gw2 Rules To DND

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 66

D&D 5e Tyria Supplement (V0.

1)
Inspired by but not endorsed by Wizards of the Coast, Arenanet, and NCSOFT.
Acknowledgments
This content was inspired by but not endorsed by Wizards of
the Coast, Arenanet, and NCSOFT.
It uses the base mechanics from D&D 5e, and the core ideas
from Arenet's Guild Wars 2, which is owned by NCSOFT.

Special Thanks
Special thanks to Unearth Arcana subreddit, Matthew Mercer
and the other stars of Critical Role, the GMBinder, and my
friends back at home that have somewhat reviewed this
material.
I used u/pa1ebluedot version of the Deadeye for much of the
bases for the sub-class. The main difference between the two
are that mine allows for some optional irearm use.
I also used a good amount of u/merzor Guild Wars 2 Races as
the bases for most of the races in this document.

FYI To Grammar Nazis


There will be a lot grammar and spelling mistakes in this as the
writer isn't the best when it comes to those two areas. Feel free
to point them out, just realize there will be a lot of them.

Goals (Not in order)


Learn how to make a proper Table of Contents
Use feedback to help balance these ideas.
Fix Pointed out Grammar Mistakes (This will never be done
XD).
Add Scrapper and Holosmith as Arti icer subclasses when
the Arti icer of icially comes out later this year and I get a
copy of the new book.
Add pictures.
Continue adding Legendary Weapons, Armors, and Trinkets
as they come out.
New Section for Mounts.
Double Elementalist Aura's (That way an Elementalist can
specialized in one elemental type)
Update towards the end of December.
Add Elite Specialization Weapons as Magical Items
Add Monsters.

2
Table of Content
Sorry about the false page, the writer doesn't know how to
make a proper Table of Contents using the GMBinder.

Page Content
4 Races of Tyria
15 Tyria Subclasses
34 New Classes
51 Legendary Items

3
Asura
Asura are a very short race that typically have slender builds
with the head, hands and feet being larger than expected. The
head in particular is a wide, lat ellipsoid whose width is
extended further by large, highly articulate ears which usually
drop from the sides of the head. Asura eyes are large and come
in a variety of colors; their size is the evolutionary result of
being a subterranean race, as small frames can easily traverse
their traditional homes in the depths. Their mouths are wide
and illed with pointed, shark-like teeth. Asura typically have
grayish skin and dark hair. Male and female asura are very
similar in appearance; they are mostly differentiated by voice
and ear structure.

Diminutive Artisans
The asura are an underground race of magic wielding inventors
until the Great Destroyer forced them to the surface. The asura
value intelligence and intellectual superiority over all other
attributes. Individual asura will dedicate an entire lifespan to
building a portfolio of successful projects or becoming the
foremost expert of some tiny aspect of the arcane. They
constantly seek to prove their own intellectual superiority, and
by extension the superiority of the asura race. This typically
results in asura being arrogant to the point of rudeness towards
others, especially towards non-asura races. The asura have
quickly established their intellectual and magical superiority
over the other races and view them as useful primarily for heavy
lifting, taking risks, and asking stupid questions.

Golems and Gates


Asura magical technology is second to none. Their experiments
with magic are evident through the impressive loating
structures found around and within their cities. Many asura
study the dif icult art of golemancy, and golems are often used
for defense and general work. The golems' complete absence of
intelligence and huge size complements the asura perfectly. The
most important contribution of the asura to Tyrian society is the
asura gate network which links many of the major cities of
Tyria. To maintain this, they have retained a neutral attitude to
all races. Asuran Colleges
The asura education holds three forms. First, children learn in
small groups in labs within Metrica Province. When they're old
enough, if they qualify, they join one of the three asuran
colleges: The College of Statics, College of Dynamics, and College
of Synergetics. Thirdly, asura will often study under mentors as
an assistant; it's unclear when this takes place in the asuran
education span, however. After graduation from college, asura
typically join a krewe and a lab until they can become their own
krewe leaders.

5
Alchemical Inventors All Asura are trained in magic, alchemy
and engineering from a young age, they value intellect above all.
You are pro icient with Alchemist Supplies and in the Arcana
skill.
Asura Magic You know the mending cantrip. Once you reach
3rd level, you can cast the Tenser’s loating disk spell once per
day. Once you reach 5th level, you can also cast the arcane lock
spell once per day. Intelligence is your spellcasting ability for
these spells.
Nimbleness You can move through the space of any creature
that is of a size larger than yours.
Languages You can speak, read, and write Common and
Asurian.

6
Charr
The charr are carnivorous feline-like humanoids. They stand on wearing differently tailored or styled clothing We Killed our
their hind legs and are taller than a human by half of an average Gods
human's height, but do not have the massive bulk of the norn. Due to their history many charr shun religion. They do not
They prefer a hunched pose when standing, but will on occasion accept any god's authority and quickly anger on topics of charr
stand tall and straight. When they are moving, and their paws worship or manipulation by god-like beings. Charr acknowledge
are unoccupied, the charr favor running on all four limbs with a other races' gods as beings of power but do not see them as
loping gait. While the males are described as being generally something worthy of worship. Charr view the deities as beings
stronger and the females more lithe and quick, this lore to ight and strive to kill. At best, their reverence and respect is
difference between the sexes is not evident in the game. limited only to great heroes and their deeds in their history,
They have short fur from head to toe in a variety of colors and such as Pyre Fierceshot and Kalla Scorchrazor.
patterns, many of which are similar to those of lions, cheetahs
and tigers. Their fur patterns are also like that of leopards, snow Charr Traits
leopards, and even some fur types of common housecats. Many
charr have a longer mane of fur between the shoulders and on Your Charr has an assortment of natural traits.
the back of the head and neck. A male charr has less fur on the Ability Score Increase Your Constitution and Strength
tail with longer fur only on the tip, while the female's tail has score increases by 1.
longer fur from top to bottom. Age Charr mature at about the same rate as humans and live
about as long, but their young are fully independent in several
Always at War months old.
Alignment Charr follow a strict code of rank, and the
The charr are a military culture and their society, technology greatest punishment for a charr is dishonor and thus tend to be
and relationships are very much focused on supporting war. Lawful. They value strength and anything that can aid them in
Society is built around military units which charr become a part war, giving little regard to "lesser" races and thus tend to be
of from childhood. Non-military tasks, such as farming and more Neutral rather than Good or Evil although both exist.
trade, can be left to the young, retired, and injured. But no Size Charr typically stand between 7 and 8 feet tall and weigh
matter a charr's vocation they are always viewed as a soldier an average of 220 to 270 pounds. Your size is Medium.
and view life like a soldier. Weakness and foolishness from Speed Your base walking speed is 30 feet.
individuals is viewed with particular contempt, some of such Darkvision With your feline eyes, you have superior vision
acts can result in a charr becoming a gladium, or in a worse case, in dark and dim conditions. You can see in dim light within 60
the charr's name being stricken from the race's history. 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
Fahrars and Warbands gray.
Menacing You are pro icient in the Intimidation skill.
Charr on occasion mate for life, but most relationships are more
Claws You are never unarmed. You are pro icient with your
casual than that. Families are recognized but adult charr have
very little contact with their parents or offspring, but sometimes claws, which are a melee weapon that deals 1d4 + your Strength
modi ier slashing damage.
keep tabs on each other for events which could re lect back on
the family’s reputation. As soon as a cub is weaned, around Charr Weapon Training You are pro icient with one
being a year old, they enter a fahrar of one of their parents' martial weapon and one irearm of your choice.
legions. The fahrar is the cubs' irst warband and they are Battle Roar You may use your bonus action to unleash an
trained as a military unit under supervision of an adult and are inspiring battle cry. The next ally within 30 feet that hits with a
considered an adult when the warband no longer needs weapon attack automatically rolls the highest possible number
supervision. on his weapon die. Once you’ve used this trait you can’t use it
The cubs are taught to unify and de ine their own social again until you inish a short or long rest.
structure and the warband shares a root name which they Languages You can speak, read, and write Common and
incorporate into their surname. While ancestry is known and Charr.
acknowledged, the parents have little to do with the raising of Legion’s Training (Subrace) From a young age, you’ve
the cub, and as such warbands are viewed as a charr's family trained within the stealthy Ash Legion, the ferocious Blood
and the bonds of loyalty and kinship formed between them are Legion, the inventive Iron Legion or the Holy Flame Legion
stronger than those of other races' families. Though some charr
leave, change, or lose their warbands, these strong bonds
usually leave a deep impact on the charr; charr changing
warband must change their name and it in quickly if they are to
survive. However, charr have been known to choose the fate of
becoming a gladium rather than risk losing those bonds again.
When the oppression of the female charr by the Flame Legion
ended, male and female charr were once again viewed as equals.
Male and female charr do not differentiate themselves through
7
Ash Legion
The Ash Legion is one of the four High Legions of the charr,
famed for their spies, stalkers and assassins. They were formed
by the Khan-Ur's spymaster, one of the Khan-Ur's children.
Ability Score Increase Your Dexterity score increase by 1.
Poisoner's Tools You are pro icient with Poisoner's tools,
and you may add twice your pro iciency bonus when making
checks with to poison someone.

Blood Legion
The Blood Legion is one of the four High Legions in charr
society. They are known for their prowess in traditional
battle ield combat.
Ability Score Increase Your Strength score increase by 1.
Smith's Tools You are pro icient with Smith's tools, and you
may add twice your pro iciency bonus when making checks
with to craft weapons or armor for a charr.

Flame Legion
The Flame Legion (pejoratively referred to as the Gold Legion by
their enemies), is one of the four charr High Legions. The Flame
Legion is de ined by zealotry and superstition. Unfortunately for
the charr, the basis for the Flame Legion's dominance was
deceit, and so when their treachery was discovered, it was
outcast from the other Legions in a spectacular fashion. Since
then, the Flame Legion has waged a war against the other three
High Legions, hoping to restore the shaman caste to power.
Ability Score Increase Your Charisma score increase by 2.
Born of Fire You know one of the following cantrips: Green-
Flame Blade, Firebolt or Produce Flame. Charisma is your
spellcasting ability for this cantrip.
Flawed Being in the Flame legion has lead you to be racist
against non-charr, especially humans.

Iron Legion
The Iron Legion is one of the charr's four High Legions. They are
recognized for their mechanical prowess, preferring to
overwhelm their opponents in battle with Siege Towers or
mighty Siege DeYourers.
Ability Score Increase Your Intelligence score increase by
1.
Tinker's Tools You are pro icient with Tinker's tools, and
you may add twice your pro iciency bonus when making checks
with to charr machinery.

8
Largos
The largos are an enigmatic aquatic race from the depths of the
ocean. They are silent, determined, and calculating killers. Few
have ever seen them and lived to report it. Very, very little is
known about these creatures habits, other then they seem to
always bring up oaths.
Ability Score Increase Your Dexterity score increases by 2
and Constitution by 1.
Age Unknown.
Alignment Largos' nature is neutral, as they purposefully do
not interact with surface dwellers unless at great necessities.
Size Your size is medium.
Speed Your base walking speed is 30 feet and your swimming
speed is 30 feet.
Darkvision Living your life in the deepest oceans, you have
superior vision in dark and dim conditions. You can see in dim
light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
Amphibious You can breathe both air and water.
Naturally Stealthy You are pro icient with the Stealth skill.
Vanish At 3rd level you can cast the spell Invisibility. Once
you’ve cast this spell you can’t cast it again until you inish a
long rest.
Toxic Advance You are pro icient with the Poisoner’s kit.
Assassins of the Depths Adapted to even the most extreme
ocean depths, your weapon attacks are not at disadvantage
underwater, and you ignore any of the drawbacks caused by a
deep, underwater environment.
Languages You can speak, read, and write Common and
Largos.

9
Norn
The norn normally have the appearance of large humans, but own personal legend (e.g., a famous Wol born member took the
they are able to shift into a were-creature of one of the Spirits of surname Wolfsdottir); married couples may not always share
the Wild. In their humanoid form they are not only tall, at surnames either (though some may, e.g., Knut and Gaerta
around eight feet, but their proportions are much broader and Whitebear). Some norn may also take titles instead of a surname
more heavily muscled than a typical human. Norn have a broad if it its them and their legend more (e.g., Borje the Sun Chaser).
range of skin colors, and light-skinned norn living in Oceanrim
have their skin tanned by the sun. According to Kranxx, norn Norn Traits
generate a considerable amount of body heat at the slightest
exertion. Your Norn has an assortment of natural traits.
In their transformed shape they take on an upright half- norn Ability Score Increase Your Strength score increases by 2.
half-animal form, taking after one of the animals of the Spirits of Age A norn might live to 120 and maintain their good health
the Wild. The were-form is furred, fanged and clawed and grants and vitality for a long time, though very few die of old age.
the norn attributes depending on the animal they transform Alignment A Norn seeks glory above all else and thus tends
into. to be more Chaotic and reckless. Norn are quick to anger but
quicker to forgive and most tend to be Good hearted.
Skalds and Moots Size Norn are between 8 and 9 feet tall and weigh between
300 and 350 pounds. Your size is Medium.
Norn culture is highly individualistic with a focus on personal Speed Your base walking speed is 30 feet.
success and glory—particularly when gained from the hunt or in Natural Athlete You have pro iciency in the Athletics skill.
a battle. The norn do not fear death as they believe the bold and Powerful Build You count as one size larger when
strong can achieve immortality, but they do fear they will be determining your carrying capacity and the weight you can
weak and end up forgotten. As a result each norn seeks to prove push, drag, or lift.
themselves, to build their legend through feats of individual Mountain Born You're acclimated to high altitude, including
valor and great victories. elevations above 20,000 feet. You're also naturally adapted to
Every norn hopes their legend will be told by the skaald and cold climates, as described in chapter 5 of the Dungeon Master's
celebrated at a moot with story and song. Norn usually have a Guide.
great sense of personal honor, for a norn without respect from Languages You can speak, read, and write Common and
others is already forgotten. For many norn, the focus on prestige Norn.
means they're willing to accept any challenge which will prove Favored Spirit (Subrace) Although all norn revere all
their worth. They will never give up on their battle, quarry or Spirits of the Wild, most norn live their life focusing on the
friends, even if it means years spent tackling a strong enemy or teachings of one. Choose one from Bear, Raven, Snow Leopard or
dif icult task. Yet for other norn the pursuit of prestige Wolf and gain additional traits below:
translates to bragging, bullying, unwise snap decisions and an
unwillingness to listen to reason

Spirits of the Wild


The norn have a shamanistic religion where they revere totem
animals of the Spirits of the Wild, the spirits of the strongest,
bravest, wisest, or most cunning animals of the Shiverpeaks. The
Great Spirit is Bear, who is seen as the strongest of all the spirits
and is said to have granted the norn with the ability to 'become
the bear'. The worship of the spirits Snow Leopard, Raven and
Wolf is also prevalent because of the assistance they gave the
norn in the past on their exodus south. There are many other
totem spirits among the norn, such as Ox, Eagle, and Wurm, but
they are not as widely revered. Norn Names
Most norn follow a Northern European or Viking-style irst
name system, though some like the famous explorer Captain
Romke and his crew have Dutch and Frisian names.
Their surnames can vary in a multitude of styles. Norn
without any achievements or legends have surnames after one
of their parents (father/mother's irst name followed by - sson
or -sdottir or a variant thereof); this is most commonly seen in
children, and they're named after the more famous of their
parents even if they do not like said parent (e.g., Braham
Eirsson). Surnames do not get adopted from generation to
generation and they can be changed by the individual to it their
10
Bear
Bear represents fortitude and self-reliance and is said to be the
mightiest of all the Spirits of the Wild in the norn culture.
Ability Score Increase Your Constitution score increases by
1.
Monster Wrestler You count as one size category larger
when grappling creature larger than yourself, in addition you
can use a bonus action to attempt to escape a grapple.
Thick Hide You have resistance to Cold damage.

Raven
Raven represents, cunning, trickery, and knowledge and is the
animal spirit of the norn that is associated with the Underworld
and the spirits of the dead.
Ability Score Increase Your Charisma and Wisdom scores
both increase by 1.
Honor of the Ancestors You are pro icient in the Religion
skill.
Raven Messenger At 3rd level you call upon Raven to send a
message for you. As an action you summon a spiritual raven and
cast animal messenger on it. The raven lasts for the duration of
the spell. Once you’ve used this trait you can’t use it again until
you inish a long rest.

Snow Leopard
Snow Leopard represents independence, strategy, and laughter
in the face of danger and is considered to be stealthy and
solitary.
Ability Score Increase Your Dexterity score increases by 1.
Hidden Stalker As a bonus action, you can magically turn
invisible until the start of your next turn or until you attack,
make a damage roll, or force someone to make a saving throw.
Once you use this trait, you can't use it again until you inish a
short or long rest.

Wolf
Wolf represents the virtues of loyalty, ferocity, and strength in
numbers and is often invoked for help in tracking the norn’s
prey.
Ability Score Increase Your Wisdom score increases by 1.
Born Tracker You have advantage on Wisdom (Survival)
checks made to track beasts and monstrosities.
Call Pack Starting at 5th level you can use an action you
summon 3 wolves in an empty space within 30 feet. You roll
initiative for the wolves as a group and they obey any command
from you (no action required). The wolves last for 1 hour or
until reduced to 0 hit points. Once you’ve used this trait you
can’t use it again until you inish a long rest.

11
Sylvari
The sylvari are omnivorous humanoid plants. Some sylvari never explored and the sylvari do not question why this is.
closely resemble humans but with a fey cast to their features
such as tilted eyes and pointed ear tips; most display plant like Sylvari Traits
features such as hard wood for bone structure, have foliage and
petals for hair, and bark acting as lesh. They glow during the Your Sylvari has an assortment of natural traits.
night. Golden sap moves through their veins instead of blood Ability Score Increase Your Dexterity score increases by 2.
and pollen falls off of them as they move. They are much more Age Sylvari started awakening from their pods fully grown
slender than the average human and about a head shorter. While only decades ago. It is unknown how long a Sylvari can live.
sylvari can seemingly absorb sunlight and become rejuvenated, Alignment Sylvari are curious by nature, and though they
they still must eat and drink to survive. often respect it they disregard law and order, favoring the
chaotic growth of nature. Most are empathetic creatures and
Born of the Pale Tree follow a good allignment.
Size Sylvari are around 5 feet in height and have slender
Prior to emergence they share a bond through the Pale Tree builds. Your size is Medium.
which they call the Dream of Dreams. In this dream, a growing Speed Your base walking speed is 30 feet.
sylvari is exposed to the consciousness of the Pale Tree and the Darkvision Accustomed to twilight forests and the night sky,
vast pool of knowledge accumulated by all previous sylvari. you have superior vision in dark and dim conditions. You can
When a new one emerges, a portion of this knowledge remains see in dim light within 60 feet of you as if it were bright light,
with them, including basic wisdom and understanding from the and in darkness as if it were dim light. You can't discern color in
Pale Tree and a small fraction of what other sylvari have seen darkness, only shades of gray.
and experienced, though this rarely includes speci ic memories. Feyborn Plants Your creature type is Plant, in addition you
After emergence, the bond with the Pale Tree is weaker but it have advantage on saving throws against being charmed, and
links all sylvari and, to an extent, other plants. On rare occasion, magic can't put you to sleep.
twins can emerge from the same pod and they exhibit a greater Languages You can speak, read, and write Common.
empathy toward one another.
Subrace The cycle in which a sylvari is born determines
multiple trait about the newborn sylvari.
Newborn Race
Sylvari are usually honest, direct and focused, taking most
Dawnborn
Sylvari awakened at dawn are natural talkers, diplomats, and
things at face value. With the dream ensuring there is so much
forward-thinkers. We are intimately connected with our
in common with the other sylvari, experience is cherished for
surroundings and markedly empathic toward all, even other
creating uniqueness between them. They are eager to learn,
races.
experience and understand.
Ability Score Increase Your Charisma score increases by 1.
Sylvari morality and ethics are based on those of the Pale
Tree. These were formed by following the lives of Ronan and Natural Diplomat You can speak, read, and write two extra
Ventari, during the early growth of the Pale Tree and later languages of your choice.
written on Ventari's Tablet situated at the base of the tree. After Empathy You understood other creatures even before you
emergence a sylvari is guided by older sylvari to understand awoke from the dream. You can focus your mind on a creature
what they have dreamed and ensure they have a clear you can see for 1 minute given that you have line of sight the
understanding of the tablet, their history and the world. Despite entire time and you learn the dominant emotion in the creature
the kick start of knowledge from the dream they still seem naive at the time, such as anger, fear, happiness, nerYousness, serenity
as there are some matters which seem beyond their etc.
comprehension. Emotions and tact, in particular, are dif icult for
them to grasp, so often a sylvari will state out loud something
which would normally be politely avoided by other races. Death
too is not fully understood but viewed as something to be
embraced and, as with many things in a sylvari's life, is viewed
with a great degree of curiosity. These views serve to form an
acceptance of and fascination with death that other races may
ind disturbing. Sylvari Names
Sylvari names, as well as place names in Caledon Forest, are
generally inspired by Celtic (Irish, Scots Gaelic and Welsh)
names. Sylvari do not have surnames, as they're all part of the
same "family," though to each other they are more like distant
relatives except in special cases.
Sylvari do not "choose" their names nor are they outright
given by the Pale Tree or other sylvari. Instead, the sylvari
simply 'know' their names upon awakening, though why is
12
Noonborn
Sylvari awakened mid-day solve problems by attacking them
head-on. We are the warriors, hunters, and travelers who
experience life irst-hand and enjoy the rush of taking risks in
order to feel truly alive.
Ability Score Increase Your Wisdom score increases by 1.
Weapon Training You are pro icient with the shortsword,
longsword, shortbow and the longbow.
Forest Runner Your base walking speed is 35 feet. In
addition you are pro icient in either acrobatics or athletics.

Duskborn
Sylvari awakened at dusk are naturally curious and thoughtful.
We love to learn and spend time reading and studying. We are
intelligent and drawn toward the luscious complexities of magic.
Ability Score Increase Your Intelligence score increases by
1.
Nature’s Attunement You may choose a cantrip from the
druid list. Intelligence is your spellcasting ability for this cantrip.
Magic Sense You may cast the detect magic spell with this
trait. Once you’ve cast the spell you can’t cast it again until you
inish a long rest.

Nightborn
Sylvari awakened at night are secretive and cautious with
information. We make our own decisions, and we come and go
as we please, nimble of mind and body.
Ability Score Increase Your Charisma score increases by 1.
False Appearance You may cast Disguise Self, Charisma is
your spellcasting ability for this spell. Once you’ve used this trait
you can’t use it again until you inish a short or long rest.
Keeper of Secrets You are pro icient with the deception
skill.

13
Tengu
The tengu are a race of avian humanoids that make their home
which they call the Dominion of Winds. They are extremely
wary of all the races, and do not allow outsiders into their city.
Ability Score Increase Your Dexterity score increases by 2,
and your Intelligence or Wisdom score increases by 1.
Age Tengu reach maturity by age 3. Compared to humans,
tengu don’t usually live longer than 30 years.
Alignment The Tengu are currently neutral in all con licts,
although the individual tengu may have their own ideals.
Size Your size is Medium.
Speed Your base walking speed is 30 feet.
Darkvision You have a bird’s keen senses, especially in the
dark. You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You can't
discern color in darkness, only shades of gray.
Avian Rush Your re lexes and agility allow you to move with
a burst of speed. When you move on your tum in combat, you
can double your speed until the end of the tum. Once you use
this trait, you can't use it again until you move O feet on one of
your turns.
Talons Your talons are natural weapons, which you can use
to make unarmed strikes. If you hit with them, you deal slashing
damage equal to ld4 + your Dexterity modi ier.
Eagle Eye You have pro iciency in the Perception skill.
Wind Gliding If you are not wearing heavy armor and you
are falling, you descent slows to 60 feet per round and you land
safely on your feet.
Tengu Training You are pro icient with one martial weapon
of your choice and shields.
Languages You can speak, read, and write Common and
Tengu.

14
Chronomancer - Fighter Archetype
Those who choose the path of the chronomancer gain new
abilities that allow them to rend both space and time. Being able
to use both temporal magic and wells, their skill set focuses on
past versus future and fast versus slow as key themes.

Spellcasting
When you reach 3rd level, you augment your martial prowess
with the ability to cast certain spells.
Spell Slots. The Chronomancer Spellcasting table shows how
many spell slots you have to cast at irst level or higher. To cast
one of these spells, you must expend a slot of the spell's level or
higher. You regain all expended spell slots when you inish a
long rest.
For example, if you know the 1st-level spell Mage Armor and
have a 1st-level and a 2nd-level spell slot available, you can cast
Mage Armor using either slot.
Spellcasting Ability Wisdom is your spellcasting ability for
your spells and wells you learn through your studies of time
manipulation. You use your Wisdom whenever a spell refers to
your spellcasting ability. In addition, you use your Wisdom
modi ier when setting the saving throw DC for the spells you
cast and when making an attack roll with one.

=
Alacrity
At 10th level your brain automatically see a few seconds ahead
allowing you to add your pro iciency bonus initiative roll.
Once per long rest you can give this ability to ally you can see
with 30 feet or have a target within 30 feet makes a Wisdom
saving throw or takes a penalty equal to your pro iciency
modi ier.

Continuum Split
At 15th level your almost a master of time manipulation. Once
per long rest you can create a small split in time.
At the start of your turn you use your bonus action to create a
continuum split in an unoccupied space within 5 ft of you. You
then take your action using any abilities, spells and movement
like normal. At the end of the turn you teleport back to the spot
of the continuum split, any damage taken, abilities used or spell
slots spent during your action act as if they were not used.
Damage dealt, conditions applied or affects given out stay.
Items can't be duplicated using this ability.

Stopping Time.
At 18th level you have mastered time manipulation to the point
you can cast the 9th level spell Time Stop once per long rest.

Wells
Each well has a different effect as well as a temporal point cost.
It takes an action to use them, some of which require targets to
make saving throws against your spell DC.
You can place the center of the well up to 60 feet away from
you that you can see.

Well of Eternity
Create a well that speeds up time healing and removing certain
conditions form your allies.
For 1 temporal point, create a well with a diameter of 10 feet.
Allies inside the circle can spend a number of hit dice equal up
to your Wisdom modi ier to heal themselves, while at the same
time they are cured of the poisoned, burning, fatigued, or
stunned condition.

Well of Ac on
Create a well of quick time that speed up the movement of your
allies.
For 3 temporal points, create a well with a diameter of 10 feet.
Until the end of your next turn allies inside the well can use
their bonus action as an action. (This could allow allies cast two
spells, interact with two objects or use two action requiring
abilities in one turn.)

Well of Calamity
Creates a well that rends time, damaging, weakening and
crippling foes in the area.
For 2 temporal points, create a well with a diameter of 20 feet.
Enemies inside the circle must make a Wisdom saving throw,
taking 3d8 physic damage and can't use their reactions on a
failed save or half as much on a successful save.

17
Mirage - Fighter Archetype
The mirage moves through battle like shifting sand, cloaking
themselves rather than dodging attacks. Their graceful, swirling
hand weapons and prismatic mirrors are as deceptively
beautiful as they are deadly.

Spellcasting
When you reach 3rd level, you augment your martial prowess
with the ability to cast certain spells.
Spell Slots. The Mirage Spellcasting table shows how many
spell slots you have to cast at irst level or higher. To cast one of
these spells, you must expend a slot of the spell's level or higher.
You regain all expended spell slots when you inish a long rest.
For example, if you know the 1st-level spell Mage Armor and
have a 1st-level and a 2nd-level spell slot available, you can cast
Mage Armor using either slot.
Spellcasting Ability Charisma is your spellcasting ability
for your spells and mirage skills you learn through your studies
of illusion magic. You use your Charisma whenever a spell refers
to your spellcasting ability. In addition, you use your Charisma
modi ier when setting the saving throw DC for the spells you
cast and when making an attack roll with one.

=
Mirage Illusions
At 3rd level, while not wearing Heavy or Medium Armor when
you take the Attack action you can replace one attack to create
an illusion of yourself within 5 feet of you that lasts for 1 minute
or until you dismiss it as a bonus action. The illusion can
immediately takes an attack for you, but the damage dealt is
only equal to your Strength or Dexterity Modi ier.
You can have up to 3 illusions of yourself and the illusions are
identical copies of yourself with the same Weapon and Armor
Class as you, but only have 1 health and can move up to half
your movement speed. They automatically fail all saving throws.
If an enemy leaves melee range with one of your illusions you
can spend your reaction to take an attack of opportunity from
the illusion. Enemies must succeed on an Intelligence
(Investigation) check against your Spell DC, on a failed save they
treat the closest illusion as if it were you.
All your illusions attack the same target and disappear
(shatter at higher levels) when the target has been killed.
When a target is killed you can use your reaction to make all
your illusions target something else.

Mirage Illusions
At 7th level you learn how to use your illusionary magic to
create mirages. Each mirage cost illusion points. The amount of
illusion points you have equal to your Charisma modi ier +
pro iciency bonus. You regain all spent illusion points after a
long rest.

Shatter
At 10th level you learn how to shatter your illusions upon taking
damage or as a bonus action after moving the illusion(s) into
melee range of the target. Shattering a illusion can do one of the
following to a single target:

Take 1d8 psychic damage per illusion


Must succeed on a Dexterity saving throw against your spell
DC or be knocked prone.
Can't take reaction until the start of their next turn.
You swap places with the shattered illusions.

Illusion Dodging
At 15th level, you can use your reaction to have your illusions
nimbly dodge out of the way of certain area effects. When a
illusion is subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, it instead take
no damage if it succeed on the saving throw, or getts destroyed
on a failed save.

Perfect Illusions
At 18th level, your illusions are so life like that only creature
with intelligence score of 20 or more can determine if your
illusions aren't you. They still need to make an Intelligence
(Investigation) check against your Spell DC.
Sand Through Glass
Evade backward and leave behind a Mirage Mirror.
As a reaction form taking damage from a melee attack you can
spend 2 illusion points to evade backward up to 15 feet, leaving
behind a Mirage Mirror where you once stood.

Jaunt
Teleport to a target location and confuse nearby foes.
As an action you can spend 6 illusion points to teleport up to
60 feet to an unoccupied space. All enemies within 5 feet of you
after you teleport must make a Wisdom saving throw or be
under the affects of the confusion spell until the end of your next
turn.

20
Spellbreaker - Fighter Archetype
Spellbreakers use their blades to strike at the very fabric of
magic and strip it from their foes. They meditate to see past
their enemies' defenses and strengthen their offensive
capabilities.

Counter
At 3rd level you learned how to absorb part of the next attack
against you, allowing you to counterattack a near by foe.
As a bonus action you can attempt to counter the next attack
against you. The next attack made against you that hits has it's
damaged halfed against you, and you can use your reaction to
then make an attack against an enemy within melee range
dealing an equal amount of damage you just took.

Battle Meditations
At 7th level you have learned how to mediate during battle to
see past your enemies' defenses or strength your offensive
capabilities. What and how these meditations work can be
found at the end of this section.

Natural Healing
At 10th level through meditation you have learned how to
empower your second wind.
Now when you use your second wind ability you can also
remove one of the following conditions: Blinded, Charmed,
Deafened, Frightened, Incapacitated, Poisoned, or 1 point of
exhaustion.
You may use this ability the same amount of times equal to
the amount of times you can use the second wind ability.

Sight beyond Sight


At 15th level through meditation you have learned how to focus
your mind giving you True Sight with a range of 60 feet for one
hour.
You may use this ability a number of times equal to your
Wisdom Modi ier.

Winds of Disenchantment
At 18th level through meditation you have learned how to create
an Antimagic Field. You can use this ability a number of times
equal to your Wisdom modi ier, maximum of 5 times per long
rest.
This acts as the spell Antimagic Field, except you can only
concentrate on this for up to 1 minute.

21
Oath of the Dragonhunter - Paladin
Archetype
The Oath of the Dragonhunter is that of Paladin thats personal
past or god has an extreme hatred for Dragons. They hone their
light magic into physical nature that's sharp and deadly enough
to pierce scales. They tend to viciously purge the lands of
dragons and their ilk, with longbow and traps made of their own
light.

Tenets of Dragonhunter
Though the exact words and strictures of the Oath of the
Dragonhunter vary, most paladins of this oath share these
tenets.
Spear of Justice. Be the irst spear in the ight against
dragons.
Hunter's Verdict. Be swift and quick when killing a foe that
could smarter then themselves.
Chromatic Bane. Slay all Chromatic dragons you come
across, none are worthy of mercy.
Metallic Terror. Not all Metallic Dragons are good, so don't
let their color mean anything.

Oath Spells
You gain oath spells at the paladin levels listed.

Oath of the Dragonhunter Spells


Paladin Level Spells
3rd Hunter's Mark, Absorb Elements
5th Cordon Of Arrows, Locate Animals or Plants
9th Flame Arrows, Lightning Arrow
13th Locate Creature, Charm Monster
17th Swi Quiver, Conjure Volley

Channel Divinity
When you take this oath at 3rd level, you gain the following two
Channel Divinity options.
Radiant Bow. As a bonus action, you can summon a longbow
into your open hands. This longbow uses your charisma
modi ier for it's to hit and attack rolls, rather then dexterity
modi ier. It naturaly ires arrows of light that deal radiant
damage rather then piercing damage, although it can ire normal
and magical arrows as well.
The Radiant Bow lasts for 1 minute, until you drop it, dismiss
it, or you fall unconscious.
Dragons Bane As a bonus action, you can call upon you or
your god's hatred of dragons to help you deal more damage. For
the next minute on a hit you deal an extra 1d6 radiant damage
once per turn.
At level 10 this extra damage increases to 2d6, and 3d6 at
level 20.
Fragments of Faith Trap
For 2 Daily Light you can place a Fragment of Faith trap.
This trap has a 10 feet diameter circle centered on your
location when placed. Once triggered shards of light explode
from the center of the trap. Allies within the radius get a +1 to
their AC until the end of their next turn. Enemies within the
radius must make a dexterity saving throw get taking 2d8
radiant damage and half as much on a successful save.

Light's Judgment Trap


For 2 Daily Light you can place a Light's Judgment
This trap has a 10 feet diameter circle centered on your
location when placed. Once triggered an explosion of light
erupts from the center of the trap. Enemies they must make a
constitution saving throw taking a -1 to their AC until the end of
their next turn and become revealed if invisible on a failed save
and only become revealed on a successful one.

Test of Faith Trap


For 3 Daily Light you can place a Test of Faith Trap.
This trap has a 15 feet diameter circle centered on your
location when placed. Enemies that trigger the trap cause
swords of light to spawn around the diameter of the trap.
Enemies that try to cross the diameter must make a dexterity
save throw taking 2d12 radiant damage on a failed save and fail
to cross the ring and half as much on a successful save.
Enemies can only attempt to cross the ring once per turn,
while Allies can cross the ring for free. The ring of swords only
stays up for half a minute (3 rounds).

Procession of Blades Trap


For 3 Daily Light you can place a Procession of Blades Trap.
This trap has a 10 feet diameter circle centered on your
location when placed. Once triggered by an enemy, three
gigantic blades of light spinning around at super fast rate
dealing damage to enemies within the circle.
Enemies must make a dexterity save throw taking 4d8 radiant
damage on a failed save or half as much on a successful save.

Dragons Maw Trap


For 5 Daily Light you can place a Dragon's Maw trap.
This trap has a 15 feet diameter circle centered on your
location when placed. Once triggered by an enemy, a radiant
skeletal shouts out of the ground bitting and trying to pull all the
enemies inside the circle to it's center.
The enemies inside the circle must make a dexterity save
throw taking 3d12 radiant damage and pulled to the center on a
failed save or half as much on a successful one.

23
Oath of the Firebrand - Paladin
Archetype
The Oath of the Firebrand is that of Paladin thats are zealous
lorekeepers skilled in conjuring magical ire. They use mantras
in close combat to rebuke enemies and protect allies.

Tenets of Firebrand
Though the exact words and strictures of the Oath of the
Firebrand vary, most paladins of this oath share these tenets.
Knowledge. Knowledge is power, which is why only the
chosen should no the full truth.
Resolve. Never falter in your beliefs, for they must be
supported by facts.
Courage. Never be afraid to learn new information, even if it
doesn't support your beliefs.
Fire. While you will cause destruction in your path, leave
behind the seeds to start anew like ire.

Oath Spells
You gain oath spells at the paladin levels listed.

Oath of the Dragonhunter Spells


Paladin Level Spells
3rd Burning Hands, Hellish Rebuke
5th Flame Blade, Flaming Sphere
9th Fireball, Melf's Minute Meteors
13th Fire Shield, Wall of Fire
17th Flame Strike, Legend Lore

Channel Divinity
When you take this oath at 3rd level, you gain the following two
Channel Divinity options.
Firey Aura As a bonus action you can summon a magical
lame to surround your body that lasts for 1 minute, or until you
lose your concentration (as if you were concentrating on a
spell). When enemies makes a melee attack against you, they
must take disadvantage on the attack roll, or take a 1d4 + your
Charisma Modi ier. They can only take this damage once per
round.
Phoenix Fire As a bonus action you can make any ire
damage you deal magically infused so that it hurts even the
most resilient creatures. For the next hour the creatures that are
normally immune ire damage take half damage, while creatures
with resistance take full damage.

24
Mantra of Lore
Recite the ritual of cleansing that activates after a conditions is
applied.
Once you get a condition this mantra activates cleansing the
conditions.

Mantra of Truth
Prepare the tenets of truth to debilitate your foes.
Once a condition is applied to you, it get moved over to the
applier instead. If you had to fail a saving throw in order to get
the condition, the applier must roll the same save in order to
have it applied to them. This doesn't transfer damage, only
conditions.
This doesn't work on the grapple or restrained condition.

Mantra of Potence
Recite a hymn from the annals of Zephyr to hasten yourself and
allies.
The next time you try to spend your action to dash, this
mantra activates allowing you to dash as a bonus action. This is
assuming you haven't already used your bonus action.

Mantra of Libera on
Echo remnants of an ancient pamphlet urge ones for freedom.
This mantra breaks you out of a grapple or free you if your
restrained.

25
The Soulbeast - Ranger Archetypes
There are no stronger bond between man and beast than that of
the Soulbeast and their pets. Their bond is so powerful that they
can become one in spirit. By channeling their pet, they become a
single entity, granting the Soulbeast an increase to health, their
pets attack and abilities.

Soulbeast Features
Ranger
Level Feature
Soulbeast Magic, Animal Companions,
3rd
Beastmode
7th Stronger Bond
11th Spell Sharing
15th Ul mate Bond

Soulbeast Magic
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Soulbeast
Spells table. These spells count as a ranger spells for you, but it
doesn't count against the number of ranger spells you know.

Ranger Level Feature


3rd Entangle
5th Enhance Ability
9th Wall of Water
13th Dominate Beast
17th Awaken

Animal Companions
At 3rd level, you have a number of beast companions that
accompany you alongside your adventures. You can only have
one companion out at a time, the others are stored in an amulet,
necklace or ring that you wear at all times. The number of beast,
size and challenge rating your companions can have can be
found by in the Companion Table found bellow. While the beast
is out alongside you, you can add your pro iciency bonus to the
beast's AC, attack rolls, and damage rolls, as well as to any
saving throws and skills it is pro icient in.
The beast obeys your commands as best as it can. It takes its
turn on your initiative, though it doesn't take an action unless
you command it to. On your turn, you can verbally command the
beast where to move (no action required by you). You can use
your bonus action to verbally command it to take the Attack,
Dash, Disengage, Dodge, or Help action.
While traveling through your favored terrain with only your
beasts, you can move stealthily at a normal pace.
lf the beast dies, or you ind another one you want to tame,
you can obtain another one by spending 8 hours magically
bonding with another beast that isn't hostile to you.

26
The Deadeye - Roguish Archetypes
The Deadeye is a rogue who stalks their targets with patience,
brutal accuracy and dark powers. They use long bows and heavy
crossbows to snipe at a long range, marking targets to harass
them with harmful effects. They can manipulate darkness and
shadows which grants them additional abilities.
Some Deadeye have managed to get their hand on and train
with a recently discovered type of weapon know as irearms.
While they prefer marking their targets at distance to harass
them with harmful effects. They are not afraid to get up close
and personal with a concealed pistol that doesn't make a sound
when ired. Only a gunslinger can rival the Deadeye's mastery of
ire arms.

Bonus Pro iciency


When you choose this archetype at 3rd level, you gain
pro iciency with longbow, heavy crossbow, and irearms (At
DM's discretion) allowing you to add your pro iciency bonus to
attacks made with those weapons.

Kneel
Starting at 3rd level, you can use your Cunning Action to move at
half your speed to begind suitable cover (cover that you ca shoot
over while kneeling behind) and then Hide.

Deadeye's Gaze
Starting at 3rd level, you can mark a target that you can see as a
Bonus Action. The irst time on your turn that you hit the
marked creature with a weapon attack, you gain a point of
Malice. You gain additional malice every time you get a critical
hit or you reduce your marked target to 0 hit points. You can
have up to 3 points of Malice at any time. You lose all your
Malice at the end of a short or long rest. You can use your Malice
to gain access to the following maneuvers listed under the
Malice Maneuvers.
At 3rd level, you know the Deadly Aim maneuver plus 2 other
maneuvers of your choice. At 7th, 10th, and 15th level you learn
2 additional maneuvers of your choice. Each time you learn new
maneuvers, you can also replace one maneuver you know with a
different one. You can only use one maneuver per attack.
Malice Maneuvers
You can use your Malice to gain access to the following
maneuvers in combat. Some of these Maneuvers require saving
throws, the DC of which is calculated as bellow.

Deadly Aim
When you hit a creature with a weapon attack, consume all your
points of Malice and deal an extra 1d6 damage for each point.
This damage increases to d8 at 5th, d10 at 11th, and d12 at 17th
level.

Binding Shadow
When you hit a creature with a weapon attack, you can expend 1
to 3 points of Malice. The target must make a strength saving
throw or become grappled by shadows for a number of rounds
equal to the number of Malice spent, or until they make a
successful Strength (Athletics) check against your malice save
DC as an action on their turn.

Double Tap (Double Slice)


As a bonus action, consume 2 points of Malice and make a
weapon attack. You cannot spend additional Malice on this
attack nor does it grant Malice.

Death's Retreat
When you hit a creature with a weapon attack, you can spend 1
to 3 points of Malice to magically teleport 10-feet per point into
an area of shadows in an unoccupied space that you can see.

Cursed Shot (Cursed Slice)


When you hit a creature with a weapon attack, you can spend 1
point of Malice to put a shadow curse on the creature, bringing
misfortune to your target. Until the end of the creature's next
turn they have Disadvantage on all Attack Rolls and Ability
Checks.

Mercy
As a Bonus Action, you can move your Deadeye's Gaze to a new
target while retaining your Malice points.

Iron Sight
As a Reaction to being hit by an attack but before the damage is
dealt, you can spend 1 to 3 points of Malice to increase your
Armor Class by 1 to 3, if your new AC would cause the attack to
miss then it misses.
cannot be used again until you spend an action to try and repair
Firearm Properties it. To repair your irearm, you must make a successful Tinker's
Tool check (DC equal to 8 + mis ire score). If your check fails, the
Firearms are a new and volatile technology, and as such bring
weapon is broken and must be repaired out of combat at half
their own unque set of weapon properties. Some properties are
the cost of the irearm.
followed by a number, and this number signi ies an element of
that property (outlined below). These properties replace the
optional ones presented in the Dungeon Master's Guide.
Ammunition
All irearms require ammunition to make an attack, and due to
Reload. The weapon can be ired a number of times equal to
their rare nature, ammunition may be near impossible to ind or
its Reload score before you must spend 1 attack or 1 action to
purchase. However, if materials are gathered, you can craft
reload. You must have one free hand to reload a irearm.
ammunition yourself using your Tinker's Tools (cost and time
Misfire. Whenever you make an attack roll with a irearm, are DM's discretion). Each irearm uses its own unique
and the dice roll is equal to or lower than the weapon's Mis ire
ammunition.
score, the weapon mis ires. The attack misses, and the weapon

Firearm
Name Cost Damage Weight Range Proper es
Pistol 250g 1d10 piercing 3 lbs (100/400) Reload 4, misfire 1
Musket 500g 1d12 piercing 10 lbs (200/800) Two-handed, reload 1, misfire 2
Pepperbox 450g 1d10 piercing 5 lbs (150/600) Reload 6, misfire 2
Silencer 800g ─ 0.5 lbs ─ Silences your shots
Sniper 700g 2d12 piercing 25 lbs (600/1200) Two-handed, reload 1, misfire 3

29
School of the Reaper - Wizard Subclass
An inexorable force on the battle ield, the reaper empowers
itself enough to wield a cleaving greatsword to harvest its foes.
Slow and hard-hitting, these deadly combatants call out the
impending doom of their enemies with piercing shouts. Upon
accumulating suf icient life force, they can enter the reaper’s
shroud, a deadly form that grants them a dark scythe of
malevolent energy and the abilities to match it. Capable of
heavily af licting their victims with chill and other conditions,
the reaper wades into melee receiving and dealing blows
knowing nothing can save its foes!

Necromancy Savant
Beginning when you select this school at 2nd level, the gold and
time you must spend to copy a necromancy spell into your
spellbook is halved.
In addition you learn to extra necromancy cantrips of your
choice form any spell list.

Bonus Pro iciency


Starting at 2nd level the school of the reaper has taught you how
to use a greatsword useing your intelligence modi ier rather
then your strength modi ier for To-Hit and Damage rolls.

Life Force
At 6th level you gain the ability to reap the life force of a foe on
every hit. Once per turn, half the damage dealt to a single target
gets turned into your Life Force. You can expend Life Force by
using a shout, or later by going into Reaper Shroud. You can
have a max amount of Life Force equal to your max Health. You
lose all accumulated Life Force after a long rest.

Reaper Shroud
At 10th level your mastery over Life Force allows you to turn
into a Reaper. As a bonus action you turn yourself into Reaper
once per long rest.
While in Reaper Shroud you become a surrounded in
shadows and darkness, any weapon you wield transforms into a
scythe. You also gain the following traits as part of your
transformation:

You can't be Frightened


You resist Necrotic and Cold Damage
While in this form, your Life Force acts as your Health
You don't collect Life Force while in this form
After all your Life Force is consumed you drop Reaper form
You lose 3 Life Force at the end of your turn.
You can use the Reaper Skills listed bellow

Soul Eater
At 14th level, you have masterd the harvesting of Life Force from
the recently killed.
When you kill a target, all the damage you just dealt gets
turned into Life Force rather then just half
Reaper Shroud Skills
While you are Reaper Shroud you can use the following skills as
an action. Each skill has a Life Force Cost, using a skill that cost
more Life Force you have triggers the skill, but the shroud ends
and the remaining Life Force is taken out of your normal Health.

Life Slash
Using your shadow scythe, cleave foes in front of you.
For 3 Life Force, imbue your scythe with necrotic energy, and
strike a foe you dealing 4d6 necrotic damage. The Life Force is
still spent if you miss your attack.

Life Blast
Blast a foe with Life Force.
For 4 Life Force, blast a target with Life Force you see within
120 feet. On hit the target take 3d12 necrotic damage. The Life
Force is still spent if you miss your attack.

Death's Charge
Slide forward, hurting all foes in your path. Blind foes at your
destination.
For 7 Life Force, charge forward 25 feet. Any creature in your
path must make a constitution save against your spell DC. No a
failed save they become blind until the end of your next turn and
take 3d6 necrotic damage or half as much on a successful one.

Infusing Shadow
Shroud yourself with dark armor making you harder to hit.
For 5 Life Force per round, taken at the end of your turn, add
your intelligence modi ier to your AC.

Soul Spiral
Spiral and damage nearby foes, dealing high damage.
For 12 Life Force, swing your scythe around yourself causing
all creatures within 5 feet of you to make a dexterity saving
throw. On a failed save they take 4d10 necrotic damage and half
as much on a successful save.

Execu oner's Scythe


Deliver a powerful overhand strike to stun a single target.
For 15 Life Force, make a two strike with your scythe that cuts
into the soul of your target. The target must make a constitution
save against your spell DC. On a failed save they can't take
actions until the end of your next turn and take 4d12 necrotic
damage or half as much on a successful save.

31
School of the Scourge - Wizard Subclass
Scourges channel their life force into the desert sands to
summon biddable sand shades that damage enemies and create
shields for their allies.

Necromancy Savant
Beginning when you select this school at 2nd level, the gold and
time you must spend to copy a necromancy spell into your
spellbook is halved.
In addition you learn to extra necromancy cantrips of your
choice form any spell list.

Life Force
At 6th level you gain the ability to reap the life force of a foe on
every hit. Once per turn, half the damage dealt to a single target
gets turned into your Life Force. You can expend Life Force to
summon a Sand Shade and use them in battle. You can have a
max amount of Life Force equal to your max Health. You lose all
accumulated Life Force after a long rest.

Feed from Corruption


At 10th level your soul has become so tainted from the
harvesting of Life Force that you can use necrotic energy to heal
yourself
As a reaction to having a necromancy spell or necromantic
ability cast on you, if it deals necrotic damage, you can use the
energy to heal yourself rather then damage you. You can use this
ability a number of times equal to your intelligence modi ier per
long rest.

Desert Shroud
At 14th level you have igured out to fuse your own Life Force
and turn yourself into a Sand Shade.
Once per long rest you can turn yourself into a Sand Shade.
While a Sand Shade you gain the following traits as part of your
transformation.

Your base movement speed doubles


Any Sand Shade ability you spend Life Force on also affects
you
You resist Necrotic and Fire Damage
While in this form, your Life Force acts as your Health
You don't collect Life Force while in this form
After all your Life Force is consumed you drop your Sande
Shade form
You lose 3 Life Force at the end of your turn
Desiccate
Command your sand shades to explode in necrotic energy.
For 5 Life Force your sand shades explode requiring all
creatures within a 20 feet circle to make a constitution saving
throw. On a failed save they take 4d10 necrotic damage and half
as much on a successful save.

Sand Swell
Have your sand shades plunge into the ground, creating a portal
through the world for you and your allies to use.
For 3 Life Force, and at least two sand shades, your sand
shades will temporarily turn into portals. You or your allies can
go through the portal and appear at another one of your choice.
Your shades stay in portal form until the start of your next
turn.

33
34
Elementalist Class
The Elementalist class is an entirely new class based on the
Elementalist from the popular MMO Guild Wars 2 and its
expansions. It uses similar mechanics to that of the Mystic Class.

Elementalists
An Elf in elegant robes walks calmly through the forest not
noticing that a rouge is aiming a crossbow right at them. As the
bolt is let go, but before it hits the Elf’s body becomes covered in
stone and the bolt bonces of the dense rock.
A group of bandits have managed to catch themselves a well-
known adventure, and a removed all of his magical gear in order
to waterboard the man. To the bandit’s surprise waterboarding
seems to have no effect on the man they have captured.
Although the group of adventures spent a small fortune hiring
their guide. They all agreed this self-proclaimed Mistress of the
Land was worth every gold. Not only could she summon more
water than the cleric and paladin combined for all them and
their rides. Her Earth Elemental was scouting out the land
ahead of them completely undetectable by the local creatures.
These individuals are all Elemantalists, manipulators of the
four elements. Elemantalists have a connection to the elemental
planes which they use to preform acts of raw elemental power.

Mistaken For Druids


One of the main reasons why Elemantalists are so rare is
because even when people do ind them, the Elemantalists is
often mistaken as a Druid. After all both tend to be wise
humanoids that get their source of power from nature rather
than gods or decades of study. Both tend to have recluse
characteristics and would rather watch over a town then live in
one.
The biggest difference and the best way to tell a Druid and
Elementalist apart is that an Elementalist will never shape
change and does not care about balance.

Nature is not Balanced


For Elemantalists, nature is a force to be reckon with. Mother
nature can be cruel and punishing one second, then caring and
apologetic the next. There is no balance in nature, nature is as it
is an always changing battle ield full of destruction. Their mind
sets tend to be that of; I have power, therefore I use it. This mind
set often leads them into ights with Druids that see
Elementalist actions as breaking the balance of nature.

35
The Elementalist
Level Proficiency Bonus Features Auras Known Power Points Power Limit
1st +2 Elemental Powers, Elemental Specializa on, Elemental Blast 1 4 2
2nd +2 Elemental Recovery, Primordial Language 1 6 2
3rd +2 Elemental Specializa on feature 2 14 2
4th +2 Ability Score Improvement 2 17 3
5th +3 ─ 2 27 3
6th +3 Elemental Specializa on feature 3 32 3
7th +3 ─ 3 38 5
8th +3 Ability Score Improvement, Potent Elements (1d8) 3 44 5
9th +4 ─ 4 57 5
10th +4 Elemental Specializa on feature 4 64 6
11th +4 Consump ve Power 4 64 6
12th +4 Ability Score Improvement 4 64 6
13th +5 ─ 5 64 7
14th +5 Potent Elements (2d8), Elemental Specializa on feature 5 64 7
15th +5 ─ 5 64 7
16th +5 Ability Score Improvement 5 64 7
17th +6 ─ 6 64 7
18th +6 ─ 6 71 7
19th +6 Ability Score Improvement 6 71 7
20th +6 Elemental Duplicity 6 71 7

Elemental Powers
As a manipulator of the elementals, you can master and use
elemental auras and power points, rules for which appear at the
end of this document.

Elemental Auras
An elemental aura is a way to safely harness one of the four
elements that make up the world. An Elementalist masters only
a few auras at a time.
At 1st level, you know one elemental aura of your choice. The
Auras Known column of the Elemental table shows the total
number of auras you know at each level.; when that number
goes up for you, choose a new aura.
In addition, whenever you gain a level in this class, you can
replace one aura you know with a different one of your choice.
It takes a bonus action to apply an aura or swap auras. An
aura last as long as you focus on it, or until another one is
applied.

36
Elemental Focus
You can focus elemental energy on one of your elemental auras
to draw ongoing bene its from it. As a bonus action, you can
choose one of your elemental auras and gain its elemental focus
bene it, which is detailed in that aura’s description. The bene it
lasts until you are incapacitated or until you use another bonus
action to choose a different focus bene it.
You can have only one elemental focus bene it at a time and
using the elemental focus of one aura doesn't limit your ability
to use other auras.

Elemental Ability
Wisdom is your elemental ability for your elemental auras. You
use your Wisdom modi ier when setting the saving throw DC for
an elemental aura or when making an attack roll with one.

Elemental Specialization
At 1st level, you choose an Elemental Specialization: The
Tempest or the Weaver, each of which is detailed at the end of
the class description. Each order specializes in a speci ic
approach to harness the elements.
Your order gives you features when you choose it at 1st level
and additional features at 3rd, 6th, 10th and 14th level.

Elemental Blast
At 1st level you learn the Elementalist's basic ranged ability,
Elemental Blast.
As an action you hurl a small ball of elemental energy at
object or creature within 60 feet of you. On a hit, the target takes
1d10 acid, cold, ire, force, or lightning damage. This abilities
damage increases by 1d10 when you reach 5th level (2d10),
11th level (3d10), and 17th level (4d10).

Elemental Recovery
Starting at 2nd level, you can draw vigor from the elemental
energy you use to power your elemental auras.
Immediately after you spend power points on a elemental
auras, you can take a bonus action to regain hit points equal to
the number of power points you spent.

Primordial Language
At 2nd level, your mind has been affected by the elemental
energy inside you to gain the ability to speak and understand all
Primordial languages as if it was your primary language.
Primordial is the language of primordials and elementals.
This also includes Aquan, Auran, Ignan, and Terran, which are
common dialects of the water, air, ire, and earth elementals
respectively.
Bonus Auras
At 1st level, you learn two additional elemental auras of your
choice. They must be chosen from among the Weaver auras.

Weapon Training
At 1st level, you gain pro iciency in all Material Melee and
Ranged Weapons

Elemental Weapon Mastery


Starting at 3rd level, you may use your wisdom modi ier rather
than strength or dexterity modi ier when hitting and dealing
damage with one of your elemental weapons.

Potent Elemental Weapons


Starting at 6th level, your elemental weapons now ignore
damage resistance and damage immunity. A creature that has
resistance now takes normal damage, and an immune creature
takes half damage.

Weapon Summoning Mastery


Starting at 10th level, as an action you can summon the same
elemental weapon into an ally’s open hand(s) that is within 15
feet of you.
This weapon last for 1 minute, until you dismiss it, or your
ally drops the weapon.

Master Weaver
At level 14, you mastered the art of weaving elemental energy
into weapons. Once per long rest you can now use two weaver
auras at a once.

Tempest Specializations
A Tempest Elementalist tend to be more supportive and
controlling role in combat.
While some of the Tempest auras are damage dealing, the
majority of them are supporting oneself or allies and controlling
elements and the terrain around yourself.

Bonus Auras
At 1st level, you learn two additional elemental auras of your
choice. They must be chosen from among the Tempest Auras.

Elemental Knowledge
At 1st level, you start gaining a 5th sense that tells you the
following information

You what direction the closes source of water is.


How fast the wind is going
How long a ire has been burning / burned
How below ground you are

Terrain Adaptability
Starting at 3rd level, non-magical terrain doesn't impede the
movement speed of you and your allies that stay within 30 feet
of you.

Elemental Resilience
Starting at 6th level, your elemental energy grants you
resistance. Now when you have an aura it gives you resistance to
a corresponding damage according to the table below.
Using an Aura
Each aura has several ways you can use it, all contained in its
description. The aura speci ies the type of action and number of
power points it requires. It also details whether you must
concentrate on its effects, how many targets it affects, what
saving throws it requires, and so on.
The following sections go into more detail on using an aura.
Auras are magical and function similarly to spells.

Elemental Focus
The Elemental Focus section of an aura describes the bene it
you gain when you choose that aura for your elemental focus.

Effect Options and Power Points


An aura provides different options for how to use it with your
power points. Each effect option has a name, and the power
point cost of that option appears in parentheses after its name.
You must spend that number of power points to use that option,
while abiding by your power limit. If you don’t have enough
power points left, or the cost is above your power limit, you
can’t use the option.
Some options show a range of power points, rather than a
speci ic cost. To use that option, you must spend a number of
points within that point range, still abiding by your power limit.
Some options let you spend additional power points to increase
a discipline’s potency. Again, you must abide by your power
limit, and you must spend all the points when you irst use the
aura; you can’t decide to spend additional points once you see
the aura in action.

Components
While most of the Weaver auras require you to hold a particular
weapon, very, very few effect options require components. Any
required item(s), their costs, and whether or not they are
consumed will be after the name of the effect.

Duration
An effect option in an aura speci ies how long its effect lasts.
Instantaneous. If no duration is speci ied, the effect of the
option is instantaneous.
Concentration. Some options require concentration to
maintain their effects. This requirement is noted with “conc.”
after the option’s power point cost. The “conc.” notation is
followed by the maximum duration of the concentration. For
example, if an option says “conc., 1 min.,” you can concentrate on
its effect for up to 1 minute.
Concentrating on an aura's effect follows the same rules as
concentrating on a spell. This rule means you can’t concentrate
on a spell and an aura's effect at the same time, nor can you
concentrate on two auras at the same time. See chapter 10,
“Spellcasting,” in the Player’s Handbook for how concentration
works.

Targets and Areas of Effect


Elemental auras use the same rules as spells for determining
targets and areas of effect, as presented in chapter 10,
“Spellcasting,” of the Player’s Handbook.
Evaporate (3 pp). As a bonus action, after you have thrown you spend beyond 3.
the trident, cause your spear to evaporate into the air and then
reform back into a free. Fiery Greatsword
Ice Globe (3-7 pp). As an action create a small globe of ice Fire Weaver Specialization
and ling it a target you can see within 50 feet. On a hit, the Weave ire elemental energy into the greatsword in your
target takes 1d10 piercing damage. Hit or miss, the shard then hand.
explodes. The target and each creature within 5 feet of it must Elemental Focus (R: Greatsword). While focused on this
succeed on a Dexterity saving throw or take 2d6 cold damage. your aura, your greatsword deals ire damage rather than
The cold damage increases by 1d6 per additional power point. slashing damage.
Fiery Strike (1-7 pp). As a bonus action, you gain a bonus
Crystal to your next damage roll against a target you hit with your
Earth Tempest Specialization greatsword. The bonus equals +1d6 ire damage per power
Focusing on this aura makes a gems on you give off a much point spent.
larger gleam in the sunlight, making it shin bright like a Fiery Whirl (4 pp). As an action whirl your greatsword
diamond around yourself. Each creature that’s ive feet from you must
Elemental Focus (R: Wearing at least one gem). While make a Dexterity saving throw. A target takes 4d6 ire damage
focused on this aura you get resistance to physic damage. on a failed save, or half as much damage on a successful one.
Gem Appraise (1 pp). As a bonus action you can Fiery Rush (5 pp). As a bonus action rush toward a target
automatically tell if a gem has an enchantment, but not what the you can see within 30 feet of you, leaving behind a small trail of
enchantment does and how much worth in gold the gems are. ire. You ignore opportunity attacks during this movement. The
Reflect (5 pp). As a reaction from being targeted by a spell ire last until someone spends a bonus action to put them out,
that only targets you. Use your crystal aura to re lect some of the and anyone who cross the trail takes 1d4 ire damage.
damage you took from the spell. The caster of the spell must
make a constitution saving throw taking, on a failed save they Fire
take half the damage you took. You drop the crystal aura after Fire Tempest Specialization
using this ability. Focuses on this aura makes the ire elemental energy in your
Elemental Focus. While focused on this aura your body no
Crystal Spear longer needs to keep itself moist. You no longer need to drink
Earth Weaver Specialization water, and your body will keep warm in non-magical cold
Focus the elemental energy of the earth in the area to weather.
manifest crystals on your spear. Meteor Shower(1-7 pp). As an action, call down a meteor
Elemental Focus (R: Spear). While focused on this aura shower on a point you can see within 100 feet. Each creature in
your spear hit with the psionic energy in the gems around the a 20-foot-radius sphere centered on the point you choose must
spear make it deal an extra 1d4 psychic damage. make a Dexterity saving throw. The sphere spreads around
Potent Psionics (2 pp). As a bonus action focus on the corners. A creature takes 2d6 ire damage per power point
psionic energy in your spear to make it more powerful. On your spent on a failed save, or half as much damage on a successful
next attack the psychic damage is 2d6 rather than 1d4. one. Objects in the area take damage and lammable objects
ignite if they are not being worn or carried.
Earth Shield Phoenix (6 pp) As an action, you touch one creature that
Earth Weaver Specialization has died within the last minute. The creature returns to life with
Manifest the metals in the earth to magnetize to your shield in 1 hit point. This ability can't return to life a creature that has
your hand giving you increased defenses. died of old age, nor can it restore a creature missing any vital
Elemental Focus (R: Shield). While focused on this your body parts. At the same time you take one point of exhaustion.
shield gives you an additional +1 to your total AC (For a total of
+3).
Stone Smack (1 pp). As an action you smack a creature or
object within 5 feet of you dealing 1d4 + your Strength Modi ier
force damage if you hit.
Fortify (2-7 pp). As a reaction to being targeted by a ranged
attack or spell you can increase +1 to your AC that last until the
start of your next turn.
You gain an additional +1 to your AC per power point you
spend beyond 2.
Magnetic Surge (3-7 pp). As an action amplify the
magnetics in your shield causing creatures that are holding
metal weapons within to make a Strength Saving throw DC
equal to your Elementalist DC or lose their grip on their
weapon(s). The weapon gets pulled toward you, sticking to your
shield.
The range of this effect is equal to 10 feet circle centered on
you. The circle increases an additional 5 feet per power point
damage, and half as much on a successful save.
Flame Deep Freeze (5 pp). As an action, shoot a a super chilled
Fire Tempest Specialization arrow at a creature or object you can see within 100 feet. The
You focus the elemental energy of ire to surround you. target must make a constitution saving throw taking 5d8 cold
Elemental Focus. While focused on this aura, as a bonus damage and become restrained until the end of your next turn
action you can light your hand on ire creating a bright light in a on a failed save, and half as much on a successful save.
20-foot radius and dim light for an additional 20 feet.
Combustion (1-7 pp; conc., 1 min). As an action, choose Lightning
one creature or object you can see within 120 feet of you. The Air Tempest Specialization
target must make a Constitution save. On a failed save, the target You focus the electricity around you to power your body
takes 1d10 ire damage per power point spent, and it catches on Elemental Focus. While focused on this aura you can dash
ire, taking 1d6 ire damage at the end of each of its turns until as a bonus action.
your concentration ends or until it or a creature adjacent to it Bolt (1-7 pp). As an action you can spend power points to
extinguishes the lames with an action. On a successful save, the increase your movement speed another 5 feet per power point
target takes half as much damage and doesn’t catch on ire. spent.
Rolling Flame (3 pp; conc., 1 min). As an action, you Electric Touch (3 pp). As a reaction to taking damage from
create ire in a 20-foot-by-20-foot cube within 5 feet of you. The a melee attack, you reach out grabbing the attacker. The attacker
ire lasts until your concentration ends. Any creature in that must make constitution saving throw taking 3d8 lightning
area when you use this ability and any creature that ends its damage on a failed save or half as much on a successful one
turn there takes 5 ire damage. Lightning Form (5 pp; conc., 1 min.). As a bonus action,
Detonation (5 pp). As an action, you create a iery you become surrounded by electricity until your concentration
explosion at a point you can see within 120 feet of you. Each ends. Any creature that end its turn within 5 feet of you takes
creature in a 20-foot-radius sphere centered on that point must 3d6 lightning damage
make a Constitution saving throw, taking 7d6 ire damage and
being knocked prone on a failed save, or half as much damage Lightning Warhammer
on a successful one. Air Weaver Specialization
Fire Form (5 pp; conc., 1 min.). As a bonus action, you Focus the electrical energy in the air to charge up the
become wreathed in lames until your concentration ends. Any Warhammer you are holding.
creature that end its turn within 5 feet of you takes 3d6 ire Elemental Focus (R: Warhammer). While focused on this
damage aura, your Warhammer deals lightning damage rather than
bludgeoning damage.
Flame Handaxe Wind Blast (2 pp). As a bonus action imbue your
Fire Weaver Specialization Warhammer with the elemental energy of air so the next strike
Weave ire elemental energy into the axe in your hand. the target must make a dexterity saving throw. On a failed save
Elemental Focus (R: Handaxe). While focused on this your they are knocked back 30 feet and fall prone.
aura, your handaxe deals ire damage rather than slashing Static Field (5 pp). As a bonus action amply the electricity
damage. so on the next strike the target must make a constitution saving
Burning Retreat (2 pp). As a bonus action back roll 20 feet throw. On a failed save the target is paralyzed until the end of
leaving behind a ire trail ignoring opportunity attacks. A your next turn.
creature takes 1d4 ire damage per 5 feet space they move
threw on the trail. Rock
Flame Leap (3 pp). As an action target a creature that you Earth Tempest Specialization
can see within 30 feet of you. Leap into air attack the target Focusing on this aura makes the very earth around become
jumping over ground obstacles, small, medium and large your tool.
creatures ignoring opportunity attacks. The target must make a Elemental Focus. While focused on this aura your climbing
Dexterity Saving throw taking 3d6 ire damage on a failed save, speed is equal to your walking speed.
and half as much on a successful save. Earth Punch (1-7 pp). As a bonus action you can coat your
arm with earth so that the next unarmored strike you make
Frost Shortbow deals 1d8 bludgeoning damage per power point spent + your
Water Weaver Specialization Wisdom Modi ier.
Weave water elemental energy into the shortbow in your Armored Form (6 pp; conc., 1 min.). As a bonus action,
hands. you gain resistance to bludgeoning, piercing, and slashing
Elemental Focus (R: Shortbow). While focused on this damage, which lasts until your concentration ends.
your aura, your shortbow deals cold damage rather than
piercing damage.
Water Arrow (2 pp). As an action shoot a water arrow at an
ally within 100 feet healing them 1d6 + your Dexterity Mod
rather than dealing cold damage.
Frost Volley (4 pp). As an action shoot a volley of ice
arrows at a creature or object you see within 100 feet. The
target must make a dexterity saving throw taking 5d6 cold
Water
Water Tempest Specialization
You focus the elemental energy of water to affect the water in
or around you.
Elemental Focus. While focused on this aura, you have a
swimming speed equal to your walking speed, and you can
breathe underwater.
Stop Flowing (1 pp). As an action you can stop the low of
blood from leaving a creatures body, there by stabilizing them.
Healing Rain (1-7 pp). As an action call down a healing
rain on a target of your choice within 10 feet, they heal 1d6 per
power point spent.
Create Water (1-7 pp). As an action create up to 10 gallons
of clean water per power point spent 30 feet in an open
container. Alternatively, the water falls as rain in a 30-foot cube
within the 30 feet.

Wind
Air Tempest Specialization
You focus the elemental force of air around your body.
Elemental Focus. While focused on this aura, you take no
fall damage
Wind Step (1 -7 pp). As part of your move on your turn, you
can ly up to 20 feet for each power point spent. If you end this
light in the air, you fall unless something else holds you aloft.
Wind Stream (1-7 pp). As an action, you create a line of
focused air that is 30 feet long and 5 feet wide. Each creature in
that area must make a Strength saving throw, taking 1d8 force
damage per power point spent and being knocked prone on a
failed save, or half as much damage on a successful one.
Cloak of Air (3 pp; conc., 10 min.). As a bonus action, you
seize control of the air around you to create a protective veil.
Until your concentration ends, attack rolls against you have
disadvantage, and when a creature you can see misses you with
a melee attack, you can use your reaction to force the creature to
repeat the attack roll against itself.
Wind Form (5 pp; conc., 10 min.). As a bonus action, you
gain a lying speed of 60 feet, which lasts until your
concentration ends.

Wind Warhorn
Air Weaver Specialization
Focus the elemental energy of air so when it goes through
your warhorn it has power effects.
Elemental Focus (R: Warhorn). While focused on you can
spend your bonus action to increase your elemental spell DC by
2.
Attack Signal (2 pp). As an action blow your horn in an
upbeat way to inspire all your allies in a 20 feet radius circle
centered on you giving them advantage on their next hit.
Warning Signal (2 pp). As a reaction to seeing someone
about to be hit you play a warning signal threw your warhorn
giving an ally

42
Revenant Class
The Revenant class is an entirely new class based on the
Revenant from the popular MMO Guild Wars 2 and its
expansions.

Revenant
A group of goblins surround an armored man thinking they've
found a meal. To their surprise he smirks, and seconds after
crystal wings form around the man and blow all the back.
An armored tabaxi with a longbow looks down at her team
shouting a heroic speech that inspires them to ight until the last
breath.
An man dressed for war preaches for peace as a large
translucent rock loats next to him.
All these individuals channel the legendary powers of
individuals from legends all throughout the astral sea to
slaughter foes, unleash chaos and aid allies while on the battle
ield.

Blindfolded yet not Blind


It isn't that strange to ind a revenant that is beginning to use
their invoking magic to be wearing a blindfold. The blindfold
helps them differentiate between what they see in their current
plane and what is in the astral sea.
Eventually they will no longer need the blindfold, assuming
they need one at all. Ether way the blind fold doesn't hinder the
use of their eyes.

Endless Sea of Powers


A Revenant gets their power from the legends that are told
throughout the astral sea. For a Revenant the astral sea acts as
nexus of power that the Revenant invokes their magic from. In
many ways this magic is similar to that of a warlock pact, but
almost as if the revenant could swap their patron. Yet unlike the
warlock, these "patrons" don't sign any pacts with the revenant.
Now these "patrons" are entities that have signi icantly changed
the world that they come from. This means the possibility for
new legends is almost guaranteed.

Creating an Revenant
When making an Revenant, consider why your character has
close bond with the astral sea. Did your adventurous parents
travel through the planes often, in doing so their children have
been touched by the unending astral sea. Maybe your character
was born on a spelljammer causing you to have a connection to
the astral sea and all the legends told throughout it.
How long did it take you to realize you had a connection to
the astral sea? Do you still wear the blindfold to help with
focusing the magic? Lastly, do the legends you invoke control
you, or do you control them?
The Revenant
Proficiency Terrestrial Weapon Legends Energy Energy
Level Bonus Features Skills Known points Limit
Legend's Powers, Elite Legendary Stance,
1st +2 ─ 1 4 2
Energy
2nd +2 Terrestrial Weapon Skills 2 1 6 2
3rd +2 Elite Legendary Stance Feature 2 1 14 2
4th +2 Ability Score Improvement 2 1 17 3
5th +3 Extra A ack 3 2 27 3
6th +3 ─ 3 2 32 3
7th +3 Elite Legendary Stance 4 2 38 5
8th +3 Ability Score Improvement 4 2 44 5
9th +4 ─ 5 3 57 5
10th +4 Energy Siphon 5 3 64 6
11th +4 ─ 5 3 64 6
12th +4 Ability Score Improvement 6 3 64 6
13th +5 ─ 6 4 64 7
14th +5 Elite Legendary Stance Feature 6 4 64 7
15th +5 ─ 7 4 64 7
16th +5 Ability Score Improvement 7 4 64 7
17th +6 ─ 7 5 64 7
18th +6 ─ 8 5 71 7
19th +6 Ability Score Improvement 8 5 71 7
20th +6 Master of Legends 8 5 71 7

Legend's Powers
As a Revenant you get your powers from legendary individuals
of your choice throughout the realms. They use energy to power
their legends and terrestrial weapon skills, rules for which
appear at the end of this document.

Legendary Stances
Invoking the powers of individuals of past can be a risky
endeavor, which is why even though a Revenant can learn
several legends, they can only pick two to have prepared at the
same time.
At 1st level, you know one Legend of your choice. The
Legends Known column of the Revenant table shows the total
number of legends you know at each level.; when that number
goes up for you, choose a new legend.
In addition, whenever you gain a level in this class, you can
replace one Legend you know with a different one of your
choice.
It takes a bonus action to apply a legend or swap legends. A
legend last as long as you focus on it, or until another one is
applied.
Legend Focus
You can focus your energy on one of your legends to draw
ongoing bene its from it. As a bonus action, you can choose one
of your legends and gain its focus bene it, which is detailed in
that legend’s description. The bene it lasts until you are
incapacitated or until you use another bonus action to choose a
different focus bene it.

Invocation Ability
Charisma is your invocation ability for your Legends. You use
your Charisma modi ier when setting the saving throw DC for a
legend, terrestrial skills or when making an attack roll with one.

Elite Legendary Stance


At 1st level, you choose an Elite Legendary Stance: The
Legenday Dragon Stance or the Renegade Stance, each of which
is detailed at the end of the class description. Each stance
specializes in a speci ic legend.
Your Stance gives you features when you choose it at 1st level
and additional features at 3rd, 7th and 14th level.

Terrestrial Weapon Skills


Thanks to your channeling of legends your body has gained the
ability to learn weapons skill that are the stories of legends.
At 2nd level, you gain two terrestrial weapon skills of your
choice. Your weapon skills options are detailed at the end of the
class description. When you gain certain revenant levels, you
gain additional weapon skills of your choice, as a shown in the
Terrestrial Weapon Skills column of the Revenant table.
Additionally, when you gain a level in this class, you can
choose one of the skills you know and replace it with another
skill that you could learn at that level.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2, or
you can increase two ability scores of your choice by 1. As
normal you can't increase an ability score above 20 using this
feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Chaotic Release
Instead of infusing her magic into your body, you infuse it into
the air around you. releasing chaotic winds damaging and
knocking back foes.
Starting at 14th level you can use an action to consume an
active facet to unleash a strong wind that requires creatures up
to 10 feet in front of you to make strength saving throw. On a
failed save they are knocked back 20 feet, take 4d10 force
damage, and are knocked prone. On a successful save they take
half damage and are still knocked back 20 feet.
You can use this ability once per long rest.

Legendary Renegade Stance


Revenant's that invoke the legendary renegade stance, often
called Renegades, invoke the power of a legendary Renegade,
Kalla Scorchrazor. Legends say she lead rebellion that changed
the ways her race treated their females. Once they were only
considered to be useful in the kitchen, she made it so they were
treated as equals on the battle ield.

Bonus Legend
At 1st level, you gain the Renegade Stance. This doesn't count
against your total legends known.

Ranged Weapon Training


At 1st level, gain pro iciency in in the martial ranged weapons.

Heroic Command
At 3rd level the leadership skills of Kalla have started to seep
into your brain.
You gain the Inspiring Leader feat, even if you don't meet the
prerequisite.

Citadel Bombardment
At 7th level your connection with Kalla allows you to open a
portal through the astral sea, unleashing a storm of artillery
from the legions.
Once per long rest, as an action, call down an mini artillery
strike on a 20 feet diameter circle that you can see within 120
feet. Creatures within that circle must make a dexterity saving
throw. A creature takes 4d6 ire damage and 4d6 bludgeoning
damage on a failed save, or half as much damage on a successful
one.

Orders from Above


At 14th level you have gained Kalla's commander skills.
You can use the Command spell as if it were an ability a
number of times equal to your pro iciency bonus per long rest.

Legendary Stances
Legendary Stances are the main focus of the Revenant. Each
legendary stance comes from a different legend allowing the
Revenant to be one of the most versatile combatants out there.

Stance
The Invocation section of a stance describes the bene it you gain
when you choose that Legend.
Legendary Stance abilities and spells are separate effects, and
therefore their bene its and drawbacks overlap. An legendaries
effect that reproduces a spell is an exception to this rule.

Legend Descriptions
The Legendary Stances are presented here in alphabetical order.

Legendary Assassin Stance


Invoke the power of the legendary assassin Shiro Tagachi. Once
a guardsman then body for the emperor, he started to deal in
dark magic after being feed a lies by demons. He soon killed his
emperor and unleashed the Jade Wind on his home. The Jade
Wind turned everything within 100 miles into solid jade. As
punishment for his actions was turned into an Envoy upon
dying, yet he used his new power to create an army. With his
army he was able to return back to life, only to get killed again
by another hero whose name was lost to the legends of time.
Invocation. While invoking the power of Shiro, he is forced
to translate thieves cant to you.
Enchanted Daggers (R: Six Daggers; 2 ep; conc., 1
min). As a bonus action, enchant your daggers so that the next
several attacks siphon health. While concentrating you regain
1d4 health upon hitting your target.
Phase Traversal (2 ep). As an action step through the
Astral Plane and attack a target you can see within 60 feet.
Riposting Shadow (3 ep). As a reaction to making a
dexterity saving throw, dodge backward through the Astral
Plane. If you make the save you take no damage, and half
damage on a failed save.
Impossible Odds (5 ep, per round). As a bonus action,
empower yourself with Shiro's incredible speed and destructive
prowess, gaining an additional +20 to your movement speed
and an additional 1d8 damage striking foes. The ep, are
consumed at the start of your turn if this is active.
Jade Winds (7 ep). As an action, call upon the Jade Wind to
turn nearby enemies into jade, petrifying if they fail to make a
constitution saving throw. A petri ied individual may repeat the
saving throw at the end of their turn until they make the save.

Legendary Centaur Stance


Invoke the power of the legendary centaur Ventari. In his youth
he was a proud warrior who fought against humans, however
over time he grew to abhor the violence that engulfed the two
species. Through a seres of spectacular events and his peaceful
caring nature he created Ventari's tablet. His tablet radiated so
much positive energy it ended up turning the offspring of a
powerful evil jungle dragon into peaceful race.
Invocation. While invoking the power of Ventari, you you
become more caring and compassionate. This allows you to +
your charisma modi ier any time you heal an ally.
Projected Tranquility (1 ep). As a bonus action, summon
a projected image of Ventari's tablet into an empty space you
can see within 30 feet or move the tablet 60 feet. The tablet
stabilizes or heals an ally 1 hit point upon it moving through
their space while in combat. The tablet must end in an
unoccupied space and can't take damage or be destroyed only
dispelled by you or someone else who casts dispel magic.
Legendary Dwarf Stance
Invoke the power of the legendary dwarf King Jalis Ironhammer.
The Last King of Deldrimor Dwarf clan. With the backing of his
people he, preformed the Rite of the Great Dwarf. They turned
into living stone in order to ight an ancient subterranean
enemy.
Invocation. While invoking the power of King Jalis, you gain
an additional +1 to your AC.
Soothing Stone (1 ep; conc., 1 min) As a bonus action,
you can start the process of mending your body. Every round
you can spend one of your To Hit dice to heal yourself.
Inspiring Reinforcement (2 ep). As an action create a
stone road in front of you that becomes dif icult terrain and
damages foes that walk across it. For every space a foe walks
across it, they take 1d4 piercing damage.
Forced Engagement (3 ep; 1 min). As an action launch a
chain at foe you can see within 60 feet. That foe must make a
wisdom saving throw. On a failed save the target must keep
attacking you until they make the wisdom save, you are knocked
unconscious, or the magic ends.
Vengeful Hammers (5 ep; conc., 1 min). As an action,
invoke hammers to circle around you, requiring enemies next to
you to make a strength saving throw. On a failed save they take
4d10 force damage and half as much on a successful one.
Rite of the Great Dwarf (7 ep). As a bonus action, channel
the power of the Rite of the Great Dwarf to you and your allies
next to you turning your skin into stone giving resistance to all
damage type, but physic damage until the end of the next turn.

Elite Legendary Dragon Stance


Invoke the power of the legendary dragon Glint. Legends say
that she protected her world from total annihilation thanks to
her precognitive abilities. She put into motion a legacy that
would one day unit all the races of the world in and stop the
world cycle of destruction and rebirth.
Invocation. While invoking the power of Glint, you have
advantage on all constitution saving throws that involve making
concentration checks for facets.
Facet of Light (1 ep per round ; conc.). As a bonus action,
place the Facet of Light on yourself that heals you and nearby
allies within a 20 feet diameter circle 2 hit point per round at
the start of your turn.
Facet of Darkness (1 ep per round; conc.). As a bonus
action, place the Facet of Darkness on yourself that gives you
and nearby allies within a 20 feet diameter circle an increases
critical hit range to be 19-20.
Facet of Elements (1 ep per round; conc.). As a bonus
action, place the Facet of Elements on yourself that gives you
and nearby allies within a 20 feet diameter circle a +10 to their
base movement speed.
Facet of Strength (1 ep per round; conc.). As a bonus
action, place the Facet of Strength on yourself that gives you and
nearby allies within a 20 feet diameter circle a +1 to their to hit
and damage rolls.
Facet of Chaos (3 ep per round; conc.). As a bonus action,
place the Facet of Chaos on yourself that gives you and nearby
allies within a 20 feet diameter circle a +2 to their AC.
Sevenshot
Requires a short or longbow (5 ep)
Once per long rest you can use your action to make seven
shots through your bow. After using this skill you take one point
of exhaustion.

Scorchrazor
Requires a short or longbow (2 ep)
As an action, unleash a iery arrow to ignite and knock down
your enemies. Upon hitting your target, they take ire damage
rather then their normal damage, and they must make a
strength saving throw. On a failed save they are knocked prone.

Hammer Bolt
Requires a two-handed hammer When you swing your hammer,
you can make a ghostly version of it attack a target you can see
within 40 feet. (It gives your hammer a range of 40 feet)

Phase Smash
Requires a two-handed hammer (1 ep)
As an action, leap through the astral sea to a target of your
choice that you can see within 120 feet, then teleport back to
your previous location. You still spend the energy, even if you
miss on your attack.

Drop the Hammer


Requires a two-handed hammer (3 ep)
As an action, summon a massive hammer from the astral sea
to strike the ground. The hammer slams down in an area you
can see within 80 feet. Creatures within a 20 feet diameter of
the target location must make a strength saving throw. On failed
save they take 5d10 force damage and are knocked prone, and
half the damage on a successful save. You also take one point of
exhaustion after you use this skill.

Warding Ri
Requires a Staff
As a bonus action, create a small rift that helps block
incoming attacks. Until the start of your next turn, you gain a +2
to your AC.

Surge of the Mists


Requires a Staff
As a bonus action, empower your staff strikes so that they do
force damage rather then it's normal damage type.

Precision Strike
Requires a Sword (3 ep)
As a bonus action, empower your sword skills so that your
next attack is a critical hit.

Unrelen ng Assault
Requires a Sword (3 ep)
As a bonus action, empower your sword skills so that you can
attack two more times with your sword.
Envoy of Exuberance
Requires a Shield
As a bonus action, send an astral copy of your shield to an ally
you can see within 30 feet. They gain a +2 to their AC until the
start of their next turn.

Crystal Hiberna on
Requires a Shield (2 ep)
As an action create a dome around yourself that block you
from all damage types except psychic damage until the start of
your next turn. While inside the dome you can spend an amount
of hit dice up to your pro iciency bonus assuming you have
some. You can not move will inside the dome.

50
51
Guild War 2 Legendary Weapons
Guild War 2 Legendary Items. This includes The Bifrost (Staff),
Bolt (longsword), The Dreamer (shortbow), The Flameseeker
Prophecies (shield), Frostfrang (handaxe), Incinerator (dagger),
The Juggernaut (Warhammer), Kudzu (Longbow), Kraitkin
(trident), Kamohoali'i Kotaki (Spear), Meteorlogicus (Scepter),
The Minstrel (Focus), The Moot (Mace), The Predator (Rif le),
Quip (Pistol), Sunrise (Greatsword), Twilight (Greatsword),
Eternity (Greatsword), Astralaria (Axe), Chuka and Champawat
(short bow), Eureka (Mace), The HMS Divinity (Rif le), H.O.P.E.
(Pistol), Nevermore (Staff), Sharur (Hammer), The Shining
Blade (Short Sword), Shooshadoo (shield), The Binding of Ipos
(Focus), Claw of the Khan-Ur (dagger), Xiuquatl (Scepter),
Pharus (Longbow), Exordium (Greatsword), Envoy Armor
(Heavy, Medium, Light), Ad In initum, The Ascension, and
Warbringer.
The ones not included are, Frenzy (Harpoon gun), Howler
(Warhorn), Rodgort (Torch), Flames of War (Torch), and
Verdarach (Warhorn).

The Bifrost
Staff, legendary (requires a unement by a
spellcaster)
The Bifrost is a rainbow staff surrounded by an ever glowing
rainbow aura, and has crystalline shapes loating around the tip.

Dormant State

While holding this staff, the wielder gains a +1 bonus to spell


attack rolls.
The staff has 8 charges and regains 1d4+1 expended charges
daily at dawn.
While holding the staff, the wielder can expend some of its
charges to cast one of the following spells from it, using their
spell save DC and spellcasting ability:
Color Spray (1 charge)
Blur (2 charges)

Awakened State

The staff has 12 charges and regains 1d6+2 expended


charges daily at dawn.
The following spells to the list of spells the staff may be used
to cast are added:
Hypnotic Pattern (3 charges)
Hallucinatory Terrain (4 charges)

Exalted State

While holding this staff, the wielder gains a +2 bonus to spell


attack rolls, and their spell save DC increases by 1.
The staff has 20 charges and regains 1d6+2 expended
charges daily at dawn.
The following spells to the list of spells the staff may be used
to cast are added:
Prismatic Spray (7 charges)
Prismatic Wall (9 charges)
The Flameseeker Prophecies
Armor (shield), legendary (requires a unement)
The Flameseeker Prophecies is a golden shield with a book in the
center. While drawn, the book on the front as well as the arm
holding it and much of the shield's surface glows blue.

Dormant State

While holding the shield, the wielder has a +1 bonus to AC.


This bonus is in addition to the shield’s normal bonus to AC.
The wielder reads three times faster then they normally
would.
The wielder can cast scrying through the shield once per
long rest.

Awakened State

The bonus to AC increases to a +2.


The wielder can read and thoroughly understand any written
language.
The wielder can cast scrying twice per long rest.

Exalted State

The bonus to AC increases to a +3.


The wielder gains resistance to physic damage.
The wielder cannot be sryed on.

Frostfang
handaxe, legendary (requires a unement)
Frostfang is an icy dragon-headed axe covered in scales. While
drawn, the mouth of the dragon chatters and emits a frosty
breath.

Dormant State

The wielder gains a +1 bonus to attack and damage rolls


made with this weapon.
Whenever a creature is struck with a critical hit from
Frostfang, the target must make a DC 13 Constitution saving
throw or lose 10 feet of movement speed.

Awakened State

The bonus to attack and damage rolls increases to a +2.


Additionally, a target that is hit with this weapon takes an
additional 1d6 cold damage.
The critical range for the axe becomes 19-20.

Exalted State

The bonus to attack and damage rolls increases to a +3, and


the additional damage taken increases to 1d8 cold damage.
The critical range for the axe becomes 18-20.
Kudzu
Longbow, legendary (requires a unement)
Kudzu is a green longbow covered in lowers. Its riser consists of a
dryad carrying a golden spear with a thistle texture overlay that
pulses gold.

Dormant State

The wielder gains a +1 bonus to attack and damage rolls


made with this weapon. Additionally when the wielder hits
with an attack using this weapon, the target takes an
additional 1d4 poison damage.

Awakened State

The bonus to attack and damage rolls increases to a +2


Whenever a creature is struck with Kudzu they must make a
DC 10 Constitution or big bright lower begin to grow on the
creature giving the wielder advantage on attack roles against
the creature.

Exalted State

The bonus to attack and damage rolls increases to a +3.


When the wielder hits with an attack, they can declare a
bramble shot. The target takes an additional 3d8 piercing
damage, and they must make a DC 15 Strength saving throw
or become restrained by the suddenly sprouting steel-hard
thorn brambles that immediately grow from the arrow. The
restrained target can repeat the saving throw at the end of
each of its turns, ending the effect on a success. They cannot
use this ability again until the wielder inishes a short or long
rest.

Kraitkin
Trident, legendary (requires a unement)
Kraitkin is a krait inspired trident with multiple moving eel heads
that spray green bubbles that alternates during the day and night,
and small ish dart and twirl around the trident. The trident itself
has a light-green trail effect. This effect comes from the green
bubbles that are continuously being sprayed from the mouths of
the eels.

Dormant State

The wielder gains a +1 bonus to attack and damage rolls


made with this weapon. Additionally when the wielder hits
with an attack using this weapon, the target takes an
additional 1d4 poison damage.
The wielder's swimming speed becomes equal to their
walking speed.

Awakened State

The bonus to attack and damage rolls increases to a +2.


Once an attack has hit, as a bonus action the wielder can
send the eels the trident to bite the target dealing an
addition 3d4 piercing damage.
Exalted State

The scepter’s charges increase to a maximum of 15, and it


regains 1d6+4 charges at dawn daily.
The following spells to the list of spells the staff may be used
to cast are added:
Dimension Door (4 charges)
Teleportation Circle (5 charges)
Plane Shift (7 charges)
While holding this scepter, the wielder gains a +1 bonus to
spell attack rolls, and their spell save DC increases by 1.

The Minstrel
Focus, legendary (requires a unement by a bard)
The Minstrel is a golden rooster harp. While stowed, faint music
notes loat away from the focus. While drawn, a purple aura
appears and large musical notes loat away from the focus.

Dormant State

While playing this harp, the wielder has advantage on


performance checks.
Whenever the Bardic Inspiration feature is used, the wielder
gains advantage on attacks until the end of their turn.

Awakened State

While holding this harp, the wielder gains a +1 bonus to spell


attack rolls, and their spell save DC increases by 1.
Whenever the wielder uses their Cutting Words feature
while wielding this harp, the target has disadvantage on their
next saving throw.

Exalted State

While wielding this harp, the wielder's charisma becomes


22.
While wielding this harp, whenever a vocal spell is casted the
dice used cannot be less then half the max total.

The Moot
Mace, legendary (requires a unement)
The Moot is a mace with a disco ball as its head. While drawn, the
head will light up and re lect light as well as spin around
clockwise. Additionally, the three igures start rotating, the
trumpets animate and spray confetti, and red, yellow, and blue
lights appear in the circular section near the base.

Dormant State

The wielder gains a +1 bonus to attack and damage rolls


made with this weapon.
Whenever a creature is struck with a critical hit from The
Moot, must make a DC 13 Wisdom saving throw or start
dancing until the end of the targets next turn.
Awakened State

The bonus to attack and damage rolls increases to a +2.


Additionally, a target that is hit with this weapon takes an
additional 1d6 physic damage.
If someone were to try to remove the weapon from the user
they must make a Wisdom saving throw DC 17 or think the
gun is a party toy.

Exalted State

The bonus to attack and damage rolls increases to a +3, and


the additional damage taken increases to 1d8 psychic
damage.
The Wisdom saving throw to remove the weapon increases
to 19.
Physic damage from this pistol cannot be reduced.

Sunrise
Greatsword, legendary (requires a unement by a
Lawful Good character)
Sunrise is an angelic greatsword whose blade can best be
described as a window into the morning sky. The blade's edge is a
painterly design whose texture shifts and rotates. Moving or
swinging the blade leaves a painterly afterimage that also acts as
a window into the morning sky. While drawn, the blade is
surrounded with a soft aura that re lects its color; and white
sparkles pop off the blade.

Dormant State

The wielder gains a +1 bonus to attack and damage rolls


made with this weapon.
As a bonus action the wielder can light up the sword bright
light for 40 feet and dim light for another 40 feet.

Awakened State

The bonus to attack and damage rolls increases to a +2.


Additionally when the wielder hits with an attack using this
weapon, the target takes an additional 1d4 radiant damage.
As an action the wielder can cast Daylight through the great
sword as a 5th level spell.

Exalted State

The bonus to attack and damage rolls increases to a +3.


The radiant damage dealt by attacks with this weapon
increases to 1d6.
When attacking a evil nature, the sword deals an 2d6 radiant
damage.
Radiant damage from this sword cannot be reduced.
Exalted State

The bonus to attack and damage rolls increases to a +4.


The radiant or necrotic damage dealt by attacks with this
weapon increases to 1d8.
When attacking a evil nature, the sword deals an 2d8 radiant
damage.
When attacking a good nature, the sword deals an 2d8
necrotic damage.
The radiant and necrotic damage from this sword cannot be
reduced.

Astralaria
Handaxe, legendary (requires a unement)
Astralaria is an iridescent axe that features the effects of stars and
constellations in the night sky seeping into the world, a rotating
armillary and a sextant with a moving arm on the pommel.

Dormant State

The wielder gains a +1 bonus to attack and damage rolls


made with this weapon. In addition, targets damaged with
this weapon take an additional 1d6 points of force damage.

Awakened State

The bonus to attack and damage rolls increases to a +2.


The handaxe has 6 charges and regains 1d4 expended
charges daily at nightfall
While holding the staff, the wielder can expend one charge to
cast moonbeam at 2nd level, DC is 15.

Exalted State

The bonus to attack and damage rolls increases to a +3.


The force damage dealt by attacks with this weapon
increases to 1d8.
When a shapechanger is struck by this weapon it instantly
reverts to its original form and can’t assume a different form
until the end of their next turn.

Chuka and Champawat


Shortbow, legendary (requires a unement)
Chuka and Champawat is a tiger-themed shortbow, sporting an
intricate design with a red and gold color scheme. The grip of the
bow is decorated by a glowing red tear-shaped orb, framed by two
symmetrically positioned rearing gilded red-eyed tigers, both
facing the outer tips of the bow. The tails of the tigers are
intertwined below the gemstone and are above the wielder's hand
when the weapon is drawn. Both upper and lower limb of the bow
are primarily covered by red, slightly curved wood ornaments,
which emit a faint black and red aura.
The HMS Divinity Nevermore
Riffle, legendary (requires a unement) Staff, legendary (requires a unement by a
The HMS Divinity was once a great seafaring vessel, but after an spellcaster)
in counter with water genasi went poorly it became a rif le that Nevermore is a rune-inscribed raven staff. While stowed, three
has the power of cannon behind it. glowing cyan orbs loat among the branches of the staff; and an
animated raven is perched on the center branch. While drawn, the
Dormant State cyan orbs and raven are replaced by a spirit raven that
encompasses the staff.
The HMS Divinity has a base damage of 1d12 + Dex Modi ier
force damage, with a range of (200/800). Dormant State
The wielder gains a +1 bonus to attack and damage rolls
made with this weapon. The staff has 8 charges and regains 1d4 + 2 expended
The Wielder swim speed becomes the same of their races charges daily at dawn.
base walking speed. While holding the staff, the wielder can expend some of its
charges to cast one of the following spells from it, using their
Awakened State spell save DC and spellcasting ability:
Ray of Sickness (1 charge)
The bonus to attack and damage rolls increases to a +2.
Darkness (2 charges)
When the wielder hits with an attack, they can declare a
Crown of Madness (2 charges)
cannon shot. The target takes an additional 8d10 force
damage, and they must make a DC 15 Constitution saving Awakened State
throw or be knocked prone. They cannot use this ability
again until they inish a short rest. The staff’s charges increase to a maximum of 12, and it
regains 1d6+2 charges at dawn daily.
Exalted State The following spells to the list of spells the staff may be used
to cast are added:
The bonus to attack and damage rolls increases to a +3.
Fear (3 charges)
Additionally when the wielder hits with an attack using this
Fly (3 charges)
weapon, the target takes an additional 1d4 ire damage.
Negative Energy Flood (5 charges)
The wielder can use the cannon shot ability twice between
Whenever a spell that deals necrotic or physic damage is cast
rests.
and the wielder rolls a 1 on a damage die, they can reroll the
die and must use the new result.
H.O.P.E.
Exalted State
Pistol, legendary (requires a unement)
The staff’s charges increase to a maximum of 20, and it
The Highly Optimised Poison Emitter, also know as HOPE infuses
regains 1d6+4 charges at dawn daily.
it's ammo with deadly poison.
The following spells to the list of spells the staff may be used
Dormant State to cast are added:
Harm (6 charges)
HOPE has a base damage of 1d4 + Dex Modi ier force Power Word Kill (15 charges)
damage, with a range of (100/400). While holding this staff, the wielder gains a +1 bonus to spell
The wielder gains a +1 bonus to attack and damage rolls attack rolls, and their spell save DC increases by 1.
made with this weapon. Additionally when the wielder hits
with an attack using this weapon, the target takes an
additional 1d8 poison damage.
Sharur
Awakened State
Warhammer, legendary (requires a unement)
Sharur was once made by an ancient advanced sunken
The bonus to attack and damage rolls increases to a +2. civilization. During the day it has a pure white glow. While at
The poison damage dealt by attacks with this weapon night the shaft's appearance has a coral looking pattern and the
increases to 1d10. hammer has become darker.
Whenever HOPE damages a living creature, that creature
must roll a Constitution saving throw (DC 12). On a failed Dormant State
save, they become Poisoned.
The wielder gains a +2 bonus to attack and damage rolls
Exalted State made with this weapon.
When the wielder scores a critical hit with this weapon, the
The bonus to attack and damage rolls increases to a +3. target must succeed on a DC 15 Strength saving throw or be
The poison damage dealt by attacks with this weapon knocked prone.
increases to 1d12.
If the target creature is poisoned they take an additional 2d6
poison damage.
Awakened State

The bonus to attack and damage rolls increases to a +3.


The wielder cannot be blinded by normal means.
The wielder can cast Comprehend Languages on themselves
once per long rest.

Exalted State

The bonus to attack and damage rolls increases to a +4.


During the day the wielder can cast Daylight at 3rd level once
per long rest.
During the night the wielder can cast Darkness at 3rd level
once per long rest.
The wielder can now cast Create or Destroy Water once per
long rest.

Shining Blade
Short Sword, legendary (requires a unement)
The sword was named The Shining Blade, after the elite force that
once protect a nations royal family. However it also seems be a
weapon made to slay holy or demonic creatures.

Dormant State

The wielder gains a +1 bonus to attack and damage rolls


made with this weapon.
Once per day the wielder can cast Zone of Truth DC 13.

Awakened State

The bonus to attack and damage rolls increases to a +2.


The DC for Zone of Truth is now 15.
The base damage of the sword increases to a 1d10.
The wielder also gains True Sight to 30 feet.

Exalted State

The bonus to attack and damage rolls increases to a +3.


The DC for Zone of Truth is now 17.
While attacking any holy or demonic being the sword does
an extra 3d6 slashing damage.

Shooshadoo
Armor (shield), legendary (requires a unement by
a non-evil character)
This unusual shield is forged to look like a giant bowl that has a
spirit of a quaggan in it. Why anyone would put a quaggan spirit
in the shield is just as big of mystery as who made the shield.

Dormant State

While holding the shield, the wielder has a +1 bonus to AC.


This bonus is in addition to the shield’s normal bonus to AC.
The Quaggan spirit in the shield will translate aquan for you.
Claw of the Khan-Ur
Dagger, Legendary (requires a unement)
The Claw of the Khan-Ur is an ancient artifact of a beast like race.
It is a symbol of this races unity, signifying the last time when they
were fully united. It is an ungue, a four-bladed weapon with a
central grip, having two blades above and two blades below the
handle. The Claw's handle is made out of gold, with four gems set
at the base of each handle; red, black, gray, and gold, for each of
the children of the irst Khan-Ur

Dormant State

The wielder gains a +1 bonus to attack and damage rolls


made with this weapon.
As a bonus action the wielder can attack with the underside
of the blade as an additional strike with the dagger.

Awakened State

The bonus to attack and damage rolls increases to a +2.


The daggers damage now has base damage of 1d6 rather
then 1d4. (For both sides of the blade)

Exalted State

The bonus to attack and damage rolls increases to a +3.


As an action the wielder can cast one of the following
cantrips through the dagger:
Fire Bolt (3d10 ire damage)
Minor Illusion
Primal Savagery (The dagger damage increases to
2d10 until until the end of the attack.)
Mending

Xiuquatl
Scepter, Legendary (requires a unement by a
spell caster)
Xiuquatl was crafted for an ancient civilization that worshiped
some type of lying snake deity. The scepter is made to look like a
obelisk that two snakes curl around

Dormant State

After attunement the caster learns how to cast Find Familiar.


The Familiar takes the shape of a small lying snake, but has
the stats of an imp.
You know how to cast poison spray as an action, the DC
equals your spell DC. If you already know the cantrip the
damage increase by 1d12.
You know how to cast Fire Bolt as an action, if you already
know the cantrip the damage increase by 1d12.

Awakened State

After atunement you learn how to cast Dragon's Breath at


3rd level (4d6) on yourself once per long rest. It can only be
poison or ire, rather then the other damage types.
Exordium
Greatsword, Legendary (requires a unement)
Exordium is a mysterious blade made from a unique crystal
renaissance and magical metal blends that are not commonly
found on the material plane. Legend says it can take forms based
on its wielder's need, taking on a different Shape when when
thrown, thrusted, stabbed, or slammed into a target.

Dormant State

The wielder gains a +1 bonus to attack and damage rolls


made with this weapon.
After attunement the wielder can change the blade to any
form of two handed weapon. (It still does 2d6 worth of
damage no matter the form)
Additionally as a free action the wielder can make the blade
deal thunder damage rather then slashing.

Awakened State

The bonus to attack and damage rolls increases to a +2.


The wielder gains resistance to thunder damage.
The blade now does 3d6 worth of damage rather then 2d6.

Exalted State

The bonus to attack and damage rolls increases to a +3.


The blade now does 4d6 worth of damage rather then 3d6.
While attuned the wielder can get a +2 to their Strength or
Dexterity stats.
Legendary Armor
Metal Envoy Armor
Armor (Plate), Legendary (requires a unement)
This metallic armor never dulls, rust, and erodes, however it
always gives of a ghostly steam.

Dormant State

The wearer gains a +1 bonus to AC while wearing this armor.


The wear has advantage on death saving throws.

Awakened State

The bonus to AC from this armor increases to a +2.


While wearing this armor all metal weapons wielded by the
wear are considered magical.

Exalted State

The bonus to AC from this armor increases to a +3.


The wear gains resistance to bludgeoning, piercing and
slashing damage.

Scaled Envoy Armor


Armor (Scale Mail), Legendary (requires
a unement)
The scales of this armor seem to be made from a long dead
ancient powerful Dracolich. .

Dormant State

The wearer gains a +1 bonus to AC while wearing this armor.


The wear has advantage on death saving throws.

Awakened State

The bonus to AC from this armor increases to a +2.


The armor doesn't cause disadvantage on stealth checks.
The wear gains immunity to being Feared.

Exalted State

The bonus to AC from this armor increases to a +3.


As an action the wear can use Frightful Presence like a
Dragon, DC 18 Wisdom saving throw.
Legendary Back Items
Ad In initum
Wondrous Item (Wings), Legendary (requires
a unement)
While stowed the wings look like a the hilts of two long swords
sticking out of the wears back. They expand into a metal claw
wings that don't attach to one another, rather they loat in a wing
like pattern.

Dormant State

As an action the wearer can activate the wings, giving them a


ly speed of half there walking speed.
The wearer also gains a +1 in intelligence.

Awakened State

Now the wearer can activate the wings as a bonus action, and
their ly speed is the same their walking speed.
While lying the wearer doesn't provoke an opportunity
attack.

Exalted State

Now the wearer can activate the wings as a reaction, and


their ly speed is double their walking speed.
While the wings are active, you may use your bonus action to
slash at a target dealing 2d6 + dexterity modi ier slashing
damage. You are considered pro icient with this Dex based
attack.

The Ascension
Wondrous Item (Wings), Legendary (requires
a unement)
These bird like wings are made of a ine enchanted gold and glass.
These wings fold in a way that makes them look a shield on the
wears back.

Dormant State

As an action the wearer can expand the wings, giving you the
affect of spell Feather Fall.
The wearer also gains a +1 in charisma.

Awakened State

Now the wearer can expand the wings as a bonus action, and
they have a ly speed equal to half their walking speed.
The wearer has advantage on all Persuasion checks.

Exalted State

Now the wearer can activate the wings as a reaction, and


their ly speed is the same as their walking speed.
The wearer gains resistance to radiant damage.

63
Legendary Trinkets
Aurora
Wondrous Item, Legendary (requires a unement)
After attunement this item will take the shape of a golden amulet,
ring or another type of wearable trinket. No matter what form it
takes it always has four small pearls depicted in the center.

Dormant State

One of the small orbs on the trinket projects a celestial body


giving you a +1 to any stat of your choice.
You always know what plane of existence you are in.

Awakened State

Another orb activates giving you another +1 to any stat of


your choice.
You can cast misty step a number of times equal to your
intelligence modi ier (minimum of 1, maximum of 5) per
long rest.

Exalted State

The other two orbs activate giving you a total of four +1 to


any stat of your choice.
You learn how to cast plane shift once per long rest.

Coalescence
Wondrous Item, Legendary (requires a unement)
Not much is known about this legendary item besides that after
attunement, this item will take the shape of a amulet, ring or
another type of wearable trinket. No matter what form it takes it
has a blood red ruby that seems to burn a chafe any skin as it
writhes on your body, furiously hissing.

Dormant State

You become pro icient in intimidation, if you are already


pro icient you may double your pro iciency bonus.
While wearing it, you can rage like a Barbarian once per day.
This rage can last a maximum of 1 minute.

Awakened State

While you are raging a fourth of the damage you deal regain
as hit points
Your eyes always have a red hue to them.

Exalted State

You can now rage like a Barbarian twice per day. These rages
have no longer have a time limit.
This document was lovingly created using GM
Binder.

If you would like to support the GM Binder developers,


consider joining our Patreon community.

You might also like