not in range
making them an ideal choice when fighting with when the aria started. In turn, when a creature gets out of the
many allies or against many foes. More importantly, since aria's range, the effect usually ends for it on the first turn it
you usually need to awaken the magic within your intended starts outside the aria. You can basically imagine these arias
targets for the aria to take effect, you may choose which as an invisible dome that is always centered on the caster.
creatures to affect and which to exclude from your arias. Anything inside can be affected, but only for as long as it
The full potential of an aria can only be realized with remains inside that dome
sufficient time and focus, which can be a challenging task in
the midst of battle. Environment Based Damage
Some arias resonate with the environment they are cast in to
Aria magic relies on your Charisma score produce elemental energy.
The Difficulty Class of saving throws against aria spells you Whenever an aria calls for environmental damage, refer to
cast is determined as follows: 8 + your Proficiency Bonus + the Environmental Damage Type table to determine the type of
your Charisma modifier. damage dealt.
The type of environment is determined by the landscape
If an aria requires an attack roll, then the modifier for that surrounding the caster. The terrain underwater is just as
roll equals: your Proficiency Bonus + Your Charisma modifier. varied as above the waves and different areas underwater
Arias are spells. Beginning an aria is usually an action, but provide different damage types, just like on land. The GM has
may also only require a bonus action or a reaction. The final say on the damage type your spell deals.
time required is listed as the aria's casting time. Regardless
of the aria's casting time, when you use it, you begin Environment Damage Type
casting its 1st verse. Refer to the spell's description to see Environment Damage
the effects of this verse. All arias increase in power the Coast Lightning
longer they are maintained. Maintaining an aria requires
Forest and Swamp Acid
concentration. You are revealed (see the condition) while
concentrating on an aria. Plains and Hills Force
Mountains Cold
Voice of Magic Underground Fire
In order to cast an aria efficiently you must be able to
Urban Necrotic
speak and move. Physical movements that take the form
of dances make casting an aria easier and add to its power. Wasteland Radiant
However, you do not need a free hand to cast or maintain
concentration on an aria. Aria Spell List
If you are unable to move freely (as when you are
The following is a list of all aria spells.
restrained) and/or speak properly (as when you are gagged or
have lost your tongue or teeth), you cast arias at twice their Novice (1st Level) Adept (3rd Level)
normal vitality cost. An aria cast in this way does not become Befriending Disenchanting
silent or subtle. Detecting Hastening
The caster is the source of an aria's magic, which is why Emboldening Hypnotizing
recordings or transmissions of one have no power Empowering Incandescent
Hampering Suppressing
Covering Your Ears Mesmerizing Expert (4th Level)
There are many things that prevent you from hearing well, Vicious Destroying
including stuffing wax in your ears or simply putting on Vitalizing Exposing
headphones. This does not protect from arias, but obstacles Apprentice (2nd Level) Fortifying
that completely block sound will block an aria. Castigating Petrifying
Revealing Master (5th Level)
Shielding Controlling
Verses Stunning Killing
Every aria has at least two verses, with each verse increasing Striding Nullifying
the power of the aria. Thundering
If you maintain concentration until the start of your next
turn, regardless of the aria's casting time, you may use your
action to empower the aria by starting its next verse. Unless
stated otherwise, the effects of higher-level verses stack with
those of a lower level. You cannot enter an aria's second verse
on the turn during which you first began the aria and you
cannot enter into another verse more than once per turn.
If an aria ends, either because you lose concentration or
decide to end it, you must start over from its first verse when
you cast it again.
Part 3 | Arias
190
Arias 2nd Verse: You have advantage on deception, intimidation,
performance, and persuasion checks directed at
Arias are organized by level and alphabetically. creatures in range.
3rd Verse: At the end of each of your turns, all creature of
Novice your choice in range must succeed a Wisdom saving throw or
be charmed by you for the duration, or until it takes damage.
Access to novice arias grants you the abilities described A creature you are in combat with has advantage on this save.
under Channel Performance I and allows you to learn the The effect also ends for a creature if it starts its turn out of
following spells. range or behind total cover.
Part 3 | Arias
191
1st Verse: Whenever an affected creatures makes an attack Vicious
roll or a saving throw before the spell ends, it may roll a d4 Novice aria
and add the number rolled to the attack roll or saving throw.
2nd Verse: Instead of a d4, targets may roll a d6. Vitality Cost: 1 per Turn
3rd Verse: Instead of a d6, targets may roll a d8. Casting Time: 1 Action
Range: 20 Meters
Hampering Duration: Concentration
Novice aria
A discordant, vicious tune springs forth towards a foe. It resonates
Vitality Cost: 2 per Turn with their bones and disrupts both body and mind. As the melody
Casting Time: 1 Action progresses, the enemy finds it harder and harder to do anything.
Range: Self (10-meter radius)
Duration: Concentration When you start this aria, target a creature in range. You may
switch targets as a bonus action. The aria ends if the target
A wavering tune causes your foes to become disoriented. The effect starts its turn out of range or behind total cover.
is subtle at first, but as the intensity of your harmony increases, it 1st Verse: At the end of each of your turns, the target takes
becomes crippling. 1d6 thunder damage.
2nd Verse: The damage dealt increases by 1d6 to 2d6
When a creature would be affected by this spell, you may thunder damage and the target has disadvantage on attack
choose to not affect it instead (no action required). rolls until the end of its next turn.
1st Verse: The ground and air in a 10-meter radius sphere 3rd Verse: The damage dealt increases by 1d6 to 3d6
centered on you becomes difficult terrain. thunder damage and the target has disadvantage on attack
2nd Verse: Creatures no more than 10 meters away have rolls and saving throws until the end of its next turn.
disadvantage on attack rolls.
3rd Verse: A creature that starts its turn no more than 10 Vitalizing
meters away from you, or enters that area during its turn Novice aria
must succeed a Constitution saving throw or be restrained
until the start of its next turn. Vitality Cost: 4 per Turn
Casting Time: 1 Action
Mesmerizing Range: 10 Meters
Novice aria Duration: Concentration
Vitality Cost: 1 per Turn A harmonious tune frees the flow of energy through the veil
Casting Time: 1 Action around a friend. The strain of casting decreases and as the melody
Range: 10 Meters progresses, the intensity of their spells increases.
Duration: Concentration
For the duration, you may affect any creature of your choice
You begin a thin, high pitched tune that charms one who can hear it. in range until it starts its turn out of range.
As the music picks up, they become more and more focused on you 1st Verse: At the end of each of your turns, all affected
until slowly slouching towards you is all they can do. creatures gain 1d4 temporary vitality for the duration of the
aria. This temporary vitality does not stack.
1st Verse: At the end of each of your turns, every creature of 2nd Verse: The spellcasting modifiers of affected creatures
your choice in range must succeed a Wisdom saving throw increase by 2, increasing the Save DC of their spells and their
or be charmed by you. A charmed creature may repeat the modifiers for Spell Attacks accordingly.
saving throw whenever it takes damage from a source other 3rd Verse: Whenever an affected creature cast a spell, it may
than you. A creature also repeats the saving throw at the end upcast that spell once without expending additional vitality.
of each of its turns. If a creature's saving throw is successful,
the effect ends for it and it can no longer be affected by
this casting of the aria. The effect also ends for a creature if
Apprentice
the affected creature starts its turn out of range or behind Access to apprentice arias grants you the ability described
total cover. under Channel Performance II and allows you to learn the
2nd Verse: While the target is charmed by you, it is following spells.
incapacitated.
3rd Verse: If the charmed target is more than 1 meter away Channel Performance II
from you, if it can the target must move on its turn toward As you increase in skill, you gain the ability to do more than subtly
you by the most direct route. It doesn't avoid opportunity influence others bodies and spirits through song. At is simplest this
attacks, but before moving into damaging terrain, such as off allows you to amplify your voice, increasing the range of your arias
a cliff, and whenever it takes damage from a source other than and granting you the ability to unleash devastating sonic blasts that
you, a target can repeat the saving throw. only affect your foes.
Part 3 | Arias
192
Castigating For the duration, you may affect any creature of your choice
Apprentice aria in range until it starts its turn out of range.
1st Verse: Affected creatures ignore difficult terrain.
Vitality Cost: 2 per Turn 2nd Verse: Affected creatures do not provoke attacks of
Casting Time: 1 Action opportunity.
Range: Self 3rd Verse: Affected creatures have their speed increased
Duration: Concentration by 5 meters.
You start a subtle, thick melody. Whenever a foe comes into contact Stunning
with your body, a burst of thunderous vengeance retaliates. Apprentice aria
1st Verse: For the duration, whenever a creature touches Vitality Cost: 2 per Turn
or hits you with a melee attack it makes a Dexterity saving Casting Time: 1 Action
throw. It takes 2d6 thunder damage on a failed save, or half as Range: 30 Meters
much on a successful one. Duration: Concentration
2nd Verse: The damage a creature takes on a failed save
increases by 2d6 (to 4d6) thunder damage. You begin a deep, steady tune and force the insides of a foe to
3rd Verse: The damage a creature takes on a failed save vibrate with the tune. They feel as though they are being crushed
increases by 4d6 (to 8d6) thunder damage. and torn apart at the same time from every direction. As you move
towards the crescendo, the trauma of your song strikes all but the
Revealing toughest dumb.
Apprentice aria
When you start this aria, target a creature in range for the
Vitality Cost: 3 per Turn duration or until it starts its turn out of range or behind total
Casting Time: 1 Action cover. You may switch targets as a bonus action.
Range: 30 Meters 1st Verse: At the end of each of your the target makes a
Duration: Concentration Constitution saving throw, taking 2d6 thunder damage on a
failed save or half as much on a successful one.
A lively tune springs forth, causing all that is hidden to be revealed 2nd Verse: A target that fails its saving throw is also
by flakes of glittering light. As the melody reaches its apex, the knocked prone.
intensity of the spell makes defending against attacks much harder. 3rd Verse: A target that fails its saving throw is also stunned
until the start of its next turn.
1st Verse: Every creature and invisible object or effect of
your choice in range is revealed by an aura of glittering light Thundering
for the duration, or until it is no longer in range. Apprentice aria
2nd Verse: Attacks against creatures revealed by this spell
have advantage. Vitality Cost: 2 per Turn
Casting Time: 1 Action
Shielding Range: 10 Meters
Apprentice aria Duration: Concentration
Vitality Cost: 1 per Turn You begin a deep tune that rises and falls in volume. With every
Casting Time: 1 Action apex a thunderous boom explodes from your body. At first they only
Range: 10 Meters burst ear drums, but quickly grow in power to throw those caught
Duration: Concentration through the air like ragdolls.
You begin a steady melody that emanates out from you. Around 1st Verse: At the end of each of your turns, each creature of
your allies, the air begins to quiver from your harmonics, leaving your choice in range takes 1d6 thunder damage.
them unimpeded, but disturbing the path of all that would harm 2nd Verse: The damage increases by 1d6 (to 2d6)
them. As your tune increases in intensity, so does the protection and medium or smaller creatures are pushed 2 meters
it provides. away from you.
For the duration, you may affect any creature of your choice 3rd Verse: The damage increases by 2d6 (to 4d6), the
in range until it starts its turn out of range. distance a medium or smaller creature it is pushed increases
1st Verse: Affected creatures have their AC increased by 1. by 4 meters (to 6) and creatures pushed by this spell are
2nd Verse: The bonus AC increases to 2. knocked prone.
3rd Verse: The bonus AC increases to 3.
Striding
Apprentice aria
You begin a fast and simple tune that lifts the bodies and spirits of
your allies. Each verse you sing increases their agility and speed.
Part 3 | Arias
193
Adept Hastening
Adept aria
Access to adept arias grants you the ability described under
Channel Performance III and allows you to learn the Vitality Cost: 5 per Turn
following spells. Casting Time: 1 Action
Range: 30 Meters
Channel Performance III Duration: Concentration
You gain the ability to amplify the elemental energy flowing
through the world and your ability to interact with manifestations You begin a fast, lively, and intense harmony that sends your
of magic expands. At its simplest this makes it possible to summon allies' bodies into overdrive. As the tune progresses, they become
spikes of magical energy in enchantments to destroy them. faster and faster.
Disenchanting Performance. Spend a 1 minute ritual For the duration, you may affect any creature of your choice
singing to a magic item no more than 1 meter away. When in range until it starts its turn out of range.
you finish casting, the magic item crumbles to dust. If it is 1st Verse: Affected creatures gain a +2 bonus to AC and have
a glyph, the glyph crumbles out of the object, but leaves it advantage on Dexterity saving throws.
otherwise intact. 2nd Verse: Affected creatures gain an additional action on
When you use this ability on a construct, beginning the each of their turns. This action can be used only to take the
ritual is considered dealing damage to the construct. Attack, Cast a Spell, Dash, Dodge, Disengage, Hide, or Use an
Object actions.
Disenchanting 3rd Verse: Affected creatures have their speed doubled.
Adept aria
Hypnotizing
Vitality Cost: 3 per Turn Adept aria
Casting Time: 1 Action
Range: 30 Meters Vitality Cost: 4 per Turn
Duration: Concentration Casting Time: 1 Action
Range: 30 Meters
You begin an intense and high pitched tune directed at a magic item Duration: Concentration
or arcane effect. The magical pathways inside it are disrupted and
degrade. As the aria progresses, the item begins exuding magical You begin a powerful, yet calming melody. Its effects are slow, but
energy, before finally disintegrating. as the magic takes hold, the heads of those affected turn to you and
your harrowing tune. Their minds slip away and unless trauma
When you start this aria, target a magic item or construct snaps them out of this stupor, they can do nothing but stand and
in range for the duration. The aria ends if the target or its stare vacantly in your direction.
wielder starts its turn out of range or behind total cover. If 1st Verse: At the end of each of your turns, every creature of
the target is an item that's being neither worn nor carried, the your choice in range must succeed a Wisdom saving throw
aria ends if you end your turn while the item is out of range or be charmed by you for the duration. The effect ends for an
or behind total cover. affected creature if it takes damage, or if someone else uses an
1st Verse: If the target is an item, any traits that require action to shake the creature out of its stupor. The effect also
vitality to use have their vitality cost doubled. ends for a creature if the affected creature starts its turn out of
If the target is a construct, double its power consumption.is range or behind total cover.
a construct, double its power consumption. 2nd Verse: While charmed by this aria, an affected creature
2nd Verse: At the end of each of your turns, any creature has disadvantage on attack rolls.
in physical contact with the object takes 2d8 damage. The 3rd Verse: While charmed by this aria, an affected creature
damage type dealt to it depends on the item. If the item has is incapacitated and has a speed of 0.
an effect that deals acid, cold, fire, force, or lightning damage,
then the damage dealt by this spell shares that type. Otherwise Incandescent
it deals fire damage. Adept aria
If a creature is holding or wearing the object and takes
damage from it, the creature must succeed on a Constitution Vitality Cost: 4 per Turn
saving throw or drop the object if it can. If it doesn't drop the Casting Time: 1 Action
object, it has disadvantage on attack rolls and ability checks Range: 10 Meters
until the start of your next turn. Duration: Concentration
If the target is a construct, it takes 16 armor piercing
fire damage. You form a crescendo punctuated with spikes in frequency. Energy
3rd Verse: At the end of your turn the item disintegrates and flows from the beyond, focused through the environment it is
the aria ends. coaxed from. Every time an apex is struck, your foes flare with this
If the target is a construct, reduce its current hit points by elemental power.
100 at the end of each of your turns. If this reduces the target
to 0 hit points, it disintegrates and the aria ends. The type of damage this spell deals depends on the
environment you are in (see the Environment Damage
Type table).
1st Verse: At the end of each of your turns, you deal 2d6
damage to every creature of your choice in range.
2nd Verse: The range of this spell increases by 5 meters to
15 meters. Increase the damage you deal to every creature of
your choice in range by 2d6 (to 4d6).
Part 3 | Arias
194
3rd Verse: The range of this spell increases by 5 meters your choice in range on a failed save by 2d6 (to 4d6) thunder
again to 20 meters. Increase the damage you deal to every damage and the environment based damage by 2d6 (to 4d6).
creature of your choice in range by 4d6 (to 8d6). 3rd Verse: The range of this spell increases again by 5
meters to 20 meters. Increase the damage you then deal to
Suppressing every creature of your choice in range on a failed save by 2d6
Apprentice aria (to 6d6) thunder damage and the environment based damage
by 2d6 (to 6d6).
Vitality Cost: 5 per Turn
Casting Time: 1 Action Exposing
Range: 20 Meters Expert aria
Duration: Concentration Vitality Cost: 5 per Turn
Casting Time: 1 Action
You begin a discordant, piercing melody. The tune distorts the Range: 30 Meters
winds of magic around your foes, causing their spells to first become
Duration: Concentration
more difficult to cast and finally start fizzling and even misfiring.
A powerful tune that includes high peaks and deep lows washes
For the duration, you may affect any creature of your choice
over those you wish to weaken. As their bodies are damaged the
in range until it starts its turn out of range.
trauma they receive becomes more intense. The bonds that harden
1st Verse: Whenever an affected creature expends vitality to
their bodies against damage become weaker and weaker as the aria
cast a spell, it must expend twice as much or have the spell fail.
intensifies.
2nd Verse: Whenever an affected creature casts a spell or
expends vitality to maintain concentration, it must succeed a For the duration, you may affect any creature of your choice
saving throw against your spell save DC using its spellcasting in range until it starts its turn out of range.
ability, or have the spell fizzle. When a spell fizzles, it has no 1st Verse: When an affected creature takes damage, it takes
effect and the action and vitality used to cast it is wasted. an additional 1d6 damage.
3rd Verse: Whenever the target casts a spell or expends 2nd Verse: An affected creature no-longer benefits from
vitality to maintain concentration, it takes thunder damage damage resistances.
equal to the vitality expended. 3rd Verse: An affected creature is vulnerable to all damage.
Expert Fortifying
Expert aria
Access to expert arias grants you the ability described
under Channel Performance IV and allows you to learn the Vitality Cost: 5 per Turn
following spells. Casting Time: 1 Action
Range: 30 Meters
Channel Performance IV Duration: Concentration
The power and more importantly sophistication with which you can
influence others increase. With relative ease you can cause your You begin a slow crescendo that builds in speed and volume over
arias to disrupt other-worldly influences. time. It strengthens the bodies of your allies, eventually fortifying
them against all harm.
Countercharm. As a bonus action you may expend 2 vitality
and unleash a spike of music hardens the minds of your allies. For the duration, you may affect any creature of your choice
Any effect affecting any creature of your choice no more than in range until it starts its turn out of range.
30 meters away that would end, if it were immune to being 1st Verse: Affected creatures have advantage on death saving
charmed or frightened, ends. throws and whenever they regain hit points, they regain the
maximum possible amount.
Destroying 2nd Verse: An affected creature is resistant to all damage.
Expert aria 3rd Verse: At the end of each of your turns, affected
creatures gain 1d6 + your Spellcasting Ability modifier
Vitality Cost: 8 per Turn temporary hit points.
Casting Time: 1 Action
Range: 10 Meters Petrifying
Duration: Concentration Expert aria
You draw incredible power and through a grand melody you Vitality Cost: 6 per Turn
unleash a devastating burst of sound and energy. With every note Casting Time: 1 Action
struck, the destruction grows. Everything around you is blasted Range: 20 Meters
away and torn apart by the thundering booms and elemental flares. Duration: Concentration
1st Verse: At the end of each of your turns, you deal 2d6 A deep and low melody emanates from you. Those caught within it
thunder damage, as well as 2d6 elemental damage to every find their flesh stating to solidify. At first their movements become
creature of your choice in range, and medium or smaller slow and sluggish. Next their skin seems to harden as they can
creatures are knocked prone. The type of this elemental barely move. Finally, it hardens into white, marble-like stone.
damage depends on the environment you are in (see the
Environment Damage Type table). 1st Verse: 1st Verse: At the end of each of your turns, every
2nd Verse: The range of this spell increases by 5 meters to 15 creature of your choice in range must succeed a Constitution
meters. Increase the damage you then deal to every creature of saving throw or be restrained as their bodies starts
turning into stone.
Part 3 | Arias
195
2nd Verse: Creatures that fail their saving throw For the duration, you may affect any creature of your choice
are paralyzed. in range until it starts its turn out of range.
3rd Verse: Creatures that fail their saving throw are petrified 1st Verse: Whenever affected creature makes an attack roll
until freed by the Greater Restoration ability from Channel or a saving throw before the aria ends, the target must roll
Life IV or similar magic. a d4 and subtract the number rolled from the attack roll or
saving throw.
Master 2nd Verse: Affected creatures have disadvantage on attack
rolls and saving throws.
Access to master arias grants you the ability described 3rd Verse: At the end of each of your turns, all affected
under Channel Performance V and allows you to learn the creatures with 50 or less current hit points die instantly.
following spells.
Nullifying
Channel Performance V Master aria
Finally, as a master of performance your performances
echo through creation, penetrating even the most powerful Vitality Cost: 10 per Turn
silence and ward. Casting Time: 1 Action
Range: Self (10-meter sphere)
Penetrating Performance. Arias you cast can also affect Duration: Concentration
creatures behind total cover. Abilities that provide advantage
on saving throws against spells confer no advantage on saving A slow and steady tune begins to warp the veil around you. At
throws against your arias. Traits or abilities that make a first it weakens energy fluctuations. As the melody slows, it
creature immune to magic do not protect against your arias. calms the winds of magic blowing across the veil and finally stills
them completely.
Controlling 1st Verse: Every creature in in the area of effect has
Expert aria advantage on saving throws against spells and other magical
effects, as well as on saving throws against effects created by
Vitality Cost: 4 per Turn electric or mechanical devices.
Casting Time: 1 Action 2nd Verse: Spells and other magical effects are suppressed in
Range: 30 Meters the sphere and can't protrude into it. Vitality expended to cast
Duration: Concentration a suppressed spell is consumed. While an effect is suppressed,
it doesn't function, but the time it spends suppressed counts
With a powerful, melodic burst you enter into a fast tune. The aria against its duration. Electronic devices shut down and violent
penetrates the mind of your target. Its thoughts become muddled as chemical reactions fail to trigger.
its mind is opened to your will. After short lapses in attention, it Targeted Effects. Electronics, spells and other magical
finally becomes fully lost in your tune and slave to your commands. effects that target a creature or an object in the sphere have no
When you start this aria, target a creature in range for the effect on that target.
duration. The aria ends if the target starts its turn out of range Areas of Magic. The area of another spell or magical effect
or behind total cover. can't extend into the sphere. If the sphere overlaps an area
1st Verse: At the end of each of your turns the target must of magic, the part of the area that is covered by the sphere is
succeed a Wisdom saving throw or be charmed by you for the suppressed. For example, the explosion created by a Fireball
duration. The affected creature may repeat the saving throw is suppressed within the sphere, nullifying the explosion if the
whenever it takes damage. On a successful save the target is overlap is large enough.
no longer charmed until it fails another saving throw. Spells. Any active spell or other magical effect on a creature
2nd Verse: The charmed target must use its action before or an object in the sphere is suppressed while the creature or
moving on each of its turns to make an attack against a object is in it.
creature other than itself that you verbally command it to Items. The properties and powers of electronic or magic
attack (no action required). The target can act normally on items are suppressed in the sphere. A magic weapon's
its turn if you choose no creature or if none are within its properties and powers are suppressed if it is used against a
reach or range. target in the sphere or wielded by an attacker in the sphere.
3rd Verse: The charmed creature no longer attacks at the If an electronic or magic weapon or a piece of electronics or
start of its turn. It instead follows whatever you command it magic based ammunition fully leaves the sphere (for example,
to do at the start of each of its turns (no action required). if you fire a magic arrow or throw a grenade at a target
outside the sphere), the properties of the item ceases to be
Killing suppressed as soon as it exits.
Master aria Magical Travel. Teleportation fails to work in the sphere,
whether the sphere is the destination or the departure point
Vitality Cost: 6 per Turn for such magical travel.
Casting Time: 1 Action Dispel Magic. Spells and magical effects such as Dispel
Range: 30 Meters Magic from the Lore of Frost have no effect on the sphere.
Duration: Concentration Likewise, the spheres created by different Nullifying arias
don't nullify each other.
You begin a haunting tune who's complexity makes it almost Signals and EMPs. Signals cannot pass through the
impossible to listen to. The target has its will and life force sapped. sphere and electronics inside it cannot be influenced or
As the aria crescendos, the victim's soul is torn from their body and damaged by them.
they are slain.
Part 3 | Arias
196
Chapter 12: Divine Magic
D
ivine magic manipulates the bond between for drawing upon its power, determining what methods and
soul and body, allowing spellcasters to exert techniques can be employed by the caster to access its divine
their influence over the thoughts and emotions abilities. It's a delicate dance between mortal and god, with
of living beings. Mortals lack the ability to affect the caster tapping into the god's power while navigating its
others in this way, but gods possess a secret nature and intentions.
pathway into the minds of both the living and The second way is through pure resolve and force of will.
the undead. By disguising their influence as emotions, the This approach allows paladins to wield divine power without
bridge between the machine-like processes of the body and risking any particular god influencing their perspective,
the chaos of the soul, they can bypass the psychic shields that however the complexity and intensity of influence this can
ward living beings from mental manipulation. However, the produce is severely limited.
gods themselves lack the agency and sentience to wield their The third way is by acquiring the blessing of all six gods
abilities to further any particular goal. Except for the rare and becoming a chosen. This approach has all the advantages
cases where they do, because just like the souls formed from of the first two approaches with none of the drawbacks,
them they are chaotic and their actions even more random but there is no reliable way of becoming a chosen. It always
than those of mortals. However, in most cases their mindless involves finding one sanctuary of each god and a harrowing,
pursuit to make mortals indulge in their domains requires personal journey.
a more specific, refined application. This is where mortal
spellcasters come into play. Through rigorous mental training Power over the Living and Dead
mortals can tap into the divine and manipulate both the Divine magic focuses on mentally influencing foes. It provides
minds and desires of their fellow mortals or immortals. large amounts of crowd control and utility, but little in the
way of damage. However, few creatures have the willpower to
Your class determines what ability score you cast effectively resist divine powers, but those that do are almost
divine spells with. entirely invulnerable to your abilities. The undead of the fog
are particularly vulnerable to these psionic abilities, making
The process of casting a divine spell starts with the caster divine magic invaluable when venturing into the darkness.
using words and gestures to evoke a desired emotion or
response in their target, laying the groundwork for their
manipulation. They then channel divine energy and direct Divine Spell List
it towards their victim. Drawing upon the divine, the caster The following is a list of all divine spells.
seeks to bypass the target's mental defenses through the
backdoor provided by the god. This typically results in subtle Novice (1st Level) Adept (3rd Level)
Benediction Detect Thoughts
influence, but skilled divine casters can even invoke their god
Change of Heart Frenzy
to temporarily overwhelm and control another creature's will. Ire
Charm
Modify Memory
Divine Source Divine Strikes
Phantasy
Broadly speaking, there are three ways to gain access to Hideous Laughter Shackles of Pain
divine power. The first is by forming a bond with a deity Honeyed Words Speak
by devoting oneself to its domain. Prophets do this, but this Judgment Terrify
grants the deity that is being invoked the ability to manipulate Protection of Faith Expert (4th Level)
its devote just as much as the prophet bends the god’s power Rebuke Dominate
to its will. How a god can be channeled depends on its unique Vicious Mockery Feedback Trap
Whisper of Pain Incite Suicide
nature. Each god has its own requirements and limitations
Whisper of Silence Mass Phantasy
Apprentice (2nd Level) Soul Unmoored
Calm Emotions Master (5th Level)
Clear Mind Power Word Antipathy/
Communion Sympathy
Discord Power Word Enfeeble
Distract Power Word Kill
Ignorance Power Word Madness
Mind Spike Power Word Obey
Paralyzing Dread Power Word Speak
Suggestion
When you cast this spell, target a creature you can see within Divine Strikes
range and choose either Bane or Bless. Novice divine
Bane. The target must succeed a Charisma saving throw,
or whenever it makes an attack roll or a saving throw before Vitality Cost: 1 per Turn
the spell ends, it must roll a d4 and subtract the number rolled Casting Time: 1 Bonus Action
from the attack roll or saving throw. Range: Self
Bless. Whenever the target makes an attack roll or a saving Duration: Concentration
throw before the spell ends, it may roll a d4 and add the
number rolled to the attack roll or saving throw. With righteous fury, you unleash the divine power of your hatred
upon your foes, crushing their very being. The weight of your
Upcast: Spend an additional 1 vitality per turn to target an animosity weakens their spirit, leaving them vulnerable, while your
additional creature. You may choose a different effect for strikes carry intensified pain.
every target.
For the duration, your weapon attacks deal an additional 1d6
psychic damage on a hit.
Part 3 | Divine Magic
198
Upcast: Spend an additional 2 vitality per turn to deal an the marked creature attacked a creature other than you or is
additional 1d6 psychic damage. concentrating on a spell, it takes 2d6 psychic damage and the
spell ends. The creature is aware of this effect.
Hideous Laughter Upcast: Spend an additional 3 Vitality to deal an additional
Novice divine
2d6 psychic damage.
Vitality Cost: 3
Casting Time: 1 Action Protection of Faith
Range: 20 Meters Novice divine
Duration: 1 Minute
Vitality Cost: 4 per Turn
You smile and chuckle. Your opponent joins in on the hilarity and Casting Time: 1 Action
in fits of laughter, they fall to the ground. Range: Self
Duration: Concentration
Target a creature in range that you can see. It must succeed
on a Wisdom saving throw, or fall prone and be incapacitated Pink light flashes over your eyes and as a foe aims to strike you, the
for the duration. It may repeat the saving throw at the end of blessing of the divine causes fear and doubt to fester in their heart
its turn and whenever it takes damage. If the saving throw is and lead their blows astray.
triggered by damage, the creature has advantage on it.
A creature that is immune to being charmed is immune to For the duration, whenever a creature targets you with an
this effect. attack, it must succeed a Charisma saving throw or suffer a -5
penalty to its attack roll.
A creature that is immune to being frightened is immune to
Honeyed Words this ability.
Novice divine
After speaking a phrase or making an argument to another As your foe's strike lands upon you, you respond with a malevolent
creature you may cast this spell. You may target anyone glare. The pain of the attack reverberates back to them, unleashing
who paid attention to your words that you can see, paying 1 a burst of agonizing static through their mind. The assault leaves
vitality for every creature you target. A target creature must them faltering, unable to launch further attacks, and provides you
succeed an Intelligence saving throw or believe your words. with an opportunity to escape.
The words must sound reasonable and the spell has no effect
on a creature if that creature is already convinced beyond any As a reaction to a creature in range intentionally dealing
reasonable doubt that what you say is a lie. For example, if a damage to you, you may cast this spell. The triggering
creature finds you standing over a corpse with a bloody knife creature makes a Charisma saving throw. On a failed save, the
in hand, you may convince it that you just found the body and creature takes 2d6 psychic damage and is stunned until the
picked up the knife. You won’t be able to convince it if it saw end of its current turn. On a successful save, it takes only half
you stab the other person to death. A creature convinced by as much damage and is not stunned.
this spell believes your words, but may still be convinced of
Upcast: Spend an additional 3 Vitality deal an extra 1d6
something else by concrete proof.
psychic damage.
You utter a malicious whisper and your victim is wracked by a With a serene countenance, you make a deliberate downward
wave of mental pain. gesture, exuding a subtle purple pulse that radiates outward and
converges upon a focal point. The gentle magic envelops all who
Target a creature you can see in range. It must make a are touched by its glow, soothing their emotions and calming their
Charisma saving throw. On a failed save, it takes 1d6 psychic inner turmoil.
damage and either has disadvantage on its next attack roll
or suffers a -5 penalty to the save DC on the next spell it All living creatures of your choice in a 10-meter radius
casts before the end of its next turn (whichever comes first). sphere centered on a point you choose in range must make a
On a success, it takes half as much damage and suffers no Charisma saving throw. On a failed save, any strong emotions
further penalty. that creature feels are suppressed. They become indifferent to
enemies and allies and any effect causing them to be charmed
Upcast: Spend an additional 2 Vitality to deal an extra 1d6 or frightened is suppressed. When this spell ends, any
psychic damage. suppressed effect resumes, provided that its duration has not
expired in the meantime.
Whisper of Silence This indifference ends towards a group if the target is
Novice divine attacked or harmed by one of that group’s members. When
an ally of that creature that it can see is attacked, it may repeat
Vitality Cost: 2 the saving throw. When the spell ends, a hostile creature
Casting Time: 1 Action becomes hostile once more, unless the duration was used to
Range: 1 Meter convince it of a different course of action.
Duration: 1 hour A creature that is immune to being charmed is immune to
this effect.
From behind you let out a breath. Your influence amplifies the
surprise within your foe. The shock overwhelms them, and they Upcast: Spend an additional 2 Vitality to increase the radius
crumple to the ground, unconscious. of the sphere by 1 meter.
Target a surprised creature in range. If the target has 20 hit Clear Mind
points or fewer, it falls unconscious for the duration. Apprentice divine
A creature that is immune to psychic damage is immune to
this effect. This spell is silent. Vitality Cost: 3
Casting Time: 1 Action
Upcast: Spend an additional 2 vitality to increase the
Range: 10 meters
maximum hit points that can be affected by 10.
Duration: 1 Minute
Apprentice You move two fingers in front of your face and speak a soothing
word. Divine magic flows through you, unraveling the webs of
Access to apprentice divine spells grants you the abilities
mental intrusion and restoring clarity and purity to the mind.
described under Channel Divinity II and allows you to learn
the following spells. Target a creature in range that can hear you. They gain
advantage on Intelligence, Wisdom, and Charisma saving
Channel Divinity II throws against effects that would affect their mind. If the
As your capabilities grow, you gain the ability to project your will target is affected by an effect that offers such a saving throw
into another’s mind and influence them in subtle ways. to resist it, they may immediately make a saving throw against
that effect. This includes effects that only deal psychic damage.
Mental Static. For a negligible amount of Vitality, you
can use your action to cause a spike of chaotic thoughts in a Upcast: Spend an additional 4 Vitality to increase the
creature no more than 20 meters away. The target perceives duration of the effect by 1 minute.
this as painful static in their mind and must succeed a
Charisma saving throw or take 1d6 psychic damage.
Message. As an action, you target a creature no more than
50 meters away and project a telepathic message into its mind.
The message can be as long as something you could say in 1
turn (6 seconds). The target (and only the target) understands
the meaning of the message and can telepathically reply.
You place your hands on a willing creature’s head and form a As your foe attempts to strike, you swiftly place your fingers in
mental connection with them. front of your nose, and your eyes emanate a brilliant purple glow.
With divine precision, you shift their attention away from you,
Touch a willing creature and connect to them through a redirecting their focus elsewhere. In that crucial moment, their
telepathic link. You can use this link to: attack may be redirected at one of their own.
• Communicate ideas, images, and other information
As a reaction to being targeted by an attack from a creature
telepathically. These messages do not consist of words,
in range that you can see, you can force the attacker to make
but meaning, and thus even a creature you do not share
a Wisdom saving throw. On a failure, you may choose a third
a language with will understand your message and you
creature that is no more than 5 meters away from you and in
will understand its reply. Both participants can initiate a
range of the attack. The attack targets that creature instead.
conversation.
• You may use an action y to see through the other
participant’s eyes and hear through their ears for 1 minute. Ignorance
You are blind and deaf for while using this ability. Apprentice divine
If the connection is blocked or the participants are out of Vitality Cost: 2 per Target
range of one another, they lose contact, but the connection Casting Time: 1 Reaction
resumes as soon as the disturbing condition ends. If the Range: 20 Meters
spell is cast every day for a month, its duration becomes Duration: 1 Minute
until dispelled.
You can only have a number of connections equal to Upon being detected, you tell your foes that everything is fine. Their
your proficiency bonus active at any time. Both you and the eyes flash with purple light and their alarm is dispelled.
creature can use an action to end this spell.
You may cast this spell as a reaction to being detected by
one or more creatures in range. A target must succeed an
Discord Intelligence saving throw or ignore you and your allies. The
Apprentice divine
target detects your presence but does not realize that you
Vitality Cost: 2 per Turn are something out of the ordinary and continues on their
Casting Time: 1 Action way. When the spell ends, the creature can become alerted
once more but does not realize anything out of the ordinary
Range: 20 meters
happened. A creature that is already alert has advantage on
Duration: Concentration
the saving throw. A creature in combat automatically succeeds
With a flick of your open hand, you unleash thin tendrils of its saving throw.
pulsating purple energy towards your foe. As you close your fist, A creature that is immune to being charmed is immune to
dissonant screams shatter the coherence of your victim's thoughts. this effect.
Their mind is left in disarray, disoriented and confused by the
overwhelming divine assault. Mind Spike
Apprentice divine
Target a creature in range. It must succeed an Intelligence
saving throw or be disoriented for the duration. A disoriented Vitality Cost: 4
creature has the vitality cost of all abilities doubled, loses Casting Time: 1 Action
concentration and cannot cast spells or use abilities that Range: 30 Meters
require concentration. The creature repeats the saving throw Duration: 1 Minute, Concentration
at the end of each of its turns, ending the effect on a success.
You point at your foe, and violet-pink light blazes in your eyes as
you release a sharp exhale. A powerful psychic scream erupts within
your victim's skull, shrouding their head in a haze of pink energy.
The scream reverberates through their mind, echoing back to you,
and providing you with a clear and unhindered means to track
their movements.
A faint violet glow emanates from your outstretched finger, seeping There is a violet glint in your eyes as you alter a creature's state of
into the mind of your victim. Your virulent influence pierces their mind. It's thoughts become blurred and its memory as clay, ready to
thoughts, blurring their perception of friend and foe. Paranoia fills be remolded by your influence.
their mind, and with a little luck, their allies may find themselves
on the receiving end of their fear-induced rampage. One creature that you can see must make an Intelligence
saving throw. If you are fighting the creature, it has advantage
Target a creature you can see in range and force it to make on the saving throw. On a failed save, the target becomes
an Intelligence saving throw. A surprised creature has charmed by you for the duration. The charmed target is
disadvantage on its saving throw. On a failed save, the target incapacitated and unaware of its surroundings, though it can
loses the ability to distinguish friend from foe, regarding all still hear you. If it takes any damage or is targeted by another
creatures it can see as enemies until the spell ends. spell, this spell ends, and none of the target's memories
Whenever the target takes damage, it has disadvantage on are modified.
the next saving throw it makes against this spell. Whenever While this charm lasts, you can affect the target's memory
the target successfully deals damage to another creature, of an event that it experienced within the last 24 hours and
it repeats the saving throw, ending the effect on itself that lasted no more than 10 minutes. You can permanently
on a success. eliminate all memory of the event, allow the target to recall
Whenever the affected creature chooses another creature as the event with perfect clarity and exacting detail, change its
a target, it must choose the target at random from among the memory of the details of the event, or create a memory of
creatures it can see within range of the attack, spell, or other some other event.
ability it’s using. It will choose the closest creature by default, You must speak to the target to describe how its memories
or the last one that dealt damage to it. If a creature provokes are affected, and it must be able to understand your language
an opportunity attack from the affected creature, the affected for the modified memories to take root. Its mind fills in
creature must make that attack if it is able to. any gaps in the details of your description. If the spell ends
A creature that is immune to being frightened is immune to before you have finished describing the modified memories,
this effect. the creature's memory isn't altered. Otherwise, the modified
memories take hold when the spell ends.
Upcast: Spend an additional 5 vitality to increase the duration A modified memory doesn't necessarily affect how a
by 1 minute. creature behaves, particularly if the memory contradicts
the creature's natural inclinations, alignment, or beliefs. An
Ire illogical modified memory, such as implanting a memory
Adept divine of how much the creature enjoyed jumping off a cliff, is
dismissed, perhaps as a bad dream. The GM might deem a
Vitality Cost: 10 modified memory too nonsensical to affect a creature in a
Casting Time: 1 Action significant manner.
Range: Self (30-meter line) This spell is subtle.
Duration: 1 Minute
Speak Expert
Adept divine
Access to expert divine spells grants you the abilities described
Vitality Cost: 1 per Turn under Channel Divinity IV and allows you to learn the
Casting Time: 1 Action following spells.
Range: 10 Meters
Duration: Concentration Channel Divinity IV
As you become an expert at channeling divine power, you gain
Purple veins snake through and around your eyes. The thoughts greater control over the connection with the divine and can channel
of whoever’s at the center of your gaze are driven towards psychic energy with greater precision.
truth or deceit.
Cleanse. As an action you may touch a creature and expend
Target a living creature in range. It may make a Charisma 4 Vitality to end a mental condition affecting it. This includes
saving throw. If it fails, choose one of the following effects: the charmed condition, the frightened condition and any
Speak Truth. The target becomes incapable of lying. If it effect a creature that is immune to these condition would
tries, it instead blurts out the truth. be immune to.
Speak Lies. The target becomes incapable of speaking the Cure Madness. You may also expend 10 vitality and spend
truth. If it tries, it instead blurts out the exact opposite of the a one hour ritual in dialog with a creature, probing and fixing
truth it’s trying to communicate. damage done to the connection between its soul and body.
The spell fails if the target succeeds its saving throw, At the end of the ritual, the creature is cured of one madness
alerting the caster to that fact. The target knows that it is afflicting it.
being influenced.
Your eyes burn purple, as veins of the same color snake out of them. Upcast: Spend an additional 2 Vitality to increase the damage
The eyes of your victim are filled with holy purple light. Their will of the trap by 1d6.
is burned away and they obey.
Incite Suicide
Target a creature in range. It must succeed a Charisma saving Expert divine
throw or be charmed by you for the duration.
While the target is charmed this way, you have a telepathic Vitality Cost: 6
link with it that you can use to issue commands to the Casting Time: 1 Action
creature while you are conscious (no action required). It obeys Range: 20 Meters
these commands without question to the best of its ability. Duration: Instant
You can provide a specific, or a general course of action, such
as attack that creature, run over there, or jump off that cliff. If Raise your hand above your head and open it. A burst of translucent
the creature completes the order and doesn’t receive further purple rays explodes out of it. Purple light shoots through your
direction from you, it defends and preserves itself to the best victim's eyes. They are struck with existential dread so horrific, that
of its ability. they wish for their own death. They turn their own weapon upon
You can use your action to take total and precise control of themselves in a fit of lethal compulsion.
the target. The target loses concentration and until the end of
your next turn, you use the creature’s senses and it only takes Target a creature in range. That creature must make a
the actions you choose and doesn’t do anything that you don’t Charisma saving throw. On a failed saving throw the target
allow it to do. During this time you can make the creature takes 2d6 psychic damage and uses its next action to make
use a reaction. You can also cast spells you know through one weapon attack with advantage against itself. On a hit,
the creature this way, using your spellcasting modifiers, but the attack is a critical hit. On a successful saving throw, the
its vitality instead of yours. While assuming direct control, target takes half as much psychic damage and the spell has no
your own body is incapacitated, blind and deafened. If you further effect.
cast a spell that requires concentration through a creature,
Upcast: Spend an additional 8 Vitality to target an
you do not need to drop concentration on this spell and may
additional creature.
maintain both as though they were the same spell (you can
only do this with one other spell at a time). Any spell cast
through another creature ends when the domination ends. Mass Phantasy
Whenever the target takes damage or is forced to do Expert divine
something it would never willingly do (such as attack a loved
one or commit suicide), it may attempt a new Charisma Vitality Cost: 10 per Hour
saving throw against the spell. If the saving throw succeeds, Casting Time: 1 Action
the spell ends. Range: 20 Meters (5-meter sphere)
Duration: Concentration
Feedback Trap Your eyes become a purple void filled with stars. Your open hand
Expert divine extends and purple veins snake through the earth. Those standing
on this hallowed ground are pulled into a dream of your creation.
Vitality Cost: 10
Casting Time: 1 Action Target a point in range. Any creatures in a 5-meter radius
Range: Touch sphere centered on that point must succeed an Intelligence
Duration: 24 Hours saving throw or fall unconscious. While unconscious, all
targets experience a vivid vision of your choice. An affected
Touch someone’s forehead and tell them that they are protected. creature may repeat the saving throw whenever it takes
Your words place a trap in their mind. Psychic energy slumbers, damage or suffers extreme distress in the vision, ending the
ready to lash out at those who attempt to cause it psychic harm or spell for itself on a success. A target that knows or realizes
spy upon its thoughts. that the vision is not real can use its action to end the
effect for itself.
One willing creature you touch has a trap placed in its mind
You are incapacitated while concentrating on this spell.
for the duration. Whenever the target makes an Intelligence,
You may add a phantasmal killer to the vision. If you do, all
Wisdom, or Charisma saving throw against a magical effect
targets of your choice take 4d6 psychic damage at the end of
that attempts to influence its mind, takes psychic damage,
each of their turns for the duration.
or is subjected to an effect that would sense or influence
its emotions or its thoughts, the creature that caused the Upcast: Spend an extra 5 Vitality per turn to increase the
attack takes 10d6 psychic damage and loses concentration. A vision’s damage by 1d6 psychic damage.
creature that reaches out with its mind to target the creature
with the trap inside its mind may make a Wisdom saving
throw against your spell save DC as it targets its spell. On
a success, it realizes that something is off with the other
With a sneer you say: Pathetic, and that is what your foe becomes. You utter the word: obey, and speak a command. An almost
irresistible compulsion binds your new servant to your will.
Target a creature you can see in range. The target's
Intelligence and Charisma scores become 1. The vitality cost Target a creature in range and give it a command. The
of all abilities, including spells, maneuvers and magic items, creature feels an almost irresistible compulsion to complete
the creature uses is doubled, the save DCs of the creature's the task set for it. If it decides it will not obey the task you
abilities are all reduced by 5, it has disadvantage on attack rolls have set for it, or attempts to undermine the purpose of your
and can only communicate through incoherent rambling. request, it takes 1d6 psychic damage and must succeed on a
At the end of every 30 days, the creature can attempt an Charisma saving throw or obey you anyway. On a successful
Intelligence saving throw against this spell. If it succeeds on save, the creature must repeat the saving throw again at the
its saving throw, the spell ends. start of its next turn. If the creature succeeds three saving
A creature that is immune to psychic damage is immune to throws in a row, the spell ends.
this effect. A creature is bound to its own honest interpretation of
the command, not by its precise wording. As long as the
Power Word Kill creature believes it is obeying, even as it unwittingly does
Master divine something against it, the spell does not trigger. The spell does
trigger if the creature decides it will undermine the purpose
Vitality Cost: 15 of your command. This includes exploiting a loophole or
Casting Time: 1 Action poor wording.
Range: 30 Meters The spell ends once the creature has completed the command
Duration: Instant given to it or if you decide to end it.
A creature that is immune to being charmed is immune to
Your eyes burn a stary purple, as veins of the same color snake this effect.
out of them. You utter a single word: Die. The eyes of your victim
are filled with holy purple light. Divine magic sears away the Power Word Speak
connection between their body and soul and kills instantly. Master divine
Target a creature in range. If it has 50 hit points or fewer, it Vitality Cost: 10 per Turn
dies instantly. Otherwise, the spell has no effect. If the target Casting Time: 1 Action
is resistant to psychic damage, it is only affected if it has 25 hit Range: 100 Kilometers
points or fewer. If the target is vulnerable to psychic damage,
Duration: Concentration
it is affected if it has 100 hit points or fewer. A creature that is
immune to psychic damage is unaffected by this spell. You speak the word: Listen, and the world hears your words.
Any spell or ability that would allow a creature killed this
way to return to life is has no effect. As an action, you may project a psychic message into the
If the target is a fiend or undead and the rolled amount is minds of an unlimited number of creatures that you are
equal to or higher than its health, the creature is killed instead. familiar with within range. Instead of targeting individual
Any ability that would allow it to return to life is has no effect. creatures, you may instead project the message into the mind
of every creature in an up to 10-kilometer radius sphere
Power Word Madness centered on a point within range.
Master divine For every turn you concentrate on this spell, you may project
6 seconds worth of speech to the targets of this spell. A target
Vitality Cost: 15 understands your message, even if you don't share a language.
Casting Time: 1 Action
Range: 30 Meters
Duration: Instant
Your eyes burn purple, as veins of the same color snake out of them.
You utter a single word: Madness. The eyes of your victim are filled
with purple light. Divine power warps the way their soul perceives
reality and shatters their sanity.
T
he following six lores of magic are known as Learning a lore is a commitment, as it not only demands
elemental magic, as they tap into the pure essence learning mental exercises. While the soul draws the energy, it
of energy from the boundless Void and shape is the body that channels it. Every technique is enhanced by a
it into potent spells. However, contrary to the certain ability of the caster.
traditional notion of the four elements (fire, water, For example, the lore of force is based on forceful movements.
earth, and air), the term "elemental" here refers Being strong and athletic (having a high Strength score)
to the fundamental energies that underpin the very fabric makes casting these spells easier.
of the universe. From the mysterious forces of gravity and The lore of light requires very precise and fast movements.
dark energy, to the illuminating power of light, the chilling Quick reactions (high Dexterity) makes casting these spells
grip of null point energy, the electrifying surge of electron easier and more efficient.
concentrations, the blazing heat of fire, and the life-giving The lore of frost is taxing on the body. Drawing the cold out
vitality of chemical energy - these energies are intrinsic to the of the Void is made easier by having a stalwart physique (high
existence of the cosmos itself, hence earning the moniker of Constitution).
elemental energy. The lore of lightning follows specific paths when summoned
and wielded. These patterns are complicated but predictable.
The Six Lores They can be understood with logic and the greater a caster's
Spells that rely on the same element are part of the same lore. understanding of them is (high Intelligence), the more potent
For example, the lore of fire includes all spells that work by and efficient their spells become.
generating pure heat. Fire on the other hand is unpredictable. When drawn and
Most mages focus their efforts on learning a single lore. wielded it its fickle nature needs to be paid constant heed.
Channeling energy is difficult to learn, but not very powerful Those who have the ability to go with the flames and adjust
on its own. Building on this knowledge by learning ways to their approach as needed (have high Wisdom) will have an
form and channel more powerful or different types of the easier time casting fire spells.
same energy provides a larger increase of power than learning The lore of life is not created easily and has to be forced into
how to channel it. Of course, knowing spells of different the world. A lot of willpower (high Charisma) makes this
lores makes a caster more versatile, so some still choose to process easier.
expand beyond one lore. Especially if they've already mastered
their first one.
T
he Lore of Force focuses on summoning Force Spell List
movement. Its spells manipulate gravity and induce
motion. Especially early on casters control it by The following is a list of all force spells.
simply magnifying the power behind their own Novice (1st Level) Adept (3rd Level)
movement, their inertia, or how their bodies react Apprehend Blink
to acceleration and deformation. Because of this, a Blast Scythe
strong body makes it easier to summon force magic. Charge Steel Wind Strike
Grapple
Clear
The Lore of Force relies on your Strength score Mobility
Rend
The Difficulty Class of saving throws against force spells you
Expert (4th Level)
Piercing Projectile Barrier
cast is determined as follows: 8 + your Proficiency Bonus + Pummel Bubble Shield
your Strength modifier. Repulse Hold
If a force spell requires an attack roll, then the modifier Spider Climb Simulacrum
for that roll equals: your Proficiency Bonus + Your Weight Singularity
Apprentice (2nd Level) Master (5th Level)
Strength modifier.
Brake Fall Final Abyss
The Lore of Force is a good choice for fighting on the Concuss Alpha Strike
frontlines. With the spell Skin of Stone you can greatly Echolocation Reflection Shield
increase your survivability by protecting yourself from Reverse Gravity
Fly
physical attacks. Weapons like swords, bows and guns are World's Weight
Force Sword
all but useless against you. Pummel and your ability to crush Skin of Stone
grappled foes (Channel Force I) makes you a deadly close Thunder Wave
range threat and spells like Charge, Spider Climb and Grapple
make it easy to close the gap between yourself and foes
that rely on using ranged attacks. While the Lore of Force
provides mobility and high damage, it lacks range and most
enemy magic users easily bypass your defensive capabilities
and can punish you during your approach with ease.
Vitality Cost: 2 per Turn Upcast: Spend an additional 3 vitality to increase the force
Casting Time: 1 Bonus Action damage by 1d12 and the distance a target flies by 1 meter.
Range: Self
Duration: Concentration Repulse
Novice force
You begin modulating your mass, allowing you to move with
incredible speed, leap through the air, and effortlessly perform Vitality Cost: 4
acrobatic feats with incredible speed. Casting Time: 1 Reaction/ Bonus Action
Range: 3 Meters
You gain the following benefits for the duration:
Duration: Instant
• You may take the dodge action as a bonus action on each of
your turns and as part of the bonus action used to cast this You place your open, forward-angled palm near your side and push
spell. it toward a foe. When your hand is fully extended, a quick blast of
• Your walking speed increases by 5 meters. force is unleashed.
• You do not provoke attacks of opportunity.
Target a creature in range and force it to make a Strength
• You can move through the space of a hostile creature, and
saving throw. On a failed save it takes 1d12 force damage and
the space occupied by other creatures is not considered
a medium or smaller creatures is knocked prone and pushed
difficult terrain.
to the spell’s maximum range. On a success, it only takes half
• You can use your movement to leap through the air in any
as much damage and is not pushed or knocked prone.
direction as though you had a flying speed. If you end your
turn in the air, you fall to the ground, taking normal fall Upcast: You may spend an additional 8 vitality to increase the
damage. force damage you deal by 1d12.
Green energy swirls around a projectile. The moment you fire it, A shudder runs through your limbs, rooting you to whatever you
its speed is enhanced and it flies in a green streak, piercing through are touching.
anything in its way.
For the duration, you gain the ability to move up, down, and
As part of the action used to cast this spell, you must fire across vertical surfaces and upside down along ceilings, while
a projectile from a non-firearm ranged weapon or make a leaving your hands free. You also gain a climbing speed equal
thrown weapon attack. Every creature in a 1-meter wide line to your walking speed.
that is as long as the weapon’s normal range or the spell’s This spell is subtle and silent.
range, whichever is longer, must succeed a Dexterity saving
throw or take 2d12 armor-piercing piercing damage.
You reach out and touch a foe. Their body becomes heavy beyond You yell and unleash a blast of concussive force from your mouth.
measure, dragging them down.
Target a creature in range and force it to make a Constitution
Attempt to touch a creature within reach. The target must saving throw. On a failure, it takes 1d6 thunder damage and
succeed a Dexterity saving throw, or have its weight increase. is stunned until the end of its next turn. On a success, it takes
For the duration, an affected creature has its speed halved and half as much damage and is not stunned.
is vulnerable to fall damage. This spell negates fall damage A creature immune to thunder damage is immune to
immunity. At the start of each of its turns, an affected creature this effect.
must succeed a Strength saving throw or be restrained until
the start of its next turn. A flying creature cannot use its Upcast: Spend an additional 4 Vitality to increase the thunder
flying speed. damage you deal by 1d6.
Apprentice Echolocation
Apprentice force
Access to apprentice force spells grants you the abilities
described under Channel Force II and allows you to learn the Vitality Cost: 1 per Minute
following spells. Casting Time: 1 Bonus Action
Range: Self (30-meter radius)
Channel Force II Duration: Concentration
As you become an apprentice, you gain the ability to produce
sustained streams of force with greatly increased efficiency and Flex your fist and with every tensing of the muscles send out
more importantly modulate these streams precisely. At its simplest minuscule pulses of force. Through them, you sense all nearby.
this allows you to lift your body from the ground in flight and more
specialized techniques can make use of this ability to create sound- For the duration, you have blindsight out to a range
based effects. of 30 meters.
Surfaces or spaces that sound cannot penetrate (such as the
Fly. As a bonus action you may begin concentrating on Silence spell) are considered heavily obscured to this sense.
this spell for 1 vitality per minute. As long as you maintain
concentration, you have a flying speed of 20 meters and can Upcast: Spend an additional 1 vitality per minute to increase
hover. This spell is silent. the range by 10 meters.
As you fall, you hold your hands in front of your chest and when Gather your strength and leap into the air. You are surrounded by
you slam into the ground, you push your arms down and unleash a green glow and flakes of bright, liquid-like green energy fly off
the energy of your drop as an explosion of force. you, allowing you to glide through the air at blinding speed.
You may cast this spell when taking fall damage, no action You gain a flying speed of 100 meters and can hover for
required. For every 1d6 fall damage you would take (you take the duration.
1d6 force damage every 3 meters you fall), spend 1 vitality. This spell is silent.
Upon impact, you take no damage and instead unleash an
explosion of force. Any creature in a 3-meter radius must Upcast: Spend an additional 5 vitality per turn to increase
make a Strength saving throw. On a failure, a target is dealt your speed by 50 meters.
the damage you would have taken from the fall, pushed
back 1 meter for every d6 rolled and knocked prone. On a
success, it takes half as much damage, is not pushed, and not
knocked prone.
With your flat palm you draw a sword of shining green force You angle both your arms, before slamming the ground with your
from your clenched fist. The weapon does not bend or break and is foot and pulling them apart with a scream to unleash a blast of
sharper than any master crafted blade. Enhanced by your arcane concussive force.
strength your slashes cut through steel, flesh and bone as effortlessly
as through water, dismembering your foes with ease. Every creature in a 10-meter radius sphere centered on you
must make a Constitution saving throw. On a failure, it
You create a blade of force. For the duration you may use your takes 1d6 thunder damage and is stunned until the end of its
action to make an armor-piercing melee spell attack that deals next turn. On a success, it takes half as much damage and is
5d8 slashing damage on a hit. not stunned.
When you attack a creature that has at least one head with A creature immune to thunder damage is immune to
this weapon and roll a 20 on the attack roll, you cut off one this effect.
of the creature's heads. The creature is killed instantly if it
can't survive without the lost head. A creature is immune to Upcast: Spend an additional 5 Vitality to increase the thunder
this effect if it is immune to slashing damage, doesn't have or damage you deal by 1d6 and the size of the radius by 2 meters.
need a head, has legendary actions, or the GM decides that the
creature is too big for its head to be cut off with this weapon. Adept
Upcast: Spend an additional 1 Vitality per turn to increase the Access to adept force spells grants you the ability described
damage dealt on a hit by 1d8 and your reach by 1 meter, up to under Channel Force III and allows you to learn the
a maximum of 2 meters. following spells.
You look where you wish to go and with no more than a thought Grapple
and a green streak, you move faster than the eye can see. Adept force
Upcast: Spend an additional 4 vitality to increase the damage Target a creature in range. It must make a Dexterity saving
by 1d12 force damage. throw, taking 5d12 armor piercing slashing damage on a
failure or half as much on a success. If this reduces the target
Steel Wind Strike to 0 hit points, its body is disintegrated. If the target fails its
Adept force saving throw and is wearing armor or wielding a shield, that
armor or shield is destroyed.
Vitality Cost: 10
Casting Time: 1 Action Upcast: Spend an additional 3 vitality to increase the damage
dealt by 1d12.
Range: Self (10-meter line)
Duration: Instant
Lean forward, extend your arms to the side and dash. In a flash of
green light, you blink forward, heralding a shockwave that throws
everyone in your path into the air.
Telekinesis. As an action, target a creature or object you Vitality Cost: 4 per Turn
can see no more than 40 meters away. Casting Time: 1 Action
Creature: If you target a medium creature, spend 8 vitality. Range: 20 meters
This cost is doubled for large creatures and halved for every Duration: Concentration
size it is smaller than medium (4 for small, 2 for tiny). The
You reach out and a telekinetic grip takes hold of your foe. They are
target must succeed a Strength saving throw or be put under
levitated into the air and crushed by magical force.
your telekinetic and restrained for the duration. It may repeat
the saving throw at the end of each of its turns, ending the Target a medium or smaller creature you can see within
effect on a success. range. It must succeed a Strength saving throw or be lifted
Object: If you target an object, expend 2 vitality for every 20 into the air, paralyzed and dealt 1d12 force damage at the end
kilograms the item weighs and concentrate. of each your turns for the duration. You may use your bonus
If the object isn't being worn or carried, you gain telekinetic action to move the creature up to 10 meters in a direction
control over it. If the object is being worn or carried by of your choice. At the end of each of its turns, the target
a creature, that creature must succeed a Strength saving can make another Strength saving throw, ending the spell
throw or have the object pulled out of its grip and put under on a success.
your control.
Controlling a Target: As a bonus action you may move a Upcast: Spend an additional 8 vitality per turn to increase the
creature or object up to 10 meters in any direction. You can size of creature that can be targeted by one (medium to large,
exert fine control on objects with your telekinetic grip, such large to huge, huge to gargantuan).
as manipulating a simple tool, opening a door or a container,
stowing or retrieving an item from an open container, or Simulacrum
pouring the contents from a vial.
Expert force
Channel Force V
Final Abyss
Master force
As a master of force magic, you finally gain control over the source
of force. By directly manipulating gravitons in an area and control Vitality Cost: Suicide
gravity itself. Furthermore, you gain the ability to telekinetically Casting Time: 2 Actions
manipulate more than one object with extreme precision. Range: Self (see description)
As an action you animate objects in range that you can see Duration: 1 minute
and that are not being worn or carried. Pay 1 vitality per
Brilliant green light radiates from your body, searing through
turn for every object you animate. Medium targets count as
your skin as the spell takes hold and consumes your flesh. In your
two objects, large targets count as four objects, huge targets
final moments, you summon every ounce of your power, pulling
count as eight objects. You can't animate any object larger
your limbs together in a last act of defiance. The green fog gathers,
than huge. Each target animates and becomes a creature under
coalescing into an overwhelming force that crushes you into
your control until the spell ends, it leaves the range of the
oblivion, condensing into a black sphere, no larger than a pinprick.
spell, or until reduced to 0 hit points.
Surrounded by a corona of mesmerizing emerald hues, the black
Animated objects take their turn with you. As a bonus
singularity begins its insatiable hunger, devouring everything in its
action, you can mentally command any creature you made
path. The very air and earth are dragged beyond the event horizon,
with this spell (if you control multiple creatures, you
crushed by a force beyond mortal comprehension. Finally, when the
can command any or all of them at the same time). You
black hole is sated, it explodes , tearing apart anything that had
decide what action the creature will take and where it
managed to avoid being drawn into its gravitational pull.
will move. If you issue no commands, the creature simply
hovers in mid-air. When you use your second action to complete the spell, a
tiny black sphere appears in your space, disintegrating your
body. Any creature or object that enters the sphere's space is
disintegrated and absorbed by the sphere.
A 200 meter area around the sphere is considered difficult
terrain. Any object in that area not firmly connected to the
ground is pulled into the sphere. At the start of its turn, a
creature in that area must succeed a Strength saving throw
or be pulled 40 meters towards the sphere. The area within
50 meters of the black hole is considered difficult terrain that
requires 4 meters of movement for every one meter moved.
The sphere lasts for 1 minute before it explodes. Every
creature in a 1 kilometer radius must make a Strength saving
throw, taking 15d12 force damage on a failed save and half as
much on a successful one.
You flourish a weapon, or ball your fists. You are nothing but a You extend your arms as if grasping an invisible sphere, and the
green blur as you blink between targets, striking them as you go. ground below glows with a pulsating aura. As you push your hands
towards the sky, gravity itself is reversed. All who are caught within
You make up to five melee spell attacks against up to five this spell are pulled upwards, suspended in mid-air for a breathless
different creatures you can see in range. On a hit, a target moment. Then, with a resolute pull of your arms, you magnify the
takes 5d12 force damage. If a melee weapon is used to cast this force of gravity. The helpless victims of your magic are slammed
spell, the attack deals damage of that weapon's type instead. back to the ground with bone-crushing force.
You may then appear in a space adjacent to one of the
targets. You may target a creature more than once. If you do, Target a 10-meter radius cylinder that is 30 meters tall within
any attack after the first deals only 3d12 damage on a hit. range. Gravity in that area is reversed. Every creature in the
area is pulled to the top of the cylinder, or until they hit a
Upcast: Spend an additional 5 Vitality to make an wall, and restrained for the duration. A creature with a flying
additional attack. speed is not restrained. A creature that has something to grab
onto that is securely attached to the ground may attempt a
Reflection Shield Dexterity saving throw to avoid being lifted.
Master force While concentrating on this spell, you may use your action
to smash affected creatures into the ground. Creatures that
Vitality Cost: 4 per Turn are restrained are knocked prone and take 10d6 bludgeoning
Casting Time: 1 Action damage as they hit the ground (they take no additional fall
Range: Self damage). This damage is halved for small creatures and
Duration: Concentration doubled for large or bigger creatures. Then the spell ends.
Place an angled open palm in front of you. A shimmering green Upcast: Spend an additional 2 vitality to increase the damage
shield materializes, expanding in a protective cocoon around your dealt by 1d6 bludgeoning damage.
form. As enemy projectiles approach, they are deflected, swirling
in a circular path around you, before being hurled back towards World's Weight
their source. Master force
A green barrier covers your space for the duration. If a Vitality Cost: 8 per Turn
physical projectile (arrow, bullet, missile, etc.) would have Casting Time: 1 Action
to enter your space to reach its target, it is instead reflected Range: 20 meters (20-meter cylinder)
back at the attacker. Make a ranged spell attack against that
Duration: Concentration
attacker. On a hit the attack deals the damage it would have
dealt to its target to the creature that made the attack. This As you extend your open palm, a vibrant green charge pulsates
does not include damage applied after a hit has succeeded, like through the air, charging the surrounding area with your power.
sneak attack or smite damage. Projectiles that target a point With a fluid motion, you move your hand down and clench it into
target the attacker's space instead. a fist. Gravity turns into a crushing force. Those caught fall to the
ground under the weight of their own bodies.
T
he Lore of Light focuses on manipulating Bright and Dim
quantum mechanical effects within atoms to modify Most light spells have two vitality costs; a bright and a dim
how materials generate and interact with light, and one. The number before the bright cost shows the amount
later with other matter. Most light spells depend of vitality that must be expended if you cast this spell while in
heavily on the caster's movements and require split- bright light. The number before dim is the vitality the spell
second adjustments to form optical illusions, lasers, consumes in dim or dark conditions. The cost of the spell is
or other useful manifestations of quantum mechanics. determined when you cast it, or when you must pay vitality to
maintain concentration.
Spells that cause bright flashes of light or deal damage are
The Lore of Light relies on your Dexterity score usually cheaper to cast in bright condition, as there is more
The Difficulty Class of saving throws against light spells you light to redirect. Spells that create illusions are usually
cast is determined as follows: 8 + your Proficiency Bonus + cheapest to cast in darkness, as there is less light that the
your Dexterity modifier. illusion must redirect or absorb.
If a light spell requires an attack roll, then the modifier
for that roll equals: your Proficiency Bonus + Your Light Spell List
Dexterity modifier.
The following is a list of all light spells.
Novice (1st Level) Adept (3rd Level)
The Lore of Light is a good choice for those who value Blur Beam
subtly and reliable results. Spells such as Shadow Cloak and Disguise Darkness
Invisibility make it hard for foes to attack or even detect Flash Globe of Invisibility
you. Even if they spot you, spells like Warding Glare or Guiding Bolt
Mirror Dome
Mirror Image make it even harder to pin down and attack Shining Star
Overview X-Ray Vision
you. Starlight and similar spells provide unavoidable damage Radiant Thrust
and Overview or Arcane Eye let you survey the battlefield. Expert (4th Level)
Shadow Cloak Arcane Eye
However, the Lore of Light has little in the way of area of Spotlight
effect damage and lacks the burst damage to terminate foes Clairvoyance
Starlight Death Ray
quickly, especially early on. Warding Glare Death Sphere
Apprentice (2nd Level) Defense Matrix
Bamboozle Master (5th Level)
Infravision Final Light
Invisibility Doppelganger
Mirror Image Image
Pulse Beam Intangibility
Radiance Passwall
Searing Glare
See Through
Silent Image
Laser. With the ability to create lasers, you can use a beam
with a color of your choice that you can see to take aim. As
Disguise
an action you can target a creature with the laser. As long as Novice light
you maintain concentration on this spell, any ranged attack Vitality Cost: 3
rolls you make against the target have advantage. This spell
Casting Time: 1 Action
is silent, but you are revealed to creatures looking in your
Range: Touch
direction that can see the laser.
Duration: 1 Day
Light. For a negligible cost, you can cause light of any color
to either shine around you (5-Meter radius) or from a cone Slowly move your open palm over the body you wish to disguise,
that comes out of your hand or eyes (10-Meter Cone). close your eyes, and focus on your desired look. A prismatic
shimmer cascades over your body, masking your true identity in a
Simple Disguise. For a negligible cost to your vitality,
matter of moments.
you may use an action to make your skin or other body parts
appear any color of your choice, including pitch black. You Touch a willing creature and apply an illusion to it. This
may change your hair, skin, or eye color and add freckles, illusion makes it, including its clothing, armor, weapons, and
tattoos, or other markings. other belongings on its person, look different until the spell
Scope. As a bonus action, you may begin expending 1 ends or until you use your action to touch the creature and
vitality per minute to create a flat, transparent illusion no dismiss the effect. You can’t change a creature's body type or
more than 1 meter in diameter that magnifies your vision up size, and its body must either be used as a part of the illusion
to 100 times, either as a tele- or microscope. You may place or be completely covered by it. When you use this spell to
this illusion directly on your pupil. You may also cast this spell blend into an environment, you may take the hide action as
in a way that the effect acts as a scope for a weapon or spell. part of the action used to cast this spell. As long as you remain
Whenever you make a ranged attack for the duration, double motionless, you are camouflaged.
its normal and maximum range and increase your attack The changes made by this spell fail to hold up to physical
modifier by 2. inspection. For example, if you use this spell to add a hat to
This spell is silent and can be dismissed at any time, no your outfit, objects pass through the hat, and anyone who
action required. touches it would feel nothing or would feel your head and
hair. Taking damage causes the illusion to dissolve.
Still Illusion. As an action you expend vitality and touch a
If a creature uses its action to examine the image from
surface or space to imprint an image into it. The illusion lasts
a distance, the creature can determine that it is an illusion
for 1 day for every 1 vitality you expend when creating it. If
with a successful Wisdom (Investigation) check against your
you create an image on a surface, it is 2-dimensional. Creating
spell save DC.
it in a space allows you to make it 3-dimensional. In either
To discern that someone is disguised from range, a
case, the illusion must fit into a 1-meter by 1-meter square.
creature can use its action to inspect the disguised creature's
You can use several actions to create a larger illusion by
appearance and must succeed on a Wisdom (Investigation)
weaving the images of multiple individual squares (each with
check against your spell save DC.
their own vitality cost and duration) together. The image can’t
This spell is silent.
create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion. If an
object at least 10 centimeters (5 inches) in diameter moves
through the illusion or it takes damage, the illusion dissolves.
From your outstretched hand, rainbow-colored beams erupt, Vitality Cost: 1 Bright/ 2 Dim
followed by a dazzling white flash. Only those quick enough to turn Casting Time: 1 Action
away or shield their eyes can avoid being blinded. Range: Melee
Duration: Instant
Every creature in a 10-meter cone must succeed a Dexterity
saving throw or be blinded until the end of their next turn. You pull back your two extended fingers. Light gathers on them and
Illusions in the area of effect are dispelled. as you thrust them forward, an explosion of deadly yellow-white
This spell costs 1 vitality when cast in bright light or 2 star light erupts from them.
vitality when cast in dim light or darkness.
Make a melee spell attack. On a hit you deal 3d4 radiant
Upcast: Spend an additional 2 Vitality to increase the size of damage. The target's maximum hit points are reduced by an
the cone by 5 meters. amount equal to the radiant damage dealt until it finishes a
long rest. If a creature's hit point maximum is reduced to 0, it
Guiding Bolt dies instantly.
Novice light This spell costs 1 vitality when cast in bright light or 2
vitality when cast in dim light or darkness.
Vitality Cost: 3 Bright/ 6 Dim
Casting Time: 1 Action Upcast: Spend an additional 1 Vitality to increase the radiant
Range: Line of Sight damage by 1d4.
Duration: Instant
Shadow Cloak
You form a triangle with your fingers. A shining star appears Novice light
between them and erupts into a multicolored beam surrounded by a
nebulous, prismatic cloud. The ray burns through flesh and bathes Vitality Cost: 4 Bright/ 2 Dim per Minute
the victim in a white glow that reveals and blinds the creature for Casting Time: 1 Action
just a moment. Range: Self
Duration: Concentration
Make a ranged spell attack. On a hit, the target takes 4d6 fire
damage and is blinded until the end of its next turn. Illusions You knit your fingers together as the rainbow-colored light on
in the creature's space are dispelled. your forearms turns into tendrils of darkness and twists over your
This spell costs 3 vitality when cast in bright light or 6 fingers. As you pull your hands apart, a cloak of blackest night
vitality when cast in dim light or darkness. flows over you and hides you from sight.
Upcast: Spend an additional 2 Vitality to increase the fire You generate a photon desistance array that covers you and
damage by 1d6. anything you are wearing.
While in dark or dim light you receive a +10 bonus on
Overview stealth checks to remain out of sight and are invisible to
Novice light creatures that rely on darkvision or infravision to see you.
You are also resistant to radiant damage, any radiant
Vitality Cost: 1 per Minute damage you take is dealt to your vitality instead and you are
Casting Time: 1 Action unaffected by sunlight for the duration.
Range: Self This spell is silent. It costs 4 vitality per minute when cast
Duration: Concentration in bright light or 2 vitality per minute when cast in dim light
or darkness.
You look up an a white light flashes over your eyes. Your vision
flies away to a point far away to spy on what is there. Upcast: Spend an additional 4 vitality per minute to extend
the spell to another large or smaller creature you are touching.
Target a point in range that you can see no more than 100 The effect ends for it if you lose physical contact.
meters away. An invisible sensor is placed there. A creature
that can see invisible objects, as with the Spotlight spell, sees Spotlight
the sensor as a luminous orb about the size of your fist with
Novice light
a shimmering trail leading to its origin. Effects that dispel
illusions destroy the sensor. Vitality Cost: 1 Bright/ 0 Dim per Minute
For the duration, you can look through this sensor as Casting Time: 1 Action
though your eyes were hovering in that spot. Your original Range: Self (see description)
body is blinded while you use this ability. The spell ends if Duration: Concentration
you lose line of sight to the sensor. While looking through
the sensor, you can use your action to target another point Veins of glittering light flow over your hand and are unleashed
you can see that is no more than 100 meters away from the from your hand. This invisible light, causes the things it shines upon
sensor you are currently looking through. The cost of the
Part 3 | The Lore of Light
220
glow with an eerie violet-blue shimmer. Skin glows particularly Apprentice
bright, making it hard to miss. Spells that absorb or redirect light
to hide the caster cause the user to appear as a black shadow on Access to apprentice light spells grants you the ability
the illuminated background. Illusions do not reflect it, revealing described under Channel Light II and allows you to learn the
them as well. following spells.
When you cast this spell you either create a 10-meter radius Channel Light II
sphere centered on you or a 30-meter cone of bright light. As you gain more control over the sub-atomic processes that create
Any creature that enters the light on its turn, or starts its light and become an apprentice caster, you gain the ability to create
turn there is revealed until the end of its next turn. You can moving illusions. By rapidly forcing the array that forms it to
see invisible creatures and objects as if they were visible change, the illusion can change or react to certain conditions. You
and illusions are identified as such while in the light. You can also not just force objects to absorb, reflect or generate light, but
may reorient the cone as a free action on your turn, or also use energy to prevent a material from interacting with light at
as a reaction. all, making it transparent.
This spell costs 1 vitality per turn when cast in bright light.
Its cost is negligible when cast in dim light or darkness. Moving Illusion. Using your action and a negligible
amount of vitality, you may project a 2-dimensional moving
Upcast: Spend an additional 1 vitality per turn to increase the or still image on a surface for as long as you maintain
range of the light. If you create a radius, increase its size by 5 concentration. You may also use Minor Illusion (Channel Light
meters. If you created a cone, increase its size by 10 meters. I) to create moving illusions.
Starlight Bamboozle
Novice light Apprentice light
Take a look at your foe and place a finger on your temple. A cone of You pull your tensed hands apart. A short, blinding white light
pale white, almost invisible light surrounded by a subtle violet and surrounds your body and a group of illusory duplicates is
light blue glow shines from your eyes and bathes whatever you’re created. They run off un every direction, allowing you to make a
looking at in deadly amounts of star light. quick getaway.
Every creature in a 5-meter cone takes 3d4 radiant damage You create up to 4 illusory duplicates of yourself for the
and has its maximum hit points reduced by an amount equal duration that run off in every direction, or perform some
to the radiant damage taken until it finishes a long rest. If a other actions that you determine when you cast this spell.
creature's hit point maximum is reduced to 0, it dies instantly. The duplicates automatically avoid running into obstacles, but
This spell is silent. It costs 2 vitality when cast in bright have no intelligence.
light or 4 vitality when cast in dim light or darkness. The duplicates have no mass, make no sounds, and cannot
interact with physical objects, however they dissolve if an
Upcast: Spend an additional 2 Vitality to increase the radiant object at least 10 centimeters (5 inches) in diameter passes
damage by 1d4. through them. Each duplicate has an AC of 10 and disappears
when it takes damage.
Warding Glare
Novice light Upcast: Spend an additional 2 vitality to create an
extra duplicate.
Vitality Cost: 1 Bright/ 2 Dim
Casting Time: 1 Reaction Infravision
Range: 30 Meters Apprentice light
Duration: Instant
Vitality Cost: 4 per Hour
As an opponent attempts a strike, you snap your gaze onto them. Casting Time: 1 Bonus Action
Your eyes widen and from them explodes a short flash of blinding Range: Self
white light. Duration: Until Dispelled
When a creature you can see makes an attack, you can use You blink and white light flashes over your eyes. Multicolored light
your reaction to cast this spell. You must cast this spell before expands from the center of your vision, replacing it as it moves
the creature makes its attack roll. The attacking creature has across your field of view. The pattern dissolves into glittering dots
disadvantage on the triggering attack. surrounded by black as it reaches the edge of your vision. Instead of
A creature that does not rely on sight, as with blindsight, or your normal sight, the world is shown to you in the infrared.
is immune to the blinded condition, is immune to the effects
of this spell. You can see in dim light, darkness and absolute darkness
This spell costs 1 vitality when cast in bright light or 2 within 60 meters (180 feet) of you as if it were bright light and
vitality when cast in dim light or darkness. camouflage, smoke and fog do not impede your vision. You
can no longer discern color, only temperature differentials.
You can dismiss this effect at any time, no action required.
This spell is silent and subtle.
Vitality Cost: 8 Bright/ 4 Dim per Minute Target a creature you can see. It is marked by a beam that is
Casting Time: 1 Bonus Action visible to all. At the start of your next turn, if you have line of
sight to the target, you deal 5d6 fire damage to the target, and
Range: Self
the spell ends.
Duration: Concentration
You are incapacitated while concentrating on this spell.
Move your hand over your body and weave threads of rainbow- This spell costs 2 vitality when cast in bright light or 4
colored light over it. These threads move over you, like flames vitality when cast in dim light or darkness.
burning paper until you are nothing but a transparent haze that
Upcast: Spend an additional 2 Vitality to increase the fire
only the keenest eyes can spot.
damage by 1d6.
You, along with any equipment you are wearing or carrying,
turn invisible for the duration. Radiance
This spell is silent. It costs 8 vitality per minute when cast Apprentice light
in bright light or 4 vitality per minute when cast in dim light
or darkness. Vitality Cost: 3 Bright/ 6 Dim per Turn
Casting Time: 1 Action
Upcast: Spend an additional 5 Vitality per minute to extend Range: Self (5-meter radius)
the effect to another large or smaller creature you are Duration: Concentration
touching. The effect ends for it if you lose physical contact.
Expand your chest and thrust your arms outward to unleash a burst
Mirror Image of multicolored rays that radiate in all directions. The intense light
Apprentice light builds to a blinding crescendo, burning and overwhelming all those
within its reach.
Vitality Cost: 6 Bright/ 3 Dim
Casting Time: 1 Action A creature that starts its turn in a 3-meter radius sphere
centered on you, or enters that area on its turn takes 2d6 fire
Range: Self
damage. Attacks against you have disadvantage as attackers
Duration: 1 Minute
must shield their eyes or be blinded. A creature that does not
You slap your open palms together. White light surrounds your rely on sight, as with blindsight, can see through illusions,
body and three perfect duplicates appear with a flash of light. They as with truesight, or is immune to the blinded condition still
mirror your movements, constantly shifting through and around takes radiant damage, but suffers no further adverse effects.
you to make tracking the real you almost impossible. Illusions in the area of effect are dispelled.
This spell costs 3 vitality per turn when cast in bright light
You create 3 illusory duplicates of yourself that mirror your or 6 vitality per turn when cast in dim light or darkness.
appearance perfectly. Each time a creature targets you with an
attack during the spell's duration, roll a d20. Upcast: Spend an additional 3 vitality per turn to deal an
If you have three duplicates, you must roll a 6 or higher to extra 1d6 fire damage and increase the radius by 1 meter.
change the attack's target to a duplicate. With two duplicates,
you must roll an 8 or higher. With one duplicate, you must Searing Glare
roll an 11 or higher. Apprentice light
A duplicate's AC equals 10 + your Dexterity modifier. If an
attack hits a duplicate, the duplicate is destroyed. A duplicate Vitality Cost: 2 Bright/ 4 Dim
can be destroyed only by an attack that hits it. It ignores Casting Time: 1 Action
all other damage and effects. The spell ends when all three Range: Line of Sight
duplicates are destroyed. Duration: Instant
You can dismiss the illusory duplicates at any time, no
action required. You glare at your foe. With a flash and a high-pitched screech,
A creature is unaffected by this spell if it can't see, if it two beams of white light explode from your eyes and saw through
relies on senses other than sight, such as blindsight, or if their flesh.
it can perceive illusions as false, as with truesight or the
You fire three laser beams. Each beam hits a creature of your
Spotlight spell.
choice that you can see and deals 1d6 fire damage.
This spell is silent. It costs 6 vitality when cast in bright
This spell costs 2 vitality when cast in bright light or 4
light or 3 vitality when cast in dim light or darkness.
vitality when cast in dim light or darkness.
Vitality Cost: 6 Bright/ 3 Dim per Turn Vitality Cost: 2 Bright/ 4 Dim per Turn
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 Meters (3-meter sphere) Range: Touch (1-meter diameter)
Duration: Concentration Duration: Concentration
From your extended finger you fire a glittering ray of light. From Extend your open palm. Pale rays of light shoot away from a
its place of impact a sphere forms turning all beneath it invisible. humming white orb. It grows until it turns into a small star. Finally,
Those inside see prismatic rays of light emitting from the source you launch this light. Its earie glow cooks those within it, and burns
of the sphere. all touched by its light.
Target a point in range. A sphere with a radius of up to 3 You create a 1-meter diameter sphere centered on a point in
meters appears in the target location. Alternatively, you range. The sphere sheds bright light in a 20-meter radius and
may target an object or a willing creature. The area of effect dim light for an additional 20 meters. As a bonus action, you
emanates from it and moves with it, but can be blocked by can move the sphere of light up to 20 meters.
covering the object or creature. All creatures in the sphere are blinded and heavily obscured.
You may also target an unwilling creature, in which If a creature enters the bright light shed by the sphere's on its
case you make a ranged spell attack against it. On a hit, the turn, or starts its turn there it takes 2d4 radiant damage. All
creature becomes the source of the sphere for the duration. creatures in the sphere are blinded and heavily obscured. If a
The sphere is invisible and anything fully inside the sphere creature enters the sphere on its turn, or starts its turn there
is invisible to creatures outside the sphere. While under the it takes an additional 4d4 radiant damage. A creature has its
effect of this spell, a creature is not revealed by infravision. maximum hit points reduced by the radiant damage dealt until
When an object moves through the outer perimeter of the it finishes a long rest. If a creature's hit point maximum is
sphere, the invisibility field glitches, revealing the location of reduced to 0, it dies instantly.
the sphere, but not the creatures inside it. The spell ends if you end your turn without line of sight to
This spell costs 6 vitality per turn when cast in bright light the sphere. It costs 2 vitality per turn when cast in bright light
or 3 vitality per turn when cast in dim light or darkness. or 4 vitality per turn when cast in dim light or darkness.
Upcast: Spend an additional 3 vitality per turn to increase the Upcast: Spend an additional 2 vitality per turn to increase the
maximum radius by 1 meter. radius of the sphere by 1 meter and the damage it deals by 1d4
radiant damage.
Mirror Dome
Adept light X-Ray Vision
Adept light
Vitality Cost: 6 Bright/ 3 Dim per Minute
Casting Time: 1 Action Vitality Cost: 2 per Turn
Range: Self (3-meter radius) Casting Time: 1 Bonus Action
Duration: 1 Minute Range: Self
Duration: Concentration
Thrust your fist into the air and open it to release a burst of light.
It explodes outwards and creates a dome of reflective energy that You blink and a small, almost invisible cone of shimmering pale
blocks vision for your foes, but not you. Fire freely, while your light shines from your eyes. It is subtle to others, but to you the light
enemies can see their own expressions of horror in the dome’s pierces through obstacles and allows you to see a black-and-white
mirror surface. image of what's behind them.
When you cast this spell, an up to 3-meter radius sphere For the duration, you may see through walls and other
appears around you. Any creature completely inside the obstacles up to a range of 20 meters and may see in darkness
sphere is heavily obscured to any creature outside the as though it were bright light. You can’t discern color through
sphere unless that creature can see through illusions as with walls, only shades of gray. Your vision is blocked by 1 meter
truesight, blindsight or tremorsense. Creatures inside the of solid rock, 5 centimeters of metal, or a thin sheet of lead.
dome can look outside as though through a sheet of glass. The
dome is an intangible illusion and allows both creatures and Upcast: Spend an additional 2 vitality per turn to increase the
attacks to pass through unimpeded. Light spells, light, lasers, distance you can see through walls by 10 meters.
radiation or similar effects harmlessly reflect off the outer
surface of the dome, but may exit the dome freely. The dome Expert
is not dispelled by effects that dispel illusions.
This spell costs 6 vitality per minute when cast in Access to expert light spells grants you the ability described
bright light or 3 vitality per minute when cast in dim light under Channel Light IV and allows you to learn the
or darkness. following spells.
Make your final stand. Ball your fists and tense. Cracks of
Channel Light V prismatic light spread down your arms and over your entire body.
As a master of light, your control of quantum mechanics finally
Your flesh becomes ash, as pale white light shines through these
gives you the ability to affect more than just how a material
cracks. You are one with your element. An avatar of purest light,
interacts with photons, but with other physical matter. Through
shining like a star. With a brilliant flash of blinding white, you
this, your illusion arrays can resist attempts to move through them.
dissapear. There is no loud explosion, no shredding shockwave. Just
They remain mass-less but can feel like physical objects. Unlike
a pale light and silent, inescapable death.
force fields, they are exceptionally precise and just as fragile.
Maintaining an array under extreme physical duress costs an When you use your second action to complete the spell, your
exorbitant amount of energy and is not feasible. This ability also body disintegrates and releases a flash of white light that
allows you to temporarily suppress the quantum mechanics that shines through physical obstructions.
allow matter to interact with other matter. It remains solid and Every creature in a 1-kilometer radius takes 50 radiant
structurally intact, but other objects can phase through it as though damage. Every creature in a 2-kilometer radius, outside the
it was made of liquid. However, the effect isn't perfect. Even though previous radius takes 15 radiant damage.
their electron shells no longer repulse each other, atom cores can still The ground and every object in a 1-kilometer radius is
collide and damage objects phasing through each other. irradiated. Any creature that ends its turn within this area
or while carrying an object taken from it takes 20 radiant
Hard Shadow Illusion. As an action, you expend vitality
damage. The damage this area, or objects from it, deal is
and touch a surface or space to imprint an image into it. The
halved every 100 years after the casting of this spell.
illusion must fit into a 1-meter by 1-meter square. You can
A creature has its maximum hit points reduced by the
use several actions to create a larger illusion by weaving the
radiant damage dealt until it finishes a long rest. If a creature's
images of multiple individual squares (each with their own
hit point maximum is reduced to 0, it dies instantly.
vitality cost and duration) together.
The illusion feels real to the touch and may feel cool or
warm. It can also produce sound. You can't create sufficient Doppelganger
heat or cold to cause damage, or a sound loud enough to deal Master light
thunder damage or deafen a creature. The illusion can either
Vitality Cost: 4 Bright/ 2 Dim per Minute
be made static or programmed to react to being touched
and manipulated like a loose object. However, no part of Casting Time: 1 Action
the illusion can leave its space and will either refuse to leave Range: 10 Meters
that area or wink out of existence if it does (your choice Duration: Concentration
when casting).
You are wreathed in inky shadow. Like liquid it flows into a replica
The illusion has an AC of 10 and 1 hit point for every 1
of you made from pure darkness that, if you so choose, colorizes
vitality you expend when creating it. The illusion loses one hit
into a perfect likeness of you. Those who believe a shadow can't
point every hour that it persists, or at the end of every turn it
harm them will be surprised when the darkness cuts through them
spends carrying more than 10 kilograms. When its hit points
like solid steel.
reach 0, the illusion dissolves into black shadows and whisps
of prismatic light. The illusion shatters if more than 100 Target a creature in range and manifest an illusory duplicate
kilograms of weight are placed on it. of this creature, or just a vaguely humanoid shape of solid
If a creature uses its action to examine the image, the shadows for the duration. This weightless illusion can interact
creature can determine that it is an illusion with a successful with objects as though it had physical mass and holds up to
Wisdom (Investigation) check against your spell save DC. physical inspection.
Hard Shadow Weapons. As a bonus action and at a This illusory creature is considered an object. It shares
negligible cost to your vitality, you may manifest any non- your Strength, Dexterity, and Constitution scores and
firearm weapon in your hand. The weapon has the finesse may be created wielding any non-firearm weapons. The
property in addition to its usual traits. The weapon dissolves doppelganger may use these illusory weapons to make melee
into whisps of prismatic light if you end your turn while a attacks using your spellcasting ability and proficiency bonus.
weapon summoned this way is not in contact with your body. It has an AC of 10 and dissolves into shadows and wisps of
prismatic light when it takes any damage.
T
he Lore of Frost revolves around the Frost Spell List
creation of intense cold. To achieve this, the caster
taps into null point energy, which has the ability The following is a list of all frost spells.
to absorb heat and other forms of energy from the Novice (1st Level) Adept (3rd Level)
surrounding environment. Wielding null point Armor of Ice Arctic Wind
energy is physically taxing and requires a great deal Cooling Aura Blizzard
of resilience and endurance. Freeze Counterspell
Dispel Magic
Frost Shield
Encase
The Lore of Frost relies on your Constitution Glacial Glide
Expert (4th Level)
score Ice Spike
Arctic Haze
The Difficulty Class of saving throws against frost spells you
Resist Elements
Arena
cast is determined as follows: 8 + your Proficiency Bonus + Skulpt Weapons
Flesh to Ice
your Constitution modifier. Snow
Icicle Rain
Soothing Cold
If a frost spell requires an attack roll, then the modifier
Suppress Flame
Apprentice (2nd Level)
for that roll equals: your Proficiency Bonus + Your Master (5th Level)
Biting Cold Final Frost
Constitution modifier. Cold Front Avalanche
One of the primary advantages of the Lore of Frost is its Flash Freeze Dominion of Winter
ability to control the battlefield. Spells like Snow and Cold Freeze Armament Null Sphere
Front can create hazardous conditions for opponents, Frozen Ground Stop
making it difficult for them to move around and reposition Hibernate
themselves effectively. Meanwhile, defensive spells like Frost
Shield and Freeze Armament offer formidable protection
against harm, leaving enemies chilled to the bone and their
attacks ineffective.
Although the Lore of Frost offers many affordable spells
that can provide robust defenses and control the battlefield,
it lacks effective damage-dealing capabilities and can be
vulnerable to resistance. This means that if an opponent is
able to bypass the your defenses and close the distance, they
may overwhelm you.
On your clothes appear patches of frost that grow, thicken, and Vitality Cost: See Description
finally interlock to create a thick layer of ice that both protects you Casting Time: 1 Reaction/ 1 Bonus Action
and chills all who come near. Range: Self
Duration: Concentration
Touch a willing creature. It gains 5 temporary hit points for
the duration. If an attacker hits that creature with a melee You slam your hands together and a sphere of swirling true ice
attack while it has these hit points, the attacker takes 1d6 spawns from your fingertips and expands to cover your body.
cold damage. Anything that touches this shield is drained of energy, covered in
frost, and harmlessly falls to the ground.
Upcast: Spend an additional 3 Vitality to grant an extra 5
temporary hit points. You may cast this spell as a reaction to a creature you can
see making an attack. You summon a transparent shield that
covers your space. Any ranged attack that targets a creature in
the shields space targets the shield instead. Any area of effect
that would include the shield's space affects only the shield.
Attacks against the shield hit automatically and the shield fails
all saving throws. It is resistant to all damage and any damage
it receives is dealt to your vitality instead.
Vitality Cost: 2 per Minute Upcast: Spend an additional 2 Vitality to deal an additional
Casting Time: 1 Bonus Action 1d4 cold damage and expend an additional hit die.
Range: Self
Duration: Concentration
Close your fist and from it grows ice. It forms into whatever you
wish, taking the shape of a club or a razor-sharp sword. It cracks
and breaks as it is struck against an opponent, leaving shards of
incredible cold clinging to their armor or embedded in their flesh.
Vitality Cost: 7 per Turn You flick a cloud of true ice at your opponent. The frigid energy
Casting Time: 1 Action seeks out and neutralizes the energy of their spell, rendering at least
Range: Self (15-meter cone) a portion of it useless as they attempt to cast it. The absorbed energy
Duration: Instant is dissipated by the cold, causing the remainder of their spell to
sputter out into nothingness.
You gather cold air between your open palms and blow. Winds,
colder than the deepest winter, and a storm of dry snow batter all in You cast this spell as a reaction to a creature you can see
front of you. within range attempting to cast a spell that does not have the
subtle property. The spell fizzles and the vitality used to cast
You create a 15-meter cone that blows dry snow away from it is wasted.
you. Any creature that starts its turn in the cone or enters it
on its turn must make a Dexterity saving throw. On a failure,
it takes 4d6 cold damage, is chilled, and pushed 5 meters away
from you towards the edge of the cone. On a success, it takes
half as much damage and is neither chilled nor pushed.
Part 3 | The Lore of Frost
232
Dispel Magic Every pillar has 100 hit points, is invulnerable to necrotic
Adept frost and psychic damage, resistant to piercing and slashing
Vitality Cost: 4 damage, and vulnerable to fire damage. Cold damage
Casting Time: 1 Action heals it instead.
Creatures in the wall’s space when it is created are moved to
Range: 10 meters
an adjacent space of their choice.
Duration: Instant
Press your fingers together and as your hand snaps open, a Arctic Haze
transparent pulse of shimmering white flies towards a nearby Expert frost
arcane effect. The particles containing the spell's charge are
disrupted and the lingering energy simply evaporates. Vitality Cost: 7 per Turn
Casting Time: 1 Action
Choose any creature, object, or magical effect in range. Any Range: 30 Meters (10-meter radius)
non-permanent magical effect affecting the target is dispelled. Duration: Concentration
This disrupts effects caused by magic items, but does not
affect the magic item itself and does not prevent it from being You spin your hands around your body and draw the warmth from
activated again. the air. At your command a billowing cloud of tiny, razor-sharp
icicles grows, cutting and freezing all caught within.
Encase A 10-meter radius sphere filled with a cloud composed of tiny,
Adept frost razor-sharp ice shards billows out from the targeted point.
Vitality Cost: 8 When a creature enters the spell's area for the first time
Casting Time: 1 Action on a turn or starts its turn there, that creature must make a
Dexterity saving throw. The creature takes 3d6 cold damage
Range: 30 Meters
plus 3d6 piercing damage on a failed save, or half as much
Duration: See Description
on a successful one. The area is difficult terrain and heavily
You form a sphere of cold between your hands. You fuel it with obscured for the duration.
energy, then project it at your target. An explosion of frost expands
Upcast: Spend an additional 4 vitality per turn to deal an
from them to entomb them in a heart shaped prison of ice. They are
extra 1d6 cold damage and increase the radius by 2 meters.
frozen so quickly that their body is perfectly preserved in the cold
for all time.
Arena
Target a huge or smaller creature in range and roll 5d6+20. Expert frost
If the rolled number equals or exceeds the target's current hit
points, or the target is willing, it is entombed in a block of dry Vitality Cost: 15
ice one size larger than itself (a medium creature is entombed Casting Time: 1 Action
in a large ice block). The creature is unconscious and immune Range: Self (5-meter radius)
to all damage for the duration. It stops aging and requires Duration: 1 Minute
neither food, nor drink until it is freed from the ice.
The block of ice has 50 hit points, is immune to poison and You make a pirouette and from you, a dome of shimmering white
psychic damage and vulnerable to fire damage. Cold damage trueice expands from you. It creates a thin sheet of ice that grows
heals it instead. into a dome of solid dry ice within seconds, trapping you and
The ice block is protected from melting. It feels as cold as anyone smart enough not to jump through the barrier.
normal ice to the touch and loses 1 hit point per month in
You create a sphere with a radius of up to 5 meters. A creature
temperatures above 0 degrees Centigrade. If the ice block
that passes through the outer border of the sphere must
reaches 0 hit points it breaks apart, the spell ends and the
make a Dexterity saving throw. On a failure, it takes 10d6
creature is released with the same number of hit points it had
cold damage and is frozen. On a success, it takes half as much
before being targeted with this spell.
damage and is chilled instead of frozen. A creature on the
Upcast: Spend an additional 3 vitality to roll an extra 1d6. sphere's border may use its reaction to move into or out of the
sphere when it first forms.
At the start of your next turn, the sphere of true ice
Expert turns into a thick barrier of opaque dry ice. The barrier is
Access to expert frost spells grants you the ability described 30 centimeters thick, has 100 hit points, is invulnerable
under Channel Frost IV and allows you to learn the to necrotic and psychic damage, resistant to piercing and
following spells. slashing damage, and vulnerable to fire damage. Cold damage
heals it instead.
Channel Frost IV Creatures in the barrier’s space when it completes are
As you become an expert at the lore of frost, you gain the ability pushed to an adjacent space inside the sphere. The sphere lasts
to create and project large amounts of stable null point energy and for 1 minute before it sublimates and collapses.
force it to create more complicated shapes.
Upcast: Spend an additional 5 Vitality to increase the damage
Ice Wall. As an action you can spray an area with dealt by 2d6 cold damage, the maximum radius by 1 meter,
supercooled air, rapidly forming blocks of ice that grow into and the duration by 1 minute.
a thick wall. You choose up to six adjacent square meters in
range. A pillar of ice, up to 3 meters tall, grows in the selected
area. You pay 3 Vitality for every pillar you create.
Target a creature you can see in range. It makes a Null Field. As an action you will your magic to neutralize
Constitution saving throw, taking 6d6 cold damage on a failed any spells in the area and counteract other energy.
save or half as much on a successful one. If this reduces the Maintain concentration and spend 10 vitality per turn to
target to 0 hit points, it is frozen solid. create a 10-meter-radius sphere centered on you. You may
spend an additional 3 vitality per turn to increase the radius
Upcast: Spend an additional 3 vitality to deal an extra 1d6 by 1 meter. Until the spell ends, the sphere moves with you,
frost damage. centered on you.
Targeted Effects: Any energy projectile fizzles out of
Icicle Rain existence when it enters the sphere. Spells and other magical
Expert frost effects, such as Fire Bolt and Charm, that target a creature or
an object in the sphere have no effect on that target.
Vitality Cost: 14 Area of Effects: The area of another spell, magical effect
Casting Time: 1 Action or large source of energy such as a fireball or grenade, can't
Range: 1 kilometer (30-meter radius) extend into the sphere. If the sphere overlaps an area of
Duration: Instant magic, the part of the area that is covered by the sphere is
suppressed. For example, the flames created by a wall of fire
You gather a sphere of cold. Wind and white tendrils coalesce into are suppressed within the sphere, creating a gap in the wall if
a sphere, before you hurl the icy comet into the air. In mid-air it the overlap is large enough.
explodes into shards of ice, that rain down on those below. Spells: Within the sphere, spells can't be cast. When a
creature attempts to cast a s spell within the field, it expends
Target a 30-meter radius in range. At the start of your next the vitality needed for the casting, but the spell fizzles before
turn the area is bombarded by shards of dry ice. Each creature it can be cast. Any active spell or other magical effect on
in the area must succeed a Dexterity saving throw or take 4d6 a creature or an object in the sphere are suppressed until
cold damage and 4d6 piercing damage. the creature leaves the area of effect. The time the effect is
suppressed counts against its duration.
Upcast: Spend an additional 4 vitality to deal an extra 1d6 Items: Electronic devices or magical items (including magical
piercing damage. constructs) cease to function until they leave the area of effect.
Magical Travel: Teleportation and planar travel fail to work
Suppress Flame in the sphere, whether the sphere is the destination or the
Expert frost departure point for such magical travel.
Dispel Magic: Spells and magical effects such as dispel magic
Vitality Cost: 10 have no effect on the sphere. Likewise, the spheres created by
Casting Time: 1 Action different null fields don't nullify each other.
Range: Self (see description)
Duration: 1 Minute Final Frost
Master fire
A chill heralds the wave of trueice that is sent forth from your open
palm. This negative energy is attracted to intense concentrations of Vitality Cost: Suicide
energy and upon contact suppresses it. It is too subtle to affect other Casting Time: 2 Actions
spells, however in its presence flames are snuffed out and electronics
Range: Self (see description)
deactivated.
Duration: See Description
You unleash a wave of cooling energy either in a 20-meter
Make your final stand. Ball your fists and tense. Veins of red flame
radius sphere around yourself, or in a 40-meter cone. A
spread down your arms and over your entire body. Your skin
shimmering white haze persists Every non-magical flame no
begins to freeze and crack. Mist so cold it freezes the very air against
larger than 1 meter by 1 meter is extinguished and cannot be
the ground seeps through the fissures in your skin. You are one with
reignited for the duration, or until the combustible material
your element. An avatar of purest cold, chilling all. A wave of light
leaves the area of effect. A vehicle that relies on a combustion
blue erupts from your body. The remains of your flesh are the first
engine stalls and cannot be restarted until the effect ends, or
to be frozen solid as moves across the land. It is heralded by screams
the vehicle leaves the area of effect.
and panic, but once it passes there is only silence. There is no sound,
A creature inside an affected area is immune to the
except the quiet crackling of ice.
scorched condition.
When you use your second action to complete the spell,
Upcast: Spend an additional 1 vitality to increase the size of
your body disintegrates in an explosion of white mist. A
the cone by 6 meters or the radius of the sphere by 3 meters.
cylinder that is 100 meters tall and has a radius of 100 meters
appears centered on you. At the start of each of your turns,
the radius of the cylinder increases by 100 meters, until it
Part 3 | The Lore of Frost
234
reaches a radius of 2000 meters. Once the cylinder reaches Null Sphere
its maximum size, it persists until the end of your next turn. Master frost
Then the spell ends.
All surfaces in the cylinder are covered in a layer of dry Vitality Cost: 10 per Turn
ice and snow and become difficult terrain. Any creature that Casting Time: 1 Action
enters the cylinder on its turn or starts its turn there makes a Range: Self (3-meter radius)
Constitution saving throw. It takes 5d6+35 cold damage and Duration: Concentration
is frozen on a failed save, or half as much and is chilled on a
successful one. If this damage would reduce a creature to 0 hit A shimmering white sphere grows from your open palm and
points, it is frozen solid. The cylinder has the same effect as envelops those you wish to protect.
a Null Field on all other effects, suppressing all other magic
and electronics inside it for the duration (see Channel Frost V An immobile, faintly shimmering barrier springs into
for details). existence in a 3-meter radius around you and remains for
The difficult terrain remains for 1 week after the spell the duration.
ends. For the next week, the area of the cylinder remains Any spell, attack or effect from outside the barrier can't
freezing cold. affect creatures or objects within it. It can target creatures
and objects within the barrier, but has no effect on them.
Avalanche Similarly, the area within the barrier is excluded from the
areas affected by spells and explosives. However creatures
Master frost
within the barrier can freely cast and attack out of it.
Vitality Cost: 20 Creatures may use their action to slowly move from outside
Casting Time: 1 Action the sphere into it. Creatures may exit the sphere unimpeded.
Range: Self (100-meter cone)
Upcast: Spend an additional 5 vitality per turn to increase the
Duration: 1 hour size of the sphere by 1 meter.
You raise your arms above your head and as you slam them down
the very air freezes into a massive cloud of dry snow. The wave Stop
of bitter cold moves forward and expands, freezing and burying Master frost
anyone caught in its path.
Vitality Cost: 15 per Turn
A 100-meter cone in front of you becomes difficult terrain for Casting Time: 1 Action
the duration. When a creature enters this terrain for the first Range: Self (20-meter radius)
time on a turn or starts its turn there, that creature takes 2d6 Duration: Concentration
cold damage and must succeed a Constitution saving throw or
be chilled and restrained until the start of its next turn, as it You close your fist and as you do, white mist explodes from your
gets stuck in the deep and freezing cold snow. body. All energy is neutralized. Every transfer of force, every
chemical reaction, every quantum effect is countered by this mass of
Upcast: Spend an additional 5 vitality to increase the size of energy. To any observer, time within the bubble slows and stops.
the cone by 10 meters.
A shimmering sphere with a radius of up to 30 meters appears
Dominion of Winter centered on you. The inside of the sphere is lightly obscured
from the outside.
Master frost
All matter within the sphere is frozen in place. Creatures
Vitality Cost: 20 within it cannot move or be moved, are immune to all
Casting Time: 1 Action damage and conditions and unaware for the duration of this
Range: Self (1-kilometer radius) spell. Any effect affecting them before they were frozen is
Duration: 1 Day suspended for the duration. The time an effect is suspended
does not count against its duration and it resumes when
You spread out your arms and touch the ground. As you rise to your the spell ends.
feet, your influence flows through the veil and changes it. The land You and any number of creatures of your choice are
is cooled and grasped by unnatural winter. unaffected by the spell.
A 1-kilometer radius around you is affected by winter. 1 Upcast: Spend an additional 6 vitality per turn to increase the
minute after casting this spell, conditions become freezing radius of the sphere by 10 meters.
cold (see the weather). If there are any clouds above the area,
snow starts to fall.
Saving throws against frost spells made in this area
have disadvantage. Saving throws made against fire spells
have advantage.
If this spell is cast on an area every day for a month, its
effects become permanent.
If an affected area is under the effect of the Dominion of the
Sun spell, the spells neutralize each other where their areas-
of-effect overlap.
T
he Lore of Lightning focuses on creating By donning metal armor, one may inadvertently solve the
electric potentials and controlling electrons. lightning mage's biggest problem: absorption. Metal armor
Electrons act predictably and the techniques used fully absorbs these bolts of lightning, causing an arc flash that
to summon this type of energy are complicated can be incredibly dangerous, especially for more powerful
and need to be reproduced perfectly, the same way, spells. This phenomenon can result in the armor acting like
every time. Those that can learn and execute these a hand grenade, causing catastrophic damage to the wearer.
techniques flawlessly will see the efficiency and potency of Therefore, wearing metal armor can provide a false sense
their spells increased. of security, leaving the wearer more vulnerable to lightning
spells than they may have initially thought.
The Lore of Lightning relies on your Intelligence
score Lightning Spell List
The Difficulty Class of saving throws against lightning spells
The following is a list of all lightning spells.
you cast is determined as follows: 8 + your Proficiency Bonus
+ your Intelligence modifier. Novice (1st Level) Adept (3rd Level)
Arclight Anchor
If a lightning spell requires an attack roll, then the Ball Lightning
modifier for that roll equals: your Proficiency Bonus + Your
Counter
Electrify Chain Lightning
Intelligence modifier. Gauss Bolt
Dynamo Aura
Magnesis
The Lore of Lightning is highly effective in taking Electrocute Vector Pulse
down specific adversaries, especially those who rely on Gathering Storm Expert (4th Level)
concentration, such as spellcasters. The spells within this Negative Bond Discharge
lore pack a powerful punch, with Static and Lightning Strike Static Disintegration Beam
capable of decimating a lone enemy in an instant, while Taser Taser Disintegration Ward
can stun them out of the fight. However, while the Lore Thunder Fabricate
of Lightning is renowned for its high damage and range, it Pulse Shocking Stiletto
does have its weaknesses. Area of effect damage is notably Apprentice (2nd Level) Master (5th Level)
absent, leaving those who rely on this lore vulnerable to being Boil Blood Final Transmutation
overwhelmed by large groups of foes. Heat Metal Eye of the Storm
Some may believe that metal armor would provide ample Ionic Glide Transmute Flesh
protection against lightning spells due to its conductive Lightning Grapple Mass Disintegration
Magnet Pull Wall of Disintegration
properties, acting like a Faraday cage. However, this
Radar
assumption is far from accurate. Lightning mages typically Static Javelin
do not rely on traditional currents to unleash their bolts
of lightning. Instead, they use pulses of electrons that are
fired directly at their target. These high-speed electrons
have greater range than traditional lightning, but they
also penetrate deeply into the target, causing more evenly
distributed damage.
From your palm originates a 5-meter cone. It moves with you Upcast: Spend an additional 2 vitality per turn to deal an
and you choose what direction the cone is facing at the end of additional 1d10 lightning damage when struck.
each of your turns.
A creature that enters the cone for the first time on its Electrocute
turn or starts its turn there must make a Constitution saving Novice divine
throw. On a failed save, a creature takes 2d10 lightning
damage and is shocked. On a success, it takes half as much Vitality Cost: 3 per Turn
damage and is not shocked. Casting Time: 1 Action
Range: 10 meters
Upcast: Spend an additional 2 vitality per turn to increase the Duration: Concentration
damage dealt by 1d10 lightning damage.
You stretch out your fingers and a stream of lightning bolts leaps
Counter onto your target in a constant stream. Their muscles seize up in
Novice lightning the current and they can do little more than twitch and convulse as
electrons flow through them.
Vitality Cost: 5
Casting Time: 1 Reaction Make a ranged spell attack. On a hit, the target takes 2d10
Range: 30 Meters lightning damage and is restrained and shocked. On each of
Duration: Instant your turns for the duration, you can use your action to deal
2d10 lightning damage and shock the target.
With a flick of your arm, you point two fingers at a target you The spell ends if you use your action to do anything else.
wish to disrupt and blast them with a sizzling bolt of electric energy. The spell also ends if the target is ever outside the spell’s range
or if it has total cover from you.
You may cast this spell as a reaction to a creature you can A restrained target can use its action to make a Constitution
see in range taking an action (including a bonus action, or saving throw. On a success, it is no longer restrained, but the
reaction). Make a ranged spell attack. On a hit, the target loses spell does not end.
the triggering action. A spell, maneuver, or other vitality
consuming ability successfully countered this way fizzles, Upcast: Spend an additional 3 vitality per turn to deal an
wasting the vitality the creature used to cast the spell or extra 1d10 lightning damage.
You generate an electrical discharge that targets all creatures Upcast: Spend an additional 2 vitality to increase the radius
in a 3-meter cone. Throw 3d10 and divide the resulting by 5 meters.
lightning damage between all targets. All targets are shocked.
You slowly pull your hands apart. As electric energy hums and
sparks over them, you slam them together. A stroke of lightning is
From your hand, a bolt of lightning springs. A charge is induced in Static Javelin
the target and you are pulled along the lightning. Apprentice lightning
Target a point or a creature in range. Vitality Cost: 4
If you target a point you are pulled to that location in a Casting Time: 1 Action
straight line until you reach the target point, or you decide to
Range: Line of Sight
cancel the pull.
Duration: Instant
If you target a creature or a medium object, make a ranged
spell attack. On a hit, the target is pulled towards you. It flies Pull your fist back, form a screeching and crackling bolt of electric
in a straight line until it lands in the space in front of you, or energy, and hurl it into a foe. Bolts of lightning fork out of their
until you decide to cancel the pull. body and, unless they find other victims, arc back to devastate the
victim’s body a second time.
Upcast: Spend an additional 3 vitality to increase the range
by 5 meters. Make a ranged spell attack. On a hit, the target takes 1d10
lightning damage and is shocked.
Magnet Pull Hit or miss, the bolt then explodes. Roll 3d10 and divide
Apprentice lightning the resulting lightning damage between the target and every
creature in a 1-meter radius around it.
Vitality Cost: 3
Casting Time: 1 Action Upcast: Spend an additional 2 vitality to increase the damage
Range: 30 meters before it is split between targets by 1d10 lightning damage.
Duration: Instant
You press your fingers together and pull them apart. Lightning A thin, bright-blue ray that crackles with energy blossoms from
crackles across them before you thrust two fingers forward. A your extended ring and index fingers. Matter it touches is suffused
small bolt of blue energy streaks through the air faster than the by tiny crackling lightning bolts, as sparks and grey dust fly away
eye can see and blooms into a brilliant sphere of blue light and from it. It falls apart with a screeching noise that is reminiscent of a
electric energy. scream, leaving nothing but dust and smoke.
Choose a point in range. In a flash of blue light, a 10-meter Target a creature or object. A creature targeted by this spell
radius sphere appears. Any creature in the sphere must make must succeed a Dexterity saving throw or have its current
a Dexterity saving throw. On a failure, it takes 4d10 lightning hit points reduced by 3d10 + 30. The target is disintegrated
damage and is shocked. On a success, it takes half as much if this leaves it with 0 hit points. A disintegrated creature
damage and is not be shocked. Any active electronic device in and everything it is wearing and carrying is turned to
the sphere is destroyed. fine grey dust.
Upcast: Spend an additional 6 vitality to deal an additional Upcast: Spend an additional 4 vitality to increase the hit point
1d10 lightning damage and increase the radius of the sphere reduction by 1d10.
by 2 meters.
Disintegration Ward
Expert Expert lightning
Access to expert lightning spells grants you the ability Vitality Cost: 10 per Turn
described under Channel Lightning IV and allows you to Casting Time: 1 Bonus Action
learn the following spells. Range: Self
Duration: Concentration
Channel Lightning IV
As an expert lightning mage, you can alter the electro-mechanical A field of crackling electric energy sparks around you. Anything
properties of particles, overcoming the forces that force them to stay that attempts to harm you is disintegrated as it touches the shield.
together. For mere moments these particles no longer hold together
and simply fall apart into dust and vapor. While concentrating on this spell, a 1-meter radius sphere
of transparent blue energy surrounds you. If a projectile
Disintegrate. Using your action and expending 5 vitality would have to pass through the outer edge of the sphere,
you make a melee spell attack. On a hit, the target has its it is disintegrated. Magical projectiles are intercepted as
current hit points reduced by 3d10 + 30. The target is well, but area-of-effects such as explosions pass through the
disintegrated if this leaves it with 0 hit points. A disintegrated barrier unimpeded.
creature and everything it is wearing and carrying is turned If a creature comes within 1-meter of you, it has its current
to fine grey dust. Spend an additional 3 vitality to decrease the hit points reduced by 1d10 + 10. The target is disintegrated
target's hit points by another 1d10. if this leaves it with 0 hit points. A disintegrated creature
and everything it is wearing and carrying is turned to
Discharge fine grey dust.
Expert lightning
Vitality Cost: 12
Fabricate
Expert lightning
Casting Time: 1 Action
Range: Line of Sight Vitality Cost: 30
Duration: 1 Minute Casting Time: 1 Minute
Range: 20 Meters
Designate a foe. Electric energy cracks over your body, your eyes
Duration: Instant
burn blue and lightning blasts them from every direction. Lethal
and unavoidable. You fire a blue ray that temporarily disrupts the attraction between
atoms. Using thin blue lines you shape the crackling cloud of
Target a creature you can see. It takes 4d10 lightning damage
material like a puppet master until it has taken the shape you wish
and is stunned. At the start of each of its turns, the target
it to take, at which point the moving mass of atoms freezes back into
makes a Constitution saving throw, ending the effect on a
a solid. The manipulation is not perfect and even though the object
success. A creature that is immune to lightning damage is not
is created, it looks rough. As if it was cast using a bad mold.
stunned by this spell.
You convert raw materials into products of the same material.
Upcast: Spend an additional 4 Vitality to deal an extra 1d10
For example, you can fabricate a wooden bridge from a
lightning damage.
clump of trees, a rope from a patch of hemp, and clothes from
flax or wool.
Choose raw materials that you can see within range. You
can fabricate a Large or smaller object (contained within a
Part 3 | The Lore of Lightning
242
3-meter cube, or nine connected 1-meter cubes), given a Final Transmutation
sufficient quantity of raw material. If you are working with Master lightning
metal, stone, or another mineral substance, however, the
fabricated object can be no larger than Medium (contained Vitality Cost: Suicide
within a single 1-meter cube). The final product looks rough Casting Time: 2 Actions
and cannot contain fine details. You also can't use it to create Range: Self (100-meter radius)
items that ordinarily require a high degree of craftsmanship, Duration: Instant
such as jewelry, weapons, buildings, or armor, unless you
have the skills normally needed to create such things. You lift your hands towards the sky, and lightning crackles and
dances across your body, disintegrating your flesh. Where you once
Shocking Stiletto stood, a bright blue light shines forth, enveloping the surrounding
Expert lightning area in a pulsing aura of power. With a final burst, you explode
in a wave of energy, the shockwave carrying with it a deadly
Vitality Cost: 10 transmutation energy that rapidly transmutes matter into gold. As
Casting Time: 1 Action the energy subsides, your enemies are no more, and the very ground
Range: Line of Sight they stood upon is transformed into a shining monument to your
Duration: 1 Minute final moments, and to theirs.
Electric energy crackles over your fist and forms into a bolt of When you use your second action to complete the spell,
crackling blue energy. It hums and screeches as it is hurled at an your body disintegrates in an explosion of blue light and
opponent, embedding itself in their body and electrocuting them white streaks. Choose a stable element. Every creature in
continuously. a 100-meter radius dies instantly and is transmuted into a
relatively pure (around three-quarters) statue made from the
Make a ranged spell attack. On a hit, the target takes 1d10 element of your choice, with other elements a few steps up
lightning damage and the lightning embeds itself into ist and down the periodic table mixed in.
body. At the start of each of its turns for the duration, the A creature killed by this spell cannot be resurrected and
target must succeed a Constitution saving throw at the start effects that would return a petrified creature to life have no
of each of its turns, or take 1 lightning damage and be stunned effect on it.
until the end of its turn.
Vitality Cost: 5 per Turn A wall of translucent blue energy springs into existence at
Casting Time: 1 Action a point you choose within range. The wall appears in any
Range: 50 meters orientation you choose, as a horizontal or vertical barrier or
at an angle. It can be free-floating or resting on a solid surface.
Duration: Concentration
You can form it into a hemispherical dome or a sphere with a
You pull your arm back, fist closed, then thrust your flat palm radius of up to 3 meters, or you can shape a flat 5-meter-by-5-
forward. Blue mist flows out of your hand, accompanied by an meter surface. Regardless of its form, the wall is 1 millimeter
electric humming sound. The victim of your spell is surrounded by a thick. It lasts for the duration. If the wall cuts through a
shing blue aura as their flesh slowly turns to black metal. creature’s space when it appears, the creature must succeed a
Dexterity saving throw, or be affected by the wall as though it
Target a creature in range, halve its speed, and force it to ended its turn inside it.
make a Constitution saving throw at the end of each of your A creature or object that passes through the wall or ends
turns for the duration. On a failed save, it has its maximum hit its turn in its space has its current hit points reduced by 2d10
points reduced by 1d10 + 15 until it finishes a long rest and + 40. The target is disintegrated if this leaves it with 0 hit
is restrained until the end of your next turn. On a successful points. A disintegrated creature and everything it is wearing
save, the creature has its current and maximum hit points and carrying is turned into fine grey dust.
reduced by half as much and is not restrained. If a projectile would have to pass through the wall, it is
If this effect reduces a creature's maximum hit points to 0 disintegrated. Magical projectiles are dispelled, but area-of-
it dies instantly and is turned into a statue of iron. A creature effects such as explosions pass through the barrier unimpeded.
that's instantly killed by this spell cannot be resurrected and
effects that would return a petrified creature to life have no Upcast: Spend an additional 4 vitality to decrease a target's hit
effect on it. points by another 1d10.
The spell ends if you lose concentration, or the target
moves out of range.
Mass Disintegration
Master lightning
Vitality Cost: 16
Casting Time: 1 Action
Range: 50 Meters
Duration: Instant
A thin blue ray, surrounded by blue circles, and crackling with
energy shoots from your extended ring and index finger. Wherever
you command, it expands into a translucent blue sphere. As
the energy field moves over earth, steel, or flesh, the material
is suffused by tiny crackling lightning bolts, while sparks and
grey dust fly away from it. It falls apart with a screeching noise
that is reminiscent of a scream, leaving nothing but a bit of grey
dust and smoke.
T
he Lore of Fire revolves around the The Lore of Fire excels at dealing damage to multiple foes
manipulation of the most primal and fundamental of and penetrating armor. Spells such as Burn or Blistering Aura
the six elemental energies - heat. Though drawing deal damage and can potentially set foes ablaze. Spells like
this element from the void requires little effort, Firebolt and Bright Lance ignore a target's armor, making it
as flames pour forth almost willingly from the deadly for those who rely on it to protect them. However, fire
beyond, it is the act of mastering it that presents the lacks defensive spells, meaning that foes that can deal a lot of
greatest challenge. Like a wild inferno, flames are volatile, damage from range may be able to burst you down.
temperamental and capricious, sometimes flickering with an
unbridled intensity, while other times barely maintaining a Fire Spell List
meager existence. The unpredictable and erratic nature of
fire requires a deep understanding of its whims and moods, as The following is a list of all fire spells.
well as an unyielding ability to adapt and evolve with its ever- Novice (1st Level) Adept (3rd Level)
changing temperament. Only those who remain attentive to Blistering Aura Bright Lance
its every fluctuation and consistently modify their technique Burn Burst
in harmony with its fickle nature can hope to harness its full Cauterize Explosive Reactive Armor
potential. Through this steadfast attention, practitioners of Fireball
Eruption
the Lore of Fire are able to produce spells of unparalleled Sunstreak
Flare Wall of Flame
power and efficiency, eclipsing the abilities of those who lack Ignition
the necessary adaptability and focus. Expert (4th Level)
Incendiary Cloud Barrage
Launch Guided Mote
The Lore of Fire relies on your Wisdom score Propulsion Red Velvet Inferno
The Difficulty Class of saving throws against fire spells you Staggering Burst Roaring Restraints
cast is determined as follows: 8 + your Proficiency Bonus + Apprentice (2nd Level)
your Wisdom modifier. Shrieking Comet
Blast Shield Sun Sphere
Burrow Master (5th Level)
If a fire spell requires an attack roll, then the modifier
Immolating Gyre Final Apocalypse
for that roll equals: your Proficiency Bonus + Your
Piercing Javelin Dominion of the Sun
Wisdom modifier. Solar Scythe Flame Storm
Sunfire Blade Incinerating Curse
Rain of Fire
Move your hand across your chest, closing one finger after the Vitality Cost: 2
other, then angle your hand upwards and casually open it. Your Casting Time: 1 Bonus Action
hair billows as burning, orange air streams away from your body, Range: Self (3-meter radius)
burning anyone that gets too close. Duration: Instant
Sparks and searing hot air emanates from your body for the You snap your fist shut and surround yourself with a brief
duration, dealing 1d8 fire damage when you cast this spell and vortex of fire.
again at the start of each of your turns to each creature within
Every creature in a 3-meter sphere centered on you, other
1 meter of you for the duration.
than you, must succeed a Dexterity saving throw or take 2d8
Upcast: Spend an additional 2 vitality per turn to deal an fire damage and be scorched.
extra 1d8 fire damage.
Upcast: Spend an additional 2 vitality to increase the damage
dealt by 1d8 fire damage and the radius by 1 meter.
You thrust forward with your fingers. A sphere of fire expands, You lean forward onto your toes and extend your palms backwards,
collapses into a tiny point, then erupts in a small explosion of before forcefully pushing your flat palms away from your body.
blinding white light. Those who do not avert their gaze are blinded The air ignites into a blazing inferno of vivid yellow and orange
by the miniature sun’s burning rays. hues, propelling you forward at breakneck speeds, leaving a trail of
scorching destruction in your wake.
Every creature in a 10-meter cone must make a Dexterity
saving throw. A creature takes 1d8 fire damage and is blinded You choose a point within range and leap toward it in a
until the end of its next turn on a failed save, or half as much straight line. The point can be somewhere on the ground,
damage and is not blinded on a successful one. straight up in the air, or somewhere on a ledge. If your path is
blocked by an obstacle you could not move through (including
Upcast: Spend an additional 1 vitality to increase the size of a hostile creature), you stop in front of that obstacle.
the cone by 2 meters. Each creature other than you within 1 meters of this line
must make a Dexterity saving throw. A creature takes 1d8 fire
Ignition damage and is scorched on a failed save, or half as much and is
Novice fire not scorched on a successful save.
You do not provoke attacks of opportunity when
Vitality Cost: 4 moving this way.
Casting Time: 1 Action
Range: Self (10-meter radius) Upcast: Spend an additional 3 vitality to deal an extra 1d8 fire
Duration: Instant damage and increase the range by 10 meters.
Cross both hands in front of your chest and pull them apart. Orange Propulsion
energy explodes away, leaving your clothes untouched, but burning Novice fire
anything nearby. Vitality Cost: 2 per Turn
Casting Time: 1 Action
Every creature in a 10-meter radius sphere centered on you
takes 1d8 fire damage and is scorched.
Range: Self
Duration: Concentration
Upcast: Spend an additional 4 Vitality to increase the damage
dealt by 1d8 fire damage and the radius by 5 meters. You jump and from your feet fire tear-shaped flames. They blast
hot air away from you and propel you into the air, while flames
coming from your hands stabilize your flight. Leaving behind an
Incendiary Cloud orange trail, you soar through the sky like a missile.
Novice fire
You gain a flying speed of 20 meters. If you already have a
Vitality Cost: 2 flying speed, increase it by 10 meters. For the duration you
Casting Time: 1 Action may take the dash or disengage action as a bonus action.
Range: 20 meters When you take the disengage action during the duration,
Duration: Instant you may spray a creature within 1 meter of you with fire.
The target must succeed a Dexterity saving throw or take 2d8
Gather flames, then thrust your hand forward. White light shines fire damage.
from your hand as burning air streams from it. It forms into a While concentrating on this spell, you are revealed.
roiling cloud of fire that moves across the battlefield.
Upcast: Spend an additional 2 vitality per turn to increase
A cloud of burning air that occupies a 2-meter cube appears your flying speed by an additional 10 meters.
in a space adjacent to yours. At the end of each of your turns,
it moves forward 5 meters in a direction you choose when
you cast the spell, until it reaches its maximum range. The Staggering Burst
cloud is opaque. It can only move in one direction and cannot Novice fire
change direction once unleashed. Any creature that the cloud
Vitality Cost: 4
passes through must make a Dexterity saving throw, taking
Casting Time: 1 Reaction/ Bonus Action
2d8 fire damage and being scorched on a failed save, or half
as much damage and not being scorched on a successful one.
Range: Self (3-meter cone)
The spell ends when the cloud hits a wall or has reached its Duration: Instant
maximum range.
You place your open, angled forward palm near your side and push
Upcast: Spend an additional 2 vitality to deal an extra 1d8 fire your palm forward. When your hand is fully extended, a small
damage and increase the cloud's maximum range by 5 meters. explosion is unleashed.
You dive into the ground. At the tip of your fingers a tip of sunfire
melts and blasts the earth apart, allowing you to glide through rock
as though it were water. With additional effort you may create a
path behind you, allowing others to follow.
Upcast: Spend an extra 10 vitality per turn to increase your You target five points in range. Any creature in a 1-meter
speed by 50 meters. radius sphere centered on a targeted point must make a
Dexterity saving throw. A creature takes 2d8 fire damage and
is scorched on a failed save and takes half as much damage
and is not scorched on a successful one. If a creature is in the
radius of more than one target point, it takes an additional
1d8 fire damage for every point affecting it after the first.
A stream of red energy with flecks of yellow explodes from your Target a point in range and fire a projectile that flies in a low
hand. Like liquid it flows into a red sphere of opaque energy. arc. Every creature in a 10-meter radius sphere centered on
Temperatures rise within the sphere, as the air sparks and hums that point must make a Dexterity saving throw. A creature
with small flecks of sun fire. After a short delay sunfire erupts takes 10d8 fire damage and is scorched on a failed save, or half
inside the sphere, filling it with light that shines through the opaque as much damage and is not scorched once a successful one.
barrier and vaporizes anything caught within the spell. Upcast: Spend an additional 10 vitality to increase the range
Target a point in range. A sphere with up to a 5-meter radius by 10 kilometers, deal an extra 1d8 fire damage and increase
appears centered on that point. Its outer edge is opaque and the explosion radius by 1 meter.
1 millimeter thick. A creature that touches or moves through
the sphere takes 2d8 fire damage. Sun Sphere
If you maintain concentration until the start of your next Expert fire
turn, any creature inside the sphere takes 5d8 + 40 fire
damage. If this reduces a target that is completely inside the Vitality Cost: 4 per Turn
sphere to 0 hit points, it is disintegrated. Casting Time: 1 Action
Range: Self (1-meter sphere)
Upcast: Spend an additional 5 vitality turn to deal an extra Duration: Concentration
1d8 fire damage when the sphere erupts and increase the size
of the sphere by 1 meter. Clap your hands together. Hot air swirls around you as a small
white core forms. As you pull your hands apart a sphere of fire
forms as orange light radiates from the core. Push the sphere away,
but keep tendrils connected to yourself so that you may control
it from afar.
Touch the ground. As you rise to your feet, your influence flows
Master through the veil and changes it. The land is warmed and burned
Access to master fire spells grants you the ability described by the power of the sun. Sparks float through the air and randomly
under Channel Fire V and allows you to learn the appear and fade. They illuminate the world, bathing the land
following spells. in sunlight.
Incinerating Curse
Master fire
Vitality Cost: 15
Casting Time: 1 Action
Range: 10 meters
Duration: See Description
Your eyes glimmer with orange light as you extend a wicked hand
towards your victim. Through the void you curse them, forcing their
body to convert itself into fire. The victim’s eyes glow with an inner
flame and light shines from within its body. Finally, if they can’t
resist this evil influence, a brilliant eruption of yellow flame burns
away their flesh and leaves nothing but blackened bones.
Target a creature you can see in range and curse it until the
spell ends. The creature makes a Constitution saving throw
at the end of each of its turns until the spell ends. It takes
4d8 fire damage on a failed save and half as much damage on
a successful one. When the target is reduced to 0 hit points
by this spell or fails three saves, it erupts in a pillar of fire
that deals 6d8 fire damage to every creature in a 2-meter
radius, including itself. If it succeeds three saves, the spell
ends. A creature can use its action to resist the spell and gain
advantage on its next saving throw.
If this spell reduces the primary target to 0 hit points or
deals damage to it while it is at 0 hit points, the primary target
is disintegrated.
Rain of Fire
Master fire
Vitality Cost: 16
Casting Time: 1 Action
Range: 1 kilometer (25-meter radius)
Duration: Instant
T
he Lore of Life focuses on creating and Life Spell List
controlling chemical energy and manipulating the
mystical essence that determines how a creature The following is a list of all life spells.
is constructed. While the word essence is usually Novice (1st Level) Adept (3rd Level)
used as a synonym for DNA and RNA, it also Conjure Specter Consuming Blast
encompasses the mystical anchors that tether a soul Drain Counterheal
to its mortal shell. By manipulating this energy a life mage can Everlight Danse Macabre
influence, or even modify, biological processes and control Decaying Curse
Fortify
Haste
life. As the black fog and undead are a reflection of life and Gentle Repose Healing Burst
react to life force, life mages have the ability to manipulate or Healing Slow
even summon these phenomena. Relief Expert (4th Level)
Those who have strong wills will find it easier to force their Revitalize Absolute Shield
will onto the veil and the efficiency and potency of their life Sleep Anointment
spells will be increased. Soul Burn Death Ward
Wither Invulnerability
The Lore of Life relies on your Charisma score Apprentice (2nd Level) Puppeteer
The Difficulty Class of saving throws against life spells you Animate Dead Turn Living
cast is determined as follows: 8 + your Proficiency Bonus + Devour Master (5th Level)
your Charisma modifier. Healing Bolt Final Turning Point
Paralysis Spray Diseasing Curse
If a life spell requires an attack roll, then the modifier for that
Revivify Everdawn
roll equals: Your Proficiency Bonus + Your Charisma modifier. Seek Harming Curse
Soulfire Cloud Invoke Killing Curse
The Lore of Life can lift allies to new levels of physical and
Surge Legacy Curse
mental performance and debilitate foes. Spells such as Healing Resurrection
and Surge can bring a wounded ally back into the fight
in seconds, while spells like Sleep and Paralysis Spray can
decrease an enemy's combat capabilities, or take them out of
the fight entirely. Instead of fighting foes directly, life mages
also have the option of creating undead minions to do their
bidding instead. While the lore of life is invaluable when
recovering from combat and provides powerful buffs, it lacks
meaningful range attacks or burst damage.
Place a hand over your heart. Close it into a fist, then reach out to Soul Burn
touch an ally with your open palm. A pulse of golden light, followed Novice life
by a numb feeling moves through their body. They become incapable
of feeling pain, hunger, or thirst. All these feelings become nothing Vitality Cost: 2
more than dull, distant sensations that they barely register. Casting Time: 1 Action
Range: Self (5-meter cone)
Touch a willing or incapacitated living creature. The target Duration: 1 Minute
can no longer feel pain. It automatically succeeds Constitution
saving throws to maintain concentration and ignores the You gather golden mist between your open palms, pull your hands
effects of exhaustion, except death at level 6. apart, and casually fling the crackling, corrosive energy at anyone
If an affected creature is reduced to 0 hit points and in front of you. Orange lines move over everything touched by the
downed, it does not fall prone and its ability to act is not golden cloud and the air is filled with the smell of ozone. Armor
impeded. It must still make death-saving throws and dies if it disintegrates and flesh blisters and burns.
fails three. It may use its action to give itself advantage on the
next death saving throw it makes. You fill a 5-meter cone with crackling golden energy. A
This spell has no effect on constructs or undead. creature that enters the spell's area of effect for the first time
on a turn or starts its turn there must make a Dexterity saving
Upcast: Spend an additional 3 vitality to increase the duration throw. A creature takes 2d6 acid damage on a failed save,
by an extra day. or half as much damage on a successful one. This spell deals
double damage to constructs, fiends, undead and vehicles.
Revitalize The cloud is dispersed by a breeze in 5 turns, by a gale in 2
Novice life turns, and at the start of your next turn in a storm.
Open your hand towards your foe. From your open palm flow Channel Life II
transparent bands of golden energy. Like snakes they coil around You gain more control over life energy and become capable of
your opponent's heads and seep into their flesh. It soothes the senses manipulating the energy you create so that it seek out essence
and mind, causing blood vessels to widen and blood pressure to drop. signatures that you are familiar with. At its simplest this allows
Those who can't resist keel over unconscious. you to counteract, if not entirely nullify many negative conditions
and force specific regions of the body to start growing even if they
Target a creature in range. If it has 15 or less current hit normally wouldn't. More complex techniques can make use of this
points it falls unconscious for the duration. A surprised or to heal creatures at range or to apply your magic to bodies where
natural processes have ceased.
A golden glow covers your open palms and coalesces into tethers of Upcast: Spend an additional 4 vitality to animate an
roiling black and gold. As you extend your arms, the tethers surge extra corpse.
forth. The explosion at the impact site tears the life from your foes
and siphons it into you. Decaying Curse
Adept life
Every creature in a 3-meter radius sphere centered on a point
in range makes a Constitution saving throw. A creature takes Vitality Cost: 5
3d6 necrotic damage on a failed save and half as much damage Casting Time: 1 Action
on a successful one and loses an amount of vitality equal to the Range: 30 Meters
necrotic damage taken. You, or a creature of your choice in Duration: 1 Hour
range, then gains a number of hit points and vitality equal to
half the total amount of necrotic damage dealt. Spread your fingers and wink your hand towards a victim. Golden
veins flow over your hand and a tether made of golden fog strikes
Upcast: Spend an additional 12 vitality to deal an extra 1d6 flesh. Dark-blue veins and a seemingly harmless shiver run through
necrotic damage and increase the radius by 1 meter. their body as they are cursed. As an ally tries to heal the victim’s
wounds, the bleeding gashes close, and instead black veins appear all
When you cast this spell, choose one of the following effects: Vitality Cost: 5 per Turn
Consecrate. A 10-meter radius sphere which suppresses Casting Time: 1 Action
the black fog or other corruption grows around you. Range: 20 Meters
Desecrate. A 10-meter radius sphere of black fog grows Duration: Concentration
around you. Plants and miniscule creatures are killed instantly You thrust your hands forward, directed at a foe. Streaks of gold
by this fog. Some magical effects that rely on life suffusing the pierce their body from the surrounding air. As you raise your hand
area are dispelled, such as the influence of a spirit tree, or the into a fist, your magic assumes control over their body and makes
effect that allows a mythic creature to resurrect itself. While them your puppet.
casting this spell you may designate any number of creatures
within the area of effect that are unaffected by the fog. Target a large or smaller creature in range. The target must
If this spell is cast seven days in a row on the same bit of succeed a Strength saving throw or be placed under your
ground, its duration becomes until dispelled. control. While under your control the target is incapacitated
and has its speed reduced to 0. When an attack targets the
Upcast: Spend an additional 10 vitality to increase the size of creature, you may choose to give the attacking creature
the sphere by 5 meters. advantage on its attack roll (no action required). If the
creature is attacking itself, you may choose a hit to be a critical
Death Ward hit on a hit. When the target would attempt a Strength or
Expert life Dexterity saving throw, you may have it fail that saving
throw, no action required. You can use your action (including
Vitality Cost: 5 the action used to cast the spell) to take total and precise
Casting Time: 1 Minute control of the target. Until the end of your next turn, the
Range: Touch creature can act and move normally, but takes only the actions
Duration: 1 Day you choose, and doesn't do anything that you don't allow it
to do. During this time you can also cause the creature to use
You place your hand on another. Subtle golden veins and a soothing a reaction, but this requires you to use your own reaction as
warmth snake through their body and settle within the heart. Once well. You cannot force the creature to cast spells, use magic
the spell completes it leaves no outward trace as it lies dormant. Only items, or use special abilities and class features.
when the warded body is badly damaged or destroyed, the dormant
Vitality Cost: See Description You touch a recently deceased creature, gain 4 levels of
Casting Time: 1 Minute exhaustion and make a resurrection check. Up to 3 other
Range: Touch creatures may contribute to the casting of this spell via a
Duration: See Description contribution skill check. The GM asks them each to make
a skill check based on their form of contribution, with the
Golden light shines from your hands as you touch your victim. Your DC of the check adjusting to how helpful/impactful the
power seeps through their skin, altering their essence from within. contribution would be at reminding the creature who it is
The alteration must be simple, usually inspired by a genetic defect or and why it should return. Contributors with a strong bond
feature and can thus be applied quickly. The curse may be small or with the deceased have advantage on their contribution roll.
grand, but is permanent either way. Loving siblings, supportive parents and intimate lovers are
considered to have a strong bond to the deceased. Being
Touch a willing, incapacitated or restrained creature and friends or acquaintances is only considered a strong bond if
choose one of the following effects: the relationship involves emotional intimacy.
Enfeeble. The creature has disadvantage on Strength checks, Once all contributions are made, you complete the spell
Strength saving throws, and attack rolls that use Strength. and make a resurrection check by rolling a d20 and adding
This curse costs 30 vitality to apply. your Spellcasting modifier to the roll. The DC of this check
Iceborn. Only 1 in 8 children the target female creature equals 10. It increases by 2 for every time the target has
conceives are male. The rest are female. A male target may already been successfully returned from the dead and by 1 for
pass this curse on, however it has no immediate effect. This every day that has passed since its death. For each successful
curse costs 10 vitality to apply. contribution skill check, the DC decreases by 2, whereas each
Legacy. The creature is sterile. This curse costs 30 failed contribution skill check increases the DC by 1.
vitality to apply. On a failure, the spell fails and any future attempts to
Mark. You place a permanent mark on the creature's skin, resurrect the creature with this spell automatically fail. On
similar to a tattoo. This curse costs 20 vitality to apply. a success, the creature returns to life with 1 hit point and 4
Nervefire. You alter your victim's nervous system to cause levels of exhaustion. This spell also neutralizes any poisons
it constant, debilitating pain. The creature has disadvantage and cures nonmagical diseases that affected the creature
on Dexterity checks, Dexterity saving throws, and attack rolls at the time it died. This spell closes all mortal wounds and
that use Dexterity. This curse costs 30 vitality to apply. restores any limbs the target may be missing. This spell
Senseless. You permanently alter a sensory organ to disrupt doesn't remove diseases that cannot be cured by Greater Cure
its function. The creature is either blinded, deafened, loses (Channel Life V), permanent curses, or similar effects; if these
their sense of smell, taste, touch, or any other sensory system. aren't first removed prior to casting the spell, they take effect
This curse costs 30 vitality to apply. when the creature returns to life.
This spell has no effect on constructs or undead.
W
ild magic can change the world. A caster uses to refer to its real self. It is a string of expressions that
that uses it disseminates energy into the world and will identify that creature without fail. It is not enough for
manipulates it in subtle ways. The most important a caster to read the name off a passport, or know the words.
thing in this regard is, that wild magic cannot Extracting the true meaning behind the noises that make up a
create. It can only change what is already there. The true name requires magic. You must either hear the creature
way it works is poorly understood, its true source a speak its own full name, hear it spoken by another creature
mystery. Many consider it a sort of sister school to the lore of that knows that creature intimately, or be told the name by
life, as it interacts with living beings, and the chemical energy another creature that has already obtained the creature's true
summoned by the lore of life can counter or dispel many name. For most modern people their true name is their full
wild magic effects. Others believe it’s a weakened mortal name, including any middle names and their surname. Their
version of divine magic, as it has the ability to interact with first name is usually not enough.
the minds of living beings. However, unlike the magic of the
gods, it creates no compulsions. The only conclusion is that Environment Based Damage
wild magic is a different thing altogether that eludes mortal Some wild spells draw power from the environment they are
understanding of magic. cast in to produce elemental energy.
To use wild magic, a caster must attune their body to the Whenever a spell calls for environmental damage, refer to
world around them. Some compare this process to tuning the Environmental Damage Type table to determine the type of
one's body like a lens to focus energy onto what one wants damage dealt.
to achieve. This is why wild magic synergizes so well with The type of environment is determined by the landscape
shapeshifting. The mental practice used to attune one's surrounding the caster. The terrain underwater is just as
body to wild magic changes the mortal form and is the varied as above the waves and different areas underwater
same thing one must use to shapeshift or influence forceful provide different damage types, just like on land. The GM has
transformations. final say on the damage type your spell deals.
Novice You have a natural heir about you that speaks to the beasts of the
land. With effort you can focus this power on a creature and by
Access to novice wild spells grants you the abilities instinct it is compelled to assist you.
described under Channel Wild I and allows you to learn the
following spells. Active: As an action, choose a beast, fey, or monstrosity
that you can see within range. It must see and/or hear
Channel Wild I you. If the beast's Intelligence is 6 or higher, the spell fails.
The first step to becoming a wild magic user is to learn to invoke Otherwise, the beast must succeed on a Wisdom saving
the power of the wild and anchor oneself to the natural world. With throw or be charmed by you for the spell's duration. If you
this magic, a novice gains the ability to sense disturbances in the veil speak the creature's true name as part of casting the spell, it
and make some aspects of nature part of themselves. This is the first automatically fails its saving throw.
step needed to attune oneself to other magical effects and for those A charmed beast regards you and your allies as trusted
who wish to take on a hybrid form, to complete the transformation. friends to be heeded and protected. It will take your requests
in the most favorable way it can. If you or one of your
Primeval Awareness. Your natural connection to the companions harm the charmed creature, the spell ends. This
world makes your senses particularly acute while in the spell is subtle and silent.
wilderness. You gain the following passive benefits:
Passive: While you have this spell prepared, you have
• Difficult terrain doesn't slow your group's travel. advantage on Wisdom (Animal Handling) checks.
• Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking), you Detect Unnatural
remain alert to danger. Novice wild
• If you are traveling alone or only with creatures that know
this spell, you can move stealthily at a normal pace. Vitality Cost: 3 per Minute
• When you make a Wisdom (Survival) check to track Casting Time: 1 Action
creatures, you can treat a d20 roll of 9 or lower as a 10. Range: Self (10-meter radius)
Duration: Concentration
True Name. When a creature tells you its real full name,
you may extract its true name. It is not enough that the Your body acts as a tuning fork to magical energy, allowing you
creature speaks what it considers a pseudonym, or even just to detect when it influences you. With some effort you can expand
its first name. You know whether a you were able to extract this sense to the surrounding area and reveal amalgamations of
its true name or not. You also learn the true name of any arcane power.
location you visit and may share it with others. A location's
true name is akin to a set of coordinates that identify the Active: For the duration, you sense the location of unnatural
location without fail. A location's true name can only refer energy sources in your vicinity and know what type of
As you move across the landscape your feet leave no distinguishable Active: For the duration, no sound can be created within
tracks and your scent simply dissolves before it can settle. Through a or pass through a 10-meter radius sphere centered on you.
small effort, you can mask yourself and your allies with a cloak of Any creature or object entirely inside the sphere is deafened,
shadows and silence, empowering and extending the effect to them. immune to thunder damage, and cannot be affected by an aria
spell. Casting a spell that requires a verbal component, such as
Active: You mask yourself and your companions from an aria, is impossible there.
detection. For the duration, each creature you choose within
10 meters of you (including you) has a +5 bonus to Dexterity Passive: While you have this spell prepared, your movements
(Stealth) checks and can't be tracked, even by magical means. make no noise. You are also invisible to a creature that is blind
A creature that receives this bonus leaves behind no tracks or while it is deaf.
other traces of its passage.
Passive: While you have this spell prepared, you leave behind
Smoke
Apprentice wild
no tracks or other traces of your passage.
Vitality Cost: 2
Piercing Sight Casting Time: 1 Action
Apprentice wild Range: 10 Meters
Duration: Instant
Vitality Cost: 2 per Turn
Casting Time: 1 Action Your body exudes smoke-like wafts of grey magic. When attacked
Range: 20 Meters this mist can be waved at a foe, potentially throwing off their aim.
Duration: Concentration With some effort you may also unleash a blast of it and hide within
the grey mass.
Your vision pierces even through absolute darkness and with some
effort you can even gaze through solid walls. Active: Mist spreads from a point you choose within range
to fill a 5-meter radius sphere. The sphere spreads around
Active: You gain the ability to see through solid walls out to a corners, and its area is heavily obscured.
distance of 20 meters for the duration. You cannot see color The mist lingers for 1 minute. It is dispersed by a breeze
through walls, only shades of gray. This vision can penetrate in 5 turns, by a gale at the start of your next turn, and has no
most barriers, but is blocked by 1 meter of wood or dirt, 30 effect during a storm.
centimeters of stone, 1 centimeter of common metal, or a thin
sheet of lead. Passive: While you have this spell prepared, whenever you
are targeted with an attack, you may use your reaction to add
Passive: While you have this spell prepared, you can see your Spellcasting Ability modifier to your AC against that
normally in absolute darkness, both magical and nonmagical, attack. You must do this before you know whether the attack
to a distance of 20 meters. hits or misses.
Actions Actions
Beaks. Melee Weapon Attack: +4 to hit, reach 0 m., one Beaks. Melee Weapon Attack: +4 to hit, reach 0 m., one
target in the swarm's space. Hit: 7 (2d6) piercing damage, or target in the swarm's space. Hit: 7 (2d6) piercing damage, or
3 (1d6) piercing damage if the swarm has half of its hit points 3 (1d6) piercing damage if the swarm has half of its hit points
(20) or fewer. (20) or fewer.
Your body pulls elemental energy from the surrounding world and Attuning your soul to that of another so that you may share
you coalesce it into a small bolt to hurl at your foes. With great feelings, sight and sound is an easy thing for you. With some
effort you can instead pull together a whining ball that explodes effort you can help other souls forge the same, beautiful connection
with a devastating blast upon impact. between each other. Permanently.
Active: Target a point in range. Each creature in a 5-meter- Active: You touch two willing creatures and bond them to
radius sphere centered on that point must make a Dexterity each other. Each member of the bond senses the other's
saving throw. A target takes 5d6 damage on a failed save, or emotional state. Sudden changes in one's emotions influence
half as much damage on a successful one. The type of this the other partner's mood as well. Both partner's may
damage depends on the environment you are in (see the communicate with each other using telepathy. When one lies,
Environment Damage Type table). the other knows.
Additionally, as an action, any bond member can see
Passive: While you have this spell prepared, you may use an through their partner's eyes and hear what they hear until
action to expend a negligible amount of vitality and make a the start of their next turn, gaining the benefits of any special
ranged spell attack against a creature no more than 30 meters senses that their partner has. During this time, they are deaf
away. On a hit the target takes 1d6 damage. The type of this and blind with regard to their own senses. If a partner does
damage depends on the environment you are in (see the not wish to be spied upon, they can attempt a Charisma
Environment Damage Type table). contest, preventing the intrusion on a success.
Passive: While you have this spell prepared, you may use your
Wild Vulnerability action to touch a willing creature. You may see through its
Adept wild eyes and hear what it hears until you lose concentration or
the creature terminates the connection (no action required).
Vitality Cost: 4 per Turn
While connected, you are deaf and blind with regard to
Casting Time: 1 Action
your own senses.
Range: 20 Meters
Duration: Concentration
Clarity
Your energy of your spells becomes laced with an influence that Expert wild
weakens the bonds of matter hardened against them. With effort
you may focus this destabilizing energy onto foe, making them Vitality Cost: 5
weak to wild energy attacks. Casting Time: 1 Bonus Action
Range: 20 Meters
Active: Choose one creature you can see within range. It must Duration: Instant
succeed a Constitution saving throw or become vulnerable
to the damage type associated with the environment you are Your mind does not need to rest and with effort you may expand
currently in (see the Environment Damage Type table) for the this clarity over your entire body, or that of another.
duration. If you know the target's true name, it automatically
fails its saving throw against this spell. Active: Target a creature in range and end any temporary
blinded, deafened, frightened, paralyzed, poisoned, or stunned
Passive: Your spells ignore resistance of creatures to the condition affecting it that can be ended by succeeding a saving
damage type associated with the environment you are in (see throw. If you know the target's true name, you may also end a
the Environment Damage Type table). temporary aforementioned condition if it cannot be ended by
succeeding a saving throw.
Expert You may also cast this spell at the start of your turn (no
action required) to end any of the aforementioned conditions
Access to expert wild spells grants you the abilities described affecting you.
under Channel Wild IV and allows you to learn the
following spells. Passive: You don't need to sleep. Instead, you can spend
4 hours a day doing menial tasks to gain the benefits of a
Channel Wild IV night's rest.
As an expert you learn to alter the very being of a creature and
imbue it with magical abilities or alter its form.
Vitality Cost: 7
Bend Water Casting Time: 1 Action
Master wild Range: Self (3-Meter Radius)
Duration: Instant
Vitality Cost: 4 per Turn
Casting Time: 1 Action Your body is a siphon of energy, draining the surrounding land
Range: 50 Meters and everything in it of energy. Should you empower this, you
Duration: Concentration devour the strength of those around you and drain it into you.
Inanimate water obeys your will and at your command it swirls Active: Every living creature in a 3-meter radius sphere
and moves to drown your foes and accommodate your friends. centered on you makes a Constitution saving throw. A
creature takes 4d6 necrotic damage on a failed save and half as
Active: Until the spell ends, you control any freestanding much on a successful one. You then regain 2d6 hit points.
water inside a 50-meter cube centered on a point you can see Passive: While you have this spell prepared, as long as you
in range. Choose one of the following effects when you cast perform a night's rest in a natural environment not devoid
the spell. The effect lasts for the spell's duration, unless you of life you do not need to expend rations or increase your
use your action on a later turn to switch to a different effect. hunger to gain the benefits of that rest.
You can also use your action to temporarily halt the effect or
to restart one you've halted.
Flood. You cause the water level of all standing water in
Petrify
the area to rise by as much as 5 meters. If the area includes a
Master wild
shore, the flooding water spills over onto dry land. Vitality Cost: 8
If you choose an area in a large body of water, you instead
Casting Time: 1 Action
create a 5-meter tall wave that travels from one side of the
Range: 20 Meters
area to the other and then crashes down. Any huge or smaller
Duration: Concentration, up to 1 minute
vehicles in the wave's path are carried with it to the other
side. Any huge or smaller vehicles struck by the wave must Any creature that locks eyes with you will feel its body petrify.
succeed a Constitution saving throw or capsize. With great effort you can focus your ire onto a single creature,
The water level remains elevated until the spell ends or you causing its flesh to first harden and, should they lack the
choose a different effect. If this effect produced a wave, the constitution to resist, rapidly transform into a light, porous
wave repeats on the start of your next turn while the flood white stone.
effect lasts.
Part Water. You cause water in the area to move apart and Active: You attempt to turn one creature that you can
create a trench. The trench extends across the spell's area, and see within range into stone. The creature must make a
the separated water forms a wall to either side. The trench Constitution saving throw. On a failed save, the creature
remains until the spell ends or you choose a different effect. begins to turn to stone and is restrained. It must repeat the
The water then slowly fills in the trench over the course of saving throw at the end of its next turn. On a success, the
the next round until the normal water level is restored. effect ends. On a failure, the creature is petrified until freed.
Redirect Flow. You cause flowing water in the area to Effects that dispel or detect magic have no effect once the
move in a direction of your choice, even if the water has to petrification is complete.
flow over obstacles, up walls, or in other unlikely directions. Instead of targeting a creature, you can also use this spell to
The water in the area moves as you direct it, but once it petrify a 1-meter cube of organic material (including plastic).
moves beyond the spell's area, it resumes its flow based on
Passive: While you have this spell prepared, if a creature starts
the terrain conditions. The water continues to move in
its turn within range and the two of you can see each other,
the direction you chose until the spell ends or you choose a
you may expend 5 vitality (no action required) to affect it with
different effect.
this spell's active.
Whirlpool. This effect requires a body of water at least 20
A creature that isn't surprised can avert its eyes to avoid
meters square and 10 meters deep. You cause a whirlpool to
being targeted in this way at the start of its turn (however you
form in the center of the area. The whirlpool forms a vortex
may still use this spell's active to affect it). If it does so, it can't
that is 1 meter wide at the base, up to 40 meters wide at the
see you until the start of its next turn, when it can avert its
top, and up to 20 meters tall. Any creature that comes within
eyes again. If it looks at you in the meantime, you may have it
10 meters of the vortex during its turn or that starts its turn
immediately make the save.
there is pulled 5 meters toward it.
When a creature enters the vortex for the first time on a
turn or starts its turn there, it must make a Strength saving
throw. On a failed save, the creature takes 2d8 bludgeoning
damage and is restrained until the start of its next turn.
Part 3 | Wild Magic
278
Reincarnate Scrying
Master wild Master wild
You secure yourself from death through a magical bond that will Your ability to divinate has reached its apex, granting you the
form a fresh body for you should your life be cut short. With great ability to watch anyone.
effort you may also use this power to form a new body from the
surrounding wilderness for a deceased and attempt to return their Active. You attempt to spy on a creature no more than 10
soul to the body. kilometers away. The target must make a Wisdom saving
throw, which is modified by how well you know the target
Active: You touch a recently deceased creature or a piece and the sort of physical connection you have to it. If a target
of such a creature and make a resurrection check. Up to 3 knows you're casting this spell, it can fail the saving throw
other creatures may contribute to the casting of this spell voluntarily if it wants to be observed. If you know the target's
via a contribution skill check. The GM asks them each to true name, it automatically fails its saving throw.
make a skill check based on their form of contribution, with
the DC of the check adjusting to how helpful/impactful the Knowledge of the Target
contribution would be at reminding the creature who it is Knowledge Save Modifier
and why it should return. Contributors with a strong bond
Secondhand (you have heard of the target) 5
with the deceased have advantage on their contribution roll.
Loving siblings, supportive parents and intimate lovers are Firsthand (you have met the target) 0
considered to have a strong bond to the deceased. Being Familiar (you know the target well) -5
friends or acquaintances is only considered a strong bond if
the relationship involves emotional intimacy. Connection to Target
Once all contributions are made, you complete the spell Connection Save Modifier
and make a resurrection check by rolling a d20 and adding
Likeness or picture -2
your Spellcasting modifier to the roll. The DC of this check
equals 10. It increases by 2 for every time the target has Possession or garment -4
already been successfully returned from the dead and by 1 for Body part, blood, a lock of hair, or the like -10
every day that has passed since its death. For each successful
contribution skill check, the DC decreases by 3, whereas each On a successful save, the target isn't affected, and you can't
failed contribution skill check increases the DC by 1. You use this spell against it again for 24 hours.
have advantage on the resurrection check if you know the On a failed save, the spell creates an invisible sensor within
target's true name. 3 meters. You can see and hear through the sensor as if you
On a failure, the spell fails and any future attempts to return were there. The sensor moves with the target, remaining
the creature to life with this spell automatically fail. On a within 3 meters of it for the duration. A creature that can
success, the creature returns to life with 1 hit point, 4 levels of see invisible objects (as with truesight) sees the sensor as a
exhaustion and a new body. luminous orb about the size of your fist.
The reincarnated creature recalls its former life and Instead of targeting a creature, you may choose a location
experiences. It retains the capabilities it had in its original the true name of which you know or that you have seen
form, except it returns to life as a wildling and changes its before in person as the target of this spell. When you do, the
species' traits accordingly. The blessings that are applied sensor appears at that location and doesn't move.
to it are determined randomly as described in the Natural Passive. Any attempt to scry or determine your location using
Blessings trait. magic or technology that does not rely on visually seeing you
The new body is not affected by diseases, permanent curses, as through a camera alerts you to the attempt. You may then
or similar effects that affected the creature before its death. have the attempt fail.
This spell has no effect on constructs or undead.
Passive: You may spend a long rest implanting a piece of
yourself into a living plant that is at least large in size to
create a reincarnation totem. The totem activates 30 days
after it is completed and is obviously magical to any onlooker.
As long as the totem lives, if you are killed no more than
100 kilometers away from the totem, you are reincarnated
as described in the active of this spell after 1d6 rounds,
with the exception that your species does not change. Your
Contributions to your reincarnation check through this ability
are not possible. The totem then deactivates. It reactivates
after 30 days.
You can only have one such totem active at a time. If you
create a new totem, the old one becomes inert as soon as the
new one is complete.
W
hen a potion is brewed, magic is employed to Distilling a Potion
enhance the natural characteristics of the In some cases, you may want to create a potion with a
ingredients used and to transfer specific properties more powerful immediate effect or one that lasts longer.
of one substance to another. In these cases, you may expend additional time and energy
At the start of every potion lies a formula. This (represented by a higher brew point cost) to increase the
formula details the ingredients used, how they must potency of the potion. This process is called distilling
be prepared, and how the final infusion must be performed. but involves more than boiling the potion to reduce it to
The infusion in this case is a magical process that energizes its essence.
and enhances the natural properties of plants and compounds.
More importantly, it speeds up the rate at which these Coating a Weapon
compounds are absorbed by, and interact with, the body. This Many potions are poisons that can be used to coat a weapon
infusion is usually the most difficult part of creating a potion or piece of ammunition. If this is the case, the potion's
and is a supreme effort that will leave a brewer drained, unless description will say so. Due to the heat generated when they
they use blood magic to draw the needed power from another are fired, firearm munitions can normally not be coated
creature. This is the reason why it usually takes a brewer with potions.
days to complete a potion and brewing massive batches is When a weapon is coated, the potion is considered part
impossible. A brewer may brew a huge pot of ingredients of the attack. Any poison damage it applies on a hit is thus
for a healing potion, but will only have the strength needed doubled on a critical hit. This is not the case if the potion only
to finish a few swigs. This can be alleviated by a coven since applies a condition that deals damage over time, but deals no
several brewers working together can mass-produce simple damage in the initial hit.
potions. Or the witch can make use of blood magic, sacrificing
creatures to their brews to finish the infusion. Formula List
Brewing is an art that is as flexible as it is time-consuming
and complex. A formula can and must be adapted depending The following is a list of all potion formulas.
on the ingredients used. While most potions have ingredients Novice (1st Level) Adept (3rd Level)
that work best, or are simply so common that using them is Avalanche Fire Air of Bliss
easiest, in most cases any single ingredient can be replaced Balm of Ash Air of Healing
by a similar one, or in the New World an artificial chemical Balm of the Living Air of Sickness
compound might take the place of a plant. This is the reason Bliss Poison Focus Potion
why an alchemist will be able to brew a healing potion in the Oil of Sharpness
Grease
Panacea Potion
mountains almost as easily as in the jungle, as long as they Hallowing Oil
Expert (4th Level)
know the formula. Healing Potion
Assassin's Tear Poison
Nescience Poison
Brewing potions relies on your Intelligence score Balm of Armor
Night Draught Poison
Liquid Lust Poison
The Difficulty Class of saving throws against potions you Pale Death Poison
Silvershot Potion
have brewed is determined as follows: 8 + your Proficiency Silver Kiss Poison
Vigor Potion
Bonus + your Intelligence modifier. Swiftshiver Potion
Master (5th Level)
Apprentice (2nd Level) Air of Mercy
By default brewing a potion creates the liquid, balm, or oil Antitoxin Potion
described in the description. However, in most cases, potions Antidote Potion
Blackhand Poison Magebane Poison
that are made to be drunk can also be incorporated into other Frostfire Potion Water of Death Poison
foods and drinks, like pastries. If a potion does not specifically Paralysis Poison
state that it can be mixed into food, it means that it has a Repellant
unique taste that is impossible to mask or miss and a creature Thoughtguard Potion
will not ingest it accidentally, even if it is incorporated into Vitality Potion
something like a praline.
Drinking a potion requires an action. Unless another
delivery method is specified in the description, a creature
must drink the potion or have it injected directly into its
bloodstream using a syringe or dart, for the potion to take
effect. Potion descriptions are worded assuming that the
potion was ingested orally or injected, but many potions offer
alternative delivery methods in their description after their
effects have been described.
Mix grease with fresh pine sap over a small flame. Boil akfruit
Balm of Ash juice until about half of it is gone, then let cool, add a bit of honey
Novice formula and add it to the mix. The result is a thin and brown liquid that
Infusion Cost: 1 (100ml bottle) has a faint sweet, fruity smell. When spilled, it creates slippery
surface that's almost impossible to move over. It's also a great
Duration: 1 Day
organic lubricant.
Soak fine ash oak chips in alcohol for at least a day, then boil the
Throw the bottle at an area no more than 10 meters away. It
mixture until there is only a thick, black, tar-like liquid left. Mix
shatters, covering the ground in a 3-meter radius and turns it
hades hair tee with crushed aspila and then add this to the black
into difficult terrain. Each creature standing in this area must
paste. After making the infusion the result is a pitch-black, thick
Part 3 | Potion Formulas
281
succeed on a Dexterity saving throw or fall prone. A creature Night Draught Poison
that enters the area or ends its turn there must also succeed on Novice formula
a Dexterity saving throw or fall prone.
Infusion Cost: 1 (100ml bottle)
Hallowing Oil Duration: See Description
Novice formula
Mix the chamomile with lamb's crest and add into boiling water.
Infusion Cost: 3 (100ml bottle) After the water is almost completely boiled away add a bit of
Duration: 1 Minute alcohol and honey before making the infusion. The result is a thick
yellow liquid that causes a deep, dreamless sleep. Useful to prevent
Mix salt into oil extracted from the leaves of pink periwinkle, then nightmares, or to tranquilize animals or opponents.
make the infusion. The formula is simple, but exceptionally energy
intensive to infuse. It results is a thick, pink liquid with a white At the end of your next turn, you fall unconscious and
sheen. It grants weapons it is applied to the ability to cut through enter a dreamless sleep that lasts for as long as your species
magical defences and the intangible. naturally sleeps and counts towards the time you need
to sleep to complete a night's rest. You are also immune
You can use this oil to coat one melee weapon or up to three to psychic damage and cannot be targeted or detected by
pieces of non-firearm ammunition. Applying the oil takes abilities that would affect or read your mind. The effect ends
an action. A coated weapon or piece of ammunition deals if you take damage, or someone uses an action to shake or
magical damage. slap you awake.
The oil can be applied in advance, however, once the You can use this poison to coat one slashing or piercing
weapon is unsheathed the oil dries out after one minute. weapon or a piece of non-firearm ammunition. Applying the
poison takes an action. Once applied, the poison affects the
Healing Potion next creature hit by the coated weapon.
Novice formula
Pale Death Poison
Infusion Cost: 2 (100ml bottle) Novice formula
Duration: Instant
Boil the redcap in water and add insect meal to the red liquid. Infusion Cost: 2 (100ml bottle)
Mix in aspila tea and apple juice. Once distilled and infused, Duration: See Description
you end up with a dark red fluid with an almost black color
through which golden filaments and particles float. The liquid Mix cut toadstool with frost lichen, inkcap, and oleander. Crush
has a smooth, sweet, slightly bitter taste. Upon swallowing, a the liquid from the mixture and infuse the resulting fluid. You
warm, almost uncomfortable burning sensation expands from the now have a pale grey liquid with a subtle pink sheen. It is a slow-
pit of your stomach. Bleeding stops and your wounds close with acting, festering poison. While it won't stop a foe from killing you,
supernatural speed. it will cause them to die as the poison destroys their body, slowly,
from within.
Regain 1d4 + the brewer's infusion ability modifier hit points
(minimum 1). You are poisoned for the duration. While poisoned this
way you must succeed a Constitution saving throw every 24
Distill: Spend an additional 2 infusions to increase the hours or take 2d6 poison damage and have your maximum
healing by 1d4. hit points reduced by the amount of damage taken for the
duration. After failing 3 saving throws, you receive a lingering
Nescience Poison injury. If your hit point maximum reaches 0, you die. The
Novice formula duration ends after seven successful saving throws.
You can use this poison to coat one slashing or piercing
Infusion Cost: 1 (100ml bottle) weapon or a piece of non-firearm ammunition. Applying the
Duration: Instant poison takes an action. Once applied, the poison affects the
next creature hit by the coated weapon.
Mix blimberry juice into cannabis, chamomile and lavender tea.
Add alcohol, honey, and the liquid crushed from a yellow slipper Silver Kiss Poison
mushroom, before making the infusion. The result is a dark-golden Novice formula
liquid with a hint of purple, a poison known for taking effect almost
instantly. It slows the victim's heart rate and widens blood vessels. Infusion Cost: 2 (100ml bottle)
The result is a rapid drop in blood pressure that, if the amount Duration: 1 Minute
of poison is sufficiently large, simply causes the victim to fall
unconscious until the effects wear off. Can also be used as a narcotic. Crush mistletoe berries and oleander leaves into a paste. Add
toadstool juice and mix in a few drops of hades hair tee before
You take 2d6 poison damage. If this damage reduces you crushing the liquid out of the mixture and making the infusion.
to 0 hit points, you remain stable but fall unconscious The result is a milky liquid with a silver sheen that causes its
for 2d4 hours. victim's heart rate and body temperature to spike. Their eyes become
You can use this poison to coat one slashing or piercing bloodshot and their skin red. It is a simple and deadly poison that is
weapon or a piece of non-firearm ammunition. Applying the perfect for hunters and assassins alike.
poison takes an action. Once applied, the poison affects the
next creature hit by the coated weapon. At the start of each of your turns for the duration, you
must succeed a Constitution saving throw or take 1d6
Distill: Spend an additional 2 infusions to deal an extra 1d6 poison damage.
poison damage.
Part 3 | Potion Formulas
282
You can use this poison to coat one slashing or piercing Antitoxin Potion
weapon or a piece of non-firearm ammunition. Applying the Apprentice formula
poison takes an action. Once applied, the poison affects the
next creature hit by the coated weapon. Infusion Cost: 1 (100ml bottle)
Duration: 1 Hour
Distill: Spend an additional 4 infusions to deal an extra 1d6
poison damage. Make tee from jewelweed. Crush stinkweed together with blimberry
and add the juice before making the infusion. The result is a dark-
Swiftshiver Potion blue liquid with a green tint. The potion smells of rot and has a sour
Novice formula taste. When consumed it suppresses the effects of poisons in the body
and makes them easier to resist.
Infusion Cost: 3 (100ml bottle)
Duration: 2 Turns You gain advantage on saving throws against poison and are
resistant to poison damage for the duration.
Mix saphire sali with peppermint leaves and waterwisp to make a
tea. Mix diced garlic with whole frost lichen and hades hair, then Distill: Spend an additional 1 infusion to increase the
crush the liquid into the previously created tea, before making the duration by 1 hour.
infusion. The result is a bright green-blue liquid with black slivers
moving through it. It has a refreshing, cold taste and is known for Blackhand Poison
the violent shiver it induces when ingested. The potion increases Apprentice formula
one's speed and focus substantially, but when it wears off an
incapacitating wave of lethargy washes over the user. Infusion Cost: 3 (100ml bottle)
Duration: 1 Minute
You gain an additional action on each of your turns for the
duration. That action can be used only to take the Attack Mix stinkpipe with toadstool and black poppy. Crush the mixture
(one weapon attack only), Dash, Disengage, Hide, or Use an into a fine pulp. Squeeze the liquid from oleander and mix it into
Object action. the pulp, then filter the juice. Repeat until you have enough for a
During the round after this this potion wears off, your small flask and make the infusion over a low flame. The result is a
movement speed is zero and you are incapacitated until the grey liquid with a pink sheen. When it enters the veins, it damages
end of your turn. the body and temporarily inhibits the healing process.
Distill: Spend an additional 3 infusions to extend the duration You take 1d6 poison damage and become unable to increase
by one turn. your current hit points for the duration. If you are downed,
effects that increase your current hit points instantly stabilize
you but do not end the downed condition.
Apprentice You can use this poison to coat one slashing or piercing
Access to apprentice potion formulas grants you the abilities weapon or a piece of non-firearm ammunition. Applying the
described under Infuse Potions II and allows you to learn the poison takes an action. Once applied, the poison affects the
following formulas. next creature hit by the coated weapon.
A foul-smelling bright-blue oil that seems to have a black tone to it. Adept
Whatever this fluid is poured over will emit an odor so foul and
Access to adept potion formulas grants you the ability
unique most creatures will just avoid them. Even though the stench
described under Infuse Potions III and allows you to learn the
loses its potency after a day or so, don't expect to smell passable for
following formulas.
a long time.
As an action, you can pour this potion on a willing creature in Infuse Potion III
your reach. Against an unwilling target, you may throw this As an adept you learn how to gas out the active components of
potion up to 10 meters, treating the bottle as an improvised mixtures. In the peaceful setting where you prepare your herbal
ranged weapon. remedies you may use censers and vaporizers for this effect. The
Hostile beasts or monstrosities that start their turn within smoke and vapors strengthen your patients and allow you to spend
30 meters of an affected creature or object must succeed much less time on each individual. In potions, the active ingredient
a Charisma saving throw, or become frightened of it for that assists in turning it into a so-called Air is often stinkhorn, or a
1 minute. A beast that succeeds its saving throw or takes similar herb.
damage from the affected creature is immune is to this Aroma Remedy. When you use your Herbal Remedy
effect for 24 hours. A creature with the Keen Smell trait has (see Infuse Formula I), you may affect every creature in the
disadvantage on its saving throw, and a creature that can't immediate vicinity that can breathe in the fumes of your
smell automatically succeeds. herbal remedy, instead of having to spend an hour on each.
An affected creature automatically fails animal handling
checks and most people will not want to interact with them.
You may attach this bottle to an arrow, a crossbow bolt, or Air of Bliss
similar ammunition through crafting (no check required) or Adept formula
fire it from a sling.
Infusion Cost: 4 (1l bottle)
Distill: Spend an additional 4 infusions to increase the Duration: 1 Minute
duration by 1 day.
Soak angel's trumpet and cannabis in a small amount of alcohol.
Mix the resulting liquid with a few drops of stinkhorn and hades
Thoughtguard Potion hair tee, then make the infusion. The result is white, steaming cloud
Apprentice formula that slowly swirls in its container. Should the bottle be opened, a
stream of white gas will pour out of it. It seeps through the skin of
Infusion Cost: 1 (100ml bottle)
all it touches and causes their minds to widen and dull. Those who
Duration: 1 Hour experience it describe the high as pleasant, but it opens the spirit to
Boil chamomile, lavender and peppermint into a tee. Add a small psychic attack.
amount of waterwisp extract and finally the liquid gained by Open the bottle and throw it up to 20 meters. A white cloud
crushing pink ivy. After the infusion you have a purple liquid in streams out and fills a 5-meter radius sphere centered on
which pink light swirls as particles and tendrils. Upon drinking the bottle.
this potion, your mind becomes equalized and calm. Emotions are Any creature that starts its turn in an affected area, or
little more than distant echoes and attempts to manipulate them enters it during its turn, must succeed a Constitution saving
are quelled. throw or be poisoned for one minute. While poisoned this
Distill: Spend an additional 1 infusion to increase the Distill: Spend an additional 1 infusion to increase the
radius by 1 meter. radius by 1 meter.
Open the bottle and throw it up to 20 meters. A green cloud Crush pink ivy flowers and redcone into a paste. Add a few drops
streams out and fills a 5-meter radius sphere centered on the of hades hair and waterwisp tee. After making the infusion you end
bottle. Its area is lightly obscured. up with a glittering pink liquid with fog-like white wisps moving
Any creature that starts its turn in an affected area, or through it. Drinking it causes a warm sensation as the potion makes
enters it during its turn, must succeed a Constitution saving it easier for material needed for healing to move through the body.
Distill: Spend an additional 5 infusions to increase the After spending 1 minute applying this balm to your skin, your
duration by 1 minute. AC increases by 4 for the duration.
Infuse Potion V Any effect you would be immune to if you were immune the
As a master, you have reached the apex of alchemical proficiency. poisoned condition ends. You are immune to poison damage
You have the ability to refine potions to the point where the body and the poisoned condition for the duration.
absorbs them perfectly and their effectiveness is maximized.
A
t the start of every magic item is an While the enchantment is inactive these markings are
enchantment. An enchantment is what the only visible up close as slight discolorations. When activated
techniques, both arcane and mundane, used to though, the energy contained within them flows out and
modify a material into being able to store and focus makes the markings shine with light, the color of which
magical energy are referred to. How exactly a witch depends on the elemental energy used (green for force,
places an enchantment within a material depends on prismatic for light, white for cold, blue-white for lightning,
their specialization, but no matter the details of the process, orange-red for fire and yellow-gold for acid) and is also
a material must be malleable to enchant it. This is usually occasionally random or a mix of all of the above.
achieved by heating, choosing soft materials that can be Since most enchantments have a small margin for error,
backed later, like clay, or by using living materials like amber skilled witches use this to add decorations or text to the
wood. Either way, the witch begins the infusion by weaving enchanted weapon that glows when the enchantment
the magical pathways that form the enchantment into the is activated.
material. This process can take hours, perhaps even days. It
is made more difficult by the fact that once the witch starts, Enchanting items relies on your Intelligence
a sort of timer begins. The material must not only be kept score
in a malleable state (a problem for metals in particular), but The Difficulty Class of saving throws against enchantments
the enchantment matrix must remain unstable until it is you infuse is determined as follows: 8 + your Proficiency
complete. If the enchantment is not finalized after around
Bonus + your Intelligence modifier.
seven days, the initial stages of the matrix begin decaying
and the work spent is wasted. Witches can mitigate this Every enchantment either tells you what item it creates, or, in
by preparing all mundane components in advance, but not the case of runes, what trait it provides an item with.
eliminate it entirely. You may place more than one enchantment in any given
Working with other witches, proper tools, and/or blood object, however, an item can only be enchanted once. Any
magic can make enchanting easier. When a witch sacrifices enchantments you wish to place within it must be infused
a creature for an enchantment, their energy is used in the together. Because of this, you can only spend a single long rest
witch's stead during the infusion, reducing the strain on the working on any given item, as the number of infusions you
witch, but also giving the material a permanent red tint when can expend also represents how much exhaustion your body
the infusion is complete. can take when infusing enchanting.
The most common types of enchantments are runes Unless explicitly stated otherwise, enchanted ammunition
and glyphs. or throwable items are always destroyed when used.
Runes are placed in an item and usually draw vitality from If an enchantment can be placed on a melee weapon, unless
their wielder to power themselves. They almost always stated otherwise, it can also be infused into small beads, or
require attunement, a process during which the user connects plates that are woven into gloves or hand wraps and used to
with the item and opens themself so that the item may draw enhance the wearer's unarmed strikes.
power from them.
Glyphs are enchantments that can be deployed inside a Item Names
surface at a moment’s notice. It is prepared by creating a Many enchantments can be applied to a variety of different
glyph chisel, usually from clay. To use the chisel it is placed items, usually weapons. The name of that item then becomes
inside a wooden handle and geld against the surface that the the name of the enchantment, with the generic descriptor
enchantment is to be placed within. A single hammer strike replaced with the original name of the item. For example, if
breaks the chisel and a pulse of crack-like light moves through the Hallow Rune enchantment is applied to a longsword, that
the material and enchants it almost instantly. longsword becomes a Hallow Longsword.
Once an enchantment is complete, it takes the form of
crack-like markings where the material is modified to contain
magic. These 'cracks' discolor, but do not weaken the stone,
metal, wood, or other matter they are placed within. They
only modify its molecular structure to contain the arcane
structures that contain the enchantment itself.
Part 3 | Enchantments
288
Attunement
Some enchantments require a creature to form a bond with Enchantments
the magic item before its magical properties can be used. Enchantments are organized by level and alphabetically.
Without becoming attuned to an item that requires
attunement, a creature gains only its nonmagical benefits,
unless its description states otherwise. For example, a magic
Novice
shield that requires attunement provides the benefits of a Access to novice enchantments grants you the abilities
normal shield to a creature not attuned to it, but none of its described under Infuse Enchantment I and allows you to learn
magical properties. the following enchantments.
Attuning to an item requires a creature to spend a long rest
with the item in its position, as it slowly gets used to using Infuse Enchantment I
its arcane properties. This focus can take the form of weapon The first step to learning the enchanter's craft is gaining the ability
practice (for a weapon), casting practice (for a wand), or some to modify the molecular structure of an object and place releasable
other appropriate activity. If the long rest is interrupted, the magic within it. A favorite of young witches is the ability to prepare
attunement attempt fails. Otherwise, at the end of the long a glyph chisel that can quickly, and permanently, place a painted
rest, the creature learns how to use the item and forms the image inside another material. You also gain the ability to infuse
arcane bond required for activating its magical properties. a malleable material that can be hardened after being enchanted,
When you use a long rest to produce an item that requires usually clay, with volatile energy. Anything more substantial than
attunement, you may attune a creature to it as part of the a small poof of energy requires additional training, but there is
construction process, as long as that creature is present during something that only requires a small blast. In the New World, crafty
the creation of the item. witches quickly realize that when something can go boom, it can
An item can be attuned to only one creature at a time, and a also go boom inside a barrel. The most commonly chosen element for
creature can only be attuned to a number of magic items equal such ammunition is force, for its clean blast, but the only limit is the
to its Proficiency Bonus. creativity of the crafting witch.
A creature’s attunement to an item ends if the item
is destroyed, the creature no longer satisfies the item's Firearm Ammunition. You may use this enchantment
prerequisites for attunement, if the creature dies, or if another to create magical firearm ammunition, so called artifice
creature attunes to the item. A creature can also voluntarily ammunition. Refer to the firearm ammunition table to
end attunement to an item at any time (no action required) see how many infusions creating a box of 10 pieces of
unless the item is cursed (see Infuse Enchantment IV). ammunition of that type costs. This creates a normal piece of
ammunition that can be loaded into any compatible firearm
Wielding Enchanted Items without requiring a successful crafting check.
Using a magic item’s properties might mean wearing or
wielding it. A magic item meant to be worn must be donned Firearm Ammunition
in the intended fashion: boots go on the feet, gloves on the Type Infusion Cost for 10 Rounds
hands, hats and helmets on the head, and rings on the fingers. Small Caliber (1) 1
Magic armor must be donned, a shield strapped to the arm,
Pistol (d4) 2
a cloak fastened about the shoulders. A weapon or wand
must be held. Rifle (d6) 3
Shotgun (d8) 2
Enchantment List Sniper (d10) 4
Heavy (d12) 6
The following is a list of all enchantments.
Novice (1st Level) Adept (3rd Level) Glyph of Marking. You place within a glyph chisel of
Blinding Rune Broom of Flight painting an image or pattern and expend 1 infusion for every
Elemental Rune Glyph of Senses 1-meter by 1-meter square the image is to cover. You must
Explosive Rune Glyph of Warding have the skills required to paint the image or pattern you
Resistance Rune wish to place within the chisel using mundane tools, such as a
Grasping Rune
Surveillance Glass
Glyph of Breaching brush, pen, or spray cans. Once created, you may use an action
Vorpal Rune
Glyph of Disenchantment to strike a surface with the chisel, causing the image to appear
Expert (4th Level)
Glyph of Harming on it. The image is projected onto the surface and changes
Absorbing Rune
Hallow Rune nothing but its color. Removing the image requires removing
Anathema Rune
Prosthetic the topmost layer of the material it is placed within, as with
Corrupting Rune
Smoke Rune sandpaper or a file. A glyph chisel is destroyed when used.
Seeking Rune
Toxifying Rune Slave Band Light Rune. You create an object from a transparent
Vector Rune Master (5th Level) moldable material, usually glass or living amber. As an
Apprentice (2nd Level) Animating Rune action, a creature may activate the object, causing it to
Binding Bands Golem shed bright light in a 5-meter radius and dim light for an
Comfort Rune Lifestealing Rune additional 5 meters. The light can be any color (your choice
Glyph of Protection Power Armor during creation) and shines until a creature uses its action to
Glyph of Sealing Titan
Returning Rune
deactivate the rune.
Smiting Rune The object contains an amount of vitality equal to 10 times
the infusions used to create it. It glows for 1 hour for every 1
vitality it contains. A creature may use an action to recharge
the object by an amount of vitality equal to that expended by
it as part of that action.
Part 3 | Enchantments
289
Utility Rune. You create an object from a moldable Explosive Rune
material, usually clay, glass, or living amber. As an action, Novice enchantment
a creature may touch and activate the object, causing it to
exude elemental energy until a creature uses its action to Construction Cost: 1
touch and deactivate it. A creature touching the object at Requires: -
the end of its turn takes 1d4 acid, cold, fire, or lightning
damage (your choice during creation). The acid damage You infuse clay with energy as you mold it into shape. Thin runic
would be caused by the material releasing soulfire, an agent lines suffuse the material and glow with a faint light. Should the
that can force materials to react with each other chemically. material be damaged, the enchantment activates. The rune emits
The cold damage would be caused by the object cooling to a high-pitched screech and after a short delay, an explosion of
sub-zero temperatures. The fire damage would be caused by elemental energy bursts forth.
it becoming hot enough to boil water. The lightning damage
would be caused by the item emitting a direct and constant You infuse this enchantment into a piece of ammunition
negative charge. or a throwable object. The item gains either the Bomb or
The object contains an amount of vitality equal to 10 times Mine property:
the infusions used to create it. It emits energy for 1 minute Bomb. As an action, you may throw this bomb at a location
for every 1 vitality it contains. A creature may use an action no more than 20 meters away. Every creature in a 1-meter
to recharge the object by an amount of vitality equal to that radius sphere makes a Dexterity saving throw. A creature
expended by it as part of that action. takes 2d6 acid, cold, fire, force, or lightning damage (your
choice during creation) on a failed save, or half as much on a
Blinding Rune successful one.
Novice enchantment Instead of being thrown, this bomb may be attached to a
piece of non-firearm ammunition, extending its range to the
Construction Cost: 2 normal range of the weapon it is fired from.
Requires: - Mine. As an action, you may place this mine in a space no
This enchanted object glistens with white and prismatic markings. more than a meter away. When a creature enters the mine's
Upon impact, the material deforms and explodes in several multi- space, every creature in a 1-meter radius sphere makes a
colored rays that are instantly followed by a blinding flash of white. Dexterity saving throw. or take 2d6 acid, cold, fire, force, or
lightning damage (your choice during creation). A creature
You infuse this enchantment into a piece of ammunition or a takes 2d6 acid, cold, fire, force, or lightning damage (your
throwable object. The item gains the following property: choice during creation) on a failed save, or half as much on a
successful one. The triggering creature also has its movement
Flash. As an action, you may throw this bomb at a location
speed halved until it finishes a long rest, or its current hit
no more than 20 meters away. Each creature in a 5-meter
points are increased to their maximum. A creature that knows
radius sphere centered on that point that can see the target
the mine's location may move through its space without
location must succeed a Dexterity saving throw or be blinded
setting it off.
until the end of its next turn.
Instead of being thrown, this bomb may be attached to a Refine: Spend an additional 2 infusions to deal an extra 1d6
piece of non-firearm ammunition, extending its range to the damage and increase the radius by 1 meter.
range of the weapon it is fired from.
Grasping Rune
Elemental Rune Novice enchantment
Novice enchantment
Construction Cost: 3
Construction Cost: 5 Requires: -
Requires: Attunement
A rope is attached to a bolt or arrow, while the tip is enchanted
You enchant a weapon so that when the wielder wills it, it becomes with force magic. Once it strikes a target, green light shines and the
sheathed in elemental energy. arrow magically adheres to the surface.
As you create a melee weapon, you may infuse this You infuse this enchantment into a piece of ammunition or a
enchantment into it. The item gains the following property: throwable object. The item gains the following property:
Elemental. While attuned to this item you may spend Grip. When you use this item you may expend 2 vitality
a bonus action and 1 vitality per turn to deal an additional to have it attach to the next surface it touches. Instead of
1d6 acid, cold, fire, force, or lightning damage (your choice being thrown, this object may be attached to a piece of non-
during creation). This effect lasts until you end it (no action firearm ammunition, extending its range to the range of the
required), or the weapon leaves your grip. weapon it is fired from. By attaching a rope to it, this item
becomes limited to its normal range and can be used in the
Refine: Spend an additional 4 infusions and increase the
following ways:
vitality consumed per turn by 2 to deal an extra 1d6 damage of
Grapple. Make a ranged attack against a target in range.
the chosen type on a hit.
On a successful hit, the target is tethered to you. It can move
closer to you, but not away. You may use your action to pull
on the rope. The grappled creature must succeed a Strength
saving throw or be pulled 5 meters towards you.
Part 3 | Enchantments
290
Rappel. As an action, you target a point within range. The Glyph of Harming
object attaches the rope to that point and can hold up to 500 Novice enchantment
kilograms of weight before it detaches.
Regardless of the effect, the object remains attached for 1 Construction Cost: 2
minute, or until you use an action to detach it (this item may Requires: -
be used more than once).
As the glyph chisel strikes, energy is infused into the ground.
Upon activation, elemental energy seeps out of the ground. Those
Glyph of Breaching who attempt to run over the glyph will find an area of burning,
Novice enchantment
sparking, freezing, or flesh-melting ground is not easy to cross.
Construction Cost: 2
Requires: - Expend 2 infusions to create the following item:
Glyph Chisel of Harming. As an action, strike this glyph
As your glyph chisel strikes a surface, it imbues within it a volatile chisel against a surface and destroy the chisel. You create
enchantment. The glyph pulses with energy and after a delay a glyph that covers no more than a 3-meter radius circle
detonates. Whatever it was placed within is destroyed. centered on the struck point. After a delay of your choice
(you may have the glyph activate instantly), or when you use
Expend 2 infusions to create the following item: an action to touch and activate the glyph, it becomes difficult
Glyph Chisel of Breaching. As an action, strike this terrain. Any creature that steps on the glyph during its turn,
glyph chisel against a surface and destroy the chisel. After a or starts its turn there takes 3d8 acid, cold, fire, force, or
delay (your choice when placing) but no earlier than at the lightning damage (your choice during creation). The effect
start of your next turn, the glyph explodes, destroying the lasts for 1 minute, or until the glyph is deactivated.
material it was placed within. If this glyph was placed on a You may connect this glyph to a surveillance sigil (see
wall no thicker than 1 centimeter of metal, 10 centimeters of Infuse Enchantment III) and activate or deactivate it
wood or stone, or any non-reenforced wall, it blasts a 1-meter through that sigil. Recharging the glyph after it has run out
diameter hole into it. Every creature in a 1-meter radius must requires 4 vitality.
then succeed a Dexterity saving throw, or take 2d8 acid, cold,
fire, force, or lightning damage (your choice during creation). Refine: Spend an additional 3 infusions to deal an extra 1d8
and its maximum radius by 1 meter.
Refine: Spend an additional 4 infusions to increase the size
of the hole by 1 meter, the amount of material it can blast Hallow Rune
through by 100 percent, and the damage dealt by 1d8. Novice enchantment
Construction Cost: 2 As magic suffuses it, the material takes on a light-blue-yellow sheen.
Requires: - It cuts the incorporeal as though it had mass and slashes through
the magical hide of monstrosities as cleanly as silver. A simple, but
As your glyph chisel strikes a surface, multicolored lines move powerful enchantment.
through it. If they touch another enchantment, they coalesce into As you create a melee weapon or 5 pieces of ammunition,
and move along it. Glittering dust sparks off the material as the you may infuse this enchantment into it. The item gains the
enchantment contained within is purged. Unless the enchantment is following property:
masterfully shielded, the disenchantment leaves nothing but a grey Hallowed. This item's damage is magical.
shadow where the magic once resided.
Part 3 | Enchantments
291
would normally occupy. For a creature that is present during Vector Rune
the process, you create the following item: Novice enchantment
Animated Prosthetic. The prosthetic requires attunement
and can only be attuned to by the creature it was made for. Construction Cost: 1
Decrease your maximum vitality by 3. You regain complete Requires: -
function of the body part the prosthetic replaces. Donning or
As this ammunition is prepared for firing, it hums with green
doffing the prosthetic requires an action.
energy. It flies as a green streak with incredible speed and strikes
with unparalleled force.
Smoke Rune
Novice enchantment You infuse this enchantment into a piece of ammunition or a
piece of clay. The item gains the following property:
Construction Cost: 1
Requires: - Vector. When fired, this ammunition doubles its weapon's
short and long range for the attack and deals an additional 1d8
You infuse clay with energy as you mold it into shape. Thin damage on a hit.
runic lines suffuse the material and should it be damaged, the
enchantment activates. The rune emits a high-pitched hissing noise Apprentice
and after a short delay explodes into a billowing cloud of smoke that
has the same color as the vessel from which it was created. Access to apprentice enchantments grants you the ability
described under Infuse Enchantment II and allows you to
You infuse this enchantment into a piece of ammunition or a learn the following enchantments.
throwable object. The item gains the following property:
Infuse Enchantment II
Smoke Bomb. As an action, you may throw this bomb at a
As an apprentice enchanter, you may create "smart" enchantments
location no more than 20 meters away. You create a 5-meter-
that can react to preprogrammed stimuli other than trauma, like
radius sphere of smoke centered on that point. The sphere
voice commands, someone moving through their sensor range, etc.
spreads around corners, and its area is heavily obscured. The
Your magic items may now be equipped with sigils that make them
smoke may have any color (your choice during creation), but
impossible to use by a creature that doesn't know the password,
is dark gray by default. The smoke lingers for 1 minute. It is
secret grip, or have the required sigil key on its person.
dispersed by a breeze in 5 turns, by a gale at the start of your
next turn, and has no effect during a storm. Sigil. You may lock an enchantment you create so that it
Instead of being thrown, this bomb may be attached to can only be used once the condition specified by the sigil is
non-firearm ammunition, extending its range to the range of met. You may have the item only work if a creature speaks
the weapon it is fired from. a specific password, performs a special set of movements
with it, or manipulates the item in some predetermined
Refine: Spend 2 additional infusions to deal an extra 1d6
way. Alternatively, you may create a sigil key, a small item
damage and increase the radius by 1 meter.
weighing at least 100 grams. As long as a creature carries
this small item on its person it may use any magic items
Toxifying Rune keyed to it. A key may be keyed to more than one item and
Novice enchantment any item may be keyed to multiple keys or contain multiple
different sigils. You may spend 1 minute of time to replicate
Construction Cost: 3 a sigil key you have in your possession, even if you are not its
Requires: Attunement original creator.
The runes engraved into this weapon form a small receptacle.
When poison (or another liquid) is poured onto it, the magic within Binding Bands
the metal distributes and binds it. Only once the enchantment is Apprentice enchantment
activated does the weapon begin to release its deadly payload.
Construction Cost: 2
As you create a melee weapon or five pieces of ammunition, Requires: -
you may infuse this enchantment into it. The item then gains
the following property: You weave magic into rope or bands of tough and flexible fabric.
Once charged with energy, the strands become a binding trap that
Poison Delivery. You may apply multiple doses of the can either be concealed in advance or thrown directly at a foe in
same or different poisons to this weapon. The poison never the heat of battle. When triggered, the bands of fabric wrap around
dries and when you hit a creature you may choose what their victim. Unless they quickly throw them off, the bands bind and
poison it is affected by. The weapon cannot release more than render them completely helpless.
one dose at once.
The maximum number of doses this weapon can Expend 2 infusions to create the following item:
contain is 2.
Binding Bands. You may use an action to throw this
Refine: Spend an additional 3 infusions to increase the magical trap at a small, medium, or large creature no more
maximum number of stored doses by 1. than 20 meters away. The target is affected.
Alternatively, you may spend 1 minute placing the trap.
The first time a small, medium, or large creature comes
within 1 meter of the trap, it triggers and affects that creature.
You may also add a sigil (see Infuse Enchantment II) that
will allow a creature to bypass the trap unaffected. This may
take the form of a password that, when spoken near the trap,
Part 3 | Enchantments
292
suppresses this enchantment for 1 minute, or a sigil key that 4d8 acid, cold, fire, force, or lightning damage (your choice
allows creatures wearing it to pass. during creation). The effect lasts for 1 minute, or until you
Choose either damage or disable. use an action to deactivate the glyph. The barrier is partially
Damage. The bands shine with magical energy. An affected opaque and lightly obscures the area behind it. Any physical
creature must succeed a Strength saving throw, or take 2d8 projectile, such as an arrow or a bullet, that attempts to pass
acid, cold, fire, force, or lightning damage (your choice during through it is destroyed.
creation) and be restrained. It may then use its action during You may connect this glyph to a surveillance sigil (see
its next turn to repeat the save, ending the effect on a success. Infuse Enchantment III) and activate or deactivate it
Otherwise, it takes 3d8 damage of the chosen type at the end through that sigil. Recharging the glyph after it has run out
of that turn and the effect ends. requires 6 vitality.
Disable. An affected creature must succeed a Strength
saving throw, or be restrained. It may then use its action Refine: Spend an additional 3 infusions to deal an extra
during its next turn to repeat the save, ending the effect on a 1d8 damage and increase the glyph's maximum radius or
success. At the end of that turn, the bands completely envelop length by 1 meter.
it, paralyzing the creature until the bands are destroyed (your
choice whether the bands restrict its ability to speak). Glyph of Sealing
Regardless of the effect, the bands are an object (see the Apprentice enchantment
rules on objects) with 11 AC and 5 HP. Once this item has
been used, the trap becomes inert when the creature it binds Construction Cost: 3
is freed (it can only be used once). Requires: -
Part 3 | Enchantments
294
scraping off or otherwise damaging the glyph to dispel the Vorpal Rune
enchantment. Adept enchantment
You may also add a motion sensor to this glyph, which will
cause the connected surveillance sigil to emit a humming, Construction Cost: 15
ringing, or similar sound of your choice to alert you to a Requires: Attunement
creature moving into the glyph's field of view. The motion Vitality Reduction: 4
sensor can have a maximum range of up to 10 meters and can
be programmed to only react to creatures of a certain size. A As a hand closes around the grip, a slight tremor can be felt moving
creature that can see invisible objects sees the motion sensor across this mirror-surfaced weapon. As it is swung, a quiet hum can
as a translucent cone of light-blue light and a device that can be heard. The enchantment placed within allows the blade to glide
detect electromagnetic radiation will detect the sensor. The through flesh as though it were air and solid steel as though it were
motion sensor is not triggered by invisible creatures. water. Vorpal blades are infamous for their clean decapitations. A
weapon favored by rich executioners and gentlemen of every type.
Refine: Spend an additional 5 infusions to increase the
maximum range of an included motion sensor by 10 meters. As you create a melee weapon that deals slashing damage,
you may infuse this enchantment into it. The item gains the
Resistance Rune following property:
Adept enchantment Vorpal. Decrease your maximum vitality by 4. Attacks with
the enchanted weapon are armor-piercing. When you attack
Construction Cost: 10 a creature that has at least one head with this weapon and roll
Requires: Attunement a natural 20 on the attack roll, you cut off one of the creature's
Vitality Reduction: 4 heads. The creature dies if it can't survive without the lost
Enchanted plates cover this armor and protect from the viscous head. A creature is immune to this effect if it is immune to
touch of elemental magic. The material is specifically made to resist slashing damage, doesn't have or need a head, has legendary
and ward away the chosen energy. actions, or the GM decides that the creature is too big for its
head to be cut off with this weapon. Such a creature instead
As you create a set of clothes or a suit of armor you takes an extra 6d8 slashing damage from the hit. This extra
may infuse this enchantment into it. The item gains the damage is not multiplied by the critical hit.
following properties:
Elemental Resistance. Once attuned, reduce your Expert
maximum vitality by 4. You are resistant to acid, cold, fire,
force, or lightning damage (your choice during creation). Access to expert enchantments grants you the abilities
described under Infuse Enchantment IV and allows you to
learn the following enchantments.
Surveillance Glass
Adept enchantment
Infuse Enchantment IV
Construction Cost: 2 As an expert enchanter, you can create enchantments that steal
Requires: Attunement energy to power themselves and can act without intentional input
from their wielder. At its simplest this grants you the ability to
You form glass, or similar, clear material and infuse into it a create items that, once attuned to, will force the wielder to remain
surveillance sigil. The material receives an ice-like texture and attuned. You may also connect individual enchantments into a
instead of requiring a cumbersome pool of water, connected larger network of triggering effects.
enchantments may be controlled and information viewed on this
(smaller) object. Curse. While creating a magic item, you may decide to
curse it, preventing a creature from willingly unattuning from
When you create a surveillance sigil, you may instead spend 2 the item. The only way to end attunement to a cursed item
infusions to create a surveillance glass. The surveillance glass is by destroying it. You may construct the cursed item in a
takes the form of a glass disk or ball, monocle, telescope, or way that attunement may also be ended by another creature
any similar device that contains a transparent or reflective attuning to it. The cursed item can activate itself against its
surface that can contain the enchantment. The surveillance wielder's will if certain conditions are met. These conditions
glass may have a surface no smaller than 5 centimeters in must be associated with the item's use or how it is interacted
diameter and no larger than 1 meter in diameter. with. Among other things, this means a cursed item cannot
Whenever an enchantment has an interaction with read its wielder's thoughts.
a surveillance sigil, it may instead be connected with a The item may contain up to 100 if-then-otherwise
surveillance glass. statements that determine its reaction to these conditions.
As long as you have the surveillance glass in your Unless you want them to be, these if-then-otherwise
possession, you may use an action to expend 1 vitality per statements are hidden from the attuned creature. These
hour and use the surveillance glass as though it were a conditions can also control the item's attunement, attuning
surveillance sigil (see Infuse Enchantment III). or unattuning it from its wielder as conditions are met. To
automatically attune, the item must be made out of gold and
Refine: Spend an additional 2 infusions to increase the able to attune automatically.
maximum diameter of the glass by 1 meter.
Network. You may connect several enchantments that
are no more than 20 kilometers (12 miles) apart into a larger
network, allowing input from one enchantment to trigger,
activate, or suppress other enchantments. This network
may include any glyph and Binding Bands enchantments
you add to it. An enchantment can only be dedicated to a
Part 3 | Enchantments
295
network during its creation and becomes part of it when it As you create a melee weapon, you may infuse
is placed. All enchantments in a network must be connected this enchantment into it. The item then gains the
to a surveillance sigil or a surveillance glass, which is used to following property:
program and control the network. Corrupting. Decrease your maximum vitality by 8.
An enchantment remains connected as long at least one Whenever this weapon deals damage to a creature, reduce
other enchantment that is part of the network is no more that creature's maximum hit points by an amount equal to the
than 20 kilometers (12 miles) away. An item that leaves damage dealt until the creature finishes a long rest. This trait
the network's range is disconnected until it comes back has no effect on constructs or undead.
with range.
You may also use this network to power and
recharge enchantments that are part of it from a single Seeking Rune
surveillance sigil. Expert enchantment
Construction Cost: 10
Absorbing Rune Requires: -
Expert enchantment
When fired, this ammunition seeks out its target with unerring
Construction Cost: 6 accuracy. It shrieks as it flies and strikes with lethal precision.
Requires: Attunement
You infuse this enchantment into a piece of ammunition or a
Often used with weapons, or placed in small plates that are woven thrown weapon. The item gains the following property:
into a glove, this enchantment enhances your attacks with every
Seek Target. When you make a ranged attack using this
strike you deliver. As you hit, you drain a small amount of energy
ammunition or weapon, target a creature you can see in the
from your target. They won’t notice it, but with every attack, the
weapon's long range. The attack is an automatic hit and the
enchantment begins to hum with energy.
enchanted weapon or ammunition becomes inert. You may
As you create a melee weapon, you may infuse this also have the projectile instead fly along a path of your choice
enchantment into it. The item gains the following property: and strike a point no more than the weapon's long range away
by following a path you program into the projectile when you
Absorb. After hitting a creature with an attack, increase the use your action to launch it.
damage of this weapon by 1 acid, cold, fire, force, lightning,
or radiant damage (your choice during creation). This amount
resets if you do not damage a creature with an attack using the Slave Band
enchanted weapon before 1 minute has passed. Expert enchantment
Construction Cost: 6
Anathema Rune Requires: Attunement
Expert enchantment A simple band that is usually affixed around the neck as a collar,
a creature that is forced to wear one is bound to its master. Should
Construction Cost: 20 they see fit the master may cause horrid pain by electrocuting them,
Requires: Attunement or by causing the collar to detonate in a brilliant blast of sunfire and
Vitality Reduction: 6 severing their head.
The blood of a foe is dripped onto the weapon during the final Expend 3 infusions to create the following item:
stage of infusion. The weapon lusts for the blood of those it is meant
to kill. As it is swung or fired, the enchanted material seemingly Slave Collar. To use this collar you must either be
seeks out their hearts, almost guiding its wielder's hands against attuned to it or connect it to a surveillance sigil (see Infuse
the chosen foe. Enchantment III) during its creation.
Spend one minute affixing this band to a restrained,
As you create a melee weapon, you may infuse this paralyzed, or unconscious creature.
enchantment into it. Drip the blood of a creature onto the If you are attuned to it, you may trigger the band at any
item as the infusion completes. The creature's type becomes time (no action required) as long as the enslaved creature is
the anathema's chosen. If the creature is a humanoid, the no more than 20 kilometers (12 miles) away. If it is connected
anathema chooses its species instead. The item then gains the to a surveillance sigil, triggering the band requires an action,
following property: the sigil in hand, and the creature must be in range. When
Anathema. Decrease your maximum vitality by 6 while you trigger the collar, choose one of the following effects:
attuned to this item. Attacks made against the chosen Detonate. The band detonates and is destroyed. The effect
type of foe have advantage and deal an additional die of this has depends on where the band was affixed. If the band
damage on a hit. was placed on the creature's neck, its head is severed and it
dies instantly. If the collar is attached to another limb (for
example as a wrist band), the detonation permanently severs
Corrupting Rune the limb, causing an appropriate injury.
Expert enchantment Pain. For a negligible cost to the wearer's vitality you deal
1 lightning damage to the creature and stun it until the end
Construction Cost: 25
of your next turn. This effect ignores resistances or condition
Requires: Attunement
immunities provided by equipment.
Vitality Reduction: 8
Track. You know in what direction and how far away the
As this armament touches flesh it releases corrupting energy into creature is.
the tissue it passes through. Its touch is lethal. Its wounds do not heal. As an action, you may mentally program the collar to
trigger any of the aforementioned effects if the creature gets a
Part 3 | Enchantments
296
certain distance away from you, when it leaves a certain area, You can use your bonus action to move the weapon
or when the collar is tampered with or damaged. If a glyph of anywhere within a 5-meter radius sphere centered on yourself
disenchantment or a similar effect that destroys magic items (you may move it using the bonus action you use to draw it)
is used on the collar, an effect that would trigger as a result and your action to attack any creature within 1 meter of the
of damage or tampering triggers before the enchantment weapon (such an attack counts as one attack for the use of
is destroyed. multiattack). Unless you are holding the weapon, you can't
use it to make attacks of opportunity.
Master By channeling your energy into the weapon you can
perform special actions detailed below.
Access to master enchantments grants you the ability Launch. You use your action to launch the weapon at a
described under Infuse Enchantment V and allows you to target outside your normal attack radius. You make a ranged
learn the following enchantments. attack against that creature with a range of 30/60. Hit or miss,
you lose control over the weapon until you recall it.
Infuse Enchantment V Recall. Using your bonus action and the same amount
As a master enchanter, you finally gain the ability to create of vitality required for drawing every dancing weapon you
intelligent enchantments. These magical devices no longer just wield, you recall all your weapons. As long as the weapon is
react to simple triggers, but may have a complicated network of no more than 50 meters away from you and nothing prevents
if-then statements programmed into them. While never capable of it from moving, it flies back to your side and you regain
critical thought, the things created with this may act even without control over it. If there is a creature between you and the
a wielder and activate or deactivate functions within themselves. weapon, make a ranged weapon attack against it. On a hit,
At its most basic it allows you to program smart networks that do the weapon slams into the creature on its way back, dealing
not just activate or deactivate other enchantments when a trigger normal damage. If the struck enemy is within 5 meters of
is activated. you, you still regain control over the weapon. If a creature
is holding your weapon, it may attempt a Strength saving
Smart Network. You may have your networks (see throw. On a failure, the dancing weapon is pulled from its
Infuse Enchantment IV) dynamically respond to threats by grip. On a success, the weapon stays in its grasp and remains
programming them using if-then-otherwise statements. out of your control.
Part 3 | Enchantments
297
sigil. The golem may be commanded from the sigil and After the golem's default stat block is a list of modifications
transmits audio and video to it. that may be done to it. See the Golem Modifications table below
The golem may have hands or weapons integrated into its for a list of available modifications. Many modifications
body. Integrated melee weapons deal 2d6 + the automaton's include a power consumption cost. The number listed for a
Strength modifier bludgeoning, piercing, or slashing damage modification under Power Consumption is added to the number
(your choice during creation). The golem's proficiency bonus in the Power Consumption trait.
is +3 and it is only proficient with integrated weapons. The
golem cannot be equipped with magic items that require Lifestealing Rune
attunement or the wielder to expend vitality. Master enchantment
Construction Cost: 40
Requires: Attunement
Golem
Large construct, unaligned As this weapon bites into flesh, the enchantment absorbs the
blood of the victim. It is siphoned into the blade and delivered to
—
Armor Class 8 you as healing.
Hit Points 110 (20d10)
Vitality 110 (20d10) As you create a melee weapon that deals piercing or slashing
Speed 13 m. damage, you may infuse this enchantment into it. The item
— gains the following property:
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 10 (+0) 4 (-3) 5 (-3) 1 (-5) Siphon. While attuned to this weapon, you may use a
bonus action to activate its enchantment and spend 3 vitality
—
Vulnerabilities any damage that is armor-piercing per turn to maintain it. While active, whenever this weapon
Damage Immunities poison, psychic deals piercing or slashing damage, you recover a number of
Condition Immunities Charmed, Exhaustion, Frightened,
hit points equal to half the damage dealt.
Paralyzed, Petrified, Poisoned, Unconscious
Senses passive Perception 7
Challenge 3 (700XP) Power Armor
— Master enchantment
Clanker. While not disabled, the golem is revealed.
Construction Cost: See Description
Power Consumption. While not disabled, the golem expends Requires: Attunement
5 vitality at the start of each hour or becomes disabled.
Vitality Reduction: 15
Actions One of the greatest advantages a witch can give their allies is the
Multiattack. The golem makes two attacks, one fabled power armor. A frame of enchanted fibers, living or not,
with each arm. woven over a metal or wooden frame and covered with plates
of armor. A suit of power armor covers its wearer completely,
Arm Blade. Melee Weapon Attack: +5 to hit, reach 2 m., one
target. Hit: 11 (2d6+3) slashing damage.
leaving no gaps for foes to find their mark. The only way to hurt
one so protected is to destroy the outer layer. Power armor must
be made to perfectly accommodate its wearer and each suit is a
Golem Modifications unique masterwork.
Feature Name Feature Description Power Consumption Infusion Cost Requirements
Amber Armor The golem may heal and benefit from rests as though - 5 Hedge Witch
it were a living creature (regaining vitality on a night's Only
and hit points during a long rest)
+ 4 AC (Natural Armor)
Steel Armor + 6 AC (Natural Armor) 1 5 Forge Witch Only
Mithril Armor + 6 AC (Natural Armor) - 10 Forge Witch Only
Adamantine Armor + 8 AC (Natural Armor) 1 15 Forge Witch Only
Empowered Legs + 5 Speed 2 5 -
Extra Arms The golem has four arms and can make four attacks, 2 20 -
instead of just two.
Extra Eye The golem has an additional visual sensor in the back 1 5 -
of its head. The golem has advantage on Wisdom
(Perception) checks (its passive Perception increases
by 5 accordingly) and cannot be flanked.
Flight The golem gains a flying 15 meter flying speed. 5 30 -
Grip Claws The golem gains a climbing speed equal to its speed. 1 10 -
Ranged Weapon You replace one of the golem's weapons with a ranged - 5 -
weapon that you have available, such as a crossbow
or a firearm. A golem can only use either its melee
attacks or its ranged attacks in any given turn. It
cannot reload the weapon unless it has a free hand to
do so.
Shield Arm You replace one of the golem's weapons with a shield. - 2 -
Part 3 | Enchantments
298
Choose an armor type to craft from the Power Armor Type creation. A creature must be at least tiny and no bigger than
table, minding the special requirements. The power armor large to crew a titan.
type determines the number of infusions it costs to craft, The titan may wield weapons specifically made for it as
how much protection it offers, and grants it special features. though it were a creature. Such a huge weapon requires 4
Power armor must be custom-made for a specific creature times the resources or infusions to craft than it normally
and custom fitted to its body. No creature other than the one would and deals an additional two dice of damage. If the
it was created for may attune to a frame once it is created and weapon requires two hands to wield, it replaces both of the
the creature it is made for must be present during the armor's titan's Slam attacks. If it requires only one, it replaces one of
creation. A creature must be at least tiny and no bigger than them. The titan is considered to be proficient in any weapon
large to wear power armor. made for it. You may mount firearms or similar weapons on
Once completed, you gain the following item: the titan. If you do, the titan is considered proficient with that
Power Armor. Donning or doffing a power armor frame weapon and it replaces one of the titan's Slam attacks.
requires 1 minute. A power armor frame cannot be worn You may also armor the titan as though it were a creature
with other clothes and must be entered naked, or wearing by integrating the armor into its frame during its creation
nothing but thin underwear. or over the course of a long rest. Crafting such huge armor
Power armor frames have the following effects when worn: requires 4 times the resources or infusions it normally would.
The titan is considered proficient in any armor crafted for it.
• Reduce your maximum vitality by 15.
• Your AC equals your Base AC. You do not add your
Dexterity modifier to your Armor Class. Titan
• Your Strength score changes to 20 (Modifier +5), unless Huge land vehicle (5m. by 5m.)
your Strength is already higher. —
• You count as one size larger when determining the weight Armor Class 5
Hit Points 500
you can push, drag, or lift.
Fuel Capacity 1000
• You are resistant to fall damage. Fuel per Hour 100
• A natural immunity to fall damage, flying, swimming, or Travel Pace 15 km/h (360 km/day)
burrow speed is suppressed.
—
• You cannot cast spells, use wands or use abilities that STR DEX CON INT WIS CHA
require vitality other than maneuvers. 22 (+6) 8 (-1) 20 (+5) N/A N/A N/A
Wooden Power Armor. This armor is alive and capable of healing much like a creature. Magical healing you receive may restore the
temporary hit points provided by your power armor as though it were your own hit points. The armor automatically repairs itself
at the end of a long rest, as long as it is not completely destroyed.
Part 3 | Enchantments
299
Chapter 16: Maneuvers
M
aneuvers are exhausting, almost magical
martial actions that can be taken in combat. They Maneuvers
consist of a specific technique that has a specific Maneuvers are organized by level and alphabetically.
effect when performed on an opponent and, once
learned, can provide a variety of new options
to combatants. From damage to crowd control,
Beginner
there is a maneuver for almost anything. The only downside Access to beginner maneuvers allows you to learn the
is that performing a maneuver requires focus and fast and following maneuvers.
precise movements. Their vitality cost represents the physical
exertion a warrior experiences when they push themselves to Blind
the limit of their abilities in combat. Beginner maneuver
Maneuvers rely on your Strength or Dexterity Vitality Cost: 3
score (your choice) Use Time: 1 Action
The Difficulty Class of saving throws against maneuvers you Requires: Free Hand
use is determined as follows: 8 + your Proficiency Bonus + Range: Self (3-meter cone)
your Strength or Dexterity modifier, whichever is higher. Duration: Instant
If a maneuver requires an attack roll, then the modifier for Grab a hand full of dirt and fling it in your opponent’s face.
that roll is the same it always is for that type of attack. With any luck, you’ll blind them and they won’t see your next
blow coming.
Maneuver List Every creature in a 3-meter cone must succeed a Dexterity
The following is a list of all maneuvers. saving throw or be blinded until it uses an action to
Beginner (1st Level) Veteran (2nd Level) clean its eyes.
Blind Disarm
Braced Feint Braced
Bull Rush Fleche Beginner maneuver
Cripple Guard
Follow Up Overwatch Vitality Cost: 2
Forte Riposte Use Time: 1 Reaction
Precision Strike Suppress Requires: Melee Attack
Quick Toss Elite (3rd Level) Range: Attack Range
Takedown Compounding Barrage Duration: Instant
Taunt Marksman’s Fang
Stunning Flurry Brace for the enemy’s charge and strike as they fall upon you.
Sweep
As a reaction to a creature entering your melee range outside
your turn, you may spend 2 vitality to make an attack of
opportunity against it.
Part 3 | Maneuvers
300
Bull Rush Forte
Beginner maneuver Beginner maneuver
You sprint towards an enemy and either clobber them with an At the last moment before being wounded, with great effort,
attack, tackle them to the ground, or push them away. you focus and use your armor to absorb the attack or dodge
out of the way.
When you take the Dash action, you may spend 3 vitality to
choose one of the following effects: As a reaction to being hit by an attack or failing a Dexterity
saving throw, you may use this maneuver. You must be able
• At any point during your charge, you may reduce your
to see the attacker.
speed to 0 until the end of your current turn to make a
Expend an amount of vitality equal to double the amount
single melee attack against a creature in range.
by which the attack roll exceeded your armor class or by
• You attempt grappled by you. You may then continue
which you failed the saving throw. Expend 1 vitality if the roll
moving at your full speed, ignoring any penalties grappling
equaled your armor class. The hit turns into a miss or a failed
a creature would normally apply until the end of your
Dexterity saving throw turns into a success. You cannot dodge
current turn.
a critical hit using this maneuver.
Aim at their legs just right. With any luck you’ll cripple them. Aim for a weak spot. Might be harder to hit, but you’ll
kill'em if you do.
When you hit a creature with an attack, you may use this
maneuver. If you do, the attack deals half damage and the When you make a weapon attack, you may expend 1 vitality
target has its speed reduced to 0 and can’t benefit from an to take a -5 penalty to the attack roll. On a hit, the target takes
increase to its speed until the end of your next turn. an additional 10 damage of the attack’s type.
Grant not a moment of reprieve. Exploit any opening. With the flick of the wrist, a weapon is thrown.
After hitting a creature with a melee attack, if you have a free As a bonus action, spend 2 vitality and make a thrown
hand you may use your bonus action and spend 1 vitality to weapon attack with a weapon that has the thrown property.
attempt a grapple or shove attack against it. You can draw the weapon as part of the bonus action used to
make this attack.
Part 3 | Maneuvers
301
Takedown Feint
Beginner maneuver Veteran maneuver
You specialize in eliminating unaware enemies without revealing A quick, distracting attack, before the real strike is delivered with
yourself. With a single, precise attack you take down an unaware devastating precision.
or disabled foe.
As a bonus action, you expend 2 vitality to feint, choosing
When you make a melee attack against an incapacitated one creature within melee range as your target. You have
creature or one that you are hidden from, you may expend 4 advantage on your next attack roll against that creature before
vitality. On a hit, the attack is a critical hit. the end of your turn.
If this attack reduces the target to 0 hit points, it is killed
instantly or knocked unconscious and stable (your choice) and Fleche
you remain hidden. Veteran maneuver
Strike and as your foe recovers from the trauma, you tear their Vitality Cost: 3
weapon from their grasp. Use Time: 1 Bonus Action
Requires: Ranged Attack
After hitting a creature with a melee attack, if you have a Range: Self (attack range cone)
free hand, you may use a bonus action and spend 3 vitality to Duration: 1 Turn, Concentration
attempt to disarm it. The creature must succeed a Strength
or Dexterity saving throw or drop a weapon of your choice Designate an area and shoot all who dare show themselves.
that it is wielding. The weapon falls to the ground next to
the creature unless you use your free hand to grab it (no Designate a cube the size of your weapon's normal range.
action required). Before the start of your next turn, when you see a creature
move through the cone, you may use your reaction to make a
single attack against it. The maneuver ends if you are moved.
Part 3 | Maneuvers
302
Riposte Marksman’s Fang
Veteran maneuver Elite maneuver
The foe has missed their attack and is instantly punished for their You’re not surrounded, you’re in a target-rich environment.
incompetence.
As an action expend 6 vitality to immediately make up to five
When a creature misses you with a melee attack, you may use range attacks. Each attack must target a different creature.
your reaction and 2 vitality to make a melee weapon attack You may only target creatures that are no more than 5 meters
against that creature. away and don’t suffer disadvantage as a result of using a
ranged attack against a creature in melee range during the
Suppress maneuver. Moving during the maneuver wastes all attacks
Veteran maneuver not yet made.
Part 3 | Maneuvers
303
Appendix A: Conditions
C
onditions alter a creature's capabilities in a Disabled
variety of ways and can arise as a result of a spell, a
class feature, a monster's attack, or other effect. Most • A vehicle, construct, or similar mechanical contraption
conditions, such as scorched, are impairments, but a may be disabled. Living creatures cannot be affected by this
few, such as invisible, can be advantageous. condition.
A condition lasts either until it is countered (the prone • The affected is incapacitated
condition is countered by standing up, for example), for a • The affected automatically fails Strength and Dexterity
duration specified by the effect that imposed the condition, or saving throws.
by a duration specified in the condition itself. • Attack rolls against the affected have advantage.
If multiple effects impose the same condition on a creature, • Any attack that hits the affected is a critical hit if the
each instance of the condition has its own duration, but the attacker is within 1 meter of the affected.
condition's effects don't stack. However, some conditions
cause effects that would apply them a second time to Frightened
apply a different condition instead. This does not end the
original condition. • A frightened creature has disadvantage on ability checks
and attack rolls while the source of its fear is within line of
Blinded sight.
Appendix A | Conditions
305
Appendix B: Settlement Projects
T
he following is a list of projects that can be Airfield
undertaken in your settlement. See Chapter 8: The airfield has a safe landing strip and includes all the necessary
Settlements for the rules on how to construct a equipment for aircraft construction and maintenance.
settlement.
BP Cost: 6
Requirements: Mechanics +6
Projects List Score Increase: SOC +1d6 TEC +1d6
The following is a list of all maneuvers. Score Decrease: DEF -1d6
An air vehicle that spends a long rest (7 days) in the airfield
Academy Mill
Patrols
regains all lost hit points. You may also craft air vehicles by
Airfield
Ranch expending an amount of scrap equal to half the vehicle's value
Bakery
Cannibalism Scavenging and succeeding the crafting check specified in the vehicle's stat
Communications Array School block next to its value.
Court of Law Scouts
Defenses Shop Bakery
Distillery Slave Trade The smell of freshly baked bread and pastries fills the air. An oven
Electrical Grid Stable radiates heat into the room where the baker plies his craft.
Escape Tunnel Surveillance Array
Farm Tavern BP Cost: 2
Fight Club Temple Requirements: Mill Project
Garage Trading Post Score Increase: FOD +2d6, SOC +2d6
Harbor Training Field
Hospital Witch's Workshop Cannibalism
Hunt Workshop
In times of desperation, some may resort to eating their fellow
sapients to stave off starvation. Others just don't want to
Harbor Ranch
A light, salty breeze blows waves across the sea. With quiet slaps, Most domesticated animals were transformed into vicious and
they rock the boat of an aging fisher pulling his nets back in. His dangerous monsters. Those that remain can be captured and used to
gaze wanders across the yellowing plastic of his own vessel, onto the produce milk, eggs, wool, and meat.
bright wood of a brand new boat touching water for the first time. BP Cost: 2
BP Cost: 2 Score Increase: FOD +1d6, SOC +1d6
Requirements: Mechanics +4, Access to pen water Score Decrease: DEF -1d6
Score Increase: FOD +2d6 Competence: One settler adds its Animal Handling skill
Score Decrease: DEF -1d6 modifier to your Food score.
A water vehicle that spends a long rest (7 days) in the harbor
regains all lost hit points. You may also craft water vehicles by
Scavenging
Equipped with tools and rudimentary weapons, settlers organize
expending an amount of scrap equal to half the vehicle's value
small expeditions to nearby ruins to gather gear and supplies. Such
and succeeding the crafting check specified in the vehicle's stat
sorties are lucrative, but also extremely dangerous.
block next to its value.
BP Cost: 4
Hospital Score Increase: FOD +2d6, SOC +2d6, TEC +1d6
In the bright light of a ceiling lamp, a doctor uses a scalpel and Competence: One settler adds its Investigation skill modifier
magic to keep the cold hand of death at bay. to a settlement score of your choice.
BP Cost: 4 Increase the body count by 2.
Requirements: Medicine +4 or Life Magic
Score Increase: SOC +2d6 School
Competence: One settler adds its Medicine skill modifier to A teacher shepherds a small horde of children back into a classroom.
your Society score. The young ones eagerly consume the words of their teacher. Not only
can their parents work in peace, but those bright and strong minds
Reduce the body count by 3. When a creature expends hit
will make sure that the future is not one of darkness and ignorance.
dice to heal in the hospital, it recovers the maximum amount
possible instead of rolling. When a creature finishes a long BP Cost: 4
rest in this settlement, remove one illness or lingering Score Increase: SOC +4d6, TEC +2d6
injury that can be cured by succeeding an ability check or a Competence: One settler adds its History skill modifier to
saving throw. your Society score.
Hunt Scouts
Armed with weapons and traps, hunters stalk through the landscape Armed and hidden by camouflage, the two men watch a settlement,
in search of game. While a good way to gather food, the hunter taking careful notes of how many people they see and what they are
can quickly become the hunted, and only a fool hunts alone if they doing. The purpose of scouts is to watch, maybe even infiltrate, other
can help it. settlements to gather intelligence and sabotage their operations.
BP Cost: 2 BP Cost: 4
Score Increase: FOD +3d6 Score Increase: DEF +1d6
Competence: One settler adds its Survival skill modifier to Competence: One settler adds its Stealth skill modifier to
your Food score. your Defense score.
Increase the body count by 1. Increase the body count by 1. At the start of a phase, your
settlement may use either the sabotage or scout action.
Mill Sabotage. You attempt to sabotage another settlement's
The air is dusty where a mechanism powered by a windmill, efforts. Choose a development score and make a Defense
waterwheel, or beasts of burden moves grinding gears, or two large, check against the settlement's passive defense score. On a
circular boulders that grind plants and material into fine powder. success, reduce the targeted development score by 1d6.
Scout. Target another settlement. You learn the settlement's
BP Cost: 1
population, development scores, and which projects, if any, it
Requirements: Farm Project, Mechanics +4
has completed.
Score Increase: The Mill increases your Food score by 1 for
every Farm project in your settlement.
BP Cost: 1 BP Cost: 3
Score Increase: SOC +1d6 Score Increase: TEC +1d6
Score Decrease: FOD -1d6 Competence: One settler adds its Mechanics skill modifier to
Competence: One settler adds its Performance skill modifier your Technology score.
to your Society score. Add +5 to any crafting check attempted in this settlement
The bartender will collect rumors, periodically providing while using the workshop.
random missions or opportunities.
T
he following is a list of common vehicles Motorcycle. A motorcycle is a two-wheeled vehicle powered
that may be encountered or crafted in the New World by a motor with no pedals. It can't carry much but can fit
with relative ease. They rust away as their internal through tighter spaces than a car and requires much less fuel.
electronics were damaged, if not completely fried by Pickup Truck. A two-seated car with a large open deck in
the radiation emitted during the initial stages of the onsetting the back that can transport a decent amount of goods.
fog. However, most parked and unoccupied vehicles remain Propeller Plane. A small, four seated air plane with a single
in working condition. The problem is that all highways are propeller, giving it the ability to start and land on its own.
completely clogged with abandoned cars and the condition Perhaps the safest and most comfortable way to travel,
of country roads worsens with every day they are left this airplane contains very few and only sturdy electronic
unmaintained. While road vehicles are easy to come by, most components. Most flying creatures simply cannot match this
survivors prefer off-road vehicles. plane's speed, but it is fragile. Spells and anti-air weapons will
make quick work of it.
Vehicle List Rowboat. A canoe or similar compact water vehicle
propelled by the occupants using oars.
Bicycle Motorcycle Sailboat. A boat with an internal engine and massive sails.
Bus Pickup Truck As long as there is wind this vehicle requires no fuel and can
Car Propeller Plane
drive massive distances without stopping. The best way to
Dirtbike Rowboat
Sailboat
travel at sea.
Gyrocopter
Scooter Scooter. A light, two-wheeled motorized vehicle. Most
Hang Glider
Helicopter SUV scooters in the New World are old gas-driven models
Jet Ski Tractor or new creations cobbled together from other machines.
Kayak Truck Exceptionally simple, these vehicles are an easy upgrade
Minivan Unimog from a bicycle.
Motorboat SUV. A large, gas-guzzling vehicle that provides ample
space and comfort to its passengers. In addition to that,
The following is a list of descriptions of the most most SUVs come with all-wheel drive, giving them (some)
common vehicles. off-road capabilities. This makes SUVs great for the New
Airboat. An airboat is a flat-bottomed amphibious craft World, if you can find one in working order and have the gas
propelled by an aircraft-type propeller and powered by an necessary to fuel it.
engine. It is specifically designed to navigate shallow and Tractor. A massive, slow, and versatile industrial vehicle
marshy areas by skimming over the water's surface, and has designed for working the fields of a farm.
the ability to glide over flat and muddy terrain. Truck. A massive vehicle with a huge trailer designed for
Bicycle. A simple, leg-powered vehicle that requires no fuel hauling large amounts of cargo over vast distances.
and is overall a great way to get around the New World. Unimog. A small truck designed for off-road use and
Bus. A massive vehicle that can transport a large number of reliability.
passengers and some cargo over vast distances, but is limited
by its need for a road and substantial fuel consumption.
Car. A normal car is the most common vehicle type seen
today, encompassing almost all modern street cars. These cars Vehicles
litter the roads of the New World. Vehicles are organized alphabetically.
Dirtbike. A motorcycle with a lightweight, but robust frame
and wheels specialized for off-road travel. The dirtbike's only
downside is that it can't carry much cargo. It is the perfect Airboat
vehicle for scouts and others that need to move across rugged Large land water vehicle (4m. by 2m.), simple
terrain and pack light. —
Gyrocopter. A small helicopter that traditionally uses its Armor Class 10
propeller to glide, but in the New World usually refers to a Hit Points 20
small, homemade single-seat helicopter. Fuel Capacity 28
Fuel per Hour 4
Hang Glider. A hang glider is an unpowered flying
Travel Pace 10 km/h, swim 20 km/h
apparatus for use by a single person, consisting of a frame
with a fabric stretched over it. The pilot is suspended from a —
STR DEX CON INT WIS CHA
harness below and controls flight by body movement. 12 (+1) 14 (+2) 10 N/A N/A N/A
Helicopter. A moderately spacious air vehicle that can
—
Creature Capacity 1 crew, 4 passengers
vertically take off and land almost anywhere.
Cargo Capacity 50
Jet Ski. A powerful engine propels this motorcycle-like
Fuel Type liquid
vehicle across the water at great speed. Value 30
Kayak. A compact, single occupant boat.
Minivan. A vehicle with two conventional doors up front, —
Surface Bound. The airboat can travel only over the
sliding doors on the side, and a rear hatch-style door designed water's surface.
to carry a decent amount of cargo.
Motorboat. A simple boat with a small outboard motor. Actions
Fast and easy to use. Steering Stick Control Component, 1 crew
Move. The airboat moves up to its speed.
Appendix C | Vehicles
310
Bicycle Car
Medium land vehicle (2m. by 1m.), simple Large land vehicle (4m. by 2m.), car
— —
Armor Class 14 (2 armor) Armor Class 12 (5 armor)
Hit Points 30 Hit Points 30
Fuel Capacity - Fuel Capacity 52
Fuel per Hour - Fuel per Hour 8
Travel Pace 20 km/h Travel Pace 100 km/h
— —
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 N/A N/A N/A 19 (+4) 9 (-1) 17 (+3) N/A N/A N/A
—
Creature Capacity 1 crew, 1 passenger —
Creature Capacity 1 crew, 4 passengers
Cargo Capacity 20 Cargo Capacity 200
Fuel Type manual Fuel Type liquid
Value 30 Value 150
— —
Man-Powered. The bicycle can only be piloted for as long as Cover and Prone. Creatures inside the car have three-
the pilot could travel on foot. quarters cover and are considered prone. Creatures leaning
out of the windows only have half cover.
Off-Road. The bicycle can drive over non-road terrain as
though it were difficult terrain. Electronics. The car contains sensitive electronics
and is permanently disabled if hit by an effect that
Actions destroys electronics.
Handlebars Control Component, 1 crew Road Vehicle. The car can only be driven on a paved road.
Move. The bicycle moves up to its speed. Driving on other terrain causes the car to become disabled
until it is towed back to a paved road.
Actions
Steering Wheel Control Component, 1 crew
Move. The car moves up to its speed.
Bus
Huge land vehicle (10m. by 3m.), heavy
—
Armor Class 7 (4 armor)
Hit Points 65
Fuel Capacity 300
Fuel per Hour 20
Dirtbike
Travel Pace 80 km/h Medium land vehicle (2m. by 1m.), motorcycle
— —
STR DEX CON INT WIS CHA Armor Class 13 (1 armor)
24 (+7) 4 (-3) 19 (+4) N/A N/A N/A Hit Points 15
Fuel Capacity 14
—
Creature Capacity 1 crew, 39 passengers Fuel per Hour 2
Cargo Capacity 500 Travel Pace 60 km/h
Fuel Type liquid —
Value 500 STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 10 (+0) N/A N/A N/A
—
Cover. Creatures inside the bus have three-quarters cover and —
are considered prone. Creatures leaning out of the windows Creature Capacity 1 crew
only have half cover. Cargo Capacity 0
Fuel Type liquid
Electronics. The bus contains sensitive electronics Value 100
and is permanently disabled if hit by an effect that —
destroys electronics. Off-Road. The dirtbike can drive over non-road terrain as
though it were difficult terrain.
Road Vehicle. The bus can only be driven on a paved road.
Driving on other terrain causes the bus to become disabled Actions
until it is towed back to a paved road.
Handlebars Control Component, 1 crew
Move. The dirtbike moves up to its speed.
Actions
Steering Wheel Control Component, 1 crew
Move. The bus moves up to its speed.
Appendix C | Vehicles
311
Gyrocopter Helicopter
Large air vehicle (5m. by 5m.), helicopter Huge air vehicle (12m. by 10m.), helicopter
— —
Armor Class 10 (1 armor) Armor Class 9 (4 armor)
Hit Points 20 Hit Points 30
Fuel Capacity 15 Fuel Capacity 300
Fuel per Hour 5 Fuel per Hour 100
Travel Pace 0 km/h, fly 50 km/h Travel Pace 0 km/h, fly 200 km/h
— —
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 8 (-1) N/A N/A N/A 12 (+1) 9 (-1) 10 (+0) N/A N/A N/A
—
Creature Capacity 1 crew —
Creature Capacity 1 crew, 4 passengers
Cargo Capacity 0 Cargo Capacity 200
Fuel Type liquid Fuel Type liquid
Value 140 Value 800
— —
Prone. A creature using the gyrocopter is considered prone. Cover. Creatures inside the helicopter have three-quarters
cover and are considered prone. Creatures leaning out of the
Actions windows only have half cover.
Cockpit Control Component, 1 crew Electronics. The helicopter contains sensitive electronics
Move. The gyrocopter moves up to its speed. and is permanently disabled if hit by an effect that
destroys electronics.
Appendix C | Vehicles
312
Minivan Motorcycle
Large land vehicle (5m. by 2m.), car Medium land vehicle (2m. by 1m.), motorcycle
— —
Armor Class 8 (4 armor) Armor Class 13 (2 armor)
Hit Points 40 Hit Points 20
Fuel Capacity 80 Fuel Capacity 18
Fuel per Hour 10 Fuel per Hour 2
Travel Pace 100 km/h Travel Pace 80 km/h
— —
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 3 (-4) 19 (+4) N/A N/A N/A 15 (+2) 13 (+1) 12 (+1) N/A N/A N/A
—
Creature Capacity 1 crew, 1 passenger —
Creature Capacity 1 crew, 1 passenger
Cargo Capacity 1500 Cargo Capacity 20
Fuel Type liquid Fuel Type liquid
Value 200 Value 100
— —
Cover. Creatures inside the minivan have three-quarters Road Vehicle. The motorcycle can only be driven on a paved
cover and are considered prone. Creatures leaning out of the road. Driving on other terrain causes the motorcycle to
windows only have half cover. Upto 6 passengers in the back become disabled until it is towed back to a paved road.
may benefit from total cover as long as the back doors are
closed and may stand. Actions
Electronics. The minivan contains sensitive electronics Handlebars Control Component, 1 crew
and is permanently disabled if hit by an effect that Move. The motorcycle moves up to its speed.
destroys electronics.
Actions
Steering Wheel Control Component, 1 crew
Move. The minivan moves up to its speed.
Pickup Truck
Large land vehicle (5m. by 2m.), car
—
Armor Class 11 (5 armor)
Hit Points 40
Fuel Capacity 80
Fuel per Hour 10
Travel Pace 100 km/h
Motorboat —
STR DEX CON INT WIS CHA
Large water vehicle (4m. by 1m.), simple 19 (+4) 6 (-2) 17 (+3) N/A N/A N/A
— —
Armor Class 9 Creature Capacity 1 crew, 1 passenger
Hit Points 25 Cargo Capacity 700
Fuel Capacity 20 Fuel Type liquid
Fuel per Hour 2 Value 250
Travel Pace 0 km/h, swim 15 km/h —
— Cover. Creatures inside the pickup truck have three-quarters
STR DEX CON INT WIS CHA cover and are considered prone. Creatures leaning out of the
14 (+2) 12 (+1) 13 (+1) N/A N/A N/A windows and in the back only have half cover.
—
Creature Capacity 1 crew, 4 passengers Electronics. The pickup truck contains sensitive electronics
Cargo Capacity 50 and is permanently disabled if hit by an effect that
Fuel Type liquid destroys electronics.
Value 100
— Road Vehicle. The pickup truck can only be driven on a paved
Surface Bound. The motorboat can travel only over the road. Driving on other terrain causes the pickup truck to
water's surface. become disabled until it is towed back to a paved road.
Actions Actions
Outboard Motor Control Component, 1 crew Steering Wheel Control Component, 1 crew
Move. The motorboat moves up to its speed. Move. The pickup truck moves up to its speed.
Appendix C | Vehicles
313
Propeller Plane Sailboat
Huge air vehicle (8m. by 11m.), plane Huge water vehicle (15m. by 5m.), boat
— —
Armor Class 7 Armor Class 5
Hit Points 20 Hit Points 120
Fuel Capacity 200 Fuel Capacity 1500
Fuel per Hour 40 Fuel per Hour 15
Travel Pace 100 km/h, fly 250 km/h Travel Pace 0 km/h, swim 10 km/h
— —
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 8 (-1) N/A N/A N/A 13 (+1) 8 (-1) 14 (+2) N/A N/A N/A
—
Creature Capacity 1 crew, 3 passengers —
Creature Capacity 3 crew, 4 passengers
Cargo Capacity 200 Cargo Capacity 2000
Fuel Type liquid Fuel Type liquid
Value 600 Value 800
— —
Cover and Prone. Creatures inside the propeller plane have Cover. The sailboat provides half cover to occupants in the
three-quarters cover and are considered prone. Creatures cockpit or stern, three-quarters cover to occupants below
leaning out of the windows only have half cover. deck, and no cover to those forward of the cockpit.
Land/Take-Off. The propeller plane must move 100 meters Surface Bound. The sailboat can travel only over the
in a straight line during a single turn over even ground to take water's surface.
off or land.
Stall. The propeller plane must move at least 100 meters per
Actions
turn, or begin to fall. Helm Control Component, 1 crew
Move. The sailboat moves up to its speed.
Actions Sails Support Component, 2 crew
Yoke Control Component, 1 crew As long as this component is fully crewed, and there is any
Move. The propeller plane moves up to its speed. type of wind except still, the sailboat consumes no fuel.
Rowboat Scooter
Medium water vehicle (4m. by 1m.), simple Medium land vehicle (2m. by 1m.), motorcycle
— —
Armor Class 10 Armor Class 12 (2 armor)
Hit Points 25 Hit Points 15
Fuel Capacity - Fuel Capacity 15
Fuel per Hour - Fuel per Hour 1
Travel Pace 0 km/h, swim 5 km/h Travel Pace 30 km/h
— —
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 12 (+1) N/A N/A N/A 12 (+1) 10 (+0) 12 (+1) N/A N/A N/A
—
Creature Capacity 1 crew, 4 passengers —
Creature Capacity 1 crew
Cargo Capacity 50 Cargo Capacity 20
Fuel Type manual Fuel Type liquid
Value 30 Value 50
— —
Man-Powered. The rowboat can only be piloted for as long as Road Vehicle. The scooter can only be driven on a paved
the pilots could travel on foot. road. Driving on other terrain causes the scooter to become
disabled until it is towed back to a paved road.
Surface Bound. The rowboat can travel only over the
water's surface.
Actions
Handlebars Control Component, 1 crew
Actions Move. The scooter moves up to its speed.
Paddles Control Component, 1 crew
Move. The rowboat moves up to its speed.
Appendix C | Vehicles
314
SUV Truck
Large land vehicle (5m. by 2m.), car Huge land vehicle (5m. by 2m.), heavy
— —
Armor Class 11 (5 armor) Armor Class 8 (4 armor)
Hit Points 40 Hit Points 60
Fuel Capacity 80 Fuel Capacity 300
Fuel per Hour 10 Fuel per Hour 20
Travel Pace 100 km/h Travel Pace 80 km/h
— —
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 7 (-2) 19 (+4) N/A N/A N/A 25 (+7) 5 (-2) 18 (+4) N/A N/A N/A
—
Creature Capacity 1 crew, 7 passengers —
Creature Capacity 1 crew, 1 passenger
Cargo Capacity 200 Cargo Capacity 5000
Fuel Type liquid Fuel Type liquid
Value 200 Value 300
— —
Cover. Creatures inside the SUV have three-quarters cover Cover and Prone. Creatures inside the truck have three-
and are considered prone. Creatures leaning out of the quarters cover and are considered prone. Creatures leaning
windows only have half cover. out of the windows only have half cover.
Electronics. The SUV contains sensitive electronics Electronics. The truck contains sensitive electronics
and is permanently disabled if hit by an effect that and is permanently disabled if hit by an effect that
destroys electronics. destroys electronics.
Off-Road. The SUV can drive over non-road terrain as though Road Vehicle. The truck can only be driven on a paved road.
it were difficult terrain. Driving on other terrain causes the truck to become disabled
until it is towed back to a paved road.
Actions
Steering Wheel Control Component, 1 crew Actions
Move. The SUV moves up to its speed. Steering Wheel Control Component, 1 crew
Move. The truck moves up to its speed.
Tractor Unimog
Huge land vehicle (5m. by 2m.), heavy Huge land vehicle (6m. by 2m.), heavy
— —
Armor Class 8 (5 armor) Armor Class 10 (4 armor)
Hit Points 60 Hit Points 60
Fuel Capacity 150 Fuel Capacity 105
Fuel per Hour 15 Fuel per Hour 15
Travel Pace 30 km/h Travel Pace 80 km/h
— —
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 7 (-2) 19 (+4) N/A N/A N/A 23 (+6) 10 (0) 18 (+4) N/A N/A N/A
—
Creature Capacity 1 crew —
Creature Capacity 1 crew, 1 passenger
Cargo Capacity 500 Cargo Capacity 2000
Fuel Type liquid Fuel Type liquid
Value 500 Value 500
— —
Cover. Creatures inside the tractor have half cover. Cover and Prone. Creatures inside the unimog have three-
quarters cover and are considered prone. Creatures leaning
Off-Road. The tractor can drive over non-road terrain as out of the windows and in the back only have half cover.
though it were difficult terrain.
Off-Road. The unimog can drive over non-road terrain as
Actions though it were difficult terrain.
Steering Wheel Control Component, 1 crew
Move. The tractor moves up to its speed. Actions
Steering Wheel Control Component, 1 crew
Move. The unimog moves up to its speed.
Trailer
Value: 100
You may attach this trailer to a vehicle, increasing its cargo
capacity to 3500. A vehicle must have at least 25 Strength to
draw this trailer.
Appendix C | Vehicles
315
Index
Index
316
Index
317
What Comes Next?
T
he Old World has ended, your patron
determined and the New World dawned. You
now know how to create a character and how
to interact with the many systems needed
to accurately simulate survival in a fantastic If you are looking for a group to play with, want
post-apocalyptic world. to stay up-to-date, or just want to provide feedback
Even though experimenting with character builds on what you thing this system could do better, please
is fun, you will now most likely want to play a Saga join our Discord Server using the address or QR code
of a New World campaign. Content, such as a Game below. If you have any particular praise or criticism,
Master Compendium, a Starter Adventure and much feel free to contact us under contact@saga-of-a-
more is in the works, but for now SoaNW GMs will new-world.com.
have to rely on playtest material, or come up with If you want to know more about what we're up to,
their own content. The Saga of a New World series our website saga-of-a-new-world.com provides a
of novels (which this rules set is being used to write) handy list of all available content.
is an excellent source of inspiration and a glimpse of Please enjoy this world and good luck on
the world you may explore in your own campaign. your journey.
It is also an excellent source of a few hours of good
entertainment.
https://discord.gg/qygcCZT82s https://saga-of-a-new-world.com/
SPECIES
EXPERIENCE
CHARACTER NAME
PASSIVE
PERCEPTION
UNARMORED AC
SAVING THROWS
STRENGTH HIT POINT MAXIMUM
DEXTERITY
DEXTERITY
INTELLIGENCE
TEMPORARY HIT POINTS
WISDOM
CONSTITUTION
CLASS FEATURES
CURRENT VITALITY
OTHER PROFICIENCIES
SoaNW ALIGNMENT AGE HEIGHT WEIGHT
CHARACTER NAME
NOTES
SURVIVAL DISEASES
AND
RATION CONSUMPTION INJURIES
NAME
LONG REST EFFECT DISEASE
INJURY
NIGHT’S REST
NAME
EFFECT DISEASE
INJURY
CURRENT HUNGER
STARVATION THRESHOLDS
LEVEL 2 LEVEL 5
LEVEL 3 LEVEL 6
ARMOUR
LEFT HAND
SCRAP
STR DEX CON INT WIS CHA
RIGHT HAND
BACKPACK
BOOTS
SKILLS
SPECIAL ITEMS
ADDITIONAL FEATURES & TRAITS
NAME QUANTITY
NAME QUANTITY
NAME QUANTITY
SAGA OF A NEW WORLD SIZE
GOVERNMENT
ALIGNMENT
SETTLEMENT NAME
POPULATION
CHARACTERS
LEADER
POWER
BUILD POINTS USED INHABITANTS
COMPLETED PROJECTS
PROJECT BP COST PROJECT BP COST
SOANW
BACKGROUND
ALLEGIANCE
SETTLEMENT NAME
SETTLEMENT LAYOUT
STORAGE
SPELL ATTACK SPELL SAVE DC SPELLS PREPARED
BONUS
CHARACTER NAME
RANGE CASTING TIME SPELL LEVEL RANGE CASTING TIME SPELL LEVEL RANGE CASTING TIME SPELL LEVEL
DURATION VITALITY COST SAVE DURATION VITALITY COST SAVE DURATION VITALITY COST SAVE
RANGE CASTING TIME SPELL LEVEL RANGE CASTING TIME SPELL LEVEL RANGE CASTING TIME SPELL LEVEL
DURATION VITALITY COST SAVE DURATION VITALITY COST SAVE DURATION VITALITY COST SAVE
RANGE CASTING TIME SPELL LEVEL RANGE CASTING TIME SPELL LEVEL RANGE CASTING TIME SPELL LEVEL
DURATION VITALITY COST SAVE DURATION VITALITY COST SAVE DURATION VITALITY COST SAVE
RANGE CASTING TIME SPELL LEVEL RANGE CASTING TIME SPELL LEVEL RANGE CASTING TIME SPELL LEVEL
DURATION VITALITY COST SAVE DURATION VITALITY COST SAVE DURATION VITALITY COST SAVE
Artists
Tatum Fowler, Nathanaël Roux (https://www.
barkalotdesigns.com), Marc Petrelis, Diane Jasmin
Calayag, Fandy Gunawan
Special Thanks
This work includes material taken from/inspired by
the System Reference Document 5.1 (“SRD 5.1”) by
Wizards of the Coast LLC and available at https://
dnd.wizards.com/resources/systems-reference-
document. The SRD 5.1 is licensed under the
Creative Commons Attribution 4.0 International
License available at https://creativecommons.org/
licenses/by/4.0/legalcode.
On the Cover
In Facing the New World, Louis F. Krahn depicts a
group of survivors overlooking a city covered by the
black fog they are about to enter.