Warhammer 40k Xenos Codex - GM Binder

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 20

Warhammer 40,000 (5E D&D)

Codex Aeldari

1
Races
Aeldari....................................................................... Pg.10

Classes
Aeldari Warrior......................................................... Pg.81

Gaurdian.................................................................... Pg.84
Autarch........................................................................ Pg.85
Farseer....................................................................... Pg.86
Warlock....................................................................... Pg.89
Spiritseer.................................................................... Pg.92

2
Aeldari
As a humanoid race, Aeldari are physically very similar to
Humans, although not entirely identical by any means.
They possess longer and cleaner limbs, and fine ascetic
features with penetrating and slightly slanted, almond-
shaped eyes.
Their ears are also slightly pointed, but otherwise they
could pass as Human at first glance. The most obvious
difference between Humans and Aeldari can only be seen
when they move, for the movements of an Aeldari radiate
a subtle grace which is impossible for a Human to
emulate.
This can be seen in even their slightest gestures or the
dexterity with which they manipulate small objects.
The Aeldari mind, while similar in general to the Human
psyche, is far more inclined towards emotional extremes.
Because of this, Aeldari are more intelligent but also far
more intense than Humans.
Although an Aeldari and a Human can both feel grief or
joy, the Aeldari's experience is likely to be far more
extreme.
This natural inclination towards emotional extremes is
both a blessing and a curse to the Aeldari. On the positive
side, it gives them an unparalleled appreciation of life and
an unrivalled ability to express themselves through music
and other creative endeavours.
A melody or gesture made with grace and skill can elicit
an intensity of pleasure which is unimaginable to a
Human.
But this potential for joy is paralleled by an equal
capacity to feel despair, ambition and even hatred.
Confronted by grief or other personal setbacks, an Aeldari
suffers mental torments which far exceed the boundaries
of Human anguish.
The extreme nature of their temperament makes it very
important that the Aeldari maintain a measure of self-
control at all times, for it is dangerously easy for them to
become entranced by and ultimately dependent upon the
experiences that their culture offers them.
They must learn to control the darker side of their
natures, which is no less an essential portion of the Aeldari
psyche -- and the source of the catastrophe that nearly
caused their extinction.
For this reason, the Asuryani are defined as a culture by
their pursuit of the Asuryani Path. This philosophy teaches
them how to balance their potent minds and pursue
constructive goals rather than falling to the amoral pursuit
of pleasure and selfishness that ultimately destroyed the
ancient Aeldari and still defines their dark kin, the
Drukhari.
The Aeldari are a naturally psychic species, and all
Aeldari possess the potential to become powerful psykers
if they choose to pursue this path.
The Aeldari can use these innate abilities to shape
matter, which lies at the foundation of their extraordinary
command of technology.
Though highly advanced and feared across the galaxy,
the Aeldari are still a dying people in the late 41st
Millennium -- a shadow of their former glory -- and their
species teeters on the brink of final annihilation.

3
Traits
Ability Score Increases/decreases. 4d6, Re-roll 1's
drop lowest. Then Dex go's up by 4 and Charisma up by to
a max of 20, Furthermore constitution down by 2 to a
maximum of 20.

Age. Although Aeldari reach physical maturity at about the


same age as humans, the Aeldari understanding of
adulthood goes beyond physical growth to encompass
worldly experience. An Aeldari typically claims adulthood
and an adult name around the age of 100 and can live to
be 750 years old.

Alignment: Aeldari love freedom, variety, and self-


expression, so they lean strongly toward the gentler
aspects of chaos. They value and protect others’ freedom
as well as their own, and they are more often good than
not.

Size: Aeldari range from under 5 to over 6 feet tall and


have slender builds. Your size is Medium.

Speed: Your base walking speed is 40 feet.

Alian metabolisum: Gain advantage against resisting the


poisoned condition and resistance aginst poison damage.
Furthermore you need only eat once a Week and drink
once a day.

Darkvision: Accustomed to twilit forests and the


darkness of the warp, 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.

Meditation: Aeldari don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4 hours a
day. (The Common word for such meditation is “trance.”)
While meditating, you can dream after a fashion; such
dreams are actually mental exercises that have become
reflexive through years of practice. After resting in this
way, you gain the same benefit that a human does from 8
hours of sleep.

Alien reflexes Aeldari gain advantage on initiative rolls


and a + 2 AC When not Wereing Heavy Armor.

Languages: You can speak, read, and write gothic and


Aeldari. Aeldari is fluid, with subtle intonations and
intricate grammar. Aeldari literature is rich and varied, and
their songs and poems are famous among the Imperials.

Skill Profeciencies: Insight.

4
The remnants of Aeldari culture that survived the
Asuryani cataclysm among the Asuryani preserved much of their
The Asuryani ("children of Asuryan" in the Aeldari Lexicon), species' history in the form of traditional stories, songs
also called Craftworld Aeldari as they were named before and dance. Written records, monuments and visual
the fall of their lost realm, or the Eldar as they were long records were almost completely destroyed except for a
known to outsiders, are an ancient humanoid alien species few instances where they were taken aboard voidcraft
whose vast empire once extended the width and breadth fleeing from the doomed worlds.
of the known galaxy, but who now live on vast, city-like
Prerequisites To be a Aeldari Warrior you must be a
starships called craftworlds.
Aeldari
A Craftworld is a vast, planetoid-sized spacecraft
populated by the highly advanced humanoid species
known as the Eldar. The Craftworlds travel through the
void of space at sublight speeds, carrying the greater
remnant of the Eldar race after their Fall. Each Craftworld
is a self-sufficient, independent realm with its own
distinctive culture. The most important Eldar Craftworlds
of the Milky Way Galaxy are listed and described here.
Every Craftworld is built upon a skeleton of Wraithbone
whose structure extends throughout the gigantic voidcraft.
A similar skeletal core lies at the heart of most Eldar
constructions and every one of their spacecraft. In
function, this core is similar to the blood vessels and
nervous system of a living creature, pumping life-giving
energy around the body and also transmitting the psychic
impulses that coordinate its many functions. Wraithbone
is psycho-conductive, and the core of a Craftworld acts as
a self-replenishing reservoir of psychic power. The invasive
rib-like structures carry this energy throughout the entire
length and breadth of the vessel.
In a very real sense, the Craftworld is a living entity,
powered by psychic energy and responding in an organic
way to the stimuli of psychic forces. The power contained
within it can be expended as light and heat, and most ship-
board devices could not actually function without the
wireless psychic power grid that runs throughout the
substructure of the Craftworld.
The Eldar refer to this grid as the Infinity Circuit, a
metaphysical neural structure studded with the Spirit
Stones of the Craftworld's dead, their gestalt psychic
collective serving as the source of the great vessel's power-
-and its ghostly sentience.
The Aeldari Empire was without equal, and they counted
themselves masters of the stars. But millennia ago, the
Aeldari's overweening pride and their fall into hedonistic
practices led to a cataclysm that all but eradicated their
kind and led to the birth of the Chaos God Slaanesh.
Despite their boundless power, the heart of their
civilisation was torn out by this catastrophe of their own
making, forcing many of the surviving Aeldari, now calling
themselves "Eldar" to outsiders and "Asuryani" among
themselves, to flee upon gigantic, continent-size starships
once used for commerce and trade that they named
craftworlds. Now the Asuryani cling to survival by a thread,
fighting the horrors of the galaxy with ritualised discipline
and consummate skill.
The Aeldari species has a long and complex spacefaring
history, so long in fact that little is known for certain about
the course of their physical evolution and early planet-
bound existence. The original Aeldari homeworld was
destroyed during the catastrophic collapse of the Aeldari
civilisation known as the Fall of the Aeldari.

5
Level Proficiency Bonus Features Battle Focuses Battle Focus Damage
1st +2 Battle Focus 2 +2
2nd +2 Asuryani Focus, Sixth sence 2 +2
3rd +2 Patient Defence 3 +2
4th +2 Ability Score Increase 3 +2
5th +3 Extra Attack 3 +3
6th +3 Asuryani Focus Feature 4 +3
7th +3 Cunning 4 +3
8th +3 Ability Score Increase 4 +3
9th +4 Evasion 4 +4
10th +4 Asuryani Focus Feature 4 +4
11th +4 Adamant Focus, Extra Attack (2) 4 +4
12th +4 Ability Score Increase 5 +4
13th +5 Unyielding 5 +5
14th +5 Asuryani Focus Feature 5 +5
15th +5 Purge Mind and body 5 +5
16th +5 Ability Score Increase 5 +5
17th +6 Perfect body 5 +6
18th +6 Asuryani Focus Feature 6 +6
19th +6 Ethreal Walk 6 +6
20th +6 Ability Score Increase Unlimited +6

Equ
Class Feature Aelda
As a Asuryani you gain the following class features
Bat
Hit Points
In ba
Hit Dice: Dependant on Asuryani Focus, each Asuryani
Focus has its own hit die per level, see chart below, you c
Wh
Focus Hit Die
if you
Gaurdian 1D12
Yo
Autarch 1D10
Sa
Farseer 1D6
W
Warlock 1D10
de
Spiritseer 1D8 th
se
Hit points at 1st level: 6 + your constitution modifier.
Hit Points at Higher Level: Focus Hit die + your yo
Constitution modifier per Inquisitor level after 1st ch

Proficencies If
Armor: Light, Medium, and Sheilds co
Weapons: All simple and martial weapons plus all
yo
Sharuken weapons.
Tools: Alchemical tools You
Saving Throws: Strength, Wisdom are k
Skills: Choose 3 Inteligence modifier skills from have
Acrobatics, Athletics, History, Insight, Intimidation, a frie
Investigation, Medicine, Persuation, Perception, Religion your
Technolegy,

6
Once you have battle focused the maximum number of
times for your Asuryani level, you must finish a Long Rest
Adamant Focus
before you can Battle focus again. You may battle focus 2 Beginning at 11th level, your battle focus is so tuned, that
times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at it ends early only if you fall Unconscious or if you choose
17th. to end it.

Asuryani Focus Unyielding


At 2nd level, you choose a Aeldari focus that you focus and Starting at 13th level, your battle focus can keep you
train in. you Pick a Aeldari focus to train in. Choose either fighting despite grievous wounds. If you drop to 0 Hit
Guardian, Autauch, Farseer, Spiritseer and Warlock all Points while you're in a battle focus and don't die outright,
detailed at the end of the class description. Your choice you can make a DC 10 Wisdom saving throw. If you
grants you features at 3rd level and again at 6th, 10th, succeed, you drop to 1 hit point instead.
14th and 18th level. Each time you use this feature after the first, the DC
increases by 5. When you finish a short or Long Rest, the
Sixth Sense DC resets to 10.

At 2nd Level, you gain an uncanny sense of when things


nearby aren't as they should be, giving you an edge when
Purge body and mind
you dodge away from danger. You have advantage on Starting At 15th level, you can use your action to end one
Dexterity Saving Throws against Effects that you can see, effect on yourself that is causing you to be Charmed,
such as traps and Spells. To gain this benefit, you can't be Frightened, disesed or poisoned. This may be done a
Blinded, Deafened, or Incapacitated. number of times equal to your wisdom bonus you regain
uses of this after you preform a long rest
Patient Defence
At 3rd Level, you may take the dodge action as a bonus
Perfect Body
action. Starting at 17th level your Aeldari body and mind is so
Furthermore you gain a + 1 to your AC, this increases by tuned that you suffer none of the frailty of old age, and
1 at level 8, 14 and 20. you can't be aged magically. You can still die of old age,
however it will be in about double the normal time it
Ability Score Improvement would take. In addition, you need fery minimum food or
water.
When you reach 4th level, and again at 6th, 8th, 12th, 16th,
and 20th level, you can increase one ability score of your
Aethreal Walk
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability score Beginning at 19th level, you can use your action to become
above 20 using this feature. Invisible for 1 minute. During that time, you also have
Resistance to all damage. or you can cast the Astral
Extra Attack Projection spell, without needing material Components.
When you do so, you can't take any other creatures with
Beginning at 5th level, you can attack twice, instead of you. this may be done a number of times per long rest
once, whenever you take the Attack action on your turn. equal to your Wisdom Modifier.
The number of attacks increases by 1 when you reach 11th
level in this class.

Cunning
By 7th level, your instincts are so honed that you have
advantage on Initiative rolls.
Additionally, if you are surprised at the beginning of
Combat and aren't Incapacitated, you can act normally on
your first turn, but only if you enter your battle focus
before doing anything else on that turn.

Evasion
Beginning at 9th level, you can nimbly dodge out of the
way of certain area Effects, such as a red dragon's fiery
breath or an Ice Storm spell. When you are subjected to an
effect that allows you to make a Dexterity saving throw to
take only half damage, you instead take no damage if you
succeed on the saving throw, and only half damage if you
fail.

7
Warriors Focus
Asuryani Focus Starting at 2nd level, Your focus is true and Ferce When
you are in a battle focus you double you extra damage
Gaurdian during the focus.
A Guardian is one of the militia infantry of the Aeldari
craftworlds who serve multiple tactical roles as needed in Exarch Traits
the defence of their homes.
At 6th level, you gain the the folowing abilitys.
In times of peace the Guardians pursue their normal
Second Wind: You have a limited well of stamina that
civilian roles. All adult Asuryani, however, are trained in
you can draw on to protect yourself from harm. On Your
the arts of warfare and can be called to arms if their
Turn, you can use a Bonus Action to regain Hit Points
craftworld is threatened.
equal to 1d10 + your Imperial legionnaire level. Once you
It is a painful irony that, in the Aeldari species' endless
use this feature, you must finish a short or Long Rest
quest for survival, the very civilians the warhosts fight to
before you can use it again.
protect are all too often forced to take up arms. Every
Indomitable: you can re-roll a saving throw that you
Aeldari is trained and ready to fight as a Guardian if need
fail. If you do so, you must use the new roll. Once you use
be.
this feature, you must finish a Long Rest before you can
On some craftworlds, Ulthwé foremost amongst them,
use it again.
the Guardians are the most common of all Aeldari
Action surge: you can push yourself beyond your
warriors. As the number of dedicated, professional Aeldari
normal limits for a moment. On Your Turn, you can take
troops -- the Aspect Warriors -- in a craftworld are simply
one additional action on top of your regular action and a
too few to meet all threats, those Aeldari dedicated to a
possible Bonus Action. Once you use this feature, you
civilian Asuryani Path serve as Guardians in battle, forming
must finish a short or Long Rest before you can use it
the bulk of the Craftworlder Aeldari armies.
again.
Guardians are also called upon to pilot and crew the
majority of the Aeldari's many war machines, providing
vital armoured support and transportation for the warhost
Exarch Endurance
in battle. At 9th level, you gain one extra use of Indomitable ability
Guardian forces consist of two main types; the tactically
flexible Guardian Defenders, and the more assault- Exarch Action
oriented Storm Guardians. Both are equipped with Aeldari
Mesh Armour. At 14th level, you gain gain the Extra Attack (3) and one
When you choose this Asuryani Focus you gain extra use of the Action surge ability.
Proficiency in Survival, Acrobatics, Athletics and
Dextarity saves. If you are already proficient in any of Exarch
these you may pick one to have expertise in it.
At 18th level you may use the indomitable ability 3 times
Furthermore you become Proficient with all Spacial between rests and you get one extra use of either, action
Ranged and melee Weapons. surge or second wind per short rest or long rest.

8
Expert Team: Any creature you wish Within you
Autarch command Aura range, may add your Charisma Modifier to
They are held with high esteem by both Seers and warriors all there skill checks made.
alike with each Autarch having mastered many paths
across their centuries-long lifespans. This includes one or
Battlemaster
At 6th level you can impower your allies, gain the Rights of
more facets of the Warrior Paths and at some point in
battle and battlemaster command aura. Furthermore your
their lives, they begin to show a passion for the intricacies
command aura sphere increses to 15ft.
of command as well as strategy. They do not believe in
victory being achieved by simple martial excellence in the Rights of ballte: Any creature you wish Within your
command Aura may add your Charisma Modifier to all of
heat of the battlefield but that the true path lies in holding
a wider vision whilst directing a war host in achieving the there Attack rolls.
most lethal as well as efficient manner. Thus, they walk the Battlemaster: Any creature you wish Within your
Path of Command that leads to a burning obsession where command Aura may add your Charisma Modifier to all of
they see each mission and battle being part of a much there ability saves.
grander battle plan. Inspiration and guidance comes to
them from the mythical leaders of the ancient Houses
Strategist
At 10th level, gain the Seise the Initiative and Expert Team
such as Eldanesh, Ulthanash and Bierellian
command aura. Furthermore gain your command aura
When you choose this Asuryani Focus you gain
sphere increses to 20ft
Proficiency in Intimidation, Persuasion, Athletics
Seise the Initiative: Any creature you wish Within your
and Wisdom saves. If you are already proficient in any of
command Aura may add your Charisma Modifier to all of
these you may pick one to have expertise in it
there Initiative checks and players on the first round of
Furthermore you become Proficient with all Spacial combat may Re-roll a die of there choosing this may be
Aeldari Ranged and melee Weapons. done after you roll but before the sucsess of the roll was
determined by the DM and you must keep the second
result.
Elite Team: Any creature you wish Within you
command Aura range, has advantage on all there skill
checks made.

Wise Commander
By 14th level, a creature may add your charisma madifier x
2 to any aura's insteed of just your charisma modifier and
you gain the Wise Commander command aura.
Wise Commander: Any creature you wish Within your
command Aura has advantage on all ability Saves.

Autarch
At 18th level, gain the Rites of war and Autarch command
aura.
Rights of War: Any creature you wish Within your
command Aura has advantage on all attacks roll.
Autarch: Any creature you wish Within your command
Aura may add a D10 to all attacks damage roll.

Exarch
When you choose this path at 2nd level, Your command
presesnts bring the best out in all around you.
You have a constant command aura, the aura is 10ft
Sphere centered on you. Any creatures you wish in the
sphere gain any auras you have, provided you are
conssious and can speak. you Start with the Tactical
persicion and Expert team command aura.
Tactical Percision: Any creature you wish Within you
command Aura range, may add your Charisma Modifier to
any of there damage rolls from any source.

9
Farseer
A Farseer is the most potent and respected form of Eldar
psyker or Seer. A Farseer was once a Warlock, but has now
become lost upon the Path of the Seer forever in the same
way as the Exarchs are wed eternally to the Path of the
Warrior. A council of the most powerful Farseers generally
governs a Craftworld. Farseers possess a wide diversity of
psychic specialities with divination being the most
common skill. They are most often known for using their
vast psychic powers to see the possibilities of the future so
that they can manipulate events to better ensure the
survival of the Eldar species in the wake of the Fall.
When you choose this Asuryani Focus you gain
Proficiency in Warp/Arcane, History, Insight and
Charisma saves. If you are already proficient in any of
these you may pick one to have expertise in it

Furthermore you become Proficient with all Witch


weapons.

Farseer Powers
Level Power Runes Cantrips Known Spell Runes Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd 3 4 4 3 — — — — — — — —
3rd 4 4 5 4 2 — — — — — — —
4th 5 5 6 4 3 — — — — — — —
5th 6 5 7 4 3 2 — — — — — —
6th 7 5 8 4 3 3 — — — — — —
7th 8 5 9 4 3 3 1 — — — — —
8th 9 5 10 4 3 3 2 — — — — —
9th 10 5 11 4 3 3 3 1 — — — —
10th 11 6 12 4 3 3 3 2 — — — —
11th 12 6 13 4 3 3 3 2 1 — — —
12th 14 6 14 4 3 3 3 2 1 — — —
13th 16 6 15 4 3 3 3 2 1 1 — —
14th 18 6 15 5 4 3 3 2 1 1 — —
15th 20 6 16 5 4 3 3 2 1 1 1 —
16th 22 6 16 5 4 4 3 2 1 1 1 —
17th 24 6 17 5 4 4 3 2 1 1 1 1
18th 26 6 18 5 4 4 3 3 1 1 1 1
19th 28 6 19 5 4 4 3 3 2 1 1 1
20th 30 6 20 5 4 4 4 3 2 2 1 1

10
Rune Psyker Runes of Empowerment
You have 3 Runes of Empowerment, and you gain one
At 2nd level, you gain the ability to cast Psychic powers, additional point every time you level up until level 12 then
this acts the same as casting a spell. See chapter 10 in the it goes up by 2 each level, to a maximum of 30 at level 20.,
PHB for the general rules of spellcasting. but with a few to a maximum of 22 at level 20. You can never have more
modifications as Seen on PG. ___ Using Psychic Powers. Runes of Empowerment than shown on the table for your
level. You regain all Runes of Empowerment runes when
Farseer Runes you finish a Long Rest.
Asuryanii Farseers dose not focus on a limited number of
Psychic Disciplines they may pick from any Discipline with Rune Conversion
the exception of Necromancy and Imperialis Divinus. You can use your power runes to gain additional Spell
Slots, or sacrifice Spell Slots to gain additional Runes of
Cantrips Empowerment. You learn other ways to use your power
You learn 4 cantrips of your choice from the psychic runes as you reach higher levels.
disciplines your allowed. You learn additional cantrips as Creating Spell Slots. You can transform unexpended
you level, see cantrips collumn of the Farseer. Cantrips Runes of Empowerment into one spell slot as a Bonus
may be cast without having your spell tomb and do not Action on Your Turn. The created Spell Slots Vanish at the
use any pages within it. end of a Long Rest. The Creating Spell Slots table shows
the cost of creating a spell slot of a given level. You can
Power Slots. create Spell Slots no higher in level than 5th.
The Farseer powers table shows how many power slots
you have to cast your powers of 1st level and higher. To Creating Spell Slot
cast one of these spells, you must expend a power slot of
Spell slot level power runes cost
the spell’s level or higher. You regain all expended power
slots when you finish a long rest. For example, if you know 1st 2
the 1st-level spell shield and have a 1st-level and a 2nd- 2nd 3
level power slot available, you can cast shield using either 3rd 5
slot.
4th 6
Spell Runes Known. You know 4 1st-level powers at
2nd level. The Spells Runes Known column of the Farseer 5th 8
table shows when you can learn more powers of 1st level 6th 9
or higher. Each of these spells must be choosen from a list
7th 11
you are allowed and you must be of a level for which you
have power slots. Whenever you level up you may swap 8th 12
out a power with one with a level of wich you can cast and 9th 14
from a discipline you are allowed.
Spellcasting Ability Intelligence is your spellcasting Converting a Spell Slot to power runes. As a Bonus
ability for your spells, since you learn your spells through Action on Your Turn, you can expend one spell slot and
study and memorization. You use your Intelligence gain a number of Runes of Empowerment equal to the
whenever a spell refers to your spellcasting ability. In slot's level.
addition, you use your Intelligence modifier when setting
the saving throw DC for a spell you cast and when making
an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier

Eldrich lighting
At 2nd level You gain the Eldrich blast cantrip and it deals
Lightinig damage instead force. This spell does not count
tword your Rune spells known.

Rune Attunment
At 2nd level, your deep understanding and advanced
studys of the warp allow you to manipulate the warp in
diferent ways. This is represented by power runes, which
allow you to create a variety of different Effects.

11
To be eligible, a spell must be incapable of targeting
Rune Manipulation more than one creature at the spell’s current level. For
At 2nd level, you gain the ability to manipulate your Spells example, Magic Missile and Scorching Ray aren’t eligible,
to adapt to a situation. You gain two of the following Rune but Ray of Frost is.
Manipulation options of your choice. You gain another one
at 6th, 10th, 14th and at level 18 you know all of them.
Charged Spell
When you cast a spell that requiers a creature to make a
You can use only one Rune Manipulation option on a
save against you spell DC. You may choose to spend a
spell when you cast it, unless otherwise noted.
number of Warp Charges up to a maximum of 5, if done,
raise the spell save DC by the amount of Warp Charges
Careful Spell
used.
When you Cast a Spell that forces other creatures to make
a saving throw, you can protect some of those creatures At level 10 this raises from 5 to 10.
from the spell’s full force. To do so, you spend 1 warp
charge per target and choose a number of those creatures Seer
up to your inteligence modifier (minimum of one
Starting at 2nd level you Know and have all the Divinasion
creature). A chosen creature automatically succeeds on its
power runes these do not count twords you normal
saving throw against the spell.
allotment of powers. you do not actual know the powers
of a level until you have a power slot of equal level.
Distant Spell
When you Cast a Spell that has a range of 5 feet or greater,
you can spend 1 warp charge per spell level to double the
Prescience
range of the spell. At 6th level, your avility too glmps the future as a farseer
When you Cast a Spell that has a range of touch, you can gives you a small advantage even in areas you don't focus
spend 1 warp charges to make the range of the spell 30 much on. You can add half your Charisma bonus, rounded
feet. up, to any Dexterity ability check you make.
Additionally, your relative swiftness makes you harder to
Empowered Spell hit. When you are wearing light armor or no armor, You
When you roll damage for a spell, you can spend 1 warp add half your Charisma bonus rounded up to you AC.
charge per dice, to re-roll a number of the damage dice up
At level 14 both thease abilites you add your whole
to your inteligence modifier (minimum of one). You must
Charisma bonus.
use the new rolls.
You can use Empowered Spell even if you have already
Rune Recovery
used a different Metamagic option during the casting of
the spell. Starting at 10th level, when you are casting a spell, you
may apply one of the below features. This my be done a
Extended Spell number of time per day equal to half you Charisma
When you Cast a Spell that has a Duration of 1 minute or modifier (rounded down to a minimum of 1). you regain all
longer, you can spend 1 warp charge per spell level to uses of this feature after you complete a long rest.
double its Duration, to a maximum Duration of 24 hours.
Re-roll a Spell attck roll. This must be done before
Heightened Spell sucsess is resolved
When you Cast a Spell that forces a creature to make a
Make a creature re-roll a save that passes against one
saving throw to resist its Effects, you can spend 3 warp
of you spells
charges + 1 per spell level Heightened to give one target of
the spell disadvantage on its first saving throw made
against the spell. Eldritch Flexibility
Beginning at 14th level, You begin to display an increased
Quickened Spell amount of skill over the ability to regulate the Runic warp
When you Cast a Spell that has a Casting Time of 1 action,
magic flowing through you. When you create a spell slot of
you can spend 2 warp charges to change the Casting Time
5th level or less with the rune conversion feature, the cost
to 1 Bonus Action for this casting.
of creating a spell slot is now a number of sorcery points
equal to that spell's level.
Subtle Spell
When you Cast a Spell, you can spend 1 warp charge to
cast it without any somatic or verbal Components.
Master Diviner
At level 18, The farseer may cast one Divination spell per
Twinned Spell spell level without useing a Rune power slot of that level.
When you Cast a Spell that Targets only one creature and
doesn’t have a range of self, you can spend a number of
warp charges equal to the spell’s level to target a second
creature in range with the same spell (1 warp charge if the
spell is a cantrip).

12
Whenever the Craftworld Eldar go to war, their Warlocks
Warlock accompany their forces of Aspect Warriors and Guardians.
A Warlock is an Eldar Seer or psyker who previously They use their psychic powers both to protect the Eldar
walked the Path of the Warrior as an Aspect Warrior of the Warriors and to wreak havoc among their foes; a thought-
Eldar Craftworlds and now uses his potent psychic powers wave from a Warlock can instil courage in his comrades or
to help lead Eldar warhosts. Warlocks who lose themselves sear the souls of the Eldar's enemies. Though not as
upon this path ultimately become Farseers. The most psychically powerful as Farseers, few of the psykers found
aggressive and warlike of all the potential variants of the among the other intelligent species of the galaxy can equal
Path of the Seer is that of the Warlock. Since Warlocks are the arcane might of an Eldar Warlock or match their
Seers who once trod the Path of the Warrior, their combat prowess with the power of the Warp.
previous experience as Aspect Warriors allows them to When you choose this Asuryani Focus you gain
harness their more destructive impulses when using their Proficiency in Warp/Arcane, History, Intimidatin and
psychic powers in combat. The ornate helmets worn by Charisma saves. If you are already proficient in any of
Warlocks in the field are kept in the shrines of the Warrior these you may pick one to have expertise in it
Aspects as a sign of the close link between Warlocks and
Furthermore you become Proficient with all Witch
their former status as Warriors. A Warlock can only attain
weapons.
that status by returning to the Aspect Shrine that he once
belonged to and receiving his helmet from the shrine's
Exarch as part of the same blood-ritual undergone by
Aspect Warriors.
A Warlock not only learns the use of the psychic runes of
war but also how to wield the Witchblade, a powerful Eldar
Force Weapon. Witchblades writhe and twist with living
runes of the Eldar Lexicon that focus the inherent power
of the Warlock's mind into destructive psychic energy
using a helical psychic matrix that runs through the core of
the blade. In the hands of a Warlock, a Witchblade strikes
with a devastating burst of psychic force that can
incinerate an enemy where he stands.

Warlock spellcasting
Level Power Runes Cantrips Known Spell Runes Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd 1 2 3 2 — — — — — — — —
3rd 2 2 4 3 — — — — — — — —
4th 3 2 5 3 1 — — — — — — —
5th 4 2 6 3 2 — — — — — — —
6th 5 2 7 3 2 1 — — — — — —
7th 6 2 8 3 2 2 — — — — — —
8th 7 3 9 3 2 2 1 — — — — —
9th 8 3 10 3 2 2 2 — — — — —
10th 9 3 10 3 2 2 2 1 — — — —
11th 10 3 11 3 2 2 2 1 — — — —
12th 11 4 11 3 2 2 2 1 1 — — —
13th 12 4 12 3 2 2 2 1 1 — — —
14th 13 4 12 3 2 2 2 1 1 1 — —
15th 14 4 13 3 3 2 2 1 1 1 — —
16th 15 4 13 3 3 2 2 1 1 1 1 —
17th 16 4 14 3 3 3 2 1 1 1 1 —
18th 17 4 14 4 3 3 2 2 1 1 1 1
19th 18 4 15 4 4 3 3 2 1 1 1 1
20th 20 4 15 4 4 4 3 3 2 1 1 1
13
Psyker Runes of Empowerment
You have 1 Runes of Empowerment, and you gain one
When you reach 2nd level, you gain the ability to cast additional point every time you level up, to a maximum of
Psychic powers, this acts the same as casting a spell. See 20 at level 20. You can never have more Runes of
chapter 10 in the PHB for the general rules of spellcasting. Empowerment
but with a few modifacations as Scean on PG. ___ Using
Psychic Powers. than shown on the table for your level. You regain all
Runes of Empowerment runes when you finish a Long
Warlock Runes Rest.
Aeldari Warlocks focus on a limited number of Basic
Diciplines equal to your Charisma modifier, from the Rune Convertion
following Telepathy, Telekinesis, Electromancy, Divination, You can use your power runes to gain additional Spell
Biomancy and Illudamancy Slots, or sacrifice Spell Slots to gain additional Runes of
Empowerment. You learn other ways to use your power
Cantrips runes as you reach higher levels.
You learn 2 cantrips of your choice from the psychic Creating Spell Slots. You can transform unexpended
disciplines your allowed. You learn additional cantrips as Runes of Empowerment into one spell slot as a Bonus
you level, see cantrips collumn of the farseer. Cantrips Action on Your Turn. The created Spell Slots Vanish at the
may be cast without having your spell tomb and do not end of a Long Rest. The Creating Spell Slots table shows
use any pages within it. the cost of creating a spell slot of a given level. You can
create Spell Slots no higher in level than 5th.
Power Slots.
The Warlock powers table shows how many power slots Creating Spell Slot
you have to cast your powers of 1st level and higher. To Spell slot level power runes cost
cast one of these spells, you must expend a power slot of
1st 2
the spell’s level or higher. You regain all expended power
slots when you finish a long rest. For example, if you know 2nd 3
the 1st-level spell shield and have a 1st-level and a 2nd- 3rd 5
level power slot available, you can cast shield using either 4th 6
slot.
5th 8
Spell Runes Known. You know 3 1st-level powers at
2nd level. The Spells Runes Known column of the Warlock 6th 9
table shows when you can learn more powers of 1st level 7th 11
or higher. Each of these spells must be choosen from a list
8th 12
you are allowed and you must be of a level for which you
have power slots. Whenever you level up you may swap 9th 14
out a power with one with a level of wich you can cast and
from a discipline you are allowed. Converting a Spell Slot to power runes. As a Bonus
Spellcasting Ability Intelligence is your spellcasting Action on Your Turn, you can expend one spell slot and
gain a number of Runes of Empowerment equal to the
ability for your spells, since you learn your spells through
study and memorization. You use your Intelligence slot's level.
whenever a spell refers to your spellcasting ability. In
addition, you use your Intelligence modifier when setting Rune Manipulation
the saving throw DC for a spell you cast and when making
At 2nd level, you gain the ability to manipulate your Spells
an attack roll with one.
to adapt to a situation. You gain two of the following Rune
Spell save DC = 8 + your proficiency bonus + your Manipulation options of your choice. You gain another one
Charisma modifier at 6th, 10th, 14th and at level 18 you know all of them.
Spell attack modifier = your proficiency bonus + your You can use only one Rune Manipulation option on a
Charisma modifier spell when you cast it, unless otherwise noted.

Eldrich lighting Careful Spell


At 2nd level You gain the Eldrich blast cantrip and it deals When you Cast a Spell that forces other creatures to make
Lightinig damage instead force. This spell does not count a saving throw, you can protect some of those creatures
tword your Rune spells known. from the spell’s full force. To do so, you spend 1 warp
charge per target and choose a number of those creatures
Rune Attunment up to your intelligence modifier (minimum of one
creature). A chosen creature automatically succeeds on its
At 2nd level, your deep understanding and advanced
saving throw against the spell.
studys of the warp allow you to manipulate the warp in
diferent ways. This is represented by power runes, which
allow you to create a variety of different Effects.

14
Distant Spell Psychic Interference
When you Cast a Spell that has a range of 5 feet or greater,
Beginning at 10th level, you can use your reaction and
you can spend 1 warp charge per spell level to double the
your mastery over your mind slow down or redirects an
range of the spell.
attack. When you are hit from a ranged or thrown weapon.
When you Cast a Spell that has a range of touch, you can
You may use this reaction, the damage you take from the
spend 1 warp charges to make the range of the spell 30
weapon attack is reduced by 1D10 + your Intelligence
feet.
modifier + your As level.
Empowered Spell If you reduce the damage to 0, you can attempt to
When you roll damage for a spell, you can spend 1 warp redirect the attack to any creature within 30/60ft. Make a
charge per dice, to re-roll a number of the damage dice up ranged spell attack against the new target. On a hit, the
to your intelligence modifier (minimum of one). You must target takes damage equal to the amount of damage that
use the new rolls. was negated plus your Intelligence modifier.
You can use Empowered Spell even if you have already You have a limited number of charges on the Redirect
used a different Metamagic option during the casting of part of this ability, equal to half your Intelligence modifier
the spell. (rounded up). All expended uses recharge after you have
taken a long rest. At 15th level you may use this a number
Extended Spell of times equal to your intelligence mod per long rest.
When you Cast a Spell that has a Duration of 1 minute or
longer, you can spend 1 warp charge per spell level to Psychic Sheild
double its Duration, to a maximum Duration of 24 hours.
At 14th level, you have further strengthened your mind.
Heightened Spell When you or a friendly target within 15ft radius of you are
the target of a weapon attack, you can use your reaction to
When you Cast a Spell that forces a creature to make a
saving throw to resist its Effects, you can spend 3 warp engage your mind defensively and attempt to deflect the
strike. Roll 1D4 and add the result to your AC until the start
charges + 1 per spell level Heightened to give one target of
the spell disadvantage on its first saving throw made of your next turn, the triggering attack is also subject to
this increase in AC. You can use this ability a number times
against the spell.
equal to half your Intelligence modifier (rounded up), you
Quickened Spell regain all expended uses after a short or long rest. At 16th
When you Cast a Spell that has a Casting Time of 1 action, level the radius of this ability is 30ft
you can spend 2 warp charges to change the Casting Time
to 1 Bonus Action for this casting. Psyichic Rebuke
At level 18, Your Runic Warp magic has grown more
Subtle Spell
powerful and is now capable of protecting you when ever
When you Cast a Spell, you can spend 1 warp charge to
you are attacked. Anytime you are attacked with a melee
cast it without any somatic or verbal Components.
attack, You can use your reaction to deal psychic damage
Twinned Spell equal to half your level + your Intelligence modifier to the
When you Cast a Spell that Targets only one creature and attacker. This can only be used a number of times per long
doesn’t have a range of self, you can spend a number of rest equal to either your intelligence modifier.
warp charges equal to the spell’s level to target a second
creature in range with the same spell (1 warp charge if the
spell is a cantrip).
To be eligible, a spell must be incapable of targeting
more than one creature at the spell’s current level. For
example, Magic Missile and Scorching Ray aren’t eligible,
but Ray of Frost is.

Charged Spell
When you cast a spell that requiers a creature to make a
save against you spell DC. You may choose to spend a
number of Warp Charges up to a maximum of 5, if done,
raise the spell save DC by the amount of Warp Charges
used.
At level 10 this raises from 5 to 10.

Power Weave
Starting at 5th level, when you take the attack action on
your turn, you may use one of your additional attacks to
instead cast a cantrip with a casting time of 1 action.

15
The Path of the Spiritseer is one of the most difficult of
Spiritseer Paths to walk for an Eldar. Like all variations of the Path of
A Spiritseer is an Eldar psyker who walks the Path of the the Seer, it requires the Eldar to call on his or her psychic
Seer in a way that allows him or her to commune with the powers with all the risks that usage entails. The Spiritseer
souls of the dead Eldar preserved in the Craftworld's must possess a mental discipline and fortitude beyond
Infinity Circuit. In times of peace, the Spiritseers serve as a compare, for communing with the dead is extremely
bridge between the living and the dead, ensuring the taxing. Depending on the spirit's past life and manner of
wisdom of the past remains available to those still able to death, it might be cooperative, but often is either
influence the present. In time of war, the Spiritseers unresponsive, racked with grief, jealous of the still living or
entreat the souls of the dead to empower Wraithguard even malicious. The Spiritseer must adapt himself to
and Wraithlord constructs, using the dead to protect their commune with the intended spirit without being refused
living kindred. or even worse, possessed. Another, more subtle danger of
When an Eldar dies, his or her Spirit Stone is reverently this Path is that the Spiritseer must be self-possessed
enough to always ask and never demand assistance from
grafted to the Wraithbone core of his or her Craftworld in
the place known as the Dome of Crystal Seers, joining and the dead, no matter how dire his and his people's need
might be. Making demands of the dead, forcing them to
mingling with the countless souls of the past Eldar already
serve the will of the living, is a practice considered
present within the Craftworld's structure. The resulting
anathema amongst the Eldar, who view it with the same
gestalt psychic entity is known as the Infinity Circuit, and is
loathing that humans reserve for necromancy. It is for this
an integral part of a Craftworld's life, subtly providing
reason that many Eldar view Spiritseers with some
guidance to the living Eldar dwelling within the Craftworld
suspicion. Although the line between spiritseeing and
and protecting them against Warp-spawned perils.
necromancy is sometimes very fine, the Spiritseer must
always remain aware that the dead must only give
assistance to the living willingly. The combined pressures
of resisting the dead and enduring the cultural censure of
the living makes the Path of the Spiritseer an uneasy road
that few Eldar dare walk.
When you choose this Asuryani Focus you gain
Proficiency in Warp/Arcane, History, Religion and
Wisdom saves. If you are already proficient in any of
these you may pick one to have expertise in it

Furthermore you become Proficient with all Witch


weapons.

With the souls of the deceased "trapped" within the


Infinity Circuit, and with their numbers dwindling rapidly,
the Eldar eventually turned to their deceased kin as a
source of knowledge, wisdom and in time of dire crisis,
even combat assistance. The Spiritseers are those Eldar
who walk the Path of the Seer who specialise in
communing with the spirits of the dead present in their
Craftworld's Infinity Circuit.

16
Spiritseer spellcasting
Level Power Runes Cantrips Known Spell Runes Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd 3 4 4 3 — — — — — — — —
3rd 4 4 5 4 2 — — — — — — —
4th 5 5 6 4 3 — — — — — — —
5th 6 5 7 4 3 2 — — — — — —
6th 7 5 8 4 3 3 — — — — — —
7th 8 5 9 4 3 3 1 — — — — —
8th 9 5 10 4 3 3 2 — — — — —
9th 10 5 11 4 3 3 3 1 — — — —
10th 11 6 12 4 3 3 3 2 — — — —
11th 12 6 13 4 3 3 3 2 1 — — —
12th 14 6 14 4 3 3 3 2 1 — — —
13th 16 6 15 4 3 3 3 2 1 1 — —
14th 18 6 15 5 4 3 3 2 1 1 — —
15th 20 6 16 5 4 3 3 2 1 1 1 —
16th 22 6 16 5 4 4 3 2 1 1 1 —
17th 24 6 17 5 4 4 3 2 1 1 1 1
18th 26 6 18 5 4 4 3 3 1 1 1 1
19th 28 6 19 5 4 4 3 3 2 1 1 1
20th 30 6 20 5 4 4 4 3 2 2 1 1

Spell Runes Known. You know 4 1st-level powers at


Rune Psyker 2nd level. The Spells Runes Known column of the spiritseer
When you reach 2nd level, you gain the ability to cast table shows when you can learn more powers of 1st level
Psychic powers, this acts the same as casting a spell. See or higher. Each of these spells must be choosen from a list
chapter 10 in the PHB for the general rules of spellcasting. you are allowed and you must be of a level for which you
but with a few modifacations as Scean on PG. ___ Using have power slots. Whenever you level up you may swap
Psychic Powers. out a power with one with a level of wich you can cast and
from a discipline you are allowed.
Wriath Runes Spellcasting Ability Intelligence is your spellcasting
Aeldari Warlocks focus on a limited number of Diciplines ability for your spells, since you learn your spells through
you may choose, from the following Telekinesis, Telepathy, study and memorization. You use your Intelligence
Necromancy, Biomancy and Illudamancy whenever a spell refers to your spellcasting ability. In
addition, you use your Intelligence modifier when setting
Cantrips the saving throw DC for a spell you cast and when making
You learn 4 cantrips of your choice from the psychic an attack roll with one.
disciplines your allowed. You learn additional cantrips as Spell save DC = 8 + your proficiency bonus + your
you level, see cantrips collumn of the spiritseer. Cantrips Charisma modifier
may be cast without having your spell tomb and do not Spell attack modifier = your proficiency bonus + your
use any pages within it. Charisma modifier

Power Slots. Wraith Blast


The spiritseer powers table shows how many power slots At 2nd level You gain the Eldrich blast cantrip and it deals
you have to cast your powers of 1st level and higher. To Necrotic damage instead force. This spell does not count
cast one of these spells, you must expend a power slot of tword your Rune spells known.
the spell’s level or higher. You regain all expended power
slots when you finish a long rest. For example, if you know
the 1st-level spell shield and have a 1st-level and a 2nd-
level power slot available, you can cast shield using either
slot.

17
Rune Attunment Careful Spell
When you Cast a Spell that forces other creatures to make
At 2nd level, your deep understanding and advanced a saving throw, you can protect some of those creatures
studys of the warp allow you to manipulate the warp in from the spell’s full force. To do so, you spend 1 Rune of
diferent ways. This is represented by power runes, which Empowerment and choose a number of those creatures
allow you to create a variety of different Effects. up to your Charisma modifier (minimum of one creature).
A chosen creature automatically succeeds on its saving
Runes of Empowerment throw against the spell.
You have 3 Runes of Empowerment, and you gain one
additional point every time you level up, until level 12 then Distant Spell
it goes up by 2 each level, to a maximum of 30 at level 20. When you Cast a Spell that has a range of 5 feet or greater,
You can never have more Runes of Empowerment than you can spend 1 Rune of Empowerment to double the
shown on the table for your level. You regain all Runes of range of the spell.
Empowerment runes when you finish a Long Rest. When you Cast a Spell that has a range of touch, you can
spend 1 Rune of Empowerment to make the range of the
Rune Convertion spell 30 feet.
You can use your power runes to gain additional Spell
Slots, or sacrifice Spell Slots to gain additional Runes of Empowered Spell
Empowerment. You learn other ways to use your power When you roll damage for a spell, you can spend 1 Rune of
runes as you reach higher levels. Empowerment to reroll a number of the damage dice up
Creating Spell Slots. You can transform unexpended to your inteligence modifier (minimum of one). You must
Runes of Empowerment into one spell slot as a Bonus use the new rolls.
Action on Your Turn. The created Spell Slots Vanish at the You can use Empowered Spell even if you have already
end of a Long Rest. The Creating Spell Slots table shows used a different Metamagic option during the casting of
the cost of creating a spell slot of a given level. You can the spell.
create Spell Slots no higher in level than 5th.
Extended Spell
Creating Spell Slot When you Cast a Spell that has a Duration of 1 minute or
Spell slot level power runes cost longer, you can spend 1 Rune of Empowerment to double
1st 2 its Duration, to a maximum Duration of 24 hours.
2nd 3
Heightened Spell
3rd 5 When you Cast a Spell that forces a creature to make a
4th 6 saving throw to resist its Effects, you can spend 3 Runes of
Empowerment to give one target of the spell disadvantage
5th 8
on its first saving throw made against the spell.
6th 9
7th 11 Quickened Spell
When you Cast a Spell that has a Casting Time of 1 action,
8th 12
you can spend 2 Runes of Empowerment to change the
9th 14 Casting Time to 1 Bonus Action for this casting.

Converting a Spell Slot to power runes. As a Bonus Subtle Spell


Action on Your Turn, you can expend one spell slot and When you Cast a Spell, you can spend 1 Rune of
gain a number of Runes of Empowerment equal to the Empowerment to cast it without any somatic or verbal
slot's level. Components.

Rune Manipulation Twinned Spell


When you Cast a Spell that Targets only one creature and
At 2nd level, you gain the ability to manipulate your Spells doesn’t have a range of self, you can spend a number of
to adapt to a situation. You gain two of the following Rune Runes of Empowerment equal to the spell’s level to target
Manipulation options of your choice. You gain another one a second creature in range with the same spell (1 warp
at 6th, 10th, 14th and at level 18 you know all of them. charge if the spell is a cantrip).
You can use only one Rune Manipulation option on a To be eligible, a spell must be incapable of targeting
spell when you cast it, unless otherwise noted. more than one creature at the spell’s current level. For
example, Magic Missile and Scorching Ray aren’t eligible,
but Ray of Frost is.

18
Charged Spell
When you cast a spell that requiers a creature to make a
save against you spell DC. You may choose to spend a
number of Runes of Empowerment up to a maximum of 5,
if done raise the spell save DC by the amount of Runes of
Empowerment used.
At level 10 this raises from 5 to 10.

Wrath Host
Starting at 2nd level you Know and have all the
Necromancy power runes these do not count twords you
normal allotment of powers. you do not actual know the
powers of a level until you have a power slot of equal level.

Bonesinger
At 6th level, You learn the basics of counjureing
Wrathbone, in the form of a wraithbone sword and Armor
with armor, the Shadow blade ncromancy spell becomes
the Waithbone spell. The Wraithbone spell: is the same as
the Shadow blade spell with the following changes.

You add +2 to your AC while the spell is active

The spell level increses from 2nd level to 3rd level.

When casting at higher levels, increase the damage of


the blade by +1D8 and the AC by +1 for each power slot
level used above 3rd.

Rune Recovery
Starting at 10th level, when you are casting a spell, you
may apply one of the below features. This my be done a
number of time per day equal to half you Charisma
modifier (rounded down to a minimum of 1). you regain all
uses of this feature after you complete a long rest.

Re-roll a Spell attck roll. This must be done before


sucsess is resolved

Make a creature re-roll a save that passes against one


of you spells

Eldritch Flexibility
Beginning at 14th level, You begin to display an increased
amount of skill over the ability to regulate the Runic warp
magic flowing through you. When you create a spell slot of
5th level or less with the Rune conversion feature, the cost
of creating a spell slot is now a number of sorcery points
equal to that spell's level.

Spirit Guide
At level 18, when you would drop to 0 hit points and
become unconscious or die, you can choose to roll a CON
saving throw with a DC of 10 to gain temporary hit points
equal to 3 times your CON score and you do not fall
unconscious. Each time you succeed on the CON saving
throw, you gain 2 points of exhaustion.

19

You might also like