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Heroes of African Folklore (Colored)
Heroes of African Folklore (Colored)
(Note from the author: Yes I am aware that the Jaguar Warrior is actually
mezoamerican and Aztec but since Jaguar warriors are just so incredibly
badass with such an amazing tropical vibe I had to put them in my book.)
Lore: The Jaguar Warrior embraces the spiritual resilience of the Totem
Warrior with the ferocious might of the Berserker. They are the elite guard
of the Temple cities of the deep jungles and high mesas. They can be both
disciplined and fight in organized formations but also know when to fly into
a fearsome rage when in pitched battles. They embrace the deadly and
mysterious jaguar as their Totem, utilizing it's discipline and stealth but also
it's fearlessness and ferocity.
Jaguar Frenzy at 3rd level you can go into a Frenzy when you Rage, if you do so for the Jaguar Skull Totem. at 6th level When Raging the Jaguar Warrior is Immune to psychic damage
duration of your rage you can make a single melee weapon attack as a bonus action on each of and all Charmed, Frightened, Dominated, Stunned, Unconscious or Paralyzed Conditions. It is
your turns after this one. When your rage you suffer one level of exhaustion. impossible to read the Jaguar Warrior's mind when raging. When not raging This ability allows
your character to use beast sense and speak with animals but only with felines (cats) and only as a
ritual when not raging.
The Quetzalcoatl's Fangs and Scales. at level 10 Your weapon attacks score a critical on rolls of The Jaguar's Death Whistle. at 14th level when your raging mark one creature for that
18-20 when raging. All Versatile weapons can deal two handed damage when wielded one handed encounter. When that marked creature makes an attack you can use your reaction to make a melee
during your rage. When raging you also gain resistance to 2 elemental damage types of choice for weapon attack against that creature if it's in range. If creature dies your character can mark a new
that encounter, whether it is Fire, Cold, Lightning, Acid, Poison or Thunder creature during encounter. All other creatures in 30 foot area around you must roll a Wisdom
saving throw (Dc 8+ Your Proficiency Bonus + Your Charisma Modifier) or be frightened of your
during your rage, they can reroll on subsequent turns.
Arch-Magi
Wizard Subclass
School of The Magi Magi reject all the specialist schools of magic of other Wizards and instead wish to embrace
all schools as well as be able to gain a level of flexibility in magic and even weave spells together. They are the
elite generalists of the wizards academies and they can be scoffed at by other wizards as they become more
powerful they become rightly feared being capable of spontaneously casting a series of signature spells and even
weaving these spells with other spells together in a more deadly effect.
Signature Domain Beginning at 2nd level, The Magi can now memorize a list of spells known as Signature
Domain. These spells can only be from wizard spell list and These spells can be replaced with other spells of the
same level but it requires a long rest. Universal Level Spells:
1st.) lvl 1 spell, lvl 1 spell.
3rd.) lvl 2 spell, lvl 2 spell.
5th.) lvl 3 spell, lvl 3 spell.
7th.) lvl 4 spell, lvl 4 spell.
9th.) lvl 5 spell, lvl 5 spell.
Magi Novice Beginning when you select this school at 2nd level, all spells within the Signature spell domain can
be cast spontaneously.
Potent Magick: Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the Magick Bender: Beginning at 10th level, the mage is capable of bending the properties of spells so they can
effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's make spells that would only target themselves and have it instead target an ally or damaging spells will avoid
damage (if any) but suffers no additional effect from the cantrip. Wizard can now add Intelligence modifier to dealing damage to allies. This ability only affects Signature Domain spells or spells fused with Signature Domain
damage of cantrip and to their Signature Domain spells. The Wizard has become a novice of combining spells spells. The Wizard has greater mastery of combining spells together which allows single target spells to now be
together which allows single target spells to now be Area of effect for example or touch spells to now be Area of effect for example or touch spells to now be ranged. This ability can only be performed 1d4+2 times a
ranged. This ability can only be performed 2 times a day then the Magi requires a long rest. These combined day then Magi requires a long rest. These combined spells must use at least one signature domain spell and a
spells must use at least one signature domain spell and a spell that cannot be higher than the highest level spells in spell that cannot be higher than the highest level spells in the signature domain (maximum lvl 5).
the signature domain (maximum lvl 5). The Magi only needs to burn the necessary spell slots for each. For Arch-Magi: Starting at 14th level, A Wizard has gained mastery of casting two different spells at the same time
example a Wizard can combine Fireball and Bestow Curse and only spend two level 3 spell slots but all enemies and even infuse them together but one of the spells must be from his signature domain and the other spell cannot
in radius of fireball explosion will suffer the fireballs damage and also suffer from negative effects of bestow be higher than his domain spells. This ability can only be performed (1d4+1+Intelligence modifier times a
curse. day and the Magi regenerates these Combined spell charges after a long rest only.
Medjey[edit]
Ranger Subclass
Medjey: Medjey are the secret vindicators of the Pharaoh/Emperor who are known to assassinate
corrupt officials and slay tyrants. They are known for tracking down bandits and raiders who
attack caravans and villages and make bloody work of them. They are also given a task of putting
down arcane horrors that awaken from the long forgotten Tombs and Pyramids saturated with
magical energy. They work with the Ushtabi Gaurdians and serve as the Skirmishers in their
Alliances.
The Medjey are a strange hybrid of caster and skirmisher and they keep the ancient traditions
alive by using magical Heiroglyphs to inscribe their weapons with spells.
Medjey Mysticism: At 3rd level, you gain darkvision out to a range of 90 feet and Your Medjet
can now perform a Sneak Attack of +1d6. If you already have darkvision, you increase its range
by 30 feet. Medjey can automatically learn 2 spells from Wizard’s spell for each spell level as
replacements from the Rangers spells list and they can cast these Arcane spells Spontaneously.
The Medjey also learns three cantrips from the Wizards spell list. Medjey automatically gains the
spell Find Familiar. Arcane spells should be picked from the Divination, Illusion, Abjuration,
Transmutation with limited number of conjuration (for teleportation and familiar spells) and
necromancy (For afflicting curses)
Lesser Arcane Hieroglyphs: Beginning at 5th level, when you use attack action Your ranger can Greater Arcane Hieroglyphs: Starting at 7th level, when you use an atttack action your ranger
also cast a cantrip as a bonus action but this can only be done once a turn/round. Your Medjey can also cast a spell as a bonus action but this can only be done once a round. Your Medjey Sneak
Sneak Attack is now +2d6. Attack is now +3d6.
Multi attack: At 11th level, you can use both features in combat but only one of them a round Hieroglyph of Vengeance: Starting at 15th level, can only be done once an Encounter, Mark one
and as a full attack action. Medjey Sneak Attack increases to +4d6. enemy with a a personal Hieroglyph, everytime said enemy makes an attacks The Medjey can use
Volley. You can use your action to make a ranged attack against any number of creatures within his reaction to make an melee weapon or ranged weapon attack. Medjey Sneak Attack is now
10 feet of a point you can see within your weapon’s range. You must have ammunition for each +5d6.
target, as normal, and you make a separate attack roll for each target. This can be affected by
Lesser Arcane Heiroglyphs.
Whirlwind Attack. You can use your action to make melee attacks against any number of
creatures within 5 feet of you, with a separate attack roll for each enemy. This can be affected by
Lesser Arcane Heiroglyphs.
Ushtabi Guardian
Paladin Subclass
Ushtabi Guardian Oath: The Oath of The Ushtabi Guardian binds a paladin to the protection of his Kingdom or
Order no matter the cost as well as the Imprisonment of extremely deadly, chaotic and powerful entities and
artifacts. Sometimes called Scarab Guard, The Order of Horus, or Tomb Wardens, these paladins meet the ideal
of the taciturn and grim guardians of Arcane anomalies, forbidden tombs and jailers of dangerous entities and
artifacts. They hold themselves to the highest standards of conduct and secrecy, and some, have no fear of
assassinating corrupt officials and even Emperors who would unhinge the balance and plunder these forbidden
sites for their own power. Many who swear this oath are devoted to gods of magic and balance and use their
gods' tenets as the measure to keep society ignorant and safe from these real unnamed dangers. They inscribe
secret symbolic Heiroglyphs in their armor which can only be deciphered by others within their order... and the
Symbols of the Arcane gods are etched into their elaborate armor...Horus, Osiris, Anubis, Wadjet, Thoth, Hecate,
Ishtar...etc.
Tenets of Devotion: Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath
share these tenets. Wardens. Catch and Imprison dangerous Artifacts and powerful spirits. Secrecy. Never tell
the truth to those who are not trustworthy but try not to speak in lies. Remain silent or evade answering. Limited
Compassion. Your primary job is to only protect the people of your kingdom you also need diplomatic to non
hostile foreigners because you represent the Emperor/Pharaoh and can act as a ambassador. But if a few
hundred innocents need to die to save millions then do what must be done. Honor. Treat others with fairness,
and let your honorable deeds be an example to them. Do as much good as possible while causing the least
amount of harm. Only break honor in event of existential threat to existence. Duty. Be responsible for your
actions and their consequences, protect those entrusted to your care, and obey those who have just authority
over you. Only break Duty in event of existential threat to existence.
Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Oath Spells You gain oath spells at the paladin levels listed. Oath of the Ushtabi Guardian. Paladin Level Spells
Prismatic Weapon. As an action, you can imbue any divine smite with a any Elemental damage aside from
3rd Armor of Agathys, Detect Magic. Radiant, the Ushtabi Guardian can instead opt to deal Fire, Cold, Lightning, Acid, Poison or Thunder damage
instead.
5th See Invisibility, Mirror Image.
Turn the Paradoxical. As an action, you present your holy symbol and speak a prayer censuring Elementals
9th Protection from Energy, dispel magic.
and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you
13th Banishment, Fire Shield must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes
17th Hallow, Scrying damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't
willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only
the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the
creature can use the Dodge action.
Chromatic Aura Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to Spell Strike Starting at 15th level, when using a standard attack the Paladin can cast spell as a bonus action but
Elemental damage (Fire, Cold, Lightning, Thunder, Poison, Acid) At 18th level, the range of this aura increases to only once in a turn/round.
30 feet.
Lunar Nimbus At 20th level, as an action, you can emanate an aura of Moonlight. For 1 minute, bright light Breaking Your Oath: An Ushtabi Guardian feels that he has failed if a great and powerful magical entity or
shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature anomaly has broken free from his ward or a corrupt and powerful official has seized a legendary artifacts that
starts its turn in the bright light, the creature takes 10 radiant damage. all allies in area also gain advantage on was sequestered by his order. The only way he can atone for his failure is to go on a extremely deadly quest to
saving throws against any effects with conditions. This also has the same effect as Faerie Fire in this greater capture whatever deadly nuisance has been freed. If a paladin willfully violates his or her oath and shows no sign
radius. of repentance, the consequences can be more serious. At the GM's discretion, an impenitent paladin might be
forced to abandon this class and adopt another.
Voodun (Sacrifice) Domain (Cleric Subclass)
Voodun/Sacrifice Domain Spells Cleric Level Spells: Disciple of Voodoo. Also starting at 1st level, your healing spells are more effective. You can upcast your healing spells by
sacrificing life instead of burning spell slots, the amount healed is the amount of necrotic damage your Cleric takes to cast
1st.) Inflict Wounds, cure wounds
your healing spells at a higher level. Also Vampiric Touch, Inflict Wounds and Harm; actual heal health and Vampiric Touch
3rd.) Augury, Animate Dead heals equal to damage dealt, Inflict wounds heals hp equal to half of damage taken, this healing from both spells can be sent
5th.) Vampiric Touch, Bestow Curse to another ally and not just Cleric.
Bonus Proficiency When you choose this domain at 1st level, you can spontaneously cast from Sacrifice Domain. Also Starting at 2nd level, you can use your Channel Divinity to redirect damage to minions, yourself and or allies if they wish.
your Cleric can now have a familiar (Find Familiar) but your Cleric can only use armor and weapons made from bones, As an action, Instead of sacrificing your character's health you can use any undead minion or even your familiar's hp instead
silk, hide or wood (basically anything organic and now dead). If your Cleric crafts a Fetish they can now cast touch attack to cast Cure wounds or Healing word at a higher level. The cleric can even choose to divide damage done to oneself and one
and healing spells at a range of 30 feet but at level 12 it can be up to 60 feet.. A Fetish can be a shrunken head of an enemy, minion or ally of choice. A Minion or Familiar can also be sacrificed to cast Revivify on a dead ally.
a doll sewed up to represent a god or person, or a wand that is the mummified limb of some animal or carved wooden totem
that can be held in one hand. The Voodun Domain cleric can use a shield as well giving them extra protection.
Sacred Blood Beginning at 6th level, When allies are healed from Inflict wounds, Vampiric touch or Harm now your cleric Serpents of the Light Starting at 17th level, when you would normally roll one or more dice to damage with an inflict,
can also be healed for same amount and vice versa. The Cleric can choose to instead heal one of his Familiars or even an vampiric touch, harm spell instead you use the highest number possible for each die. For example, instead of dealing 3d10
undead minion in this way. necrotic damage with Inflict wounds to a creature, you deal 30 damage to one creature and heal 30hp and an ally is also
healed 30hp. The damage inflicted to creatures by these spells can now be changed to Poison, Fire, Cold, Lightning, Radiant
Empowered Fetish At 8th level, you gain the ability add your wisdom modifier to the damage of cantrips. The Cleric can
or Thunder.
now replace his cantrips with cantrips from the Wizard spell list. The Voodun Domain Cleric can add a standard melee
attack as a bonus action while casting a cantrip.
IV.) Spells of Gwandwana;
Armor of Thorns: Needle Hex
1st-level conjuration 2nd-level enchantment
Casting time:1 action Casting time:1 action
Range:Self or 50 feet Range:120 feet
Duration:1 minute Components:A Doll or Fetish with many needles
Duration:1 minute
Armor of Thorns summons several thorn covered vines from the earth that wrap around the caster or an ally within 50 feet, giving them +1
Awakening the spirit inside your fetish, it places a curse on one enemy creature of choice within 120 feet. Every time the creature moves,
to AC and any enemy that makes a melee attack against the blessed target they take 1d4+1 piercing damage. This spell can be dispelled. attacks, takes damage, performs any skilled action, or rolls a save it takes 1d4+1 Psychic damage. If the cursed creature dies then the
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher The AC bonus goes up by 1 and the retaliation fetish can now place the same curse on another enemy.
damage goes up by 1d4+1. casting Armor of Thorns at second level would give a +2 to AC and retaliation damage would be 2d4+2 At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the damage is now 2d4+2 and it maximizes at 4th level
piercing damage. The maximum level to this spell is 3rd level. dealing 3d4+3 damage a turn.
6:58 PM] Quajjari is the seat of a powerful arabesque Sultanate with powerful magocrat viziers from different schools of
magic
6:59 PM] Suqqara is more like Egypt with a powerful class of Priests who elect a pharaoh to rule the Empire. Quajjari and
Suqqara have a rivalry at times but also easily form alliances at others.
7:01 PM] Axum and Kush repersent mountain kingdoms in the highlands of Savannah south of Suqqara... Axum/Aksum
represents Ethiopia and Kush represent a mix of Kenya and Somalia.
7:02 PM] Al-Fakhir Desert is a great a vast desert with a few oasisi.... nomads wander the trade routes brining goods from
the north to south and south to north or the sail the coast of Kush.
7:03 PM] Gwawanda and is a forested highlands with a mysterious, shy but friendly race of people. People say they are
mixed with elves because of their fine features.
7:04 PM] Njani and Walata are great jungles where a host of unusual folk dwell and strange and magical creature and
ruins from a long forgotten era.
7:05 PM] Across the western seas are a series of Archipelagos that ultimately lead up to Chult
7:05 PM] There are two tribes of people dwelling in these jungles Isles and sub continents.
Gwongo is a massive rain forest filled with all manner of strange beasts such as dinosaurs, massive apes and
flying parrot griffins and winged predatory cats.
7:54 PM] Zolteca is just directly west of Tlaxcala and is a large island sub continent famous for its fearless jaguar and
eagle warriors and powerful Sorcerer-Preists.
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Credits:
“Bestiary of African Folklore I&II” was written and published by George Livingston Knox the FIFTH!!!
“Heroes of African Folklore” written by George Livingston Knox the FIFTH!!!
Play testing and scanning thanks to Christopher Carl DeWitt Peterson, Gloire, Alice Naze Knox and Pathfinder, Wizards of the Coast and our
lovely gaming groups “Adventures in the Dark East” on Discord.com
Special Thanks to Wikipedia and Open source artwork as well Dandwiki.com