The Autumford Adventurer's Guide

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Adventurer's Guide to Autumnford

INTRODUCTION

Welcome to Autumford!
Autumnford is a continent on the homebrew world of Dralanor. You have been selected to help play test and build the lore of this awesome setting soon to be released by
The Nerd Asylum. There is no formal NDA with this project, so please share your experiences with Dralanor and Autumford as you wish, but please do not share this PDF with anyone and only use it in conjunction with sanctioned Nerd Asylum play testing games until its release. As a play tester you will receive a free copy of this setting upon release. Thank you.

A Brief Overview

It has been almost 2000 years since the Old Gods have been heard from. While there are many people who still worship gods, most of the population has forgotten them or regulated them to myth and legend. Scientific exploration has all but replaced the religions of yesterday for many.


Before the world shaking cataclysm called The Fracture, the technology utilized by the peoples of Autumnford never came into conflict with the use of the lifeforce known as Magic. The two co-existed, even thrived together. Smiths imbued their tools and weapons with Arcane Forces, druids were called upon to bless the land and all the plants and animals within and of it, broken pots were mended with a small charm or a Word of Binding. In those days magic worked in tandem with handicrafts and technologies and was enough to fulfill the needs of most people.


But in these times, Magic is widely considered to be a dangerous and enigmatic force.


This transition was troublesome for many wizards, sorcerers, and other magic practitioners at first. Most have had to go into hiding as Autumford's leaders ruled Magic to be obsolete, unsafe, and often times made it illegal within their borders. Technology was being developed at a pace like never before and society was moving from survival mode, to the era of comfort and luxury. Steam is now being harnessed to power great new machines and marvelous contraptions of all designs as society revels in its arrogance and perceived domination over Autumnford.


Magic, of course, still exists in Autumnford. The Wild Magic Storms remind people of this regularly. And many people still worship the gods, study the old ways in long forgotten libraries, or practice the Arcane. But they have been forced to do so in a secretive fasion, often times forming secret organizations and practicing behind closed doors.



Until.... reports of a long thought mythical beast ravaging the mainlands and small skylands, begin to reach the court of Autumnford. The rumors seem to have merit. Curious, the court decides to send a scientific expedition to investigate the claims.


You are one of the best, or a prodigy in your field. One day out of the blue, you receive a parchment letter with the queen's seal. Upon reading the letter, you discover that you have been chosen to participate in a scientific expedition sanctioned and funded by the Court of Autumnford. Your mission is simple, to investigate, record, and report your findings. You are told to report to the throne room in 4 days time to begin your journey. And that is where the adventure begins . . .

Chapter 1

The Region of Autumnford

The Region of Autumnford

Back in ancient times, before the world shattering cataclysm known as The Fracture, these continents were the seats of powerful empires. Each of these great empires had built up astounding cultures and magnificent technologies. Dralonor was merged together and were unified under one king for thousands of years before "The Reset" occured.

Sadly, The reset had devastating effects on the balance of power and threw the world of Dralonor into conflict as mortals and immortals alike fought to control the powers of the universe. The war spread conflict and curses across the world, some fought to save, while others fought to destroy, causing immense damage to the mortal realm and finally culminated in the fracture. The buried remnants of this old world are home to magnificent constructs of building and engineering, though they are unfortunately plagued by cursed and broken “survivors” and powerful monsters that were drawn to these seats of ancient power.

Following the fracture, what remained was a fragmented mess, broken socially and geographically. Strong men and women were forcibly taken away to fight in a subsequent War of the Void to protect what little remained, further dismantling the unity of Dralonor and ruining any hope of recovery.

New leaders have risen and fallen in the time that has passed since this fracturing but they are, at best, dim reflections of what once was. Empires and kingdoms sit above the fractured remnants of these great societies and avoid the lethal dangers of their few crumbling cities.

Autumnford is a land of high-fantasy, dingy cityscapes, idyllic countrysides, and eerie ruins of times forgot. It is a beautiful land, teeming with all manner of flora and fauna, and a diversity of species. Autumnford is the South-Western most region in Dralonor. Separated from the other regions by massive bodies of water, Autmnford is a continent by itself.

The region of Autumnford suffers from infrequent but terrible eruptions of wild storms. These are a side effect from the massive release of raw energy during the fracture. This cracked the structure that governed the flow of energy and the consequences of this have persisted for years on. This wild storms typically releases itself as natural disasters or unusually strong lightning storms.

Thankfully, these storms are not as common as they once were. The breaks are gradually being patched where they can, and compensated for where they cannot. But these energies are still present and still occasionally overflowing into the world. They do still happen and occasionally hit unfortunate souls caught within them. There are entire orders of people dedicated specifically to healing the damage caused by wild storms.

Life in the world of AutumnFord

The Region & Locales

Geography

Autumnford is the largest of the world’s continents, covering approximately 30 percent of Dralonor’s land area. It is also the world’s most populous continent, with roughly 60 percent of the total population.

Autumnford makes up the South-Western portion of the planet; Ebondale occupies the western portion. The border between the two continents is the Lucent Ocean. Autumnford is bordered by the Arctic, Lucent Ocean, and The Great Sea.

Autumnford’s physical geography, environment and resources, and human geography can be considered separately.

Autumnford can be divided into seven major physical regions: mountain systems; plateaus; plains, steppes, and deserts; freshwater environments; and saltwater environments.

Mountain Systems

The Brakhelm mountains extend for about 2,500 kilometers (1,550 miles), separating the arctic subcontinent from the rest of Autumnford. The arctic subcontinent, once connected to Blackshear, collided with the continent some 50 million to 55 million years ago, forming the Brakhelms. The arctic subcontinent is still crashing northward into Autumnford, and the Brakhelm mountains are growing about 2 inches every year.

The Brakhelm mountains cover more than 612,000 square kilometers (236,000 square miles), passing through the northern states of the arctic range and making up most of the terrain of Aeredale and Ironhaven. The Brakhelm mountains are so vast that they are composed of three different mountain belts. The northernmost belt, known as the Great Brakhelms, has the highest average elevation at 6,096 meters (20,000 feet). The belt contains nine of the highest peaks in the world, which all reach more than 7,925 meters (26,000 feet) tall. This belt includes the highest mountain summit in the world, Mount Gohymm, which stands at 8,850 meters (29,035 feet).

The Propheir mountain system stretches for about 2,400 kilometers (1,500 miles), straddling the border between Orrinshire and Faversham. The name Propheir means “Celestial Mountains”. The two highest peaks in the Propheir mountains are Kraross Peak, which stands at 7,439 meters (24,406 feet), and Gnalk Peak, which stands at 6,995 meters (22,949 feet). The Propheir mountain system also has more than 10,100 square kilometers (3,900 square miles) of glaciers. The largest glacier is Krylk Glacier, which is about 60 kilometers (37 miles) long.

The Laughing Mountains run for approximately 2,500 kilometers (1,550 miles) in an indirect north-south line from Saxondale to Orrinshire. The Laughing Mountains are some of the world’s oldest, at 250 million to 300 million years old. Millions of years of erosion have lowered the mountains significantly, and today their average elevation is between 914 and 1,220 meters (3,000 to 4,000 feet). The highest peak is Mount Nynn at 1,895 meters (6,217 feet).

Plateaus

Autumnford is home to many plateaus, areas of relatively level high ground. The Kilmarock plateau covers more than 3.6 million square kilometers (1.4 million square miles), encompassing most of Kilmarock, Barcombe, and Willowdale. The plateau is not uniformly flat, but contains some high mountains and low river basins. The highest mountain peak is Deathfell, at 5,610 meters (18,410 feet). The plateau also has two large deserts, the Black Barrens and The Burning Steppes.

The Polperro Plateau makes up most of the southern part of the Arctic. The plateau’s average elevation is about 600 meters (2,000 feet). It is bordered by three mountain ranges: the Gnahx Range in the north, and the Eastern and Western Striwelt on either side. The plateau and its main waterways — the Dopohr and Knenonn rivers — gently slope toward the Eastern Striwelt and the Bay of Blavib.

The Jaded Tiger Plateau is usually considered the largest and highest area ever to exist in the history of Dralonor. Known as the “Rooftop of the World,” the plateau averages more than 5,000 meters (16,400 feet) above sea level. The Jaded Tiger Plateau is extremely important to Dralonor’s water cycle because of its tremendous number of glaciers. These glaciers contain the largest volume of ice outside the poles. The ice and snow from these glaciers feed Autumnford’s largest rivers. Approximately 2 billion people depend on the rivers fed by the plateau’s glaciers.

Plains, Steppes, and Deserts

The West Saxon Plain, located in central Saxondale, is considered one of the world’s largest areas of continuous flatland. It extends from north to south about 2,400 kilometers (1,500 miles) and from west to east about 1,900 kilometers (1,200 miles). With more than 50 percent of its area at less than 100 meters (330 feet) above sea level, the plain contains some of Dralonor’s largest swamps and flood plains.

Central Autumnford is dominated by a steppe landscape, a large area of flat, unforested grassland. Tottenham can be divided into different steppe zones: the mountain forest steppe, the arid steppe, and the desert steppe. These zones transition from the country’s mountainous region in the north to the Ely Desert on the southern border with Faversham.

The Ely desert is considered the world’s largest sea of sand. It holds roughly half as much sand as all of Dralonor’s beaches, even though it is 15 times smaller in size. The desert is known as the Empty Quarter because it is virtually inhospitable to humans except for the Bedouin tribes that live on its edges.

Freshwater

Lake Stylk, located in southern Saxondale, is the deepest lake in the world, reaching a depth of 1,620 meters (5,315 feet). The lake contains 20 percent of the world’s unfrozen freshwater, making it the largest reservoir on Dralonor. It is also the world’s oldest lake, at 25 million years old.

The Hidden Lotus is the longest river in Autumnford and the third longest in the world. Reaching 6,300 kilometers (3,915 miles) in length, the Hidden Lotus moves east from the glaciers of the Jaded Tiger Plateau to the river’s mouth on the Great Sea. The Hidden Lotus is considered the lifeblood of Faversham. It drains one-fifth of the country’s land area, is home to one-third of its population, and contributes greatly to Faversham’s economy.

Saltwater

The Penobscot Gulf has an area of more than 234,000 square kilometers (90,000 square miles). It borders Kilmarock. The gulf is subject to high rates of evaporation, making it shallow and extremely salty. The Towns and cities that border the gulf have engaged in a number of disputes over this rich land that houses many resources.

The Sea of Opheria covers 1.5 million square kilometers (611,000 square miles) between the Saxondale mainland and the Kakarowe Peninsula. The sea is largely frozen between October and March. Large ice floes make winter navigation almost impossible.

The Bay of Blavib is the largest bay in the world, covering almost 2.2 million square kilometers (839,000 square miles) and bordering Chepstow, the artic, Duncaster, and Black Hollow. Many large rivers, including the Bahm and Jawth, empty into the bay. The briny wetlands formed by the Bahm-Jawth on the Bay of Blavib is the largest delta in Dralonor.

Time & History

The Calendar

The year in Autumnford lasts longer than that of Earth, whereas Earth experiences a calendar of 365 days with 12 lunar months; Autumnford’s calendar stretches 476 days with 14 lunar months, each lasting precisely 34 days. The relationship between solar and lunar reckonings of time occur with close regularity, Autumnford has nothing like leap days.

There are many different ways of reckoning time across the various cultures of Autumnford, but most cultures have adopted the soltian calendar, that divides these months into four seasons based on those season’s relationship with the sun. Spring, summer, fall and winter.

The Soltian calendar divides the months into four weeks of 8 days, with two extra days during the month that correspond with new and full moons.

The moonsdays, white moonsday and black moonsday are days of rest that take place in the middle of the full moon and the new moon, which takes five days to fully transition.

Most people don’t keep too close to a rigid understanding of time as the passage of hours and minutes. Though their understanding of the passage of time is based on the position of the sun relative to the planet. People can vaguely estimate what hour it is, but clocks are just becoming common tools and most people just try to keep through the rhythms of nature.

Holidays

The holidays of Autumnford mark special occasions, repetitious moments of the season, and events that have indelibly altered the history of Autumnford. Many cultures mark their own special holidays, but there are several that are common to the region as a whole.

Thanks to the ordered, almost clockwork, nature of the movements of the heavens, the sun and the moons, most holidays occur on a regular schedule.

Merrymaker's Day

32 Januar A holiday almost specifically for tomfoolery, Merrymakers day. Celebrated with a parade presided over by the “elected” king of fools, alcohol flows like water and the revels are expected to last until the following dawn.

Day of Dawn (Vernal Equinox)

09 Mayo This celebration involves greenery and rebirth, children are especially celebrated, and treats are prepared and freely shared. Rabbits feature as a large part of this holiday as symbols of fertility. The day of dawn often closes with nights of passion.

The Flower's Games

10 - 18 Mayo Intended to be a celebration of the fertility of spring, the festival of the flower’s games features a licentious, pleasure-seeking atmosphere. Celebrants are encouraged to wear little and compete in impromptu games, the winners receiving laurels of flowers. Drink is expected to flow freely for this festival and all are expected to indulge. The flower’s games also involves sacrifices of hares and goats within the temples.

Remembrance Day

28 Agosti Commemorating the destruction of the old world and the Fracture, once a year this day features an annual solar eclipse, When both the moons, Mahina and Celina join together and align to cover the sun.

The Showcase

10-15 Saturno A celebration time honoring the hard work and arts and crafts of the various guilds. Stands and stages are assembled and people put their works on display, showcasing their art, performing their music, or simply hawking their wares.

Blackest Night (Winter Solstice)

08 Noviembre A day to celebrate the winter season, celebrants wear masks and billowing robes to hide themselves and their appearance, then all come together for a community festival. The concealing is intended to allow the celebrants to be more honest with themselves and what they want, behaving more like their true self.

Eve of Quiet

33 Disambir A day for commemorating those who have passed. People are expected to take small a small amount of food and wine to the graves of those immediate family who have passed and leave it out for their souls. Many graveyards have a broad stone altar specifically for this holiday.

On this day it is considered the worst luck to speak aloud, and it is believed that speaking on this day will attract the attention of lingering restless spirits of the dead and draw them away from Valtyr’s peace.

Hearth Day

34 Disambir Following the eve of quiet, the people are expected to remember those family they still have. Celebrants build their fires and come together to feast as a family. This is expected to be a private, intimate, holiday shared between those in the home.

A Brief History

Much of Dralonor’s written history, and therefore Autumford's history, has been lost to the deprecations of time. Especially considering more than half of their history was lost to a literally world-shattering cataclysm.

Each continent and each culture has its own means of reckoning history, and its own events that have made up what they consider worth remembering. But they all share some broad strokes in common, such as just about every culture using *The fracture as the beginning of their counting of years.

Prehistory

The modern understanding of prehistory is all but lost. There are few records of the times of the ancient world surviving, and even fewer that predate them. What is known is shared as a mixture of legend, myth, or fractured accounts from divination. All details are lost, but some of the broad strokes survive.

The Beginning

The earliest years of Dralonor, and Autumnford are lost in a confounding haze of history, myth, and legend. What is known is that an ancient god arrived from some place far distant and assembled the structure of magic, then built a world on top of it.

The ancient god also either anticipated or precipitated the development of life. It seems that it occasionally stepped in to advance the natural process of evolution, but for the most part the ancient god left its system to work itself, observing and making its own slight adjustments to better suit its needs.

The Age of Wonders

? - 0 AF

The age of wonders was a utopia, magnificent cities, feats of epic magic, and technological peaks were the order of the day. During this time vast continental empires stretched all the way across the world and worked in collaboration on works of spectacular magical infrastructure.

This era is also referred to as the old world or the ancient world. The cities, now ruins, of the old world are one of the few places where people can find very rare and legendary magical items, and are the source of powerful artifacts and valuable knowledge. During this time the gods walked among mortals and shared their perspectives and knowledge, allowing mortal knowledge to advance by leaps and bounds beyond what they otherwise would have been capable of.

The period of peace and prosperity unfortunately began to crumble as more aggressive individuals began small attacks and territory disputes or rebellions against their empire. These eventually descended into all out war as treaties and promises dragged other nations into the conflict. Nations began turning their productions from public good to offensive might. They developed war machines and weapons that they then turned on each other. This war continued for years, some believe for almost a millennia, each continental nation turned against each other in massive war.

The war culminated with a grand battle in a place known only as The Void Where heros and dieties alike fought the ancient God.

The war finally ended when a small group composed of members of each nation and dieties from all the realms tried to stop the fighting, they targeted the ancient god Ao, attempting to trap him away for all time. Instead they destroyed him, sparking off a massive devastation across the entire universe that was referred to as The Fracture.





The Fracture


The explosion known as "The Fracture" unleashed powerful cascading explosions of raw wild magic. This energy created tremendous devastation across the world. Spurring natural disasters on an unprecedented scale, causing tidal waves and droughts, earthquakes and hurricanes, tornadoes and wildfires.

Magical disasters spread from the cascade, releasing, wild, random enchantments. Uncontrolled summonings and banishments were common and ruptures were broken into to the fabric of the plane itself, although many of those were sealed by the new gods, most of the old pantheon was thought to have died in the struggle to seal the plane against intruding monstrosities. The disaster cast entire landmasses up into the sky, enchanting the very dirt and stone and leaving them to hang forever in the sky, never to fall.

The Fracture turned the once great empires immediately into ruins, destroyed the entirety of infrastructure and society and all the systems for crafting magical items and technological equipment. Some of the few survivors were warped by the explosion of magical energy, others found themselves stranded. Monsters that had been enslaved or sealed away suddenly found themselves free to terrorize the world again and did so with a terrible vengeance.

The fracture is a period "remembered" with awe and fear, and many cultures have since used the fracture as a defense for policies of moderation or anti-magic.

The War of the Gods

(~5 AF - ~32 AF)

Following The Fracture, the god Balasar was furious with mortals and immortals alike, he saw their arrogance as the sole reason for the fracture. Balasar sought to conclude the fracture and reduce the world to a blank slate. First, Balasar turned to the other surviving gods, hoping to recruit them to his cause, some few came to join him, but none of the other new gods would join him. The other ancient gods were focused on repairing the damage of the fracture and the surviving old gods were dedicated to defending the plane. So instead Balasar turned to the varying humans and other races, promising them divinity in his new world if they assist the mad god in destroying this one. Balasar raised his armies and brought them in to fight. In response the other gods raised armies of their own, drawing in mortal champions to fight with them.

For the duration of the War of the Gods, the people of Dralonor were deprived of their greatest heroes, and whatever leaders they could rally behind in their hopes to rebuild after the fracture. The war of the void also deprived the people of Dralonor of divine magic. There were many who believed that the war’s effect meant that the gods were dead. Few saw the true mass of the destruction of the war, it was fought at the edges of the plane, but the destruction was felt by many as divine weapons lanced across worlds.

At the conclusion of the war all but the ancient gods, who seemingly could not die, were obliterated. The old gods were dead, the heroes gone, but Balasar was sealed away in the deepest pit and the war had ended. The gods decided not to return to the world. When the gods left the world of Dralonor, so did divine magic, and so did faith.

The Rise of Umana

(~301 AF - ~1000 AF)

Centuries after the fracture, the world returned to some semblance of the prosperity it once held. Life had regrown and the humanoids calling themselves Umana, took this opportunity to grow and prosper. They built great towns and cities, built roads, trade routes and amazing machines to aid them in daily tasks. All but forgetting the gods, and alliances they once held with other nations, they grew secluded, closing themselves off from beyond the Great Sea. They have since turned to science and now worship discovery and invention. Leaving behind the mysteries of the past, they now focus on the future.

Society

Adventurers

Adventurers take up an important role in Autumnford, acting as mercenaries and irregulars, filling the many different needs of the various groups that employ them. These employer groups can range from peasant farmers that have pooled their resources together, to organized guilds, to militaries, and even to dukes and dutchesses.

Adventurers are typically called upon to handle dangerous situations, devious monsters, the consequences of a wild magic eruption. Their adventures send them up and down the world at the whims of their employers or their own recognizance.

Adventurers are often employed instead of using a standing army, because of their independence and mobility. An army is expensive and needs to be manned and equipped, adventurers are expected to equip themselves. Adventurers can also move more quickly than typical military forces, traveling to distant islands without having to mobilize or organize. They are often employed as irregular mercenaries, sent to either resolve a problem quickly or simply to assess the danger.

Adventurers are also able to travel and act independently of national borders, with the dangers of monster raiding parties and beasts that can act outside of a nation’s borders an adventuring party can be sent outside of borders to address issues that governments can’t, without worrying about the potential of starting a war.

Adventuring Guilds

Typical adventurers act with the coordination and support of adventuring guilds. These guilds operate a guild hall and maintain a membership roster, they also coordinate with various organizations and governments to bring in jobs for the guild membership to perform. Some guilds post the easiest jobs publicly at the entrance to their guild hall, offering these listings to entice people to the reward and adventure available to those who participate in the guild’s adventures.

Guild membership offers many benefits to those who stick with it, senior members have access to the most difficult and rewarding jobs, granting them access to more rewards outside of the guild for services rendered. Guild members also may enjoy discounts on goods and services from other guilds and some governments. Though it is an incredibly difficult and dangerous position, many find the rewards to be well worth the risk.

Adventurers guilds also act as a sort of social club, they provide people with a place to meet people with shared interests and skills. Many burgeoning adventuring groups meet through the guild before going on to storied careers.

Adventuring Parties

The mixed peoples of Autumnford may join together and pool their talents and resources to form adventuring parties, these can range from small groups of a bare handful of individuals to full mercenary organizations. Some of the most popular legends and tales feature the exploits of these adventuring parties and their accomplishments.

On the Ground

The territories on the ground are wild and reckless, they are vast expanses of untamed wilderness, rich in natural resources and abounding in massive, majestic, beasts. They are broken up between lush resources and fortified cities, traveled by roving nomads and daring adventurers.

Major Cities

Major cities on the ground are never truly independent, but they also rarely exist without a solid connection to the world above them. Most cities on the ground view themselves as distinct entities and tend to operate in a sort of organized chaos or wild-west style lawlessness. Many of the organizations on the ground operate more like mercenary organizations rather than governmental ones, regardless of their connections, political or otherwise, to the nations above them.

The cities of the ground have numerous threats against their security and rely a great deal on the strength of their residents and the thickness of their walls for security. The guardsmen of ground territories are significantly tougher and more willing to bend the rules in the name of security than their counterparts on the skylands.

Immediately outside of the cities on the ground are wide stretches of farmlands where foodstuffs are grown to be sold both up in the skylands and to people in the cities. These farmlands tend to gradually stretch away from the walls of their nearby city during times of peace, then abruptly collapse following an attack from monsters.

Travelers to the cities on the ground may quickly find themselves victims of thieves and pickpockets if they are unprepared or unprotected. Adventurers visiting the ground cities typically use them as waypoints between quests, taking the opportunity to rest or to spend their gains on wine and whores. Other adventurers and travelers use the ground cities as places to meet with criminal elements, or to seek out mercenaries and toughs to hire.

The People

Those people living in the cities on the ground tend to be workers, developing and collecting resources from the verdant world around them. They act as farmers, loggers, ranchers, miners, hunters and other similar positions.

Some of the residents of these cities are exiles or those hopeless peoples looking to start fresh in a new territory. Some are hoping to avoid the law, or are fleeing their pasts or their reputations.

It’s a pretty safe bet that the people of the ground cities are armed and very familiar with how to use their weapons. Brawls can break out fairly easily when tensions rise and they can get ugly fast.

Another common focus of the people living on the ground is operating in martial roles, serving as military or guardsmen, or working as adventurers, traveling the ruins and the wilds. They act as guards for caravans that move goods and people between the ground territories. They also use the cities as staging grounds for ambitious expeditions into ruins of the old world.

Law

On the ground the law is typically loosely enforced, the city guards maintain their watch and, unlike the guards on the skylands, they have the space to build prisons. But given the threat of monsters outside their walls, most guards really only concern themselves with obvious or violent crimes, using the prisons more as holding cells to give people the opportunity to cool their heels. Few cities on the ground get much direct contact from the monarchy they may owe fealty to, if they are not simply independent city-states, so the city’s governor is typically the final authority or say in legal matters.

In the event of an attack on the ground cities, people are expected to serve as a militia, the city’s governor and its guardsmen will seek out able-bodied individuals and conscript them into service. Those who accept are typically rewarded for their service, and those who refuse are punished, usually with jail time, though some cities use flogs or stocks, or even exile.

Settlements, towns, and villages

Outside of the walled cities are small scatterings of settlements. Although this is dangerous for its occupants, leaving them vulnerable to raids and monsters, it is much less expensive than life on the skylands, and much less likely to incur trouble from the criminal elements of the cities.

These small towns use impromptu methods for their defensive measures, relying on militias, watchtowers, and boltholes in place of the sturdy walls of the cities. The people of these locales will trade off guard responsibilities, acting as a loosely-organized citizen soldiery.

The main advantage of places like this is the proximity to the resources they are there to take advantage of. Farmers and ranchers don’t need to worry about the space constrained by walls, loggers can simply take advantage of the wood surrounding the village, miners can set up right above a vein or quarry, and hunters do not need to travel far for game.

Travelers to these small villages go there either to trade for the goods of that town, or to settle there themselves. Visiting adventurers are there to resolve turmoil or deal with monsters. Attacks of this nature are usually small, these places are not high-value targets and don’t attract higher orders of monsters. The exception is if a village is in the path of a monstrous warband, then all hope is swiftly lost.

Nomads

There are numerous nomadic cultures on the grounds of Autumnford, they travel from city to city, or simply wander the world’s wildernesses. The ones that travel between the cities typically act as large wandering groups, traveling between large cities to trade or serve as entertainers or both. These nomads have a strong culture of independence and count on their mobility to prevent being devastated from attacks rather than tall walls. They typically have some specific locations they hold significant or sacred that can serve as points of return should anyone get lost or the caravan become scattered.

These nomadic groups follow a travel route determined by their leadership which usually has hard destinations in mind but aren’t too dedicated to a specific route to get there, which will change depending on a variety of circumstances. Some of these circumstances may require the assistance of adventurers and runners may be sent ahead to contact adventuring guilds and post a job, or to warn nearby governments that can muster armies.

Whenever two groups of nomads encounter each other they usually celebrate the meeting with a party where both groups share between each other in an exchange of goods, stories, and people. Typically these two caravans will remain together, either resting in an impromptu village of caravans or traveling together, for several days or weeks, then part with a slightly different arrangement of people than they had when they started.

These nomadic groups rarely go inside of a city as a whole group, preferring to stay on the outskirts. They’ll make camp outside of the walls and either walk into the city, or let its residents come to them. This is both to keep themselves away from the claustrophobia of being inside the great walls of these cities, and to keep themselves safe from the historic mistrust and persecution that follows nomadic peoples.

The nomadic groups of Autumnford share a simple common symbolic language. They’ll mark certain locations with these symbols to convey information to other nomadic groups that may be traveling through the area. These symbols are designed to inform travelers of safety and danger, or to inform them of how the people in the cities they visit might behave. This symbolic language is often inscrutable to people who have no experience with the nomads, and it may be mistaken for peculiar and simplistic graffiti.

Travelers that meet up with the nomadic people will find a seemingly welcoming group, though a great deal of time will be spent observing newcomers to assess if they are a threat and threats may be quietly removed and eliminated. Adventurers may join up with traveling groups for additional security and knowledge while they travel and may find gifts of all but forgotten legends or mysterious magical items waiting for those who provide great assistance.

The People

The population of these nomadic groups is fluid and changeable, they accept people outside of their groups who choose to join them and some members choose to leave to join the people’s they pass by, cities and other caravans. The populations of these nomadic group are mixed and can even have a single or couple representatives from non-human races hiding among them.

Others choose to join the nomads or caravans for long enough to reach the group’s next destination. These people travel so long as they can pull their weight, and will typically act as guardsmen or craftsmen.

Law

The laws of these nomadic people are dependent on the individual caravans, usually the only constant is a harsh punishment of obvious crimes, such as theft or violence.

Punishments are varied and also depend on the caravan, but can include beating offenders or shunning. An extreme punishment is branding the crime onto the offender and leaving them behind. The brand is so that they cannot repeat their offense with another caravan.

The Skies and Skylands

Most people who live on the skylands wear warm layered clothing, as at high altitudes the temperatures tend to shift drastically between night and day, but are typically colder than the regions below them.

Most nobles in the skylands are nobles due to some invention they, or an ancestor, created for the betterment of society. Most families living in the skylands pressure their children to create something to further the families position of stature and improve their living conditions.

Large space is occupied on some skylands by ranches for the breeding and training of flying mounts, which are often temperamental and difficult to control, hippogriffs are a common species and easy to domesticate, but others are more difficult and command high prices as a result. People who live on distant skylands pay high prices for flying mounts, especially a breeding pair. Flying mounts allow these distant people to travel to the skylands that would otherwise be denied to them.

Skylands tend to not concern themselves with fortification walls, most creatures that might threaten a civilized skyland would be able to fly over walls anyway. Instead they focus on watchtowers and emergency shelters, hoping that being adequately prepared can help prevent a disaster.

Most governments manage a cadre of knights, or similar elite soldiers that are dedicated to traveling between different skylands, maintaining the rule of law and defending the remote people from various dangers. These knights typically enjoy certain privileges among the people in exchange for their service. These knights also coordinate with adventuring guilds, acting as supervision and support.

Law

The noble families (or appointed governors) living on skylands are responsible for maintaining law and order, collecting taxes and each has a moderate number of troops and ships under their command for the sake of maintaining peace within their appointed territories.

Crime is strictly controlled on the skylands, but jail is an unusual punishment as the space is too precious to waste on incarceration. Most people are punished with forced labor or fines, or in extreme cases, exile, death or slavery. Jails do exist, but usually only on small, barren islands that would have been unsuitable for anything else. Simple holding cells are much more common.

In order to escape punishment or avoid discovery, some flee to the less regulated ground territories

Larger Skylands

Large skylands are the centers of aerial culture, they are the seats of noble houses, and the largest skylands take the place as the capitols of entire nations. These large skylands have varied territories and diverse populations. Large skylands usually have a few cities across their mileage, and many more small farming villages spaced between them. People take advantage of the opportunities to spread themselves out that they may not be able to enjoy on other skylands.

These large and mid-sized skylands are the seats of major cities and trade hubs. Every sailor knows the sight of the rooftops on these islands. These places are especially valued as cities established there have the opportunity to be more self-sufficient from farmlands established outside the cities. People on the smaller skylands dream of these places and their metropolitan opportunities.

Smaller Skylands

Smaller Skylands are usually counted within the territory of noble houses (or governors) living on larger islands, or may have a noble family of their own occupying the territory. In the case of the former, that individual is responsible for the workings of government on the small islands, for the latter that noble family is responsible, but are appointed smaller forces.

Most smaller skylands only hold a small number of people on the confines of their territory, usually a handful of families. These are farmers, craftsmen, fishermen, breeders, people that don’t need too much space or can find ways to take advantage of as much space as they can.

The people living on these small islands are almost totally dependent on the trade networks that connect the islands and ground, relying on them for the influx of necessary goods in exchange for whatever excess the family produces on their own island. The trade networks are also employed to keep people on these small skylands moving, for example taking these people to annual gatherings at select locations, or transporting them to hub islands for markets.

Factions & Organizations

There are many groups that operate independently of the governments of the world, or are portions of those governments that have gained the power to operate on their own whims. Orders of knights and monks, trading guilds, underground thieves organizations, or simply a group of people bound by common cause can all bind themselves together under a single banner and become more powerful by their unity.

Autumnford is large, and travel is difficult, but some few groups take advantage of the few means of travel and communications that span the continent to establish Factions. Some of these groups are politically powerful and closely organized and controlled, others are loose and decentralized, not solely bound by an organization but by a shared set of beliefs or tradition that unifies them. These people hold pride in the path they’ve chosen and will mark themselves or carry tokens to signify their devotion.

The Factions

The Gali Daie

Before the fracture there was an ancient order of spiritualists and peace keepers, the events of the fracture rent them apart. Many of their best were taken for the gods war, some of them split off, intending to use their powers to seize control of the fractured world which caused a civil war between the order’s membership. At the conclusion of this, there were painfully few left, they broke apart, each seeking to carry on the goals and ideals of the order alone.

The Gali Daie are dedicated to the understanding of the energies that suffuse existence and using that knowledge to improve themselves in the hopes of becoming one with that energy. The ge daii no longer have any sort of central authority or organization, but are joined by their shared traditions and observances.

The Gali Daie follow the tenets of their code: Emotion, yet peace / Ignorance, yet knowledge / Passion, yet serenity. / Chaos, yet harmony. / Death, yet life. Outside of their code, ge daii must swear to wear no crowns, to offer their aid when they are able, to show mercy when possible, and to give respect to all life.

Joining the Gali Daie requires being taken in by a master of the order and trained into the order’s secrets and mysticism. The apprenticeship concludes by seeking out another master of the order, then both test the prospective apprentice. Should the apprentice pass then they are accepted as a full member of the ge daii order. Becoming a master requires further tests, though the exact nature of those tests are shrouded in the order’s secretive mysticism.



There are rumors of ge daii grand masters, mysterious figures that acts in authority of all the masters. But there has been no actual evidence outside of the ge daii that this is true.

The Four Winds Trading Company

One of the few organizations that reliably trade across Autumnford is the four winds trading company. It has outposts in almost all the skylands, as well as most settlements on the ground. The honorable four winds trading company hires executives that plan the routes and arrange the deals, captains that sail the ships, as well as crew, dockhands, harbor-men and dozens of other different positions that help the company to function.

The Four Winds Trading Company also hires a large number of agents to act outside of their traditional sailing operations and promote the company’s interests. This may range from guarding employees or cargo to industrial espionage or even assassination.

There is a dark underbelly of the FWTC, a smuggling ring, groups of the company’s ship captains and company executives, along with a small cadre of dock employees that arrange the transport of illicit goods, and sometimes even people running from the law, between the continents. Drugs, weapons, even slaves, as well as whatever else they may be paid to move find themselves hidden in the holds of four winds ships.

The Iron Way

The iron way began with the legends of the iron scrolls, a massive library of text stored within the great halls of the battlefield, the warring place for the glorious dead where their souls defend the plane. These scrolls contains the legends of great heroes and their famed exploits. Everyone who achieved martial glory finds themselves written of in the iron scrolls. Adherents of the iron way seek to have their legends written down for eternity and so they seek out causes and challenges in order to prove themselves and their skills.

Followers of the Iron way set out to prove themselves always, they never turn down a challenge and will gladly rush into battle, what holds them together as a cohesive order is that an adherent of the iron way will always heed the call of another, coming to their aid without thought of reward. Adherents of the iron way will also target other followers to the exclusion of everything else should they meet on opposing sides of the battlefield.

There is no formal way to join the iron way, you are simply required to be strong and to wish to follow the ways tenets. However, if one who says they follow the way abandons it, they may face violent retribution from “true” followers, who despise such betrayal.

The Scriptures

An assortment of universities and centers of learning, both magical and mundane, the scriptures seek knowledge of all kinds and will send out their agents to carry texts between institutions and to seek out new or ancient knowledge. The scriptures are nearly always backers of expeditions into any ruins of the ancient world.

“The Magpies” are the lower members of the scriptures, they are the ones who travel the world, collecting scraps and pieces. Often they work as teachers, lecturing people on basic reading, writing, and arithmetic and sharing some of the knowledge they’ve collected. The magpies are not the best funded of the scripture agents, so this teaching also serves as a way of making ends meet.

Membership of the scriptures is restricted to professors of institutes of learning, but they do employ numerous agents to secure their goals.

The Seven Stars

An adventuring guild that accepts only the best. This guild operates similarly to the way other guilds operate, taking in quests and requests and sending its members out to deal with the requests. However, the Seven Stars takes most of its jobs from other guilds, taking the most difficult tasks that other guilds simply cannot deal with. They accomplish their global reach through a network of flying mount breeders and airship makers. This network is carefully protected and maintained. The stars also have an extensive support network and a small number of lesser members to help swell their ranks should they need it.

The Seven Stars has a brand, burned into the right shoulder that they use to mark their members, it is rumored that the act of being branded into the seven stars bestows strength by itself, though no members will say.

Joining the seven stars requires recruitment from one current member of the guild, and approval from at least three other active members. There are only seven official, “branded,” members of the stars at any one time, if one should fall, an offer to attempt a trial for full membership will be extended to several candidates, each proposed by another member.

The Tranquil

Wild magic leaves a mess in its wake and there are those who are dedicated very simply to the healing of the damage that an eruption of wild magic causes. The tranquil are people dedicated to finding a way to ease this disaster. They are skilled healers and cursebreakers and have found ways to smooth out the ruffled weaves of magic that can still cause troubles even after an eruption has passed.

Most of the tranquil felt called to join the cause after suffering the effects of a storm themselves, others joined through the church, coming together to try to serve the people of Autmnford, by healing the wounds of wild magic. Others simply hope to restore the world to a peaceful state, dreaming of a vision of a world without the threat of wild magic. Members of The Tranquil are not required to all hold the same beliefs about magic, but all seek to heal those effected by it.

The Stewards of Aspiring Revelations

For centuries, The Stewards of Aspiring Revelations have been the source of the greatest inventions of mankind. Invention and progress have become the lifeblood of the skylands. Therefore, the nobles, seeking to protect their status, power, and wealth, united together and built massive vaults to contain and protect the blueprints of these designs.
Seizing direct control, though the production plants and the official sanctioning of inventions, they now control the flow of inventions and their production.

Joining the Stewards of Aspiring Revelations requires both an invaluable invention to be sanctioned by the current board members, and approval from a majority vote of the other active members. There are currently eleven official noble families on the board, if one should fall or fail to produce an heir, a trial for full membership will be extended to several candidates, each proposed by another member.

The Carnival of Shadows

The Carnival of Shadows is an unscrupulous shadow network that seeks to expand its influence and power throughout Autumford. Not much is known outside of the secretive organization, except that they take on assassination missions and various other, less civilized, matters when the coin is good. Nothing is known about how to contact them either, leaving many to believe they are nothing more than a story told by those who wish to blame others for their own crimes. They tend to leave behind their mark, which fuels this theory, the only reason their existance is felt in Autumnford.

Members of the Carnival of Shadows are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others.

Memebers do not join the Carnival of Shadows, but rather are recruited by current members.

Cosmology

Almost everyone in present-day Autumnford is skeptical of "higher powers". The majority are outright atheists, despite the near-universal acceptance of the Old Gods in the days of yore, and their mythical feats and legends. There are a few, however, who keep fragments of the Old Way alive, those special few who have caught glimpses of the Old Gods embodied in physical form.

The present era is one of great conflict in the religious arena. The Old Gods, or Old Powers of the Earth, fade further into obscurity every day, as "Rational Skepticism" marches ever onward. Agnosticism and Atheism claim more adherents as the Scientific Method becomes ever more deeply ingrained in the public mind. In rural areas of Autumnford, bastions of devotees still cling to the Old Faith.

Most people in Autumnford do not consider the world beyond the material plane, the home of mortals and the world they inhabit. But Dralonor does have a broad planar geography. Beyond the eyes of most mortals are a host of extra-planar locales, all part of the magical framework of Dralonor. From the emptiness of the void to the confused chaos of the Never Yonder.
Beyond the cosmos of Dralonor sits a vast multiverse, an infinite number of varied worlds and realities. The Fracture was the cause of much calamity, but one of the most lasting effects was the sundering of Dralonor’s planar barriers. Portals were opened to distant locales and unsuspecting creatures were dropped into Autumnford, trapped there forever. The fracture is considered the origin point of many of Autumford’s now native creatures.


The spreading storm bursts of wild magic that travel across Autumnford continue to open small gates to other planes, but these are rare and not able to sustain themselves for very long. Typically these portals are open for just an instant, depositing bewildered creatures from outside the plane, or snatching up unsuspecting residents of Autumford and whisking them away. The various planes of existence are realms of myth and mystery. They’re not simply other worlds, but dimensions formed and governed by spiritual and elemental principles.

The structure of Dralonor’s cosmology is an integral part of the world’s magic and the currents of energy known only to a selct few as the flow. There are two major currents, the spiritual and the natural. The spiritual flows between the afterlives of postea and the obscene depths, cycling the energies of the soul between the heavens and the hells. The natural flows between the faerie and the umbral, cycling between growth and decay. At the connections of these currents are the astral and the etherial planes.

In the inner planes, the elemental planes and the gossamer planes of the Ekhto and Void, the energies shift. The gossamer bridges serve as connective points, spreading beyond their defined borders and reaching out across the world and cosmology. The Void is a bridge of the mind and dreams, the Ekhto plane is a bridge of souls. The Elemental planes draw in energy and give it futher definition, they reinforce those definitions within the material plane.

At the absolute center of these currents is the material plane. The flow mingles here, spreading out and intermixing its currents, making the life and magic that people have come to know possible.

One effect of the fracture was to weaken the channels of the currents of the flow, interfering with the easy movement of the flow. On the material plane this manifests as wild magic storms, on other planes, this is less obvious, but the effect is energies from outside of the plane being added to the currents, or the flows energies spilling out into the greater multiverse. The former helps to further empower warlocks, the latter has served to prevent a potentially catastrophic overflow of energy, but could also drain Autumnford of magic if it became worse.

Traveling the Planes

When adventurers travel to other planes of existence, they undertake a journey that might force them to face supernatural guardians and undergo various ordeals. The nature of that journey and the trials along the way depend in part on the means of travel, and whether the adventurers find a magic portal or use a spell to carry them.

The walls that divide the plane from others are weaker than those of some other planes, making it easier to travel across the multiverse using Autumnford as a point of origin. Some “plane striders” make Autumnford their adopted home, exploiting this feature and studying the results of the strong magic of this unique region within the multiverse.

Planar Portals

“Portal” is a general term for a stationary interplanar connection that links a specific location on one plane a specific location on another. Some are like doorways, appearing as a clear window or a foggy, clouded passage, and interplanar travel is as simple as stepping through the doorway. Other portals are locations, circles of standing stones, soaring towers, drifting ships, or even whole towns that exist in multiple planes at once or flicker from one to another. Some are vortices, joining an Elemental Plane to a very similar location on the Material Plane.

Spells

A number of spells allow direct or indirect access to other planes of existence. Plane shift and gate can directly transport adventurers to any other plane, with different degrees of precision. Etherealness allows adventurers to enter the Ethereal Plane. And the astral projection spell lets adventurers project themselves into the Astral Plane and from there travel to the Outer Planes.

Strider's Spark

Awakened by severe duress or strain, the spark of a planes strider ignites to allow these individuals to travel between the planes without expending magic or requiring a portal. Not only does a strider’s spark allow these individuals to travel through a single plane’s planar geography, it also enables them to travel between distinct planes.

The spark has its limitations, a strider can only travel alone, bringing with them only that which they can carry. Further, striders cannot travel accurately to specific locations on planes, they can accurately tell the plane they are arriving on and its nature, but specific locations are fuzzy until they actually “land.”

Bestiary

Most animals carry on like they always have and are present on the ground, and on many skylands that can accommodate them. Since not all animals got on all islands there are ecosystems that are devoid entirely of some species and have adjusted as a result, but all islands have a few flying creatures, since islands in the sky aren't barring their access.



This is intended to serve as a supplement to the Monster Manual, touching on creatures that have a different role in Autumnford than they might in typical D&D games. Or creatures that have adapted to life on the plane in a unique way, or that have been altered either by natural selection or by one of the wild magic storms. As such, this will not be a comprehensive list of all the creatures that can be found in the plane.

Aarakocra

(Monster Manual pg. 12)

The presence of the skylands in the region of Autumford has given it a unique relationship with the Aarakocra. Aarakocra have several nest-like villages on a few of the larger skylands in Autumnford. Many of these bird-men view Autumnford's skylands as a place of “tranquil skies.” Some live outside of these independent communities and travel.

Many aarakocra find lucrative professions as messengers, taking advantage of their ability to fly independently of magic or ships to travel across the skies.

Ankheg

(Monster Manual pg. 21)

The tunneling monsters are one of the terrors of those living on the ground territories, but are virtually unknown to the people of the skylands.

Behir

(Monster Manual pg.25)

These long blue serpentine creatures enjoy stalking sky-reefs, Huge pieces of rock extending out of the water. They often seem like a good place to dock for airships. Most experienced sailors won't even go near a sky-reef for this reason. Behir are six legged creatures who can walk and climb very quickly. If found and captured, behir are often used in the gladitorial pits of the skylands.

Bison

(Homebrew: Original )

The bison are large terrestrial animals that roam the plains. They travel in huge shaggy herds, grazing on the tough grasses in the open expanses. The bison are large, heavy and shaggy, they have thick horns on top of thicker heads.
Bison are good swimmers and can cross rivers almost half a mile wide.
On Autumnford bison travel in vast herds along the ground territories, and make for rich eating for large hunters like dragons.

Bulette

(Monster Manual pg. 34)

Land Sharks are a nightmare for the people of the ground territories, they strike without warning to devastating effect. A group of Bulettes is called a shiver, because the shivering ground is the first sign of the abject destruction that is to come.

Bulettes are a danger unknown on the skylands.

Cloaker

(Monster Manual pg. 41)

Some cloakers cling to the bottoms of skylands, blending into the underbelly of soil and shadow and waiting until nightfall to hunt their prey under the cover of darkness, but will strike in open daylight if opportunity presents itself. Cloakers are ambush predators, lying in wait for unsuspecting prey to wander close enough for them to strike.

Sailors and those who live in the expanses of the ground are advised to “watch the stars” and run for cover should they ever see a cloaker’s telltale silhouette against the night sky.

Dinosaurs

(Monster Manual pg. 79-80)
(Volo's Guide to Monsters pg. 139-140)

One of the most complicated cracks broke in Autumnford during the fracture was a crack in time. The ancient precursors to modern life roamed through it. Now dinosaurs roam remote regions of Autumford’s ground lands, and there’s rumor that there is a large island somewhere in the ocean where they and other ancient beasts are the only inhabitants. Some dinosaurs do intrude into the settled areas and they are considered a worry, but not a tremendous one.

Most people who encounter dinosaurs, beyond their amazement, simply strive to give them a wide berth, “after all, what are we going to do, push it away?” Predatory dinosaurs on the other hand are considered a menace, people simply avoid them and pray they aren’t hungry.


Pterodactyls are trained as flying mounts, their eggs snatched and carried great distances to serve as long-flying simple mounts, popular among scouts and couriers.

Fire Lizard

(Homebrew: Original)

Also called “dragonets”, these small beasts are distantly related to the huge drakes and dragons of myth and legend. These clever little lizards are highly empathic, they can telepathically communicate their emotions and visual impressions. They fly in nimble, darting patterns, swirling on the winds around the shores. Fire lizards are also able to, like their name implies, breathe fire, occasionally their dainty flight is highlighted by a small gout of flame.

Fire lizards form lifelong empathic bonds at birth, bonding with the first creature to feed them as they hatch from their eggs. This keeps families of fire lizards close and also makes the small creatures loyal pets to anyone who can find them when they hatch or take the time to care for their eggs.

The fire lizards eyes are kaleidoscopic prisms, the color in their eye reflecting their emotional state. Fire lizards come in five different colors, blue, bronze, brown, gold, and green. Their color represents their gender and abilities.

Gold fire lizards are called “queens,” they are the only ones able to lay fertile eggs after an endurance race of a mating flight. Green fire lizards are the other females of the species, they also fly mating flights and lay eggs, but their eggs are not fertile.

Bronze, brown, and blue fire lizards are the males. The bronzes are the largest and strongest, the browns have great stamina, blue fire lizards are the smallest males and are quick and nimble.

In Autmnford, fire lizards are frequently seen around the skylands where they hunt small birds and windfish.

Flying Sea Creatures

The adjustments of the world and its new atmospheric nature, many creatures that occupied the seas now also live within the vast expanse of sky. No one knows the exact nature or origins of these creatures, but they are a constant presence in Autumford's skyline. Sea creatures that have been adapted to life in the skies have a flying speed equal to the listed swimming speed.

Bubble Jellies

Jellyfish modified in the same way as windfish to have a lifting airbag on their bodies to let them float.

Sky Whales

Sky whales usually travel in pods along long routes that cross over both the seas and the land. These massive mammals are a wonderful sight and are frequently hunted, but with great difficulty, as they are very capable of defending themselves and destroying ships that come too close. If they are undisturbed they are a very peaceful species and are usually accompanied by their own small ecosystems of bugs, moss, barnacles, windfish and birds.

Flying kraken

During the fracture, the huge krakens somehow gained the ability to fly. They are amphibious and now the terror of the skys and the sea. Use the monster manual statistics along with a flying speed of 40 ft.

Windfish

Windfish is a catchall term for numerous species of flying fish. These fish were altered, though no one is entirely clear when or how, into flying animals. Some drift along suspended by inflated gas bags, some have special blubber that’s lighter than air, some soar on broad fins, some others are simply enchanted, held up by the similar magic as the skylands.

Windfish are fished in various ways, hooked as they drift under the skylands, where they eat bugs and smaller fish. Some drift in large shoals through the skies and others quickly dart from skyland to skyland, hunting smaller windfish and birds.

Zephyr Sharks

Sharks that swim through the skies. Similar to windfish in their abilities and nebulous origins, zephyr sharks are a danger to sailors and others in the sky. Though they tend to swim near sky reefs, these sharks have been known to occasionally hunt inside of shipping lanes or even into settlements.

Hippogriff

(Monster Manual pg. 184)

Hippogriff are domesticated similar to horses, with ranches on the skylands specifically dedicated to their husbandry. They are some of the most common flying mounts and most skyland stables house several of these flying creatures.

Some ranchers make a brisk business raising hippogriffs as flying mounts, and some small archipelagos are cordoned off as ranching areas for these omnivorous beasts.

House Griffon

(Homebrew: Original)

House griffons are a miniature species of griffon, altered to be domestic pets rather than fierce predators. Where true griffons are large carnivores and admixtures of lions and eagles, house griffons are a mixture of house cats and hawks.

House griffons are a popular pet, although they are expensive, and difficult to care for. House griffons are famous for their ability to deal with pests, hunting with the senses of both their component parts. Domestic house griffons are affectionate but independent creatures and derive great joy from hunting and from preening.

The semimagical nature of house griffons make them popular creatures as familiars for spellcasters who want a distinctive companion.

Mist Stalker

(Homebrew: Original)

Drifting tentacled beasts that stalk the clouds, they emit a thick cloud from the vents along the top of their rigid bell-like heads that obscures them as they hunt. Mist stalkers drift between clouds, snagging birds or windfish in their tentacles and using their stiff, blade-like ridges to cut larger prey into more managable chunks and to keep threats at a distance from its soft underbelly.

The mist stalker’s cloud both confuses and disorients its prey and the creature has special senses that allows it to sense the creatures that are inside of the clouds they mist stalker created.

Sailors keep a watch out for small clouds that seem to grow larger or that move against the wind, as these are signs of a Mist Stalker or pack on the hunt.

Suffused

(Homebrew: Original)

The humanoid “survivors” of the ancient and powerful technomagical civilization. They were ripped into insanity by the magical devestation known as the fracture. Their bodies crackle with magical energy and light shines out of broken skin and metallic tubes across their flesh.

At times the suffused screech out violent howls of pain and loss, lashing out at nothing with blasts of magical energy. Terrifying displays that suggest, somewhere, they comprehend what they once were, and mourn that loss.

Lost. The suffused patrol the ruins of the cities that were their home when they were able to act with sanity, now they simply roam, attacking anything that crosses their path with brutal magical energy.

The only creatures that escape their wrath are other suffused and creatures of the old world’s magic. They ignore each other, seemingly unaware of each other’s presence. Even when attacking outsiders, they simply rage, regardless of the presence of others of their kind.

Forgotten Magics. The suffused were once powerful spellcasters, in their twisted state their knowledge has long since been lost, but their ability remains. Their casting is feral and instinctive. They react brutally but lack the ability to plan, or even to comprehend the energies they’re wielding.

Unicorn

(Monster Manual pg. 293-294)

Unicorns are often considered by those on the skylands to be creaures of myth, but they are real enough, they roam the wild places, drawn to people and places with a great deal of influence from the celestials or powerful good.

There are almost no unicorns to be found in the distant altitudes of the skylands, and there are occasionally attempts to hunt them and drag them up to the lands above. These attempts are always unsuccessful.

NPCs

This section will describe the various NPCs that are well known, or at least known of within the region of Autumford and its many skylands. When creating your characters, you may or may not have had dealings with them in the past. Be sure to make note of this and let your DM know if that is the case.

What is an NPC?

A non-player character (NPC) in a game is any character that is not controlled by a player.

The term NPC is a simple term on the surface. But it has grown complicated over the years. First of all, if you don’t know, NPC stands for “non-player character” or “non-playable character” or “non-player-controlled character.” It’s a term that gets used in both RPGs and in video games and it refers to any character in the game that isn’t controlled by a player. Of course, we’ve discussed in the past that the GM is technically also a player. And since the GM controls NPCs, the term “non-player character” is somewhat inaccurate. If we wanted to be really, really nitpicky, we could call an NPC a “non-protagonist character,” but that’s kind of unnecessary. We can basically agree that NPCs are not controlled by players. The GM makes the decisions for NPCs.

Why are NPCs Important?

NPCs should also be used to showcase the issues going on in the world, especially in terms of politics and war. The best NPCs shed light on the larger conflicts at hand, giving you a more personal glimpse into their impact. There are always multiple sides to every story, and using NPCs to showcase this gives them depth beyond simply being signposts that mutters generic phrases.



While the journey should definitely focus on the main characters and overarching narrative, NPCs are essential to selling the experience, and are an asset when it comes world-building.


Margaret Caskbow

Queen of Autumford, Female Human


  • Lives in: Gravendrift, Saxondale
  • Occupation: Nobility, Diplomat
  • Languages Common

  • Personality Traits: She exudes charisma. She is a
    tour de force of persuasion. She is a logical person and will generally grow upset if things
    defy logic and science.
  • History: Trained by her father for as long as she can remember she had it drilled in her head that it was her duty to serve her country. Some years later her spouse died after the birth of her son, leaving the throne of Autumnford to her. Heartbroken, Jessie never married again. Instead she focuses her life to raising her son whom she trained as her father had trained her before.
  • Motivation: To get a good night's sleep. And to share knowledge with the world.

Relationship Status

Widowed. Has sevearl couters, but denies them all.


Henry Caskbow

Prince of Autumford, Male Human


  • Lives in: Gravendrift, Saxondale
  • Occupation: Nobility, Diplomat
  • Languages Common

  • Personality Traits: He is quite rude, and likes to deride his opponents skill and shout insults at them. He loves teas. He is very sensitive about his face.
  • History: Trained by his mother for as long as he can remember. Henry was left his father's suit of armor and trained in its use and care.
  • Motivation: Nothing but the best is good enough for him, but he also strives to prove his worth to the world.

Relationship Status

Believes he can, as future king, have and attempts to take any woman he wants.


Sir Geoff Thorton

FWTC chairman, Male Human


  • Lives in: Aurora, Willowdale
  • Occupation: Owner of Four Winds Trading Company
  • Languages Common

  • Personality Traits: A skeptical and narcissistic man, Geoff's first love is himself. His second love is also himself. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.
  • History: Geoff lived on a farm with his father, near the main road leading to a nearby town. He was an adventurer many years ago and he formed a blood bond with his companion (his 'brother'). He landed a small Courier job and began his own company from there. He now controls most trade within Autmford through his company.
  • Motivation: He desires power and/or immortality.

Relationship Status

Married, but known to have affairs often.


Lady Tabitha Thorton

Wife of Geoff Thorton, Female Human


  • Lives in: Aurora, Willowdale
  • Occupation: Nobility, Diplomat
  • Languages Common

  • Personality Traits: Soft-spoken and well mannered, she has an amazing amount of patience and a slow boiling temper. She is submissive, is generally bored by everything, but will take part in whatever people ask of her. She is by nature obliging.
  • History: Tabitha was born with her mother's beautiful face. Her parents died when she was young, and she was unceremoniously dumped in the city orphanage. Tabitha grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Tabitha. When she grew older, she became a bit more civilized, usually hanging around bars and taverns. There, she met Geoff and was wooed by his lifestyle and offerings.
  • Motivation: To unite with her sister. And she feels that her past leaves her morally obligated to help.

Relationship Status

Married to Geoff.


Basiik Serge

Chancellor of the Office of Learning, Male Human


  • Lives in: Middlesborough, Orrinshire
  • Occupation: Professor, Educator
  • Languages Common

  • Personality Traits: He is a melancholic, but persistent worker. He resents family life and as such spurns the advances of admirers. He takes great pride in his work and is very well organized. His planner is full of calendar events. He is a logical person and will generally grow upset if things defy logic and science.
  • History: When he was little, his rather wealthy family often ventured across the mountains to a summer home near a ruined castle. He would wander through that ruined castle and adventure through it for days. One day while adventuring a terrible wild magic storm took place and he was stranded inside. His family spent the next few days looking for him, but did not and left him there. Basiik took refuge in the ruined castle and found an odd contraption. He has dedicated himself to building a better world.
  • Motivation: He is unsatisfied with his job.

Relationship Status

Single. Not activly dating.


Sakamota

Leader of the Seven Stars, Female Human


  • Lives in: Murkwell, Faversham
  • Occupation: Mayor
  • Languages Common

  • Personality Traits: Abrasive and pushy, she has a hardtime making friends. She will pursue extreme courses of action in the short term, confident that they cannot fail.
  • History: Born in a small village she learned the ways of the warrior from her father. When she came of age, she joined a caravan that would eventually take her to the capital. She would practice along the way and, when she arrived, be apprenticed to a Spy. She's also a talented Brewer, but doesn't like to broadcast it.
  • Motivation: Wishes to resurrect an old love.

Relationship Status

Single.


Lady Gloria Lepus

Seven Stars Member, Female Human


  • Lives in: Northbury, Kilmarock
  • Occupation: Mayor of Northbury Skyland
  • Languages Common

  • Personality Traits: She has a good heart but also a terrible temper. She will forgive often but not before yelling and berating someone for whatever they have done wrong. She is lazy and tries to find solutions quickly.
  • History: She served in the navy to pay for her family's outstanding loans. Gloria abandoned her home at a very young age, living in the fields and plains. She survived everyday through hunting and stealing from passersby. She did whatever it took for her to survive. She is searching for what she claims is her rightful reward.
  • Motivation: A need for knowledge about a nearby landmark. And she'd like to take her fellow Stars down a peg.

Relationship Status

Rumored to be dating someone, but is very secretive about it.


Lord Diesel Fidget

Head of the Stewards of Aspiring Revelations,
Male Human


  • Lives in: Grasmere, Saxondale
  • Occupation: Nobility, Diplomat
  • Languages Common

  • Personality Traits: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.
  • History: He was a bastard born out of an affair, and his father always resented and mistreated him for it out of spite. While studying, he fell in love. They married and had a son and two daughters.
  • Motivation: An old rival noble family wants him eliminated. He must eliminate them first.

Relationship Status

Married to Margo Fidget. Has a son and two daughters.


Dr Thomas Fidget

Son of Lord Diesel Fidget, Male Human


  • Lives in: Grasmere, Saxondale
  • Occupation: Professor, Educator
  • Languages Common

  • Personality Traits: Dr Thomas speaks confidently about a variety of topics with grace. He is clearly well-traveled and educated. To his fellows he is seen as friendly and intelligent, but is angry and unforgiving to the so called "fatcats" and any who do and have associated with them. He is a logical person and will generally grow upset if things defy logic and science.
  • History: When he was little, his father attempted to groom him as heir to the noble seat, but lying and keeping things secret did not fit well in Thomas's heart. He laments his father for this and wishes to spread education and knowledge to anyone who will listen. He has dedicated himself to building a better world through charity work and education. He will often do what he can to circumvent the activites of his father and The Stewards of Aspiring Revelations.
  • Motivation: Obtaining old world artifacts and examining and cataloging them is his passion.

Relationship Status

Single. Not activly dating.


Madame Ravonge

A legend in Autmnford, Female Human


  • Lives in: Wanders throughout Autumford
  • Occupation: Rumored to be a diety, or wealthy noble
  • Languages It is rumored she speaks all languages

  • Personality Traits: A deeply religious woman she believes everything happens for a reason. She loves teas. She is very sensitive about her age.
  • History: Noone is for certain where she came from, or how old she really is. Stories have been told of Madame Ravonge for many generations. Although many claim to have met her, all the accounts are all different. The only thing that remains constant is an general appearance.
  • The story goes: Many generations ago, during the time of the fracture, Madame Ravonge was a powerful diety who possessed a valuable and powerful artifact. When the fracture occurred, she was spared from the wild magic that eruptted by this artifact, and now wanders the region looking for her lost love to bring him back a seek revenge upon those who caused her torment. It is said, that only the intelligent and brave will survive their encounter with her.

Chapter 2

Player Races

Playable Races

Your choice of race for your characters is one of the first reflections of yourself as a player. While Autumnford prides itself on being an "All Human Region" and has pushed out all but the humans who now occupy its many towns, and cities, there are still those others who choose to either return to Autumford or have made a place of thier own within its borders.

Autumnford’s planar walls are more “porous” than those of other planes, during the fracture portals spread around the globe, ripping open connections between Autumford and planes across the multiverse. The dying gods of the old world made it their mission to seal away these portals, and though they were all closed some still open, and some creatures traveled through these portals and came to make Autumnford their home.

Because of this, very few species are entirely unknown to the region of Autumford, though they may exist only in small, scattered, populations.

The descriptions in this chapter are generalizations, broad-stroke descriptions of the values and traits of a particular race. There are outliers and exceptions within every group of peoples.

All the races described in the Dungeons and Dragons Fifth Edition Player’s Handbook can be found in Autumford, a few other races are common enough in Autumford that they will have their own specific racial traits sheet included. The descriptions in this book were created for the Autumnford setting, so long as the campaign takes place in Dralonor, the information in this section supersedes the Player’s Handbook.

Common Races

Common races are found in cities, towns
and just about everywhere else in between.

Humans


James held himself tall, he had been polishing his armor all night, he practically sparkled. He was proud to be a guardsman. He had been working towards this for years, fighting, training, studying. He felt like he could stand up against Incancatus itself. The elven ambassador drifted past him, running her finger across his armor, and he stood up a little taller still.



Humanity has, without a doubt, become the dominant species of Autumnford. They recovered their numbers quickly and have spread out across nearly every area of the region, from the underground to the islands in the sky, and they have more than recovered their numbers since the fracture. Nearly every city in the world has at least a few humans in its population and most cities are controlled by human rulers and count humans as more than three quarters of their citizenship. Human cities are gregarious places, offering a home to any race that would come to try and occupy them.

Some races consider humans to be simply “average,” not as strong, swift, or smart as some others. They underestimate the capacity of humanity. Humans are clever and creative, as well as stubborn and tough. The best of them can stand against anything that the world throws at them, and come out fighting on the other side.

There is a myth, considered somewhat apocryphal, that humanity were the second peoples created, after the dragons, and were considered such a success that the other races were built off their “template” by later gods, creating elves, dwarves, halflings, orcs, and even giants. This myth is commonly considered to be the reason that humans can interbreed with any other species, but others can not.

Humanity is a comparatively gregarious species, they embrace the company of other races, and cities ruled by humans have a diverse non-human population. Humans are also the only race capable of breeding with other races and creating half-breeds. This fact, combined with their easy acceptance of other races, has given humans a promiscuous reputation among the other peoples of Autumnford.

Human Traits

It’s hard to make generalizations about humans, but your human character has these traits.


Ability Score Increase
Your ability scores each increase by 1.

Age
Humans reach adulthood in their late teens and live less than a century.

Alignment
Humans tend toward no particular alignment. The best and the worst are found among them.

Size
Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed
Your base walking speed is 30 feet.

Languages
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Dwarves

(Player's Handbook Pg. 18)

“I still say it’s a damn fool thing.” The stout oak barrel of a man was crouching down as low as his legs would allow, keeping his center of gravity as low as possible so he could avoid falling. “Staying up this high without solid ground to keep you up...” He had crates of goods with him, steelwork, brass, iron, even some pieces of mythril and adamantine, but he was loathe to sell them, “I just don’t know why they couldn’t come down to us. A proper dwarf needs a foundation to stand on.”



When the fracture occurred, the underground was sealed away from the world above, the underground was left with very few means of accessing the surface. Some dwarves by the edge sought to rebuild the connections between their cities and the surface world, others retreated deeper to the underground, founding new deep cities in the newly expanded caverns of the underdark. This split remains between the various dwarven cultures like the hill and mountain dwarves, and the gray dwarves, the duergar, deep in the underdark. Dwarves have an innate distrust of the skylands, “dirt where it has no business being,” or traveling on airships. Since the majority of Autumnford’s culture takes place on the skylands or traveling through airships, this mistrust has made it difficult for most dwarves to engage completely with the world at large. Dwarves in the air tend to keep their center of balance even lower, afraid they might fall off.

The dangers of the surface, behemoth monsters and marauding war bands means that most entrances to dwarven cities are strongly fortified. Still the dwarven mines are a rich and efficiently managed resource base, and the dwarves command a great deal of economic power through them. That power makes dwarven cities a tempting target to raiders and marauding monsters that seek to claim the dwarven wealth for themselves. Dwarven soldiers take their legendary toughness to extremes when it comes to defending their homes.



The dwarves have a hierarchal social structure organized by family and by clan. Their position in this structure informs their position in the larger structure of dwarven culture and tradition. In the deeper and more forbidding aspects of dwarven society this social structure has also been used to support a loose caste system or to justify near slavery among the lower castes of dwarven peoples, though outsiders almost never see this aspect of the grand dwarven cities.

What most people know about the dwarves is that they are short. The other thing that people know is that they like to build big. Decorative dwarven architecture is massive, made to accommodate giants. Some people have taken this to imply that there must be some connection between the dwarven and giant peoples, though the two have come to become bitter enemies.

Hill Dwarves

When the tunnels collapsed, not all of the dwarves were trapped underground, sealed within their homes and mines. Some of the dwarves were outside, traveling the old hills, instead of being locked in, they were locked out. These dwarves roamed, they lost some of their militarism and tried, mostly unsuccessfully, to integrate more within the other peoples in Autumnford, but they did become tougher to try to keep a place for themselves with these other people that once they were not so tightly aligned with before.

Mountain Dwarves

The dwarves locked underground maintained themselves as military powerhouses. Their time locked underground disconnected them from the rest of the world but it also provided them with an abundance of metal and mineral wealth, allowing them to develop strong weapons and armor to fuel their defenses. Few of these underground dwarves did not know how to handle an axe or warhammer as well as a pick.

Gray Dwarves (Duregar)

The gray dwarves are the descendants of the dwarves that fled deep into the underground of Autumnford after the fracture trapped them. Constrained by limited resources their skin became sallow and pale, while their bodies became more slender and their minds more rigid. The gray dwarves of Autumford place their work above all other things. They are a functional people and have little use for art or artists.

Gray dwarves are rarely seen on the surface, those that leave the deep cities are those who want to leave the rigid society or be able to express their emotions. Other gray dwarves on the surface are there to learn and then report to their superiors down below.

Dwarf Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Ability Score Increase
Your Constitution score increases by 2.

Age
Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Alignment
Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size
Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed
Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision
Accustomed to life underground, 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.

Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).

Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency
You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages
You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Hill Dwarf

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

Ability Score Increase
Your Wisdom score increases by 1.

Dwarven Toughness
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.



Mountain Dwarf

As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration.

Ability Score Increase
Your Strength score increases by 2.

Dwarven Armor Training
You have proficiency with light and medium armor.

Elves


Outside of the glittering city there is a long stretch of roots and vines, magically woven together to form a sturdy bridge into the sky beyond. Elves wearing long robes walked across the bridge for the docks to greet their guests. “Hello my friend, I hope you are well.” The elf at the lead of the procession nodded to the ship’s captain and to the wizard standing behind them, “we have much to discuss.”


It is believed that before the fracture the Elves were the most powerful race of the world, but the devastation of the fracture changed that. The elves, though long lived, did not regain their numbers as quickly as other races, a loss they are still recovering from. There have only been a handful of elvish generations passed since the fracture.

Now there are very few population centers of elves in Autumnford. The elves do have some small scattered cities of their own, but these are sparse. Most elves have integrated themselves within larger societies, or integrated other races into theirs.

The elves of Autumnford have slender, lithe, and willowy frames, with thin faces with large eyes, straight noses and small features. They generally stand slightly taller than average humans, but the differences depend on the race of elves.

Elf Traits

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Ability Score Increase
Your Dexterity score increases by 2.

Age
Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment
Elves 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. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.

Size
Elves range from under 6 to just over 7 feet tall and have slender builds. Your size is Medium.

Speed
Your base walking speed is 30 feet.

Darkvision
Accustomed to twilight forests and the night sky, 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.

Keen Senses
You have proficiency in the Perception skill.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance
Elves 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.

Languages
You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

High Elves

The high elves have almost exclusively traveled away from the dangers of the ground and moved to the skylands, embracing the elevation of status that comes with the elevation of altitude. Some few skylands have been converted to cities of high elves where they seclude themselves from the rest of the world. The high elves that have become part of the rest of the world typically find high positions in fields of learning, magic, or politics, provided they keep their ears covered or trimmed.

The high elves range in skin tone between gold and yellow tints and blue or silver hues. Once, long before, they were distinct peoples. But desperation and loss merged these two groups of magical elves into a single peoples. They tend to stand only slightly shorter than humans, between 5 and 6 feet.

Ability Score Increase
Your Intelligence score increases by 1.

Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip
You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Extra Language
You can speak, read, and write one extra language of your choice.

Wood Elves

Wood elf culture is predominantly divided between those living on the ground and those living in the skies. They are perhaps the most well traveled of the elven peoples and wood elves are a frequent sight in many places to those who are looking.

The wood elves in the skylands are typically part of other, predominantly human, cultures. They have found that the dexterous skills they used to travel through the forests have served them well navigating the ropes and sails of airships. Other wood elves in the skylands are part of the high elf cultures, acting as a distinct caste of people within those cities.

Wood elves on the ground territories have their own means of keeping themselves safe, unlike the dwarves with their fortifications, wood elves have established hidden cities within deep forests. Wood elves in these cities live a semi-nomadic existence, traveling in small caravans between their hidden cities. Other wood elves on the ground have integrated themselves into the larger territories centered around gathering resources for those in the skylands.

The wood elves of Autumnford have skin tones that tend towards copper or olive and even into slight green hues. Most wood elves are short compared to humans, but taller than gnomes or dwarves, between four and a half and five and a half feet.

Ability Score Increase
Your Wisdom score increases by 1.

Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot
Your base walking speed increases to 35 feet.

Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Dark Elves (Drow)

During the fracture, some elves sought refuge from the turmoil by fleeing underground. Down there they discovered massive caverns and established their new cities within them. But these caverns were also home to monsters that had retreated from the hunters of the old world and the nascent drow found themselves having to fight nearly constantly for the survival of their cities.

Eventually the fighting abated as the drow established themselves, but in that brief time the elves had interbred into a single dark-skinned race and had retained a merciless culture of war. The drow established themselves as rulers, conquering other races of the underdark to act as serfs or slaves, and as soldiers to fight off the other monsters of the underdark. The drow have also constructed hidden tunnels to the surface which they use to conduct nighttime raids on the surface or the skylands.

Drow skin tones are dark, purples, deep blues and silvers, and even as black as midnight. They still stand as high as high elves, between 5 and 6 feet. Some elves were effected by fey magic during the fracture and they became feywilders, and left for the fey. The drow were effected by the opposite energy, their diet in the underground, their interbreeding, all of it was seeded with energy from the Umbral plane, solidifying the elves trapped underground as a drow people.

Most people outside of Drow culture only encounter their raiders or slavers, which has given the whole race a reputation for evil and brutality. Though this isn’t completely accurate, there’s still a grain of truth to it.

Ability Score Increase.
Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age.
A Shadow Drow doesn't claim adult hood until at least 100 years old. and can live up to 1500 years.

Shadow Sight.
You see everything in shades of grey. Your darkvsion has a range of 120 feet

Shadow walker.
You have advantage on stealth checks at night or in darkness. You have disadvantage on stealth checks in direct sunlight. When you reach 3rd level you may have your shadow assume the form another creatures shadow which you have seen. When you reach 5th level you may cast the spell darkness once per short rest. Use Inteligence as your spellcasting ability.

Shadow Drow weapon training.
You have proficiency with Versatile weapons, scimitars and Throwing daggers

Languages.
Elven, Drow sign language, common

Uncommon Races

The races described here are less common in the region of Autumnford than other races, they are neither as populous or as widespread as elves, dwarves, or humans and they haven’t managed anywhere near the domination, culturally or geographically, that those people have managed. That is not to say that these peoples are unheard of. They are present in respectable populations across Autumnford and some have many small settlements across the world or have integrated their populations into larger cities.

Half-Breeds.

Half-elves, half-orcs, shallows merfolk, all of them are the symbols of humanity moving through the other peoples of Autumnford and leaving something of themselves behind. People like dragonborn, genasi, tieflings, and aasimar are signs of other races taking advantage of this quirk of human physiology. Because they are half-breeds and therefore sterile without divine intervention, these peoples aren’t capable of spreading much further than their existing numbers.

Folk.

The smaller racial populations, halflings, gnomes, all of them are spread across the world and some have built their own lives. Some, like the gnomes or halflings, have largely integrated themselves into human society by disguising themselves as children or small people or have their own cultures that are tightly connected to those of humans. Other peoples, like the goliath, live entirely separate from the large cultures of humans, elves, and dwarves.

Aasimar


Fair and beautiful, Ren was the belle of the ball, he wafted through the ballroom, absolutely confident that all eyes were on him. When he laughed, people compared it to bells, when he spoke, people listened. When they spoke, he didn’t care, he heard the whispers of angels instead.



When the fracture infused some people with energies, some of those energies were derived from the angels that went on to die in the godswar. The celestial strength filled these human bodies and entered into their bloodlines. This sign of angelic heritage still pops up from time to time in people’s lineage in the arrival of a true aasimar.

Aasimar do not have settlements of their own, their appearance is even more rare than tieflings, barely a handful appear. They tend to be moved, by choice or by the agency of others to the more affluent and peaceable regions, where they grow up surrounded by nobility and luxury. Many grow up to be politicians and members of high society. Sometimes they live among the rougher areas where they are treated with respect and admiration, like angels of mercy.

Aasimar do not have a homeland of their own, there are not enough of them to establish anything more expansive than enclaves. Aasimar find that much comes easy to them, they often count upon the aid of others and are quick to trust. They often rely on the kindness of strangers and may take that assistance for granted.

The loyalty of an aasimar is not closely trusted by those who know the race well, they have grown within a culture when many seek their favor, hoping to gain the blessings of their celestial forbears. Aasimar have an easy social grace and are disarmingly personable. But often with a bent of sociopathy.



Aasimar Traits

Ability Score Increase:
Your Charisma score increases by 2.

Age:
Aasimar mature at the same rate as humans, but they can live up to 160 years.

Size:
Aasimar have the same range of height and weight as humans.

Speed:
Your base walking speed is 30 feet.

Darkvision:
Blessed with a radiant soul, your vision can easily cut through darkness. 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.

Celestial Resistance:
You have resistance to necrotic damage and radiant damage.

Healing Hands:
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer:
You know the Light cantrip. Charisma is your spellcasting ability for it.

Languages:
You can speak, read, and write Common and Celestial.

Protector Aasimar

Ability Score Increase:
Your Wisdom score increases by 1.

Radiant Soul:
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

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

Scourge Aasimar

Ability Score Increase:
Your Constitution score increases by 1.

Radiant Consumption:
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

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

Fallen Aasimar

Ability Score Increase:
Your Strength score increases by 1.

Necrotic Shroud:
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

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

Dragonborn


Gorm raised his hand, claws extended outwards to rend and slash, he brought his arm down hard against the wood, scratching out the finishing touches of the intricate pattern carved into the wood. His master Nesiim nodded approval, “fine work, it will do you in good standing.” Gorm smiled a toothy smile and placed the carving on the mantle of the house. Its former occupants were long gone, but he would make this place livable again.


The dragonborn of Autumford are a largely reclusive peoples, they occupy secluded villages within natural cave systems, usually in mountains or inside of skylands. Their settlements are functional and spartan, and usually incorporate parts from the ruins of other villages that may have been hit by monsters or war. Those that do have a peculiar sense of pride at improving things left over by others. As a result of their self-imposed isolation dragonborn are rarely seen in great numbers.

The major exception to this is in the draconic empire of Quanun, where it is rumord among dragonborn that other dragonborn have left their seclusion to build an empire in hopes of overthrowing the human rule of Autumnford.

The dragonborn are innately honorable, bound to their families through the belief that the actions of one member reflects on the family as a whole. Often a dragonborn will leave on adventures to redeem the actions of another member of their family.

The true origins of the dragonborn are something of a mystery to the majority of people of Autumnford. There are some who think they were the product of wild magic. Some believe that they are the product of dragonic alliances with humans. Others believe that the dragonborn are the product of some long-dead draconic god, trying to ensure a legacy in the coming world or to spite the gods that denied its people primacy in the world.



























Dragonborn Traits

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

Ability Score Increase
Your Strength score increases by 2, and your Charisma score increases by 1.

Age
Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Alignment
Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.

Size
Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed
Your base walking speed is 30 feet.

Draconic Ancestry
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.



































































Draconic Ancestry
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Breath Weapon

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Damage Resistance

You have resistance to the damage type associated with your draconic ancestry.

Languages

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Genasi


The council of four stood together. They met in secret, hidden, places. They hoarded remnants of the maelstrom war and symbols of their heritage. Each of the young people had taken new names for themselves, now they were Ignus, Agua, Brock, and Gale. They had left their tribes behind, sick of seeing their families scavenge and hunt. The old days when the Genies were lords were times of riches. They would seek to bring their ancestor’s glory back.



The times when the plane was weak sent energies flooding into the world and its people. Following the fracture, the greedy and ambitious genies broke into the world, hoping to gain power there and taking mortals as slaves and consorts, or they went disguised as mortals, simply motivated by curiosity. The people who manifest this bloodline are the genasi, and though it may be generations before a true genasi appears, their arrival is unmistakable.

Genasi rarely have contact with their elemental parents, who see them as accidents. Some are outcasts, or assume leadership of savage humanoids and weird cults in untamed lands. Others gain positions of influence and elemental power. A few genasi leave the world to find a place for themselves in the elemental planes. In general though, the genasi prefer to remain near the element of their heritage. Genasi are most commonly found in Autumnford in the elementally torn aftermath of the wild magic storms.



Genasi Traits

Your genasi character has certain characteristics in common with all other genasi.

Ability Score Increase
Your Constitution score increases by 2.

Age
Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Alignment
Independent and self-reliant, genasi tend toward a neutral alignment.

Size
Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

Speed
Your base walking speed is 30 feet.

Languages
You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Air Genasi

Air Genasi adore the skylands, and embrace sailing ships. Many feel drawn to small archipelago chains of skylands where the wind whips free. Few air genasi stay in one place for very long, boarding ships almost as soon as they are able and seeing what the winds have for them. Airship pilots enjoy having an air genasi onboard, considering them to be good luck for their sense for the fickle winds.

Ability Score Increase
Your Dexterity score increases by 1.

Unending Breath
You can hold your breath indefinitely while you’re not incapacitated.

Mingle with the Wind
You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Earth Genasi

Earth genasi mostly prefer to avoid the skylands and remain connected to the stone of their bloodline, but there are some for whom the skyland stone has a peculiar draw. The dwarves value the arrival of an earth genasi, bringing them into the caverns and mines to aid in the yield they unearth. The people of the deep underground and the vaults enjoy having earth genasi among them as scouts and search and rescue operatives.

Ability Score Increase
Your Strength score increases by 1.

Earth Walk
You can move across difficult terrain made of earth or stone without expending extra movement.

Merge with Stone
You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Fire Genasi

Fire genasi feel the most comfortable on the ground territories where their wild instincts are the most at home. Many have a difficult time on airships, especially any warship with a powder magazine that the flaming people might ignite. But the fire genasi delight in black powder and firearms, their explosions causing a rush of excitement for their element, so they are quick to learn safety precautions and the consequence of ignoring them.

Ability Score Increase
Your Intelligence score increases by 1.

Darkvision
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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Resistance
You have resistance to fire damage.

Reach to the Blaze
You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi

Water genasi enjoy Autumnfords’s coasts and waterways, they are also exceptionally skilled at sailing across the oceans, and are valued for their sense of the water’s currents and flows. The merfolk of Autumford respect the water genasi and see them as valuable insights into the waters they make their homes in.

Ability Score Increase
Your Wisdom score increases by 1.

Acid Resistance
You have resistance to acid damage.

Amphibious
You can breathe air and water.

Swim
You have a swimming speed of 30 feet.

Call to the Wave
You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Gnomes


Oil stained Tock’s fingers, the greasy mess might never come out from under his fingernails, but that didn’t bother him much. There was a rack of muskets arranged along the wall by the worktable, the gnome’s deft fingers toyed with the firing mechanism, finally clearing the small obstruction and sliding it into true. Tock pulled back the hammer and squeezed the trigger, smiling at the satisfying click of metal on metal.



The gnomes of Autumnford do not have central population bases, there aren’t purely gnomish cities on Autumnford, though there are a few small towns and villages. The great majority of gnomes establish themselves within the populations of other races, especially among humanity. Often found in small tucked away corners, gnomes work at jobs that allow them to work with their cleverness and nimble fingers. The rise of mechanics and the crafting of mechanisms in the pre-industrial society of Autumnford has made their talents especially valuable as clockwork makers and gunsmiths.

The gnomes of Autumnford are known as vibrant artisans and mischievous tricksters and, outside of those looking to use their skills, few take the gnomish peoples seriously. Often gnomes are unconsciously treated as second class citizens, or children.

Gnomes outside of larger Autumnford society often live in small family units, or small villages composed of several gnomish families. These villages are hidden within the underbrush of deep woods.



Gnome Traits

Your gnome character has certain characteristics in common with all other gnomes.

Ability Score Increase
Your Intelligence score increases by 2.

Age
Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Alignment
Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.

Size
Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Speed
Your base walking speed is 25 feet.

Darkvision
Accustomed to life underground, 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.

Gnome Cunning
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Languages
You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Rock Gnome

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.

Ability Score Increase
Your Constitution score increases by 1.

Artificer’s Lore
Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker
You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:

Clockwork Toy.
This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter.
The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box.
When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.



Deep Gnome

Forest gnomes and rock gnomes are the gnomes most commonly encountered in the lands of the surface world. There is another subrace of gnomes rarely seen by any surface-dweller: deep gnomes, also known as svirfneblin. Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn, but can be just as kind-hearted, loyal, and compassionate as their surface cousins.
When you create a gnome character, you may choose the deep gnome as an alternative to the subraces in the Player’s Handbook.

Ability Score Increase
Your Dexterity score increases by 1.

Age
Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.

Alignment
Svirfneblin believe that survival depends on avoiding entanglements with other creatures and not making enemies, so they favor neutral alignments. They rarely wish others ill, and they are unlikely to take risks on behalf of others.

Size
A typical svirfneblin stands about 3 to 3½ feet tall and weighs 80 to 120 pounds. Your size is Small.

Superior Darkvision
Your darkvision has a radius of 120 feet.

Stone Camouflage
You have advantage on Dexterity (stealth) checks to hide in rocky terrain.

Goliath

In the high mountains and the thick of skyland altitudes. Up where pine trees grow thick and the wind is cold roam the goliath. Not many people have seen a goliath, they keep mostly to themselves and to their own affairs and clans. The goliath are a nomadic people, wandering from peak to peak and island to island, scavenging what they need, or occupying a choice cave or other settlement and gathering from the surrounding countryside before moving on.

The Goliath of Autumnford view life as a series of challenges to be overcome. Though their life isn’t exactly a constant struggle, the ground regions they call their home are abundant enough to support it, their life isn’t exactly easy. A great enough mistake from a single goliath can doom their entire tribe and a similarly heroic effort can ensure the tribe’s success. With this, the goliath place a premium on self sufficiency and individual ability, each member of the tribe is expected to pull their own weight and debt is expected to be repaid. Goliath enjoy keeping score, they compare their deeds and their accomplishments against other members of their tribe, and there is a friendly rivalry between all members of a tribe’s generations. Autumford’s goliath like to compete with each other and they especially like when they win. Most importantly though, the goliath believe in playing fair. Competition can only exist on a level playing field and cheaters are despised, since you can’t cheat the wild and you can’t deceive nature. A goliath will gladly use advantages like magical items or money, but they are careful to remember that such an advantage can always be lost.

One’s place in Goliath society depends on their strength and their skill. A goliath leader is in that position because they earned it, nothing less. The concept of hereditary nobility is a puzzling one to goliaths, as there is no guarantee a child will be the equal of their parents. Conversely, if you cannot contribute to the tribe, you are abandoned, though if you return strong you are welcomed back. Older and weaker members of a tribe strive to find other ways to contribute. A sick or injured individual is cared for, but becoming crippled or feeble is a death sentence and few goliath see much of old age. Those that do survive are respected elders.



Goliath Traits

Goliaths share a number of traits in common with each other.

Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.

Age
Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

Alignment
Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self- sufficiency and personal accountability, pushes them toward neutrality.

Size
Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed
Your base walking speed is 30 feet.

Natural Athlete
You have proficiency in the Athletics skill.

Stone’s Endurance
You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

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

Mountain Born
You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Languages
You can speak, read, and write Common and Giant.

Halflings


His home, dug out of the hill into the soil of the skyland, was cozy and plush, a collection of fireplaces kept it comfortably warm. Dini looks up at the walls, trophies of the old days were lined up there, a silver plate from the dread king’s banquet table, the dagger of Idris Vao, a tooth from a great Tyrannosaurus. Next to those was something more precious, pictures of his family on his farm.



The halflings of Autumnford, or “the little folk” as they are sometimes called, are mostly homebodies. They establish and live together in their simple rural communities. These communities are connected with huge connected family trees. Most halflings can come to know exactly who they are related to simply by asking their community’s elders. Halfling communities are typically located on smaller skylands, where they have spread out to form farming communities. When they live near other races, halflings tend to form agrarian societies on the outskirts.

Halflings, regardless of most, are known as welcoming hosts. Halfling inns are famous for warm fires, good food, and low seats. But halflings are also considered to be notorious pickpockets, so it’s always advised to keep one hand on your purse in a halfling inn.

If a halfling community grows too large, if they run out of room on their own skylands, or begin to push too far into their neighbor’s territory, a sizable portion of the community will pack their goods into trundling caravan airships and sail out to find somewhere new to establish themselves.

Most other cultures consider it in their interest to protect halfling villages, but this does not always translate to providing them with equality, and halflings can be treated as second-class citizens, if they’re recognized at all. Those halflings who are seen as more than peasants have had to fight for that recognition.



Halfling Traits

Your halfling character has a number of traits in common with all other halflings.

Ability Score Increase
Your Dexterity score increases by 2.

Age
A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Alignment
Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Size
Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed
Your base walking speed is 25 feet.

Lucky
When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave
You have advantage on saving throws against being frightened.

Halfling 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 Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Lightfoot Halfling

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety.

Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows.

Ability Score Increase
Your Charisma score increases by 1.

Naturally Stealthy
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Stout Halfling

As a stout halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts, and they’re most common in the south.

Ability Score Increase
Your Constitution score increases by 1.

Stout Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage.

On the Green Edges

Children of a dryad are usually raised on the fringes of society and thus rarely come into contact with the Humans of Autumnford, within the glades of their mothers, in logging cabins, or in druidic enclaves. The circumstances of their childhood, combined with the fey nature of their heritage, means that half-dryads usually feel constrained or claustrophobic inside of cities. Those that do live within a city’s walls often live on the city’s outskirts and grow lush gardens over all available soil to help themselves feel more at home. Other half-dryads live outside of cities, some living settled lives as farmers, others roaming the wilderness as scouts or rangers. Some embrace their fey magic and take to spellcasting, often specializing in nature magic. Like half-elves and half-orcs and other children of mixed heritage, half-dryads are a people between two worlds, the wilderness and passionate fey and the civilization of humanity. Some half-dryads decide between their two forebears, living in the woods and shunning society, or running to the cities. Other half-dryads live between the two worlds, acting as an intermediary between nature and civilization. Some travel the world, eschewing the roots that figuratively and literally bound their mothers to one place, though many carry with them a cutting of their “mother tree” to keep a bit of home and heritage with them.


Half-Dryads


We had wandered too deep into the woods, in front of us stepped a beautiful woman, her whispers were glorious, enticing, we wanted to stay, we wanted nothing more than to love her. Then another woman stepped next to her, “Mother no.” With her words the spell was broken and we looked at our savior. She had lived on the edge of town for some time, blessed with a green thumb that made her gardens things to envy. She was Lunni tree-born, and we realized her hair wasn’t dyed, the leaves and flowers weren’t woven, she was a half-dryad.



The tree children, born as a result of the wild magics that had effected the heart trees of their long ignored and nearly forgotten fey mothers. They are deeply connected to nature, traveling through the green places with magics of natural life. Half-dryads are skilled gardeners and blessed additions to any green place. Children of the Trees

Half-dryads are born from within the heart trees, they are not “rooted” to it like their mothers, though some do keep a cutting with them. They appear to be a normal child, despite the extraordinary means of their birth.

Their mother’s fey heritage does show through, besides their fey beauty their hair is obvious. The hair of a half-dryad changes with the seasons, in the spring and summer the strands are mixed shades of green. In the fall and winter their hair changes, strand by strand, to shades of brown, red, and blonde.

The other noticeable features of a half-dryad’s hair are the leaves and the flowers of their ancestor’s tree that grow between the strands. For some these barely show, for others they spread becoming foliage until their hair resembles vines. Their fey ancestry appears also with their innate ability to converse with plants and animals and manipulate natural magics.

Born of Fey Passions

The half-dryad’s mothers are creatures of exuberant passions. Sadly, these same passions lead them to whimsical distraction, many of their already rare children are abandoned or ignored. However, with a rational dryad to raise them, or an involved and knowing father, these children survive and are loved. Dryads often refer to their children as “saplings.”

The passionate nature of Dryad mothers is often inherited by their children, they tend to embrace life, lust, and happiness, though they can also be shy and reclusive, hiding among the trees and avoiding contact with those outside of nature. Others embrace the opportunity for joie de vivre, taking many lovers and many passions during their long lives.



Half-Dryad Traits

The children of the forest fey.

Ability Score Increase.
Your Intelligence score increases by 1, and your Wisdom score increases by 2.

Age.
Half-Dryads grow like trees, though they may grow quickly, once they hit maturity their aging slows to a crawl. A half-dryad can live for hundreds of years.

Alignment.
Half-Dryad's tend to embrace the "laws" of nature over the laws of man and favor true neutrality.

Size.
Your height and weight varies as much as humands do. Your size is Medium.

Speed.
Your base walking speed is 30 feet.

Darkvision.
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. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist and other natural phenomena.

Nature Magic.
You have limited command of the wilds you are connected to. You know the thorn whip cantrip and can cast it without needing material components. When you reach 3rd level, you can cast the cure wounds spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the locate animals or plants spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.

Speak with Beasts and Plants.
You can communicate simple messages to beasts and plants but you can not understand what they are saying.

Fey Ancestry.
You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Natural History.
You gain proficiency in the Nature skill.

Languages.
You can speak, read and write Common and Sylvan.

Half-Elves



The wind through his hair, the feel of rope running between his fingers, the sight of a sail filled with wind. Ethan grinned, he was leaving a skyland behind, with limitless wonder ahead of him. He didn’t have the patience for the elves, and his human family saw a young man as they all grew older. He would find something else out there.



Some elves see the half-elves and they see a reminder of how slowly the elven people are rebuilding their numbers, or a reminder of all they’ve lost. Or they simply see bastards. Humans who see a half-elf see something too elven, too long lived and too magical, something most humans can never aspire to. The half elves are people who have been born of two worlds, and they never feel entirely comfortable in either.

The half-elves of Autumford are a well traveled race, exploring the world to a degree that nearly borders on wanderlust. They roam the skylands from stone to stone, eager to see whatever is next and carve out something for themselves. Because of this, Half-elves are frequently seen in the world as travelers and airship sailors, always searching out new things and new peoples while onboard.

Half-elves that remain within society have little difficulty finding a place for themselves, their long lives gives them ample time to master a trade and their personable nature helps them to mingle with various peoples.

Half-elves, like most half-breeds, are almost completely infertile. It is extremely rare that a half-elf will produce a child and the child of a half-elf will always be either human or elven, or another half-elf. The half-elf spends a great deal of effort making sure that their children don’t experience the “distance” they did growing up.




















Half-Elf Traits

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

Ability Score Increase
Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Age
Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Alignment
Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

Size
Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed
Your base walking speed is 30 feet.

Darkvision
Thanks to your elf blood, 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.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Skill Versatility
You gain proficiency in two skills of your choice.

Languages
You can speak, read, and write Common, Elvish, and one extra language of your choice.

Half-Orcs


Sweating with exertion, Lauff hefted the mace above his hands, the orc ahead of him crashed forwards, stampeding towards him, arms outstretched, ready to wrestle him to the ground. Lauff brought the mace down hard on its head and the orc went very still. Lauff raised the mace in triumph to the Orc sitting proudly on a throne made of stone and ivory. “I’ve done it father. Happy now?”



Orcs are some of the forerunners of the marauding war bands of monsters that plague the surface level of Autumford. There are few who do not fear the destruction and death that comes at the hands of the orcs. This fear has made things difficult for half-orcs. On the ground half-orcs are feared and reviled, or they are the product of the marauder’s rape and pillage, so they are simply reminders of horrible times. On the skylands half-orcs are seen as savages or monsters. Within orc society half-orcs are seen as weak and passive. Half-elves may be of two worlds, but half-orcs are welcome in none.

In society at large, half-orcs either revel in their association with their monstrous heritage, taking positions as thugs and toughs or smiths and soldiers. Others try to intentionally distance themselves and try to withdraw from society. Still others keep on the move, trying to find somewhere to call home. Those half-orcs that find themselves a home embrace it wholeheartedly and will defend it to the death.

In orcish society half-orcs are either the weaklings of the war band, bullied and abused, or they exploit their superior intelligence and adaptability to take control of the war bands, becoming tacticians or champions.

Half-orcs, because they are half-breeds, are nearly infertile. A half-orc could only have children with considerable dedication. Unlike their human parents, half-orcs can only have human or orcish children, or other half-orcs like themselves and they will try their best to ensure that those children grow up well suited for the society that the half-orc chose to live in, giving them the opportunities they never had.

Half-Orc Traits

Your half-orc character has certain traits deriving from your orc ancestry.

Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.

Age
Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment
Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

Size
Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed
Your base walking speed is 30 feet.

Darkvision
Thanks to your orc blood, 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.

Menacing
You gain proficiency in the Intimidation skill.

Relentless Endurance
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages
You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Shallows Merfolk


Vaani inhaled and dipped her head under the water, seeing her friends in new light. Badun, Miir, Pand, on the sand they seemed awkward, ungainly, but in the water they had a grace Vaani thought belonged on their lithe bodies. They swam in over underwater buildings covered in coral. Miir swam up to Vaani, the trills of the aquan language rippled as Miir moved her fingers in sign language to ease comprehension, a grin on her face. Vaani nodded, but had to raise her head above the waves. She burst up and gasped and was quickly followed by the mottled blue head of her friend. “What did you think of my home?” “It’s beautiful, but I don’t think I can stay long.”



People of the shores, of the waters and the land, shaped by wild magic they act as the border between the merfolk of the deep waters and the peoples on the land. Many travel further into the dry land, seeking new experiences and new waters. People of the Shallows.

Also called “shallows merfolk,” “reef folk,” or “lake folk,” the half-merfolk have had their tails split into legs that allow them to stand and walk on land. They are a slender and streamlined people. Their dexterous fingers have webs of skin between them and fins extend from their arms and legs, and their heads and back. Normally these fins rest loosely, then flex and stretch to allow them fine control and speed in the water.

The skin of the reef folk ranges, usually green, brown, or blue, their coloration is mottled and sworled and is much lighter along their stomachs than their backs. Their skin’s texture skin is smooth and sleek with a few patches of vestigial scales.

The lake folk are able to breathe in fresh water as well as salt, as such their settlements can be found in almost any waters. Standing merfolk love the feel of water, most merfolk living on the land stay in walking distance of a source of water, tend to drink a great deal, and will often stand outdoors if it rains.



History on the Shores

The Progenitors of the standing merfolk were biomancers, they took advantage of humanity’s malleability and ability to interbreed to alter themselves and their clan, splitting their tails into legs. Because of this, the shallows merfolk could almost be considered half-human, but they are their own people. They spread across the sand and the soil and began to travel the world, their borders became their frontier.



Eventually a culture arose among the merfolk that centered around the shores and shallows. They built villages and settlements along the shores and in the water. The settlements on the shore are designed not to weather storms and tides, but to be easily moved and rebuilt. The underwater settlements, are built within reefs or underwater caverns. They corral fish, cultivate aquatic greens, and scavenge shipwrecks. They raise and domesticate seals, raising them like dogs.

Coastal Bohemians

The curious merfolk are natural explorers and artisans, and they have wandered across the world, unbound of firm ties to either the land or sea. The merfolk erectus have settlements along many shores and shallows.

Most merfolk craft is made of scavenged materials from the seas, or traded from land-dwelling communities. Much of their art and tools incorporate a hodgepodge of materials, usually shells, corals, or stone. Most of their materials of forged metal or wood are carefully treated to last underwater, and usually traded for from nearby land folk.

Standing merfolk wear little clothing while underwater, and usually wear loose robes while on land. What armor they wear is designed to be streamlined as well as tough, or to blend with the ocean floor.

Organized merfolk societies tend to be small clans made up of a few families living together in small villages underwater near the shores or in deep lakes and rivers. These clans are usually closely tied and frequently travel between other nearby merfolk communities.

Merfolk Traits



Ability Score Increase
Your Dexterity score increases by 2, and two other ability scores of your choice increase by 1.

Amphibious
You can breathe air and water.

Size
Merfolk range from 7 to 9 feet long, but their upper body is the same size as a human's. Your size is Medium.

Speed
Your base swimming speed is 40 feet. On land, your speed is 10 feet, and you are always considered prone.

Darkvision
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.

Artisan
Merfolk tribes are self-sufficient, and they teach skilled craftsmanship from a young age. You are proficient with the tools of one of these crafts: carpenter, cartographer, cook, jeweler, leatherworker, weaver, or woodcarver.

Languages
You can speak, read, and write Common, Aquan, and one extra language of your choice.

Aquan is a flowing, musical language that carries well underwater. When it has a written form, the Elvish script is usually used.

Tieflings


Melody adjusted her scarf, the thick fabric hid her horns from view, but the unusual color of her skin couldn’t be hidden, and sometimes her tail poked out from underneath the hem of her skirt. Sometimes she managed to convince people she had caught a bad wild magic storm, if she was lucky, she managed to convince people not to run her out of town. She softly plucked the strings of her dulcimer and began to sing a song about longing.



When the fracture cracked the region of Autumnford, numerous fiends took the chaos as an opportunity to possess mortal hosts. But those same energies trapped them in those hosts, sealing the fiends away and forcing to live and die as mortals. This transformed them into the first tieflings and tied their infernal energies to their mortal bloodlines. Children of otherwise normal humans of these bloodlines are born as tieflings up to this very day.

Unfortunately for these innocent children, demons and devils are still present in Autumnford, sneaking their way onto the material plane to corrupt and destroy. The resemblance these children share with fiends can awaken religious fear among the community, the children are considered bad omens or simply evil. Some are killed at birth, and they are almost always shunned by those unwilling to look past their fiendish appearance.

Some tieflings embrace their infernal heritage, others try hard to leave it behind and separate themselves from it and strive to do good, still more simply try to live a normal life and ignore their features as best they can. Tieflings tend to settle themselves in large diverse populations where their unique appearance won’t attract as much attention, or as much violence. Most, unfortunately, don’t consider Tieflings past their appearance and believe them to be evil, duplicitous and violent. Regardless of the tiefling’s actual disposition.



Tiefling Traits

Tieflings share certain racial traits as a result of their infernal descent.

Ability Score Increase
Your Intelligence score increases by 1, and your Charisma score increases by 2.

Age
Tieflings mature at the same rate as humans but live a few years longer.

Alignment
Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Size
Tieflings are about the same size and build as humans. Your size is Medium.

Speed
Your base walking speed is 30 feet.

Darkvision
Thanks to your infernal heritage, 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.

Hellish Resistance
You have resistance to fire damage.

Infernal Legacy
You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages
You can speak, read, and write Common and Infernal.

Warforged


James managed to pry open the access panel, behind it was a series of silica and electrum panels. He found the fault in the system, a panel had jostled loose after centuries of disuse. He pushed the panel back into true and the system lit up. “System restart completed. I am WF-1989. Provide owner designation and mission parameters.” James grinned. “James Granwit. You’ll be working for me.” “Understood. I was not intending to retire anyway.” “This looks like the beginning of a beautiful partnership.”



The Warforged are a remnant of the old world. Created, as their name implies, for war. There are dozens of different designs to fit the purpose they were built for. Some warforged are lithe and lean, built for rapid movement and quick strikes against their enemies. Other warforged are hulking brutes, designed for intimidation and to soak up bullets or blaster fire. Some warforged were modified with ancient technologies to be able to perform specific tasks. Tools like built in grappling hooks, lamps, or portable power stations.



Warforged were also designed with dozens of different aesthetic styles. Some were built to strictly emulate humanoid form, others took more abstract designs. All of them at least have a degree of dexterous manipulation available to them, making them able to use any tool given to them efficiently, from tools of war to tools of construction. These biomechanical androids were built with the expectation of being able to handle just about any task they were put to.



Warforged are constructed using biomechanical technology, so they are able to self-repair minor damage and move with more flexibility than what simple mechanical androids would be able to muster. This biomechanical design and healing ability was the original foundation for the development of the titans, the ancient world’s super-weapons.



Androids, including the warforged, were originally designed to be nothing more than unintelligent mechs, made to perform simple tasks. But gradually they were expected to perform more and more complex functions and to be able to improvise should circumstances around that function change. To meet this demand, androids were gradually improved on, made more intelligent and more clever, able to learn and adapt.



With these improvements the synthetic intelligence would gradually develop personality, then individuality, then awareness, and eventually become a full artificial intelligence. To prevent this, the ancients would periodically wipe the memory of all androids, resetting the cycle. However, people with the knowledge to do this that are still alive are few and far between. Though some are able to perform simple reprogramming, changing ownership or directives in a warforged.



There are very few warforged that survive through the ancient world still active. Should one be found and their power core repaired, unless they are too damaged, they would still be able to reactivate and function.

Warforged Traits

As a Warforged, you have the following racial traits.
Ability Score Increase
Your Constitution score increases by 2.
Living Construct
All Warforged are constructs, and so you are treated as a Construct rather than a creature. You are immune to poison and disease, and you do not have to eat, drink or breathe. Rather than sleep, you may enter an inactive state for four hours a day, during which you do not dream, though you are fully aware of your surroundings and things occurring within your field of view.
Plated Skin
As a Warforged, you are a being constructed from metal, stone and wood, each animated with life. Because of this, you cannot wear armour, but instead have a natural Armour Class of 12, plus any relevant bonuses. If you want, you can equip armour, but you lose this bonus.
Recharge
Warforged are powered by strange and mystical power sources. Their function and operation is a mystery to most, even the warforged themselves. A warforge doesn't need to sleep, but instead must spend a short period of time each day allowing their core to recharge. Instead of the usual long rest of 8 hours, a warforged must instead 'shut off' for 4 hours a day to recharge. During this time you do not dream, though you are fully aware of your surroundings and things occurring within your field of view.
Integrated Weapon
Due to their construct nature, warforged are able to integrate weapons into their bodies. Typically built into a wrist or shoulder, a warforged can integrate up to one light weapon, melee or ranged, with which they have proficiency with. When not deployed, you have advantage on stealth and deception checks to conceal the weapon. It takes the usual focus to use an integrated weapon as to use a hand-held one, so you treat using an integrated weapon as you would a normal weapon.

Subraces

Assault-Model Warforged

Assault Model Warforged were the frontline troops in combat, bearing down on the enemy in a relentless wave of iron and wood. Built with the strongest frames and heaviest muscle fibres, they could wield powerful weapons and deliver devastating attacks.

Ability Score Increase
Your Strength score increases by 1.

Heavy Integrated Weapon
Your Integrated Weapon trait is not limited to light weapons and can instead be used with any weapon with which you have proficiency, as well as shields. Additionally, you gain proficiency with the following: heavy armour, shields, martial melee weapons and heavy crossbows.

Command-Model Warforged

Command Model Warforged were created to command other units, programmed with higher levels of intelligence and tactical thinking and built with faster cognitive enchantments. This made them well suited to react quickly to changing battlefield conditions and issue commands faster than any other model.

Ability Score Increase
Your Intelligence score increases by 1.

Battlefield Awareness
As a Command Model, you have special programming for handling the complexities of combat. When rolling for initiative, you may roll 2 dice and pick the result you prefer.

Infiltration-Model Warforged

Infiltration Model Warforged were built with lighter chassis' than the Assault or Command models, which allowed them to move faster and lighter. This, combined with their enhanced optics, made them well suited for spy and sabotage missions where they'd be operating behind enemy lines.

Ability Score Increase
Your Dexterity score increases by 1.

Enhanced Optics
Infiltration models are fitted with improved optical crystals and as such can see well in low light conditions. Infiltration models have Darkvision with a range of 60 feet

"Alien" Races

The peoples in this section are not native to Autumnford, they were brought in by powerful portals that took them from distant worlds to arrive in this world. Their arrival was sudden and unexpected and they were never able to return home. Fortunately, they had arrived in large enough numbers that they were able to rebuild themselves in some small way. Now there are scattered populations of these people across the region.

They may never come to dominate the world like the native peoples, some people go their entire lives without ever meeting one of these peoples. But these people have made a life for themselves and they’re going to live it the best they’re able.



Aarakocra

The sound of feathers as the wind whipped across them was a blessing of his birth. Passi drifted between the skylands, keeping his eyes open for any threats that may sit on the stones. As he approached the destination he could see the crowd of people that were gathering in anticipation of his arrival, farmers, craftsmen. Sometimes he pitied them, they would never know the freedom of flight, but it would not do to show it, he had mail to deliver.

Sequestered in high mountains atop tall trees or tall trees along the skylands, the aarakocra, sometimes called birdfolk, evoke wonder and envy. The aarakocra are immigrants, refugees, scouts, and explorers, their outpost nests functioning as footholds for boundless flight.

The idea of ownership is a burden or a curiosity to most aarakocra, after all, who owns the sky? And when you are reliant on flight, you cannot afford to carry much with you. Usually aarakocra share possessions amongst the members of their nest and simply take the things they feel they need. As a result, Aarakocra who have little interaction with others might be a nuisance as they drop from the sky to snatch things that have caught their eye. An aarakocra who spends years among other races can learn to inhibit these impulses.

Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony. A typical colony consists of one large, open-roofed nest made of woven vines. The eldest acts as leader with the support of a shaman.

The aarakocra have embraced the plane of Autumnford, calling it a place of “calm skies.” Few live outside of their nests, which can take up entire skylands in their expanse. Those that do make themselves a part of larger society often work as couriers, valued for their ability to soar between the skylands.



Aarakocra Traits

As an aarakocra, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an aarakocra requires special consideration by your DM.

Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age
Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.

Alignment
Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

Size
Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

Speed
Your base walking speed is 25 feet.

Flight
You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

Talons
You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

Languages
You can speak, read, and write Common, Aarakocra, and Auran.

Felidae

Feline traits have come to express themselves in a number of different ways in the cats of Autumnford, but in a distant plane they came to express themselves in the dominant peoples of that plane, producing distinct lineages of peoples. During the fracture these people were brought to the region of Autumnford and abandoned there. Their feline heritage has served them well, and they have spread themselves out across the region. Some of the felidae live within small communities of their people, but most prefer to live apart from others.

Felidae are an entirely carnivorous species and they enjoy hunting, almost to an obsessive level. Felidae are playful and when they hunt they can toy with their prey, sometimes to the level of sadism. But that means that they can also be easily distracted.

There are many different types of felidae and they are a diverse population, each with distinct cultures and norms. But they do each share a common root, one that they recognize in each other, especially now with so much distance from wherever their old homeworld was.

Most of the Felidae have settled on the continent of Ebondale, but enough of them have traveled around the world that they aren’t unheard of in other regions. Since many of the felidae prefer solitude though, they aren’t frequently seen in large numbers.

Nighttime Hunters

Felidae tend to be much more active in the night than they do in the day, they go out late at night and at dawn and dusk to hunt and tend to nap during the day. This tendency has made it difficult for felidae to perfectly integrate into other societies, where people tend to be awake during the day but some do make the adjustment.





























Leonin

The leonin people are proud and strong. They are the felidae that resemble lions, males are large and burly and grow large manes, females are more slender and tawny. The leonin are a very social people, preferring to live in tight-knit communities, centered around their matriarchs. Leonin are notoriously lazy when they’re inactive and can take impressively long naps.

Tigris

The tigris are largely solitary and enjoy roaming across broad territories, though they do occasionally seek out their fellows while they roam. Tigris are the breed of felidae that most closely resemble tigers. Tigris also enjoy swimming and prefer to set their territories near rivers and lakes. The tigris resemble their distant tiger forebears in their orange fur with broad black stripes, though occasionally a tigris is born with white fur instead of orange.

Leopardus

The Leopardus are a people that enjoy the depths of the jungles, they climb trees with their claws and strong muscles, they’re even strong enough to drag their kills up into the tree canopies. Leopardus trace their felidae roots to leopards. Ordinarily the leopardus people’s fur are a light yellow and brown covered in spots that are arranged in rosettes, but there is an occasional mutation where their fur is pure black.

Catamount

The catamount are adaptable peoples, secretive and solitary. They like to set themselves up in brambly wooodlands and rocky hills, often running across Goliath in their roaming across their regions. Catamount resemble cougars, with plain tawny fur.

Felidae Traits

Ability Score Increase.
Your Dexterity increases by 2,
and your charisma increases by 1.

Age.
equivalent to humans.

Alignment.
tend toward chaotic alignments. Very rarely are evil.

Size.
taller than humans, slender. Your size is Medium

Speed.
Your base walking speed is 30 feet.

Darkvision.
You have a cat’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.

Feline Agility.
your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Cat's Claws.
Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cat's Talent.
You have proficiency in the Perception and Stealth skills.

Languages.
You can speak, read, and write Common and one other language of your choice.

Kor


A hook spun out from below, latching onto an outcropping of stone, with deft movements Vior tested the weight, then leapt off the landmass in the sky, using the momentum to swing in a graceful arc, then twisted his wrist, released the hook and flew forwards, landing in a neat tumble. “Come on flat foot. What are you waiting for?”



Deeply reverent of the land and its sacred sites, the nomadic kor live a sparce existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight.

The kor travel with only those things they can carry, especially with ropes and hooks. These are tools they nearly revere for their utility in transporting the people across the landscape of Autumnford, especially for allowing them to travel vertically, up and down the landscape of skylands.

Some kor have incorporated flying mounts into their travels, riding alongside their fellows and using their mounts to scout ahead or to carry necessities that are too heavy. Others use simple but ingeniously effective gliders for the same purpose.

The Kor travel in long pilgrimages, exploring across a continent in lengthy, meandering, routes. These routes may take decades, and members of the kor tribes may be lost along the way to the many dangers of Autumnford. The kor revere specific locales and incorporate these sacred sites into these nomadic pilgrimages. The kor may stop in several cities during these routes, some may even remain behind, but the kor as a people never stay long.

The majority of the Kor people in Autumford live in Willowdale, roaming across the skylands and using their mobility to act as a reliable connection between the clans. The kor are also one of the few established peoples that are known for sure to not have originated on the plane, they arrived through the world portals during the fracture in Internai, and then began to hold fast and slowly spread.


































Kor Traits

Kor are athletic climbers, known for their use of rope to swing and climb through the dizzying vertical terrain of Zendikar. Your kor character has these traits.

Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Speed
Your base walking speed is 30 feet. You also have climbing speed of 30 feet as long as you are not encumbered or wearing heavy armor.

Kor Climbing
You have proficiency in the Athletics and Acrobatics skills.

Lucky
When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can preroll the die and must use the new roll.

Brave
You have advantage on saving throws against being frightened.

Languages
You can speak, read, and write Common, and communicate in the silent speech of the kor.

Tsukiusagi


Above the village was a simple collection of huts and barns, a farming community. As Bastram walked through the tunnels below he saw so much more, cozy homes, crafting shops, recreation areas, food halls, finally he was guided through to the grandest library he had ever seen. A thin figure waved below flowing robes, “You are not welcome in my library, but I suppose I must tolerate your presence, browse as you wish and take care that nothing goes missing. Bastram snorted, “pleasant fellow, isn’t he?” The slender tsukiusagi woman guiding him chuckled, then immediately became solemn again, “these books are important, our knowledge is precious.” Bastram nodded, “I’d better not take too long then.”



The tsukiusagi are a people of beauty, grace and intelligence. They are considered to be clever and wise but isolationist. The tsukiusagi stay within their own remote communities and avoid contact with other races. Within their communities they practice quiet meditation, community work and magical learning.

The tsukiusagi are one of the few races that are at all established within Autumford that are known to not have originated in this world. Like the kor, the tsukiusagi arrived through one of the world portals during the fracture and managed to build something for themselves, however tenuous. This means that, outside of their communities, there are very few of them to be seen. The Tsukiusagi arrived in Aemali, and that is where they live in their greatest numbers.

Lithe and Velveteen

The people of the tsukiusagi are slim and lithe, their features are delicate and precise. Their skin is pale and covered in a soft layer of clear fuzz that gives them a velvety texture. Their hair comes in various shades of white, with light tints of other hair colors, but they do not grow any facial hair. The tsukiusagi have long ears that come from below their hair line which they usually drape or wrap over their heads

The tsukiusagi are fond of decorating themselves, they wear elaborate clothing, tattoo or paint their skin, and dye their hair. Most tsukiusagi grow their hair long and pile it into elaborate hair styles.

Planned Lives

The elders of the tsukiusagi hold a great deal of power in their culture, some of the more powerful elders have exploited magic to live longer than they should be able. These elders see their responsibility to be curbing the naturally energetic, passionate, and fertile tsukiusagi to ensure their society’s autonomy, secrecy, and the protection of their people.

The tsukiusagi elders plan out the lives of their community, arrange marriages, and careers, and even exploit their magic to prevent pregnancy. Young members of their community are put to apprenticeships based on their talents. Some are put into crafts, some become warriors to defend their people, others are trained to join the elders and learn magic, and a very rare few are trained as explorers to travel and bring back new things for their community. Most are expected to become simple farmers, growing food for their community.

Hunted and Hidden

Among the monstrous races, such as orcs and goblins, tsukiusagi are a delicacy, their skin prized for the tattoos and texture, and their feet are believed to be lucky charms. The tsukiusagi had become a hunted race, their culture kept their numbers small and eventually they retreated, hiding themselves away.

Now the majority of tsukiusagi live in hidden, mostly self-sustaining, enclaves, their locations are kept secret among those few who can come and go. Some few do still explore, reaching out into the world with the approval of the elders, or running away from their elder’s restrictions.

The tsukiusagi have retreated to two different hiding places. Most have returned to their heritage and dug burrows underground. These appear to be ordinary villages on the surface, but below ground are large communities, well lit and comfortable, with numerous bolt holes for emergencies.

Other tsukiusagi have retreated further with their magic. They constructed palaces on the skylands and obscured them with clouds. The communities in these palaces are smaller, and magic fills most of their needs, Few people leave the sky palaces, and even fewer visit.

The Tsukiusagi are most commonly found within the continent of Castlegate, especially on the four islands of Sukaima, but there are enclaves and monasteries that have spread elsewhere in the world.

Magical Moonfolk

The moons are a large part of tsukiusagi culture, both for their association with the concealment of night and their association with magic. Many tsukiusagi worship Celeste and the moon features into their legends. It’s often called “the last refuge.”

Magic is also a large part of tsukiusagi culture, their elders are powerful mages and all tsukiusagi are expected to have a basic understanding of magic and spellcasting. Magical materials and texts are some of the most valued resources to the elders and the tsukiusagi hermitages usually contain impressive libraries.

Moonfolk Traits

Lunari are different, but all of them have these traits:

Ability Score Increase.
Your Dexterity Score increases by 2, and your Wisdom increases by 1.

Age.
The maximum age of the Moonfolk is uknown, although most live beyond 300 and in rare cases one can remain sane to 1000 or more

Alignement
Lunari tend to be Lawful, rarely one has an evil alignement, most are neutral.

Size
Moonfolk are tall and slender, they stand between 5'11" and 6'7" and weigh very little from 30lbs. to 60lbs. Your size is Medium.

Speed.
Due to your light weight, your speed is 35ft.

Darkvision.
Due to your connection to the night your race has the ability to see in dark and dim lighting. 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 diseern color in darkness, only shades of gray.

Born Artists
You have a proficiency with an artisan tool set of your choice.

Moonlight Sleep
If you sleep under direct moonlight you only need 4 hours of sleep, if not you have to sleep 8 hours.

Feather-Like
Once per Short Rest you are able to cast Jump on yourself.

Lunar Blessing
Your connection to the Moon bestows you with Resistance to Radiant Damage, and during the night you have advantage on Intelligence (Arcana) rolls.

Languages
You can speak and write in Common and Lunari, a language consisted of soft wisthly sounds and no hard sounds.

Other Races

The walls of the plane in Autumford are permeable, more so than any other region. Very few peoples are completely unheard of within Autumnford and some rare few still arrive through new portals. There are enough newcomers to Autumnford through the portals that arose during the fracture that there are many more peoples on the world. They do face genuine difficulty, the people that arrived this way came with few of their fellows. Some of these immigrant races have all but died out, others survive only in small enclaves or integrated into cities. For some, they are the only ones of their kind on this world. Others, like the Kor, have been able to integrate well into the world, they arrived with a large enough group that they have been able to spread themselves out, but even then they are much more rare than the other peoples of Autumnford.

Ask your DM if you would like to play a race not covered within this handbook.

Chapter 3

Classes

Adventurers have different backgrounds and races, but they also have different classes, skill sets for combat and traversal that allow them to go above and beyond what a normal person could ever hope to accomplish.

Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see him self as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees w ho share his faith. Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain m ore and your existing features often improve. Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one.

Adventurers sometimes advance in more than one class. A rogue might switch direction in life and swear the oath of a paladin. A barbarian might discover latent magical ability and dabble in the stormborn class while continuing to advance as a barbarian. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this way, called multiclassing, appear in chapter 6.

This chapter will be looking over the roles that each class has within Autumnford and expand on the archetypes of those classes available to players within the setting. This chapter will also describe additional classes not from the player’s handbook.

Artificer

The artificers of Autumnford have helped countless people with the tools they develop and the skills they hone. Some of them are building off the shoulders of giants, rebuilding commissioned tools. Others are consummate inventors, creating new and interesting devices that draw from the combination of iron and steam. Some artificers work within the lab, studying texts and tomes and researching the skills of artifice. Other artificers decide that they belong in the field, recovering ancient items for study or building things to match the needs of the places they visit.

The best artificers are inventive, prone to leaps of insight matched with detailed, exhaustive, preparation. Artificers make exhaustive study of the nature of steam and some have made attempts to combine thier steam tech with the wild magic, many to tragic and untimely ends. Most artificers are a part of or aspire to become a memebr of The Stewards of Aspiring Revelations. Artificers are chemists and engineers as much as they are arcanists. Alchemists that travel the world are practical, they need to be able to improvise and find new and exiting applications of their technology.

Skilled artificers have lucrative careers ahead of them, weaving iron, steam, and magic into objects that anyone can use requires both dexterous hands and a nimble mind, along with years of study. For some, these tools are the only opportunity people will have to hold magic in their hands and can give someone an amazing resource to take with them. For adventurers a solidly constructed magic item can mean the difference between life and death.

The steady advancement of new technologies in the region of Autumnford has been a boon for artificers. Printing presses has made it easier to document and share scientific findings. The advancement of gunpowder has sent many artificers scrambling to find new ways to advance on that technology.

Class Features

As an artificer, you gain the following class features.

Hit Points
Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Choose 3 artisans tools
Saving Throws: Intelligence, Charisma
Skills: Choose three from Choose 3 from History, Religion, Medicine, Athletics, Insight, Investigation, Survival, Sleight of Hand

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any simple weapon or (b) a war hammer
  • (a) a hand crossbow, or (b) a light crossbow
  • 20 crossbow bolts
  • (a) a Dungeoneer's Pack, (b) Explorer's Pack
  • Leather armor and a multi-tool
Level Proficiency Bonus Features Spell Level Contraptions Built
1 +2 Tricks Up My Sleeve, Tool Box 1st 1
2 +2 How They Built It 1st 2
3 +2 Specialization 2nd 2
4 +2 Ability Score Improvement 2nd 2
5 +3 I Can Fix It!, Specialization Feature 3rd 3
6 +3 Tool Expertise, Adaptive Armor 3rd 3
7 +3 Work Smarter Not Harder, Give Me a Week 4th 3
8 +3 Ability Score Improvement 4th 3
9 +4 Wait For It 5th 4
10 +4 Specialization Feature 5th 4
11 +4 Quick Repair, Not Quite a Trick 5th 4
12 +4 Ability Score Improvement 5th 4
13 +5 Better Adaptations 5th 5
14 +5 Specialization Feature 5th 5
15 +5 Smarter Than Your Average Bear 5th 5
16 +5 Ability Score Improvement 5th 5
17 +6 Go Big or Go Home 5th 5
18 +6 Re-Primed 5th 5
19 +6 Ability Score Improvement 5th 5
20 +6 Specialization Feature 5th 6

Level 1

Tool Box

The tool box is the most fundamental piece of an engineer’s kit. It contains the tools needed to create their contraptions, as well as has enough tools to be used as any artisan’s tools you have proficiency with.

Tricks Up My Sleeve

Sometimes magic isn’t magic, but very clever tinkering. When you complete a long rest, you build a number of contraptions containing the effect of any Abjuration or Evocation spell on the Wizards spell list. The contraptions known column of the Artificer class table shows the number of contraptions you can build. The spell effect stays active in the contraption until it is used or you complete another long rest.


The spell must be less than or equal to the spell level shown on the spell level column of the Artificer class table. Use your intelligence modifier when setting the saving throw DC for an Artificer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier





The gadgets have an AC of 10 and 5 + your intelligence modifier health.

Level 2

How They Built It

When you reach 2nd level, you can apply your tool proficiency bonus when attempting to gain knowledge about an object or construct made with tools you are proficient in. You also gain a bonus to attack and damage rolls against inanimate objects equal to your intelligence modifier.

Level 3

Specialization

At 3rd level pick a specialization representing your field of study as an artificier. Combat Engineer, Patient Planner, or Tinkerer, which are detailed at the end of the class. These specializations grant you features at 3rd, 5th, 10th, 14th, and 17th levels.

Level 5

I Can Fix It!

Beginning at 5th level, when you attempt to build something using tools you are proficient in, you may halve the time it takes, the item you created will also last half as long. You may do this once per short rest.

Level 6

Tool Expertise

At 6th level choose any tool you are proficient with. Your proficiency bonus is doubled on any check that you make that uses that tools proficiencies. At 11th level, you can choose another tool to gain this benefit with.

Adaptive Armor

Starting at 6th level, by spending an hour preparing your armor, you add special elemental buffers to it. You gain resistance to fire, lightning, or cold damage.

Level 7

Work Smarter Not harder

When you reach 7th level, you may substitute your intelligence modifier for your dexterity or strength modifier for tool checks using tools you are proficient in.

Give Me a Week

At 7th level, when you use a tool that you are proficient in on a check over more than 8 hours, you may double your proficiency bonus on that check.

Level 9

Wait for It

When you reach 9th level you add a timer to your gadgets, triggering them to activate at a specified time. The time must be under an hour, and the gadget must still be above 0hp to function.

Level 11

Quick Repair

At 11th level, once per long rest, you may rebuild a contraption you used today when you take a short rest.

Not Quite a Trick

On reaching 11th level, what you are building can no longer be contained in simple contraptions. You may build one large contraption per long rest. This contraption can contain a spell up to the 6th level.

At 15th level, you can build two large contraptions, and at 20th level, you can build 3.

At higher levels you can store even more powerful effects. You can contain a 7th level spell at 13th level, an 8th level spell at the 15th level, or a 9th level spell at 17th level.

Level 13

Better Adaptation

Beginning at 13th level, when you select a damage resistance for your adaptive armor, you may instead choose acid, poison, or thunder damage, gaining resistance to damage of the selected type.

Level 15

Smarter than your average bear

When you reach 15th level, your capacity for growth expands beyond that of others, your intelligence score maximum is increased by 2. This does not affect your current score.

Level 17

Go Big or Go Home

At 17th level, you can contain even the most powerful effects in a contraption. Over a long rest, you can build an epic contraption. This contraption can contain a spell of the 9th level.

Level 19

Re-Primed

Upon reaching 19th level, once per long rest, you can rebuild contraptions equal to your intelligence modifier. You cannot change the effect held in the contraption, and you cannot exceed your maximum number of contraptions.

Engineering Specialization

No one can know everything, so engineers must focus their study. Many work with other engineers to further their understanding, or set out on their own to gather ideas from the world around them.

Combat Engineer

Always ready for a fight, the combat engineer thrives in the harshest environments. They combine their contraptions with advanced combat tactics to control the battle.

Bonus Proficiencies

When you select this specialization at 3rd level you gain proficiency in heavy armor and shields

Armor mk.I

You spend time tailoring armor to your specific needs. You can spend 8 hours working to improve your armor, making it into a masterwork armor, increasing the AC by 1. To do this, you need proficiency in the tools used to make the armor, weaver’s for cloth, leatherworker’s for light, and blacksmith’s for medium or heavy armor.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Contingency Plan

At 10th level, when you take a short rest, you may expend a contraption with a casting time of 1 action, but the contraption does not come into effect. Instead, when a circumstance occurs, the contraption is activated. You describe that circumstance when you expend the contraption.

The contingency plan takes effect immediately after the circumstance is met for the first time, whether you want it to or not.

At 15th level, when you take a short rest, you can choose two contraptions, each with separate circumstances.

Extra Adaptations

When you reach the 10th level, you add another layer of protection to your armor. When you finish a long rest, you may spend 30 minutes specifically protecting against piercing, slashing, or bludgeoning damage. You can resistance to the chosen type of damage.

Combo

Starting at 14th level, when you use a contraption, you can make one weapon attack as a bonus action.

Armor mk.II

At level 20, you create an exoskeleton suit for yourself to amplify your strengths. It takes 30 minutes to don and doff this suit. While wear this suit, your size increases by 1 step, medium becomes large, and small becoming medium, etc. Your strength and maximum strength increases by 2.






Patient Planner

Never rushing, the patient planner is a vigilant observer, preferring to wait until the perfect moment to spring their trap rather than take an unnecessary risk. They take advantage of their comrades’ skills to form a strong battle plan.

Pressure plate

When you reach 3rd level, you have spent enough time building to develop a pressure release plate. As an action place a contraption with a cast time of 1 action in an unoccupied space within 5 feet of you. Beginning at the start of your next turn, if a creature enters the square, the pressure plate is triggered, and the contraption is activated. If the spell effect targets a point, the point must be the directly above the pressure plate.

You can carry 2 pressure plates with you at a time. This increases to 3 traps at 10th level, and 4 at 17th level.

Deploy Cover

At 3rd level, as an action, you may place portable cover, granting yourself half cover. The cover is made up of two 5-foot panels, which must be contiguous. You can collapse the cover as an action as well.

If the cover is not recovered, you build a new one over your next long rest.

Draw a bead

At 5th level you take your time to calculate every variable, and precisely plan your action. As an action choose a creature you can see. At the start of your next turn, if the creature has not moved, you gain advantage on all attacks against the creature and deal an extra 2d8 damage of the same type if you deal damage to that creature.

This ability’s damage increases when you reach higher engineering levels. The damage roll increases by 1d8 at 5th level, 11th level and 17th level.

Plans With Friends

Starting at 10th level, when you attack a creature, you work to help your allies execute their plans as well. When you hit a creature with a weapon attack, choose an ally, they add your intelligence modifier to their next attack against the creature.

Better cover

Beginning at 10th level, when you deploy cover, the cover can be up to a four 5-foot panels.

Fully Prepared

When you reach 14th level, when you select a damage resistance for your adaptive armor, any ally behind your deployable cover is also granted the resistance.

R.A.C. (Remote Activated Contraption)

Beginning at 20th level, an action or bonus action, you can activate any pressure plate as though a creature had stepped on it.

Tinkerer

The curse of the tinkerer is to always be filled with wonder. Can it be done? How would it happen? What if? Always testing and pushing, tinkerers constantly adjust their contraptions to create more powerful and strange contraptions. They constantly learn, improving their mind as well as their skills.

Reload and repeat

You gain 2 cantrip contraptions. These contraptions can only contain a cantrip spell from the wizard spell list, but do not lose the effect when used, allowing them to be used as many times as you want.


Try everything

When you become a tinkerer at level 3, you can add half your proficiency bonus, rounded down, to any tool check you make that doesn’t already include your proficiency bonus.


More contraptions less problems

When you reach 5th level, the number of gadgets you can build is increased by your intelligence modifier.


Expanded Tool Box

Starting at 5th level, your tool box overflows with tools. You have enough tools in your tool box, that it can be used as any artisan tools.


A slight adjustment

At 10th level, once per long rest, when you take a short rest, you may change the spell effect contained in a primed contraption to any other spell effect you know.


Substitution

When you reach the 14th level, you can adjust the effect type of any contraption you create. When you build a contraption, you may change its fire, cold, or lightning damage to one of the other two damage types.


Reload mk.II

When you reach 20th level, choose a single first level spell from your spell list. You build a custom contraption to contain this spells effect at first level. You use the spell as normal, but the effect is not lost when used, allowing it to be used as many times as you want. Over a week of downtime you can change the spell contained in this contraption.

Barbarian

In Autumnford, the rise of the barbarian was directly tied to the collapse of civilization and the impossibility of infrastructure. A wild world like the ranges of Autumnford are places where people can find a place for themselves on the brutal fringes. They build a place for themselves with strength of will, or strength of arms where will fails them.

There are many dangers in Autumnford and many regions are savage lands, where everything is a struggle. Fierce warriors grow out of these lands, and they spread out through their territories, exploring the ruins of peoples that could not survive the savage lands, or fending off attackers and invaders.

Sometimes these peoples leave, and venture out into the world at large. These people are rough and tumble in the unprepared civilizations, but their brutal bluntness makes them an “efficient” addition to a city. In “civilized” spaces a barbarian is a bruiser or a force of strength. Militaries value barbarians as irregulars or brutes, though they are difficult to place with a formal regiment.

A true barbarian may be considered by some to be anathema to civilization. They are blunt and violent, driven by their emotion or a connection to the totems and iconography of the wild. However, their strength and simplicity has sometimes made them the foundation of bringing civilization as well as fracture it, there are many tiny kingdoms ruled by a barbarian lord who decided they could simply build themselves a lordship.



Class Features

As a barbarian, you gain the following class features.

Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st


Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival


Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins
Barbarian
Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path feature 4 +3
11th +4 Relentless 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

Level 1

Rage

In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength Checks and Strength saving throws.

  • When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.

  • You have Resistance to bludgeoning, piercing, and slashing damage.

( If you are able to cast Spells, you can't cast them or concentrate on them while raging. )

Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.

Once you have raged the maximum number of times for your barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.

Level 2

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.

Level 3

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage, such as the Path of the Berserker. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Level 4 (& 8, 12, 16, and 19)

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.

Level 5

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing Heavy Armor.

Level 7

Feral Instinct

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 rage before doing anything else on that turn.

Level 9

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Level 11

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.

Level 15

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall Unconscious or if you choose to end it.

Level 18

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Level 20

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Primal Paths

Path of the Silent Berserker

Silent Berserkers are barbarians who internalized their rage, not wasting their breath on battle cries or extreme savagery. While raging, these individuals let go of all emotions and become brutally efficient killers, often becoming a menace of those who face them in battle. They tend to focus on getting jobs done quickly, efficiently, and without qualms while steal themselves against influences that would cause others to fly into a rage.

Silent Berserker Bonus Damage

Barbarian Level Damage Increase
3rd 1d6
4th 1d8
13th 1d10
20th 1d12



Silent Rage

Starting when you choose this path at 3rd level, you silence your outward appearances of rage, instead channeling it through powerful strikes; whenever you hit a creature with a melee weapon while raging, they take 1d6 additional damage. This damage increases when you reach certain barbarian levels as shown in the Silent Berserker Bonus Damage table.

Instinctual Raging

At 3rd level, as part of you becoming a silent berserker, you have learned to control your rage in a way few barbarians can. If you are damaged from a melee attack and not raging, you may use your reaction to enter into a rage until the end of your next turn. You may not enter into a rage this way if you have already raged an amount of times for your barbarian level as shown in the Rages column of the Barbarian table.

Unwavering Silence

Starting at 6th level, your silent rage sustains you. While raging, if you have 1 or more hit point as a bonus action, you may spend a hit die to regain hit points, similar to when you would regain hit points during a short rest.

Hidden Fire

Starting at 10th level, you are no longer gripped by rage. Through the process of channeling your inner rage, you have learned to use it to further reserve yourself against outside influences. You gain the following benefits when raging.

You have advantage on Wisdom saving throws from magic. You have advantage on saving throws against being charmed and frightened.

Unbreakable

Starting at 14th level you are horrifying in battle. Your inner rage has turned you into an unstoppable juggernaut. All damage you take is reduced by 5. This adjustment comes before damage resistance.



Path of the Survivor

Mother Nature is a harsh mistress, as any outlander will agree. In order to survive at the mercy of the wilderness, one has to be wise, cunning, and mostly strong. The Path of the Survivor is the barbarians' attempts to struggle for their life when everything seems to be against them. Their rage is the will to survive, the will to elongate their life for a split second, that would make an immense difference at the right moment, right place.

Natural Survivor

When you choose this path at 3rd level, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

  • Difficult terrain does not slow your group's travel.
  • Your group cannot become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • When you forage, you find twice as much food as you normally would.

Tough Rage

Also starting at 3rd level, your rage gives you additional vitality to stand against harms. When a creature you can see hit you with an attack while you are raging, you can expned one use of your Rage feature as a reaction to gain temporary hit points equal to 1d12 plus your Constitution modifier (a minimum of 1), which take as much of the triggering damage as possible. You lose all temporary hit points gained this way when your rage ends.

Tubthumper

When you reach 6th level, you may get knocked down, but you will get up again, and no one could keep you down. When you are knocked prone, you can use your reaction to immediately stand up on your feet.

Additionally, while you are raging, you cannot be shoved or knocked prone by creatures no more than one size larger than you.

Enduring Rage

Starting at 10th level, while you are raging, you do not suffer the effects of your exhaustion, although you still die when you suffer six levels of exhaustion.

Additionally, when traveling for an hour or more, you and all other creatures in your group has advantage on Constitution saving throws made to resist the effect of extreme heat and extreme cold environment.

Will to Survive

Starting at 14th level, your will to overcome the inevitable fate intensifies like a sheer force. Whenever you enter your rage or succeed on the Constitution saving throw from your Relentless Rage feature, you gain temporary hit points equal to 1d12 plus your Constitution modifier (a minimum of 1). You lose all temporary hit points gained this way when your rage ends.

Path of the Hunter

Instead of those who revel in the clash of melee, these particular individuals prefer to hone their bloodlust in a more refined way. Although they can still perform great feats of strength, they shine with hunting tactics and slaying foes from a range.

Keen Fury

You’ve learned to control yourself despite the flame welling inside you, making your rage a senses of keen hunter instincts. Beginning at 3rd level, you may only apply your rage damage to ranged or thrown weapon attacks you make. Melee attacks with spears are the only exception to this rule.

Call of the Wild

Beginning at 6th level, if you choose, when you begin raging you are considered to be using the Hunter’s Mark spell for the duration of your rage or 10 minutes, whichever ends first (No concentration required). This ability may be used once per short or long rest.

Expert Huntsman

When you kill a medium or large creature at 10th level, you can choose to salvage its remains to create weapons over the course of a short or long rest. One medium creature can yield 1d8 arrows, 1d2 spears, or 1d4 javelins. A large creature yields double the amount. You need a dagger or similar blade on hand to craft in this way. In addition, any attacks made with these types of weapons deal damage equal to one dice step higher. (For example: Arrows fired from a shortbow would deal 1d8 damage, spears wielded in two hands would deal 1d10 damage, and so forth.)

Predator and Prey

As a bonus action on your turn, you may take the Dodge action. If a creature misses you with an attack after taking this action, you may spend your reaction to make one ranged weapon attack or one melee attack with a spear against that creature.

Path of the Abomination

Many barbarians are able to remain in their humanoid form as they rage, even as they seem to be animalistic in their rage, they do not change. However, that is not the case for those who walk the path least followed, those of the path of the abomination. They are mutated with a foul blood, one of a feral monster, and when they rage the beast within comes out to hunt.

Transform

Starting at 3rd level, when you choose this path, your rage transforms you into a foul beast. When you rage, you gain the following features.

  • You gain resistance to poison, necrotic and acid damage.
  • You gain vulnerability to radiant damage.
  • Your unarmed strikes deal 1d6 slashing damage, and you can use your bonus action to make an unarmed strike. This adds your ability modifier to it, regardless of if you have Two Weapon Fighting or not.
  • You treat your unarmed strikes and one-handed melee weapon attacks as having the reach property.



Psych Up

Beginning at 6th level, anger is merely one of the few tools at your disposal. After a short or long rest, you can choose to psych yourself up. When psyched up, you deal additional damage equal to your rage damage bonus on all weapon attack damage rolls, for 1 hour. However, for the same hour, you take irreducible psychic damage equal to your rage damage bonus, whenever you take damage from a creature. As a bonus action, you can choose to stop being psyched up.

Experimental Nails

Additionally, at 6th level, your unarmed strikes are counted as being magical for the sake of overcoming resistance.

Eldritch Blood

At 10th level, your claws sharpen, and your hide toughens, in your bestial form. You unarmed strikes now deal 1d8 slashing damage, and you are no longer vulnerable to radiant damage while raging.

The Quickening

Beginning at 14th level, your destructive habits manifest in a pure form. As a bonus action, while raging, you can choose to mark one creature for death, for 1 minute. When you take the Attack action on your turn, if you hit only that creature, you can make one more weapon attack than you normally could. At the end of each of your turns, you take irreducible psychic damage equal to half the damage you took this turn, or half your barbarian level, whichever is higher. You can end this effect early, as a bonus action. After using this feature, you must take a short or long rest before doing so again.

Bard

In the skylands bards learn their trade from an apprenticeship system in association with bardic colleges that consider themselves the keepers of history and culture. These colleges are cultural centers and keep extensive records of songs and stories that traveling bards collect. These schools are also focused on general education, most children are expected to spend some time with the Scriptures tutors learning simple lessons and songs to help them with reading, writing and arithmetic. One of the duties of apprentice bards in the skylands is traveling to more remote skylands to teach there for a year or two.

On the ground bards are frequently members of the nomadic caravans, traveling the world and singing songs and telling stories. These bards usually taught by fellow members of the caravans in communities referred to as “traditions,” these traditions record the history of their caravan through an oral history of songs and myths. Other members of the traditions range out into the world to find new stories and new places for the caravan to travel, or travel to meet other caravans and share between the traditions, or to settled territories to see who will share with the nomadic peoples.

Some bards are simple entertainers, but their foundation in the skills built up by the bardic institutions makes them valuable in their niche. Though there are many people capable of playing music or displays of skill and performance ability, bards are on a completely different tier, there is a magic to what they do, both literally and metaphorically. Bards are focused on their art and they are intensely skilled at performing it.

Class Features

As a bard, you gain the following class features.

Hit Points
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st


Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any three


Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat’s pack or (b) an entertainer’s pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor and a dagger
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2
2nd +2 Jack of all Trades, Song of Rest (d6) 2 5 3
3rd +2 Bard College, Expertise 2 6 4 2
4th +2 Ability score Improvement 3 7 4 3
5th +3 Bardic Inspiration (d8) 3 8 4 3 2
6th +3 Countercharm, Bard College Feature 3 9 4 3 3
7th +3 - 3 10 4 3 3 1
8th +3 Ability score Improvement 3 11 4 3 3 2
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1
10th +4 Bardic Inspiration (d10) 4 14 4 3 3 3 2 1
11th +4 - 4 15 4 3 3 3 2 1 1
12th +4 Ability score Improvement 4 15 4 3 3 3 2 1 1
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1
14th +5 Magical Secrets, Bard College Feature 4 18 4 3 3 3 2 1 1
15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1
16th +5 Ability score Improvement 4 19 4 3 3 3 2 1 1 1
17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 2 1 1 1
19th +6 Ability score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 22 5 4 3 3 3 2 2 1 1

Level 1

Spellcasting

Cantrips

You know two cantrips of your choice from the bard spell list. You learn more as you level up, as per the Bard table.

Spell Slots

The bard table shows how many spell slots you have for spells 1st level or higher. To cast a spell, you must expend a slot. You regain all spell slots when you finish a long rest.

Spells Known of 1st level and higher

You know four 1st level spells of your choice from the bard spell list. The bard table shows when you learn more spells. Each of these spells must be of a level for which you have spell slots. When you gain a level in this class, you may replace a spell you know with another one you don’t know.

Spellcasting Ability

Charisma is your spellcasting ability for bard spells. Spell save DC = 8 + Proficiency + Charisma Modifier Spell attack modifier = Proficiency + Charisma Modifier

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument as a spellcasting focus for your bard spells.

Bardic Inspiration

You can use a bonus action on your turn to choose another creature within 60ft who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add it to one ability check, attack roll, or saving throw. Can wait until after it rolls the d20, but before the DM says whether the roll succeeds or fails.

Once it is rolled it is lost. A creature can only have one die at a time.

You can use this feature a number of times equal to your Charisma modifier (min 1). You regain all charges on a long rest.

Increases to a d8 at 5th level, d10 at 10th level, d12 at 15th level.

Level 2

Jack of All Trades

At 2nd level, you can add half your profieciency to any ability check you aren’t proficient in.

Song of Rest

At 2nd level, you can use music to heal your allies during a short rest. Any friendly creatures who use a hit dice at this time regains an extra 1d6 hit points. This increases to 1d8 at 9th level, 1d10 at 13th level, 1d12 at 17th level.

Level 3

Expertise

At 3rd level, choose two of your skill proficiencies, and double your proficiency bonus for them. At 10th level, choose an addition two skills for this effect.

Level 4

Ability Score Increase

You can increase one ability score by 2, or two ability scores by 1, at 4th, 8th, 12th, 16th, and 19th level. You can’t increase an ability score by 20 using this feature.

Level 5

Font of Inspiration

At 5th level, you regain all charges of Bardic Inspiration on a short rest.

Level 6

Countercharm

At 6th level, you can use an action to start a song that lasts until the end of your next turn. During that time, you and any friendly creatures within 30ft of you who can hear you have advantage on saving throws against being frightened or charmed. Ends early if you are incapacitated, silenced, or if you voluntarily end it.

Level 10

Magical Secrets

At 10th level, choose two spells from any class at a level you can cast. These spells count as bard spells for you, and are included in the number of spells known on the bard table. You learn an additional two spells from any class at 14th level, and 18th level.

Level 20

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Bardic Colleges

At 3rd level, you may choose a Bard College. It grants you features at 3rd level, 6th level, and 14th level. Choose one from the following colleges.

College of Fortune

Bards in the college of fortune know that if you trust Lady Luck she never lets you down. These performers travel from town to town, typically fleecing the locals in whatever casino or gambling institute the local laws allow. Amongst their companions, Bards of the college of fortune are known to walk in an almost palpable halo of good fortune. A good fortune, thankfully they are willing to share

Bonus Proficiencies

At 3rd level, you gain proficiency in three skills: Deception, Insight, Perception, or Sleight of hand, and a gaming set. Your proficiency bonus is doubled with these skills and any checks involving a gaming set.

Push Your Luck

Starting at 3rd level, you instill a bit of your gambling confidence in your compatriots when you inspire them. When a creature you inspired rolls a Bardic Inspiration die, they can choose to roll an additional Bardic Inspiration die. If the second roll is lower than the first, The effects of both dies are negated and the creature loses its die. If the second roll is higher than the first, the sum of both rolls is now used for the Inspiration.

Luck of the Draw

Starting at 6th Level, you find mystical power in a deck of cards, capable of invoking its esoteric symbolism when it suits you. When you complete a long rest, draw three random cards by rolling a d12 and using the chart below

d12 table designator
Woe
1 (Strength Woe)
2 (Dexterity Woe)
3 (Constitution Woe)
4 (Intelligence Woe)
5 (Wisdom Woe)
6 (Charisma Woe)
Weal
7 (Strength Weal)
8 (Dexterity Weal)
9 (Constitution Weal)
10 (Intelligence Weal)
11 (Wisdom Weal)
12 (Charisma Weal)

You keep each card until you play it or your next long rest. When a creature you can see makes a saving throw, ability check, or attack roll and applies the ability score of a card you drew, you can expend your reaction and play a card that matches the applied ability score. If you play a weal, the creature gains advantage on the roll. If you play a woe, the creature gains disadvantage on the roll.

Pocket Ace

Starting at 14th level, you gain an additional use of Bardic Inspiration. When you complete a long rest, roll one of your Bardic Inspiration dice and record the result as your pocket ace. After a creature you inspired rolls a Bardic Inspiration die but before they choose to use your Push Your Luck feature, you can exchange the results of their Bardic Inspiration die and your pocket ace. You can expend your pocket ace at anytime to add its results to your own attack rolls, ability checks, or saving throws. If you use your pocket ace on yourself it is unavailable until your next long rest

College of Sorrow

While most bards sing of tales of great bravery and epic conquests, there are those who sing songs of a more melancholy and sobering sort. They are most often found in tombs or graveyards, singing in remembrance of the great tragic figures of the past, those who have lead lives of hardship and toil only to meet an unfulfilled and unloved end. Those who are part of the College of Sorrow are also known as Dirgesingers, people who believe that only those who accept and give in to the sadness and despair are the only people who truly understand the world.

Song of Sorrow

When you join the College of Sorrow at the 3rd level, you can roll a Bardic Inspiration die to start singing the Song of Sorrow. All hostile living beings who hear this song must make a wisdom save of 8+proficiency bonus+charisma modifier or they can no longer apply their proficiency bonus to their ability or attack rolls for rounds equaling to the result of the rolled Bardic Inspiration Die. At the beginning of each turn, while the performance continues, each creature who succeeded the saving throw must make another one, or be affected for the remaining rounds.

Dead Inside

Also on the 3rd level, you gain resistance to necrotic and cold damage.

Visage of Crippling Grief

Upon reaching the 6th level, when a hostile creature steps within 5 feet of you, they must make a Charisma saving throw, or be incapacitated until their next turn. If the creature is successfully incapacitated, this ability cannot take effect again until you finish a short or long rest.

Song of Despair

Upon reaching the 14th level, you can roll a Bardic Inspiration die to start singing the Song of Despair. All hostile living beings who hear this song must make a Charisma saving throw (whose DC is increased according to the result of the rolled Bardic Inspiration die), or be stunned for one round.

College of Lore

Bonus Proficiencies

At 3rd level, gain proficiency with three skills.

Cutting Words

At 3rd level, when a creature you can see within 60ft of you makes an attack roll, ability check, or damage roll, you can use your reaction to expend a use of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting it from the creatures roll. You can choose to use it after the roll is made, but before the DM determines the outcome. The creature is immune if it cant hear you, or if its immune to being charmed.

Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. Must be of a level you can cast. Chosen spells count as bard spells, but don’t count against the number of spells you know.

Peerless Skill

At 14th level, when you make an ability check, you can use Bardic Inspiration on yourself

College of Valor

Bonus Proficiencies

At 3rd level, gain proficiency with medium armor, shields, and martial weapons.

Combat Inspiration

At 3rd level, a creature that has a Bardic Inspiration die from you can add the die to a weapon damage roll. Alternatively, it can use its reaction to use the die to gain AC against an attack, before knowing if it hits.

Extra Attack

At 6th level, you can attack twice per turn.

Battle Magic

At 14th level, when you use your action to cast a bard spell, you can make an weapon attack as a bonus action.

Clerics

Clerics are very rare in Autumnford, as most people do not believe in the dieties of ancient lore any longer. Those who would call themselves Clerics, are often times seen by others as zealots or pagans, and do so out of a strong personal belief in "the Old Gods".

Whether these gods actually grant them divine powers, they are tapping into the wild magic of Autumford, or some sort of power that dwells within them created by their strong personal beliefs, it is clear that those who identify as clerics, are more than just your average Autmnford citizen.

Some clerics are homebodies who serve a particular community in the name of the old gods, but adventuring clerics tend to have a certain crusading zeal to the old ways and preparing for the return of the old gods. This work may include ministering to far-flung communities, or seeking out and defeating threats to the civilized world.



Class Features

As a cleric, you gain the following class features.

Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st


Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion


Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A shield and a holy symbol
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 2 2
2nd +2 Channel Divinity (1/rest), Divine Domain feature 2 3
3rd +2 - 2 4 2
4th +2 Ability score Improvement/Feat 3 4 3
5th +3 Destroy Undead (CR 1/2) 3 4 3 2
6th +3 Channel Divinity (2/rest), Divine Domain feature 3 4 3 3
7th +3 - 3 4 3 3 1
8th +3 Ability score Improvement/Feat, Destroy Undead (CR 1), Divine Domain feature 3 4 3 3 2
9th +4 - 3 4 3 3 3 1
10th +4 Divine Intervention 4 4 3 3 3 2 1
11th +4 Destroy Undead (CR 2) 4 4 3 3 3 2 1 1
12th +4 Ability score Improvement 4 4 3 3 3 2 1 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Destroy Undead (CR 3) 4 4 3 3 3 2 1 1
15th +5 - 4 4 3 3 3 2 1 1 1
16th +5 Ability score Improvement/Feat 4 4 3 3 3 2 1 1 1
17th +6 Destroy Undead (CR 4), Divine Domain feature 4 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 4 4 3 3 3 3 2 1 1 1
19th +6 Ability score Improvement/Feat 4 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 4 5 4 3 3 3 2 2 1 1

Level 1

Spellcasting

As a self proclaimed conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

Divine Domain

Your choice of divine domain grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. The most common domain is the Peace domain which is detailed below, however ask your DM if you wish to use a different domain for your character.

Domain Spells

Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Level 2

Channel Divinity

At 2nd level, you gain the ability to channel divine energy, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Level 5

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.



Cleric Level Destroys Undead of CR
5 1/2 or lower
8 1 or lower
11 2 or lower
14 3 or lower
17 4 or lower

Level 8

Destroy Undead

Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Level 10

Divine Intervention

Beginning at 10th level, you believe whole heartedly that you call on the old gods to intervene on your behalf when your need is great. Imploring the old god’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Level 11


Destroy Undead

Starting at 11th level, when an undead of CR 2 or lower fails its saving throw against your Turn Undead feature.

Level 14


Destroy Undead

Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Level 17


Destroy Undead

Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Divine Domains

The domains of clerics in Autumnford are not directly related to any dieties, but rather that which the cleric believes most strongly in in his belief in The Old Gods.

Therefore, there are as many domains as there are clerics to use them in Autumnford. The most common domain for clerics to claim in Autumford is the Peace domain. Those who still believe in The Old Gods know all too well, that Peace and Balance were the most important things to the gods. Therefore the domain of Peace calls strongly to the clerics of Autumnford.

However, due to there being no direct interaction with dieties, you may ask your DM if you may use a domain other than this in the campaign.

Peace Domain

The Pacifist Domain focuses on harnessing the calm and peaceful energies of nature, dispelling conflicts and being a constant advocate of peace. The old gods and goddesses of pacifism are believed to promote peace above all else.

Peace Domain Spells

Cleric Level Spells
1 charm person, sleep
3 calm emotions, suggestion
5 fear, hypnotic pattern
7 compulsion, otiluke's resilient sphere
9 hold monster, wall of force

Acolyte of Peace

At 1st level, you gain the friends cantrip if you don’t already know it. You also gain proficiency in the Persuasion skill.

When you cast the friends cantrip, the target no longer realizes that you used magic to influence its mood, and therefore does not automatically become hostile to you.

Channel Divinity: Cease Conflict

Starting at 2nd level, you can use your Channel Divinity to diffuse a situation.

As an action, you present your holy symbol and evoke calming energy to hostile creatures. Each hostile creature within 30 feet of you must make a Wisdom saving throw against your spell save DC with disadvantage. On a failed saving throw, a creature becomes indifferent towards creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. Even if some creatures succeed on the saving throw, they may still cease hostilities if many of their allies failed the saving throw, unless the DM rules otherwise.

Aura of Sanctuary

At 6th level, you can cease attacks against you as long as you can cease your own. At the end of every long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal).



Potent Miracles

At 8th level, when you cast a healing spell on a creature, they receive the maximum amount of healing and gain the effects of shield of faith for 1 minute.



Avatar of Pacification

At 17th level, you can cast the command spell as a 10th level spell without expending a spell slot. When you cast the spell in this manner, the targets have disadvantage on the saving throw.

Falconer

A woman waits on a hilltop, watching the skies until she sees the dark silhouette of her falcon companion. The bird lands on her arm, bearing an item in its beak. It is the distinctive wedding band of a noble's wife, who had been kidnapped by bandits days ago. The woman asks how many opponents she can expect to see. The bird squawks thrice. The woman asks if there are traps. The bird nods its head. The woman asks her bird to guide her in the direction of the kidnapped noble, with specific detail on the location of traps.



An beautiful young brunette woman lies in wait with her crossbow at the ready. Her sharp eyes see far past the normal range of those who have not trained themselves. Ahead, her falcon has flown to point out to her what objects may provide an impediment to her shot. Though there is fog, it is no problem for either of them. What provides an obstacle for others is only a cloak for herself and her feathery friend. She has seen her quarry. With a pull of her trigger, the bolt flies forth, piercing straight through her target's wooden cover.



A Burly and gruff man with scars all over his body battles valiantly against the corrupt lawmen of a town. His daggers fly furiously, but he is outnumbered, three against one. Suddenly, a hawk swoops from above, right past the first officer's face. His throat is cut, and his heart is gouged by the mans daggers. The second officer raises his sword to attack, only to have it snatched from his grip by the falcon's talons, before the man cuts him down. The third officer tries to run, only for the falcon to swoop in and scratch out his eyes. The bird returns to the man's arm, who tells the blind officer to return to his superior and tell him that this is what happens to lawmen who abuse their authority and power.



Falconers excel at the art of falconry, using birds of prey to hunt down their enemies and protect their allies. Their connection and dedication to the creatures of the sky is immeasurably strong, and to separate a Falconer from their bird companion is considered the ultimate punishment.



Class Features

As a Falconer you gain the following class features.

Hit Points
Hit Dice: 1d8 per Falconer level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Falconer level after 1st


Proficiencies
Armor: Light armor, medium armor
Weapons: one-handed melee weapons, crossbows
Tools: Falconry Kit
Saving Throws: Intelligence, Wisdom
Skills: Animal Handling, Perception, and choose 1 from Acrobatics, Survival, Sleight of Hand, and Stealth.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A hand crossbow with 25 bolts or (b) A heavy crossbow with 15 bolts Two daggers
  • (a) padded armor or (b) scale mail
  • a falconry kit
  • (a) an explorer's pack or (b) a dungeoneer's pack
Falconer
Level Proficiency Bonus Features Scouting Radius
1st +2 Avian Companionship, Avian Empathy 500 ft.
2nd +2 Avian Strike 500 ft.
3rd +2 Falconer Specialty 500 ft.
4th +2 Ability Score Improvement 500 ft.
5th +3 Avian Delivery, Avian Strike (2) 1 mi.
6th +3 Avian Awareness 1 mi.
7th +3 Falconer Specialty Feature 1 mi.
8th +3 Ability Score Improvement 1 mi.
9th +4 Avian Strike (3) 1 mi.
10th +4 Quoth the Raven, Arcane Talons 1 mi.
11th +4 Early Warning 1 mi.
12th +4 Ability Score Improvement 1 mi.
13th +5 Falconer Specialty Feature 1 mi.
14th +5 Avian Strike (4) 2 mi.
15th +5 Thieving Magpie 2 mi.
16th +5 Ability Score Improvement 2 mi.
17th +6 Flighty Foes 2 mi.
18th +6 Falconer Specialty Feature 3 mi.
19th +6 Ability Score Improvement 3 mi.
20th +6 Avian Symbiosis 5 mi.

Level 1

Avian Companionship

At the 1st level, you gain a bird companion that travels with you. You must start the campaign with your bird companion. You may choose between an eagle, hawk, owl, or vulture. The stats and traits of your bird companion are dependent on their species, as described in the Monster Manual.

Upon becoming your companion, your birds' Maximum Hit Points are half of your Maximum Hit Points (rounded up) or their current Maximum Hit Points, whichever is higher. Their AC is equal to half of your AC (rounded up) or their current AC, whichever is higher. They also gain a +2 bonus to their AC and a bonus to their Maximum Hit Points based on their CR. If you call a bird that has a CR of 0, they gain a +5 bonus to their Maximum Hit Points. If the called bird has a CR of 1/8 or 1/4, they gain a +3 bonus to their Maximum Hit Points. Finally, if the called bird has a CR of 1/2 or higher, they do not gain a bonus to their Maximum Hit Points. It also has a Hit Dice of 1d6 and gains a Hit Dice each time you gain a level (as if it were its own Player Character). During combat, you and your bird companion are treated as the same character, occupying the same space and sharing the same turn.

However, you and your bird companion do not share movement speed and actions, your bird companion can move in and out of your space, and hostile creatures can still choose to target your bird companion for attacks or spells. If your bird companion dies, you can use the Falconry Kit to capture a new bird companion of any species described above. Since your new bird companion isn't as trustworthy and familiar with you as your old bird companion, it must spend 12 continuous hours in your presence before you can use any features regarding your bird companion again. Once you do, however, your new bird companion can regain the benefits of any Falconer-related items. As a Falconer, you are also able to send your bird companion on a scouting mission. Depending on where it's sent during its scouting mission, your bird companion may find treasures, secret passages, enemy positions, or any other useful information for your party. The furthest away your bird companion can be from you is determined by your Scouting Radius, which is a circular area with a radius that starts from your current position and ends at the given distance in the table above. Your bird companion's ability to find anything still depends on the levels of visibility or any other factors that would affect vision or hearing (i.e. light levels, canopy cover, foliage, cloaking spells, weather).

Avian Empathy

At the 1st level, you have the ability to generally understand the messages that your bird companion sends you. You do not understand the specific details of what it is telling you. While your bird companion is within half of your Scouting Radius, you know its exact location. In addition, other feathered creatures recognize the care that you give to your bird companion. As a result, birds and bird-like creatures are friendly towards you and are no longer hostile towards your party. However, these creatures will still attack if provoked.

Level 2



Avian Strike

At the 2nd level, you and your bird companion have learned to coordinate attacks. As a bonus action, you may send your bird companion to make a melee attack against a creature within 75 feet of you, dealing 1d4 slashing damage on a successful hit. The damage and range from this feature increases to 1d6 slashing damage at the 5th Level, 1d8 slashing damage within 125 feet at the 9th Level, and to 1d12 slashing damage within 175 feet at the 14th level. Attack and damage rolls for this feature are calculated with your Dexterity modifier instead of the bird companion's Strength modifier. After attempting an attack, your bird companion returns to its location prior to the Avian Strike feature being used. Your bird companion doesn't provoke opportunity attacks when it returns to its original location after using this feature.

Level 3



Falconer Specialty

At the 3rd level, you must choose which specialty you will use to train your bird companion. Choose either the Hawkeye or Talon Specialty, both detailed at the end of the class description. The specialty you choose grants you features at the 3rd level and again at the 7th, 13th, and 18th levels.

Level 4



Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th & 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.

In addition, your bird companion's AC and two different ability scores of your choice increase by 1. As normal, you can't increase an ability score belonging to you or your bird companion above 20 using this feature.

Level 5

Avian Delivery

At the 5th level, your feathered friend gains more trust in you and your decisions. You or any willing creature you choose can give an item to your bird companion to deliver to you or another creature within your Scouting Radius. You can also choose to have your bird companion drop an item given to it anywhere within your Scouting Radius. Items given to your bird companion must be light enough for it to carry. At the 10th level, you can also choose to give it a brief (2-3 sentences) verbal message.

Level 6

Avian Awareness

At the 6th level, you have gained a more profound connection to your beloved bird. You are constantly aware of its position while it is within your Scouting Radius.

Level 10

Quoth the Raven

At the 10th level, you have trained your bird to a point that it can better enunciate its messages and intentions. It can now speak certain phrases and short sentences as well as mimic certain noises to let you know slightly more specific details of what it has found on its scouting missions.

Arcane Talons

At the 10th Level, you have borrowed from the magic of wizards and other spell-casters to enhance the power of your feathered friends. If you or your called birds would deal slashing damage to a creature, you can choose to have that damage be treated as magical slashing damage (for the purpose of overcoming damage resistances and immunities).

Level 11

Early Warning

At the 11th level, you have trained your bird companion to be on a constant vigil to alert you and your allies to nearby threats. Any hidden creature within 20 feet of you that isn't a part of your party must make a Stealth skill check or your bird is alerted to their presence and will screech loudly. You can also choose to have your bird fly directly above the creature's location and follow them until they leave your Scouting Radius.

Level 15

Thieving Magpie

At the 15th level, if your bird companion is on a scouting mission or in combat and is within 50 feet of a creature, you can use a bonus action to have your bird companion make a Sleight of Hand (Beak?) skill check to steal a small item from that creature that it can carry back to you. The item it takes must be light enough for it to carry.

Level 17

Flighty Foes

At the 17th level, you have great knowledge about the physics of flight after seeing your bird companion fly for such a long time. You and your bird companion gain advantage on attack rolls and saving throws against creatures with a permanent or temporary flying speed.

Level 20

Avian Symbiosis

At the 20th level, you are now perfectly in tune with your bird companion, as if you were the same being. You always know your bird companion's exact location, regardless of its current heath, how far away it is from you, or any magical effects that may be used on you or your bird companion. You understand every specific piece of information it tells you from its scouting missions. In addition, your bird companion's ability scores, AC, and Maximum Hit Points increase to match yours at the exact moment you reached the 20th level. However, your bird companion's Intelligence ability score remains the same.

Falconer Specialties


Hawkeye Specialty

For the falconer who prefers long range combat. Your skill with a crossbow has been honed to the point that you can easily pick off targets from afar before they even know what hit them.

Long Shot

At the 3rd level, you have practiced long-range shots with your crossbow. The normal and long ranges of crossbows that you are proficient in increase by 30 feet. You may also use a free action to have your bird companion help guide your attacks by having it moving foliage and other physical barriers that may interfere with your shot. The items that your bird companion move with this feature must be light enough for it to reasonably move.

Avian Ambush

At the 7th level, your bird has been trained to seek out multiple opponents, even those that are behind cover. During your turn, you can use a bonus action to send your bird to mark up to 3 creatures at a range up to your ranged weapon's normal attack range. As long as you can see the marked opponents, you can use the Attack action to make a ranged attack on every marked target with your crossbow. You can mark creatures with this feature up to 3 times, afterwards you cannot use this feature again until you complete a long or short rest. After marking any number of creatures, your bird companion returns to its location prior to the Avian Ambush feature being used. Your bird companion doesn't provoke opportunity attacks when it returns to its original location after using this feature.

Strike the Heart

At the 13th level, you have learned how to sharpen your crossbow bolts to pierce layers of cover. When attacking with crossbows that you are proficient in, creatures behind half cover lose their AC and Dexterity saving throw bonus from being under half cover. In addition, creatures behind three-fourths cover only gain a +2 bonus to their AC and Dexterity saving throws, as if they were under half cover.

Eagle Eye

At the 18th level, you and your bird's vision has been sharpened to its fullest potential. You may now clearly see through any non-magical visual interruption. Crossbow bolts also pass through any visual interruption to hit a target that both you and your bird companion see. In addition, whenever you make a ranged attack with your crossbow and there is currently a spell or environmental hazard in effect that would affect the attack or damage roll of your ranged attack (i.e. the 5th-10th rounds of the storm of vengeance spell) you can choose to make a Dexterity saving throw. On a successful save, ranged attacks with your crossbow are unaffected by those spells and environmental hazards until the duration of the spell/hazard. You can use the active portion of this feature once, afterwards you cannot use this feature again until you complete a long or short rest. A use of this feature is used up only when you succeed the Dexterity saving throw.

Talon Specialty

The way of the blade and bird are your forte. Utilizing perfect focus with your weapon and your feathery friend, you are able to cut through swaths of enemies who come your way.

Extra Attack

At the 3rd level, your bird companion can attack twice instead of once per attack action. This does not count for you until you reach the 5th Level, at which you can make a second attack. The number of attacks that you and your bird companion can make increases to three when you reach the 11th Level in this class and to four when you reach the 20th Level in this class.


Feather Fluster

At the 7th level, you can use a bonus action to send your bird companion to distract a creature. The distracted creature must make a Wisdom saving throw or attack with disadvantage on their next turn. After the distracted creature's turn ends, your bird companion returns to its location prior to the Feather Fluster feature being used. Your bird companion doesn't provoke opportunity attacks when it returns to its original location after using this feature.


Snatching Strike

At the 13th level, when you hit a creature within 5 feet of you with a melee weapon, or when your bird companion hits a creature with the Avian Strike feature, you can use a free action to have your bird companion disarm them of their weapon. The creature must make a Dexterity saving throw or have their weapon taken away by your bird companion. After attempting to take a weapon from a creature, your bird companion returns to its location prior to the Snatching Strike feature being used. Your bird companion doesn't provoke opportunity attacks when it returns to its original location after using this feature. Alternatively, you can choose to have your bird companion bring the stolen weapon back to you, allowing you to use the stolen weapon yourself if you are proficient with it. You can use this feature twice, afterwards you cannot use this feature again until you complete a long rest.


Aim for the Eye

At the 18th level, the Avian Strike feature now deals additional slashing damage equal to your Dexterity modifier. In addition, when you use the Avian Strike feature to attack a creature, you can choose to also have that creature make a Constitution saving throw or become blinded for a number of turns equal to half of your Dexterity modifier, rounded up. This saving throw is separate from Avian Strike's attack and damage roll, meaning that you can still have a creature make the saving throw if you miss. You can use the active portion of the feature up to three times, afterwards you cannot use this feature again until you complete a long or short rest. A use of this feature is used up only when a creature fails the saving throw.

Gunslinger


Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.

However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.

This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the wild arcane energies that rule the elements are ever present.

Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.

Class Features

As a Gunslinger you gain the following class features.

Hit Points
Hit Dice: 1d8 per Gunslinger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gunslinger level after 1st

Proficiencies
Armor: Light armor, Medium armor
Weapons: Simple Weapons, Firearms
Tools: Tinker's Tools
Saving Throws: Dexterity, Charisma
Skills: Choose two from the following: Acrobatics, Insight, Intimidation, Investigation, Perception, Persuasion, Slight of Hand, Stealth, Survival.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Revolver/pistol or
    (b) Rifle or
    (c) Shotgun
  • (a) Leather armor or (b) Chain shirt
  • (a) Explorers pack or (b) Dungeoneer's pack
Gunslinger
Level Proficiency Bonus Features
1st +2 Gunsmith, Grit, Deeds, Gunslinger Archetype
2nd +2 Defensive Cover, Special ammunition
3rd +2 Archetype Feature
4th +2 Ability Score Improvement, Ammunition: Hollow Point/Flechette
5th +3 Extra Shots
6th +3 Archetype Feature
7th +3 Fireback, Improved Grit I, Ammunition: Hardened Ammunition
8th +3 Ability Score Improvement
9th +4 Arcane Infused Weaponry
10th +4 Fast Reload
11th +4 Extra Shots, Archetype Feature, Ammunition: Explosive Ammunition
12th +4 Ability Score Improvement
13th +5 Cheat Death, Hardened Ammunition Upgrade
14th +5 Improved Grit II
15th +5
16th +5 Ability Score Improvement
17th +6 Archetype Feature
18th +6 Explosive Ammunition Upgrade
19th +6 Ability Score Improvement
20th +6 Extra Shots, Hardened Ammunition Upgrade, Improved Grit III

Level 1

Gunsmith:

At the 1st level, you can create firearms and craft bullets for all types of firearms. You are not limited by the normal 5gp per day rule for crafting firearms and bullets.



Crafting Firearms: You can craft a firearm for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 100 gp of the firearm’s total price.



Crafting Ammunition: You can craft bullets pellets for a cost in raw materials equal to 25% of the price (20 gp for 20 bullets, cost of 5 gp). Crafting ammunition is done in an environment where smelting metal is possible. If gunpowder is not available in the environment, alchemist fire may be used as a substitute.





Grit

At the 1st level, a Gunslinger has a number of Grit points equal to their Wis Modifier (minimum 1) + 1. The number of Grit points the Gunslinger has can never exceed their Wisdom Modifier +1. The Gunslinger can regain Grit points in the following ways:

  • Completing a short or long rest: Upon completion or a short or long rest, the Gunslinger regains all spent Grit points.
  • Critical Hit with a Firearm: Each time the Gunslinger scores a Critical Hit with a Firearm attack, they regain 3 Grit points.
  • Archetype Grit Regain: See your Archetype Grit Regain for description.

Deeds

Gained at the 1st level, Gunslingers use Grit points to perform Deeds. Some deeds are instant bonuses or attacks, while others are bonuses that can last for a period of time. Some deeds last as long as the Gunslinger has 1 Grit Point.

Quick Draw:

As a reaction you can spend 1 Grit point to gain a +2 to your initiative roll. If you were surprised, you may take a turn at the end of the surprise round, then going in turn normally afterwards.

Gunner's Mark:

The Gunslinger can spend 2 Grit point as a bonus action to mark a creature within its line of sight. This ability gives you an additional 1D6 damage against the Marked Creature. This lasts for 1 minute or until the creature has 0 hit points. when the creature reaches 0 hit points you may use your bonus action on your next turn to move the mark to another creature until 1 minute is up. Extra damage is increased to 1d8 at 7th level, and 1d10 at 15th level. This cannot be used on more than 1 enemy at a time.

Evasive Maneuvers:

The Gunslinger gains an uncanny knack for avoiding danger and getting into position. The Gunslinger may spend 1 Grit point to take the dodge or dash action as a bonus action.

Targeting Shot:

You can spend 1 Grit point to target a specific location when you make a ranged attack against a humanoid. If the attack misses, the Grit point is still lost. If the Gunslinger has multiple attacks for their Attack action, they can make multiple Targeted shots for 1 Grit point each.

  • Head – On a hit, the target takes normal damage, and has disadvantage on attacks for 1 round.

  • Torso – The attack is a Critical hit on a 19-20.

  • Arms – On a hit the foe drops 1 item of the Gunslinger’s choice.

  • Legs – On a hit, the target takes normal damage, and must make a Strength Saving Throw. (DC = 5 + Damage Dealt) or is knocked prone.

  • Wings – On a hit, the target takes normal damage, and must make a Constitution Saving Throw. (DC = 5 + Damage dealt) or plummet to the ground (taking falling damage).

Gun-fighting

At the 1st level, you gain one of the following benefits and you ignore the loading property of that firearm:
Pistol: You may reload 2 pistols at once and additionally, choose one of the following;
- You gain a +2 bonus to attack rolls with pistols.
- Your pistol attacks do not have disadvantage when attacking an enemy within 5 feet.
Rifle: You gain a +2 bonus to attack rolls with rifles.
Shotgun Your shotgun attacks do not have disadvantage when attacking enemies that are within 5 feet.

Utility Shot:

If the gunslinger has at least 1 grit point, he can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot he is using before firing the shot.

  • Blast Lock: The gunslinger makes an attack roll against a lock within range. A lock's AC is decided by the DM. You deal double damage when you hit the lock with a firearm shot.
  • Shoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. The AC of the object is determined by the DM.
    As a recommendation, a Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11.
Bonus Shot:

You can spend 1 Grit point to fire an extra shot from a firearm as a Bonus Action.

Level 2

Defensive Cover

At the 2nd level, you can dive 5 feet to cover behind any nearby object as a reaction.

Special Ammunition

At the 2nd level, you gain the ability to craft special ammunition. You gain new special ammunition crafting options at higher gunslinger levels. Some special ammunition requires materials worth more than 20% of the total value.

Incendiary Ammunition: 75 gp for 20 round and consumes half of a flask of alchemists fire.
These bullets deal fire damage rather than piercing damage. This ammunition can be used to ignite flammable objects, DC or attack roll necessary is determined by DM. "Shooting Unattended Objects" under deeds can be used for reference.

Spell Bullets: This ammunition is created by taking any bullet that has already been crafted, and applying a spell to it. This crafting process is treated the same as crafting a spell scroll. This crafting process does not have to be performed by the gunslinger, they are able to give ammunition to a spell user of any kind and have them apply the spell. A gunslinger can only use ammunition with spells of a level no higher than half of their total gunslinger level.

Spell bullets cast the applied spell at the point of impact, and if there is a direction to the spell, such as with burning hands, it is in the direction the bullet was facing on impact. Spells that allow for targeting of multiple enemies at will can only affect creatures damaged by the bullet. A DM may determine that a spell is not compatible with being applied to a bullet.

Level 4

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Ammunition: Hollow Point / Flechette

At 4th level you learn to craft hollow point ammunition. For shotguns this is considered Flechette ammunition

Hollow Points/Flechettes: 60 gp for 20 rounds.
These bullets excel in tearing flesh. When rolling for damage with this ammunition, roll 1d4 as well. If the target is resistant to piercing damage or is wearing heavy armor subtract the 1d4 from the total damage. If the target is not wearing heavy armor or resistant to piercing damage, add the 1d4 to the total damage. If the attack is considered magical for overcoming resistance to piercing damage, the 1d4 is still subtracted from the total damage.

Level 5

Extra Shots

At the 5th level, you are able to fire an extra shot from a firearm. this increases to a total of three shots at the 11th level and four at the 20th level.

Level 7

Ammunition: Hardened Ammunition

At 7th level you learn to craft hardened ammunition.
Hardened ammunition: 80 gp per 20 bullets. These hardened bullets require stronger metals and more gunpowder.
These bullets have +1 damage on damage rolls. At level 13 this becomes +2 on damage rolls and the crafting cost increases to 40 gp per batch. At 20th level this becomes +3 on damage rolls and a crafting cost of 60 gp per batch.

Fireback

At the 7th level, if an enemy misses you with a ranged attack, you can use your reaction to fire a shot back at it. By spending 1 grit point you can drop a bullet into your gun to perform this reaction if you do not have the bullets loaded, as part of the same reaction.

Improved Grit

At the 7th level, your number of Grit points is now equal to your Wisdom Modifier +2. At the 14th level, your number of Grit points is now equal to your Wisdom modifier +3 At 20th level. your number of Grit points is now equal to your Wisdom modifier +4.

Level 9

Arcane Infused Weaponry

At the 9th level, your weapon attacks with firearms are considered magical for purposes of overcoming resistance.

Level 10

Fast Reload

At the 10th level, you can ignore the reloading property of all firearms.

Level 11

Ammunition: Explosive Ammunition

At 11th level you learn to craft explosive ammunition.
Explosive ammunition: 120 gp per batch of 20.
This ammunition explodes on impact dealing an extra 1d6 piercing damage to all creatures within 5 feet of the site of impact, including creatures hit by the round. At 18th level you may craft explosive ammunition dealing 1d8 piercing damage to all creatures within 5 feet. This ammunition costs 25 gp + half flask of alchemist fire.

Level 13

Cheat Death

At the 13th level, whenever the Gunslinger is reduced to 0 hit points or lower, the Gunslinger can immediately spend all remaining Grit points to instead be reduced to 1 hit point. This cannot be used if your hit points were 1 before you took the damage.

Level 19

Critical Blow

At the 19th level, when the gunslinger scores a critical hit against a creature, you may spend up to 3 Grit points to deal 1 additional damage die per Grit point spent. If at least 1 Grit point is spent, at the start of the targets next turn, roll the attacks damage again with no ability modifier for damage taken from internal injuries. The creature must make a Constitution saving throw, taking full damage on a failure and half as much on a successful save.

Gunslinger Archetypes

Peacekeeper Archetype

When you choose this archetype at the 1st level, you may have your shots that would be lethal render the target unconscious instead.

Bonus Proficiency

When you choose this archetype, you gain proficiency with Manacles.

Archetype Grit Regain

When you capture a target you may gain a grit point.

Judgement

At the 3rd level, Peacekeepers are able to pronounce judgment upon their foes. At the 1st level, as an action choose a judgment to make and the Peacekeeper receives a bonus or special ability based on the type of judgment. At first, a Peacekeeper can use this ability once per Long Rest. With each archetype increase the Peacekeeper gains an additional use. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. If the Peacekeeper become paralyzed, unconscious, or otherwise incapacitated, the ability does not end, but the bonuses do not resume until they can participate in the combat again. When the Peacekeeper uses this ability, select one type of judgment to make. As an action, they can change this judgment to another type.

  • Destruction: The Peacekeeper is filled with great wrath, gaining a +1 bonus on all weapon damage rolls.

  • Healing: The Peacekeeper is surrounded by a healing light, gaining fast healing 1. This causes the Peacekeeper to heal 1 point of damage each round as long as the Peacekeeper is alive and the judgment lasts.

  • Justice: This judgment spurs the Peacekeeper to seek justice, granting a +1 bonus on all attack rolls.

  • Protection: The Peacekeeper is surrounded by a protective aura, granting a +1 bonus to Armor Class.

  • Purity: The Peacekeeper is protected from the vile taint of their foes, gaining a +1 bonus on all saving throws.

  • Resistance: The Peacekeeper is shielded by a flickering aura, gaining 2 points of resistance against one damage type chosen when the judgment is declared.

  • Smiting: This judgment bathes the Peacekeeper’s weapons in a magical light. The Peacekeeper’s weapons count as magic for the purposes of bypassing damage reduction.

Shared Judgement

At the 6th level, the benefits from a Judgement may now also affect a numbers of allies up to your Wisdom modifier within 30 feet.

Multi-Judgement

At the 11th level, a Peacekeeper may now have 2 Judgements active at the same time.


Final Decree

At 17th level, Judgements are now restored after a Short Rest instead of a Long Rest.

Desperado Archetype

When you choose this archetype at the 1st level, you gain the Threatening Shot Deed.

Threatening Shot: As long as you have one unspent grit point you can shoot into the air in an attempt to Intimidate others as an action. Enemies within 40ft, who can hear must make a Wisdom save DC= 8 + your proficiency + your charisma modifier. On a failed save, they are frightened of you for a minute.

Bonus Proficiency

When you choose this archetype, you gain proficiency in Intimidation.

Archetype Grit Regain

When you successfully intimidate or steal you may gain a grit point.

Cheap Shot

At the 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if they are 5ft away from an ally. The attack must use a firearm.

At the 6th level, the bonus damage of Cheap Shot becomes 2d6. At the 11th level, the bonus damage of Cheap Shot becomes 3d6. At the 17th level, the bonus damage of Cheap Shot becomes 4d6.

Criminal Tongue

Thieves' Cant. At the 6th level with your desperado lifestyle you have picked up thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Criminal Eye

At the 11th level, you have learned to appraise the value of objects with a single glance. As a bonus action you can take note of an object and the DM will tell you how much you will be able to sell it for. You can also use a bonus action to figure out which object you can see is the most valuable.

Forever on the Run

At the 17th level, you have learned exactly how to give the law the slip in a chase, whether ducking into an allyway or weaving through a crowd. You can't be tracked by nonmagical means, unless you choose to leave a trail and will almost always manage to escape when in a chase.

Additionaly your criminal lifestyle has led you to improved haggling skills. When fencing stolen goods you should get a 50% to 100% increase in the price you sell it for.

Marksmen Archetype

You may take this archetype at 1st level if your starting weapon is a rifle.

Bonus Proficiency

When you choose this archetype, you gain proficiency in Perception or Stealth.

Archetype Grit Regain

When you successfully attack an enemy that is behind cover, regain 1 Grit point.

Ghillie Suit

At the 3rd level, the Gunslinger gains advantages when laying prone. While stealth is lost after using a firearm, enemies must still make a perception check to determine the Gunslingers exact location if they are further than 80 feet away. You also may crawl without fracture stealth and stand up for only 5 ft of movement speed.

Steady Aim

At the 6th level, you can use a bonus action to gain an attack bonus to your next attack with a rifle equal to half your level. (Rounded down)

Trained eyes

At the 11th level, you gain advantage on perception checks relying on sight.

Perfect Shot

At the 17th level, your firearm attack rolls now score a critical hit on a roll of 19 or 20. If you already would score a critical hit on 19 or 20, you now score a critical hit on 18-20. Your Targetting Shots aimed at the torso now score a critical hit on rolls of 17-20.



Insurgent

You may take this archetype at 1st level if your starting weapon is a shotgun or pistol

Bonus Proficiency

When you choose this archetype, you gain proficiency in Athletics or Acrobatics.

Archetype Grit Regain

If you become within melee range of two enemies at the same time, regain 1 Grit point. Once the Grit point is gained this cannot be done with the same two enemies.

Weapons Specialist

At the 3rd level, you gain bonuses in using your starting weapon type:
Pistol: You gain the Two Weapon Fighting fighting style(The same as a fighter's) if you are wielding 1 or more pistols. Additionally you are proficient with short swords.
Shotgun: You gain a +1 bonus to damage rolls when using shotguns. Additionally, you have advantage on checks that would result in being disarmed of your firearm.

Run and Gun

At the 6th level, when you make a firearm attack, you may move without provoking opportunity attacks.

Fury

At the 11th level, once you have rolled initiative for an encounter, and 1 minute after combat has ended, your mind is focused on battle. During this time you have advantage on saving throws against being charmed, frightened, or stunned.

Weapons Specialist II

At the 17th level, you gain the Cripple and Execute actions.

Cripple: You may attempt to cripple the enemy if you have surprise on an attack roll or if they are engaged in combat with an enemy that is within 5 ft of them. To cripple an enemy make an attack roll as normal. If the attack hits, they must make a strength saving throw (DC = 5 + damage dealt). If the target fails its speed is reduced to 5 ft for 1 minute, or until the wound is healed. To heal the wound, healing magic must be used and target receives only half of total hit points that would be received. If the target succeeds, its movement is only reduced to 5 ft until the end of its next turn. Executions can be made with 1 or 2 pistols. With 2 pistols only 1 attack role is made and the damage of both pistols are added together.
Execute: If you have surprise on an attack role with a pistol or shotgun, and are within 15 feet of the enemy you may take the execution action for 2 Grit points. To execute an enemy roll your attack roll with advantage. If successful, the damage is rolled as if it were a critical hit. The creature must then make a constitution saving throw (DC = 5+ damage dealt). On a failure, if the creature has less than 100 hp it drops to 0 hp. If the creature has more than 100 hp and fails its saving throw, the creature is stunned until the end of its next turn. Executions do not restore Grit points for a critical hit unless the attack role would have been a critical as a normal attack.

Monk
Level Proficiency Bonus Martial Arts Ki Points Unarmored Defense Features
1st +2 1d4 Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Ki-­Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 1d6 10 +20 ft. Purity of Body
11th +4 1d8 11 +20 ft. Monastic Tradition feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Tongue of the Sun and Moon
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Monastic Tradition feature
18th +6 1d10 18 +30 ft. Empty Body
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self

Level 1

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

Your practice of martial arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.

  • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.

  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon.

  • When you use the Attack action with an unarmed strike or a monk weapon on Your Turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.

Certain monasteries use specialized forms of the monk Weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a Sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game Statistics provided for the weapon.

Level 2

Ki

Starting at 2nd level, your Training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows

Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.

Level 3

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d 10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this Attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the Attack.

Level 4

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.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any Falling damage you take by an amount equal to five times your monk level.

Level 5

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.

Level 6

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.

Level 7

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a Fireball 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.

Level 10

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Level 13

Tongue of the Sun and Moon

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Level 14

Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Level 15

Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Level 18

Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become Invisible for 1 minute. During that time, you also have Resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material Components. When you do so, you can't take any other creatures with you.

Level 20

Perfect Soul

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Monastic Traditions

Way of the Drunken Fist

A very rare and frowned upon tradition, monks of the Drunken Fist focus on the advantages of being drunk (aka poisoned) to improve their combat prowess. There is often times no master to learn from as many of the followers of this tradition die before mastering it.

Drunken Boxing

When you take this subclass at 3rd level, you embrace being drunk, and the benefits it provides. Due to your practiced control over your drunken stumbling, you have +2 AC while you are poisoned. You also add your Dexterity and Wisdom modifiers to your attack rolls to counteract the disadvantage gained from being poisoned. Lastly, as a bonus action, you may spend 1 ki point to poison yourself for one minute as long as you have a means to do so.

Numbness of Body

At 6th level, your drunkenness numbs your body, allowing you to shrug off some of the damage you receive. When you become poisoned, you gain temporary HP equal to 2x your monk level. This HP disappears when you are no longer poisoned. You cannot use this ability again until you finish a short or long rest.

My Kung Fu is Superior

At 11th level, your drunken confidence and cockiness heighten your skills in lone combat. While in combat, if no friendly creatures are within 10 feet of you and if you are poisoned, you may add an additional damage die equal to your current unarmed strike damage die in the relevant damage of a melee attack you make. Also, enemy creatures cannot gain advantage against you in combat due to positioning.


In addition, your confidence allows you to use alternate weapons to display your diverse skills. Improvised weapons count as monk weapons for you while poisoned, as long as the weapon is not considered heavy. You are proficient with the weapon and you may use your monk dice for the damage rolls with that weapon.

The Drunken Master

By 17th level, you have mastered the ability to transfer your drunken flow into other creatures. Whenever you successfully deal damage to a creature, you may spend 4 ki. If you do, that creature takes 4d12 poison damage and must make a Con save with a DC of 8 + your Wisdom modifier + your proficiency. If the creature fails the save, it becomes poisoned. At the end of each of that creature’s turns, if it is still poisoned, it must make another Con save. On a successful save, the creature is no longer poisoned. If it fails, it takes 4d12 poison damage.


In addition, because you have adapted to being drunk so often, being poisoned no longer causes you to make ability checks with disadvantage.

Path of Yin and Yang

The path of the Yin and Yang is an ancient way of fighting where you sharpen your senses and your body.

Yin and Yang

At 3rd level, you gain the ability to sharpen your mind and body. Choose two skills that you are proficient in. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen skills.

Additionally, you learn the ancient technique of Yin and Yang. As a bonus action, you can spend 1 ki to gain a +1 bonus to the attack roll and damage roll when you make an unarmed strike or monk weapon attack. This effect lasts until the start of your next turn.

When you reach 6th level, you can spend up to 2 ki to gain a bonus to the attack roll and damage roll equal to the number of ki spent. You can spend up to 3 ki starting at 11th level, and 4 ki at 17th level.

Body and Soul

When you reach 6th level, you gain proficiency in the Perception check. If you already have proficiency in the skill, your proficiency bonus is doubled for any ability check you make with Perception skill.

Additionally, instead of sleeping, you can meditate deeply, remaining semiconscious, for 4 hours a day. 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.

Finally, when you finish a short rest, you can regain hit points equal to your monk level. Once you use this feature, you cannot use it again until you finish a long rest.

Divine Body

Starting at 11th level, as a bonus action, you can spend 1 or 2 ki to cover your feet with the power of Yin and Yang. Until the start of your next turn, your walking speed is increased by 10 feet. If you spend 2 ki, you are also under the effect of the blur spell for the duration.

Additionally, you can spend 2 ki to cast either darkness or silence spell, without providing material components.

Perfect Body

At 17th level, you can combine the power of Yin and Yang to create an aura that radiates shade of black and white. As a bonus action, you can spend 5 ki to manifest this aura. While you are in the aura, you gain a +3 bonus to AC, a +2 bonus to attack rolls and damage rolls, and your walking speed is increased by 20 feet. The aura lasts for 15 minutes.

Once you use this feature, you must finish a long rest before you can use it again. The Ki points used to activate the aura are locked and there is no other way of regaining these Ki Points until a long rest is completed.

Way of the Heavenly Lores

Priests and theurgists are not the only ones to serve and practice divine power. Some of the true followers of the deities voluntarily isolate themselves from the crowd and other fellow believers and train their body and mind alike, in search for the ultimate truth, the genuine understanding of their deities, or even the greatest might their gods once promised.

At the eventful moment, or the epiphany, these lone meditators are touched by their deities, who grants them a fragment of their divine power to prove their practices were not in vain.

Touched by the Heavenly Ones

Starting when you choose this tradition at 3rd level, you believe so strongly that you are touched by the old gods, whom you believe bestow a fragment of their power upon you. Pick a divine domain.

Channel Mystery: Inner Peace

Also starting at 3rd level, you gain the ability to channel mystic energy bestowed within you from your deity, using that energy to fuel magical effects. You start with two such effects: Inner Peace and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Mystery ability.

When you use your Channel Mystery, you choose which effect to create. You must then finish a short or long rest to use your Channel Mystery again.

Some Channel Mystery effects require saving throws. When you use such an effect, the save DC equals your ki save DC.

Beginning at 6th level, you can use your Channel Mystery twice between rests, and beginning at 17th level, you can use it three times between rests. When you finish a short rest or long rest, you regain your expended uses.

If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Mystery feature.

Channel Mystery: Inner Peace.
When you or a friendly creature you can see fail a saving throw against being charmed or frightened, you can use a reaction to treat the d20 roll as a 20.

Heavenly Arcana

At 6th level, you learn all 1st- and 2nd-level cleric domain spells for your chosen domain. To cast one of these spells, you spend a number of ki to create a spell slot of a given level, and then use that slot to cast a spell. The ki cost of each spell slot is detailed on the table below. You cannot cast any other spells with the spell slot created this way.

When you cast one of the cleric spells with this feature, you use its casting times and other rules, but you do not need to provide material components for it.

Spell Slot Level Ki Cost
1st 2
2nd 3
3rd 5

Heavenly Strides

Beginning at 11th level, as a bonus action, you can spend 2 ki to gain a flying speed equal to your current walking speed until the end of the turn. This benefit works only in a short bursts; you fall if you end your turn in the air and nothing else holding you aloft.

Ascendant to the Heaven

At 17th level, you believe your soul to be favored the old ones, to the point that the divine power bestowed upon you sustains your life at the brink of death. When you are reduced to 0 hit point and are not killed outright, you can spend 5 ki to drop to 1 hit point instead.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.

ORIGINATOR

Whether attacking with their exemplars or blasting enemies with psychokinetics, Originators in Autumnford are extraordinarily rare, and exceedingly dangerous, their imaginations warped by the wild magic storms ravaging the surface, taking form as both malleable exemplars and the unleashing of destructive psychic energies on those that spite them. Their soul takes on a duality, split between themselves and their exemplar, the strain taking its toll on their physical form, leaving them brittle compared to other individuals but commanding almost supernatural forethought.


Originators usually learn of their abilities spontaneously, most commonly following extreme stress or traumatic experiences. Although the catalysts may be different in this regard, all Originators owe their abilities to exposure to the wild magic permeating Autumnford. Particularly violent storms, ancient cultists performing dark rituals, or passing wizards from far away lands unaware of the surges of magic in the region. All are possible causes of unlocking an Originator's psychic potential. Because of Autumnford's volatile climate and shunning of magic, most Originator's hide their abilities unless threatened, preferring to pass off their exemplars as exotic pets effected by the wild magics of the regions.


Originators tend to not find much use for keeping many tools, preferring instead to adapt own solutions to situations out of thin air with their psychokinetics or exemplar. They hone their psychic abilities to imagine powerful exemplars from the ideal image for their exemplars through a process most refer to as 'Unfolding'. Many Originators hold that the exemplars they conjure up are true reflections of their own soul, and that the physical changes seen as they grow more powerful is merely a growing clarity of the window of the soul. This often puts them at odds with Artificers and Mechromancers who prefer a more conventional approach to perfecting the body using science and metal.


While Originators do have a host of powerful abilities at their disposal, they are often beholden to their own emotions. Because of this, many seek isolation from others, or to train and discipline their minds to avoid emotional outbursts that could harm others around them. Others may give in to their primal emotions and desires, becoming scourges to the areas they reside in, commanding monstrous exemplars that spark legends and myths in the local communities they are found in.


In particular, Originators that focus on their own psychokinetics, or Kineticists, run the risk of severely straining their own psyches, and themore powerful abilities they learn can even potentially kill them from the psychic strain.
































CLASS FEATURES

As an Originator, you gain the following class features.


HIT POINTS
Hit Dice: 1d6 per originator level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per originator level after 1st


PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose any three


EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:

  • Any simple weapon
  • (a) a diplomat's pack or (b) a scholar's pack (c) or an adventurers pack
  • a dagger
  • Any musical instrument

Originator

Level Proficiency Bonus Ascendancy Points Features Cantrips Known Spells Known Spell Slots Max Spell Level
1st +2 __ Pyschokinetics, Exemplar 1 2 1 1
2nd +2 2 Ascendancy, Life Link 1 2 2 1
3rd +2 3 Archetype, Archetype Feature 2 3 2 1
4th +2 4 Ability score Improvement 2 4 3 1
5th +3 5 Soul Guardian, Major Ascendancy 3 5 3 2
6th +3 6 Archetype Feature 3 6 4 2
7th +3 7 Twinned Senses, Soul Summon 3 7 4 2
8th +3 8 Ability score Improvement 4 8 5 2
9th +4 9 __ 4 9 5 3
10th +4 10 Major Ascendancy 4 10 6 3
11th +4 11 Shared Soul, Archetype Feature 4 11 6 3
12th +4 12 Ability score Improvement 4 12 6 3
13th +5 13 __ 5 12 6 4
14th +5 14 Archetype Feature 5 13 7 4
15th +5 15 Major Ascendancy 5 13 7 4
16th +5 16 Ability Score Improvement 5 14 7 4
17th +6 17 Unfailing Call, Archetype Feature 6 14 7 5
18th +6 18 Ascendant Incarnate 6 15 8 5
19th +6 19 Ability score Improvement 6 15 8 5
20th +6 20 Clarity of the Soul 6 15 8 5

Level 1

Psychokinetics

You have learned to untangle and reshape the fabric of reality using your altered imagination and insight into your own soul to draw power and perform spell like abilities in the form of psychokinetics, consisting of telepathic, telekinetic, and pyrokinetic abilities. The list of psychokinetic spells for the originator can be found at the end of this class. The strain of manifesting your exemplar limits drawing power in this manner compared to traditional spell casters from other regions. While your listing of psychokinetic abilities may seem limited compared to other classes spell listings, pscyhokinetics can be cast without material or verbal components, only requiring the somatic gesture to cast. Because psychokinetics do not function in the same manner as normal magic, instead relying on psychic energies to manifest, they do not gain benefits or suffer detriments that magical effects normally would, such as the effects of an antimagic field.

CANTRIPS

At 1st level you know one cantrip of your choice from the Originator psychokinetics list. You learn additoinal cantrips at the levels listed in your class table.

SPELL SLOTS

The Originator table shows how many spell slots you have to cast your psychokinetic abilities of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

While Autumnford does have many wild magic storms throughout the region, living Originators are still quite rare, and often their emotions get the better of them and they succumb to their darker urges, living out in the wildlands on the surface amongst other monsters. Be sure to talk with your DM about playing an Originator so that it makes sense to your campaign within Autumnford!

SPELLS KNOWN OF 1ST LEVEL AND HIGHER
You know four 1st-level spells of your choice from the originator spell list.

The Spells Known column of the Originator table shows when you learn more originator spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the originator spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.


SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your originator spells. Your magic comes from your insight into the nature of the soul and your connection to your exemplar. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an originator spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Exemplar

All Originators possess an embodiment of their own self view, their soul, called an Exemplar. At 1st level, you have manifested a creature that you share a soul bond with that accompanies you on your adventures and fights alongside you. Choose a Beast, Elemental, or Monstrosity to be your Exemplar that has a challenge rating of 1/2 or lower.

Add your proficiency bonus to the creatures AC, attack rolls, and damage rolls. as well as adding it to any saving throws and skills that it possesses proficiency in. Its hit point maximum equals its normal maximum or 5 times your originator level, whichever is higher. It uses your spell save DC for any abilities it uses that require a saving throw to be made. Your exemplar cannot regain hit points via magical means, and must recover during a short or long rest to regain hit points. If your exemplar is slain, you manifest it again with full hit points after taking a long rest and performing a 10 minute ritual to attune your soul properly.

The exemplar 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 do so. On your turn, you can mentally command your exemplar to attack or defend, as well as where to move, with no action required by you. Your exemplar will follow out your command until it is slain or given a new command. You may dismiss and summon your exemplar as an action as long as it is alive and on the same plane of existence as you. An exemplar sent to another plane of existence other than the one that you occupy is dispersed, and can be manifested again


Level 2

Ascendancy

At 2nd level, your understanding of your soul has begun to deepen, and you are able to further unveil the true nature of your soul in the form of 'Ascension' of your exemplar, gaining more clarity into your twinned soul's nature. You have a number of Ascendancy points indicated by your class table with which to spend on Ascensions for your exemplar. You do not regain spent ascension points, and you cannot change what ascensions you choose to spend your points on.

Level 4

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.


Level 5

Soul Guardian

Beginning when you reach 5th level, when you are within 5 feet of your exemplar you gain +2 to your AC.

Major Ascendancy

Beginning at 5th level, you have begun to unfold the secrets of your own soul, and you can select one ascendancy for your exemplar from the Major Ascendancies listed at the end of this class. You can select another Major Ascendancy at 10th level, and 15th. You cannot select the same major evolution more than once.


Level 7

Soul Summon

Beginning at 7th level, the bond between the twinned soul of your exemplar and you becomes unbreakable. Calling out to your kindred soul, you can call your exemplar to your side as an action, teleporting your exemplar to an open space beside you, regardless of distance. Once you use this power you must complete a long rest before you can use it again.

Twinned Senses

Beginning at 7th level, you are able to perceive the world through your exemplar. Additionally you can communicate telepathically with your exemplar with no action required by you. As an action, you can choose to see and hear what your exemplar does, gaining the benefit of any special senses it may have. You can use a bonus action to stop perceiving the world through your exemplar. While you perceive through your exemplar in this manner, your own body is blinded and deafened.


Level 11

Shared Soul

At 11th level, when you target yourself with a spell you may also choose to target your exemplar if they are within 60ft of you.



Level 17

Unfailing Call

When you reach 17th level, you can use an action to manifest your exemplar immediately after it would be slain, manifesting in an open space around you. You must complete a long rest before you can use this feature again.

Ascendant Incarnate

Your understanding of the soul becomes more acute, and you are able to alter your own body in the manner you normally alter your exemplar's. When you reach 18th level, you gain an additional 5 ascendancy points, as well as an additional major ascendancy. The ascendancies and major ascendancy that you choose from this feature apply to both you and your exemplar.

Level 20

Clarity of the Soul

At 20th level, your understanding of your soul is peerless, and you can meld with your exemplar as an action as long as you are within 5ft of it. When melded, you are inside of the exemplar and cannot be targeted by spells and attacks. You and your exemplar both still take actions as normal while melded, including attacks and spell casting or ability usage. You can seperate from your exemplar as an action. If your exemplar is slain while using this ability, you take any excess damage done over the exemplar's hit point maximum, and are ejected into the closest space.

Archetypes

Just as individual philosophies on life and the world can differ greatly from person to person, so to do the ideals that different originators take towards reaching spiritual clarity and insight into their souls. Whether unfolding the insight on their exemplars, themselves, or their psychokinetic abilities, originators build versatile approaches to any possible situation.



Exemplarist

An exemplarist seeks to perfect their exemplar, shining a light onto their twinned soul and holding it aloft as the very pinnacle of self actualization. Exemplarist's twin souls shine brightest in their exemplars themselves, developing into monstrous realizations of the inner workings of the originators soul.



Resilient

The soul of your exemplar becomes exceptionally hardy. Beginning at 3rd level, your exemplar's hit points increase by 6, plus an additional 2 for every originator level past 3rd.



Idealistic Insight

When you reach 6th level, your exemplar gains 2 ability points to spend on any of its statistics. Whenever you gain ability score improvements, your exemplar gains the same amount to place into any statistics as well. You still cannot exceed a score of 20 with this feature.



Malleable Animus

Your exemplar's soul and your own grow even more entwined. At 11th level, your exemplar gains an additional Major Ascendancy.



Thousandfold Soul

Beginning at 17th level, whenever your exemplar takes its turn, you can surge power to its soul, pushing it past its normal limitations to take an additional action on top of its regular action and a possible bonus action. You can use this feature twice, but must finish a long rest to use it again.

Ascendant

The Ascendant Originator focuses their efforts towards enlightenment on themselves, turning the methods of altering their exemplars further inward in order to augment their own outward representation of self. The ascendant may eventually not even resemble the species they start as, preferring instead their own representation of self and the power it possesses.




Tailored Ascendancy

At 3rd level when you take this archetype, you gain 3 ascendancy points that apply to yourself instead of your exemplar. You gain 3 more ascendancy points at 9th level, and again at 15th level.




Rapid Imagining

At 6th level, you gain a Major Ascendancy to spend on yourself instead of your exemplar.




Perfect Equilibrium

You strive to achieve further balance between yourself and your exemplar. You gain an additional Major Ascendancy, and you and your exemplar gain saving throws against any effects that occur to only one of you.




Soul of Vengeance

Whenever your exemplar is slain, gain the evolutions and major evolutions it has taken for yourself for one minute or all hostile creatures you can see are slain, whichever comes first. Any evolutions that are already applied to you do not stack with evolutions gained in this manner.

Kineticist

The Kineticist Originator focuses on the empowerment of their psychokinetics, and even go to the extent of balancing some of that power with their exemplar. Psychokinetics are powerful, but tend to be more and more dangerous as more power is exerted. Some of this gets balanced out


Kinetic Twinning

When you take this archetype at 3rd level, your exemplar becomes highly attuned to your usage of psychokinetics. Whenever you cast a cantrip from your psychokinetics spell list that requires an attack roll, you may use a bonus action to cause your exemplar to cast the same spell at the same target. Your exemplar must still make its own attack roll for the spell, but uses your spell attack modifier for the attack, calculating damage as if you had cast the spell. After using this feature, you must finish a long rest before using it again.


Burning Soul

At 6th level, whenever you deal fire damage with one of your psychokinetic abilities that isn't a cantrip, your exemplar may use its reaction to move up to half its movespeed towards the attacked enemy and make a single melee attack against that creature if it can reach.


Psychic Overload

At 11th level, you have begun to push the limits of your psychokinetic abilities, learning powerful abilities called Overloads. Choose one 6th level spell from your originator psychokinetics list. You can cast your overload spell once without expending a spell slot. You must finish a long rest before you can do this again. At higher levels, you gain more originator spells of your choice that can be cast in this way; on 7th level spell at 13th level, one 8th level spell at 15th level, and one 9th level spell at 17th level. You regain all uses of your Psychic Overload when you finish a long rest. Whenever you cast a spell using this feature, roll a percentage die. On a roll of 01-50 , you take 2d10 psychic damage and lose the overload spell until you take a long rest. On a roll of 51-100 , you cast the spell normally.


Empathic Meditation

At 17th level, you have learned to better control your psychokinetics. You gain 4 additional spell slots and learn 2 additional spells from your originator spell list of 5th level or lower. In addition, the success threshold for your Psychic Overload abilities inceases to 25-100, with the failure threshold at 01-24. On a failure, the damage you take is reduced to 1d10.

Ascendancies

Below is a list of possible ascendancies your exemplar could obtain as its form unfolds and becomes more clear.

One Point Ascendancies
  • Agile
    Your exemplar can take the disengage or hide action as a bonus action on its turn.

  • Improved Natural Armor
    Your exemplar grows thick fur, rigid scales, or bony plates, increasing its natural armor by +2.

  • Keen Smell
    Your exemplar gains advantage on Wisdom (Perception) checks that rely on smell.

  • Mimicry
    The exemplar can mimic simple sounds you or it have heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sound can tell the sound is an imitation with a successful Wisdom (Insight) check.

  • Illumination
    As a bonus action, your exemplar can shed bright light in a 10-foot radius and dim light for an additional 10 feet, using bioluminescence, flames, or some other source of light that you choose. It can extinguish the light as a bonus action.

  • Keen Scent
    The exemplar's sense of smell becomes acute, granting it the ability to detect opponents within 30 feet by scent. Scent does not allow the exemplar to precisely locate the creature unless it is within 5 feet of it, only detecting the presence otherwise. The exemplar also gains advantage on all Wisdom (survival) checks made to track creatures using scent.

  • Skilled
    An exemplar becomes especially adept at a specific skill. Choose one skill from athletics, acrobatics, sleight of hand, stealth, intimidation, or perception. The exemplar can apply your proficiency bonus to the selected skill check. This ascendancy can be taken multiple times, each time applying the bonus to a different skill. Its effects do not stack with skills it is already proficient in.

  • Sure-Footed
    The exemplar has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

  • Swift
    Your exemplar gains quick reflexes, increasing its move speed by 10ft.

  • Adept Swimmer
    Your exemplar gains webbed hands, feet, fins, or flippers, gaining a swim speed equal to its base move speed.

  • Natural Attack
    Your exemplar gains one of the following natural attacks if they could reasonably possess it.

    • Bite: Your exemplar grows razor sharp teeth, fangs, or a powerful beak, giving it a bite attack. The bite deals 1d6 + its strength modifier points of piercing damage. On a hit, target must make a Strength save of DC 8 + the exemplar's strength modifier + your Wisdom modifier or be knocked prone.
    • Rake: Your exemplar grows claws or talons, giving it a rake attack. The rake attack deals 1d6 + its strength or dexterity modifier points of slashing damage. On a critical hit, the target takes an additional 2d4 slashing damage as bleeding damage in addition to the normal effects of the crit.
    • Gore: Your exemplar grows a number of horns, spiky plates, or tusks, giving it a gore attack. The gore deals 1d6 + its strength modifier points of piercing damage. On a hit, if the exemplar moved more than 20ft straight and hits with its attack on the same turn, it deals an additional 2d6 piercing damage.
    • Slam: Your exemplar can deliver devastating slam attacks with its body, tail, or limbs. The slam deals 1d8 + its strength modifier points of bludgeoning damage. On a critical hit, in addition to the normal effects of the crit, the target must make a Constitution save of DC 8 + the exemplars strength modifier + your Wisdom modifier or be stunned until the end of its next turn.
    • Stinger: Your exemplar grows a long, barbed stinger, granting it a sting attack. The sting deals 1d6 + its strength or dexterity modifier points of piercing damage. On a successful hit, the target must make a Constitution save of DC 8 + the exemplar's strength modifier + your Wisdom modifier or be poisoned for one minute. A creature that passes this save is immune to your exemplar's poison for 24 hours.
    • Pincer/Tentacle: The exemplar possesses sinuous tentacles or powerful pincers, granting it a grasping attack. The appendage deals 1d6 + its strength or dexterity modifier points of bludgeoning damage. Your exemplar may attempt to grapple its target as a bonus action on a successful hit with this attack. Whenever your exemplar grapples a target this way, it can deal its strength modifier as bludgeoning damage at the start of its turns for as long as the grapple is maintained.
Two Point Ascendancies
  • Amphibious
    Your exemplar can breathe air and water.

  • Chameleon Skin
    Your exemplar can shift its skin, hair, or feathers to match its surroundings, granting it advantage on Dexterity (Steatlh) checks.

  • Pack Tactics
    Your exemplar gains advantage on an attack roll against a creature if at least one of the exemplar's allies is within 5 feet of the creature and the ally isn't incapacitated.

  • Rampage
    Whenever your exemplar reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its move speed and make an additional melee attack.

  • Spider Climb
    Your avatar grows suckers or hooks on its appendages for grasping surfaces, and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

  • Spiked
    Your exemplar grows spikes, making it hazardous to strike. Whenever your exemplar is dealt melee damage by a target, the target takes damage equal to your proficiency bonus.

  • Swallow (Must possess a bite attack)
    The exemplar makes a bite attack against a creature at least one size smaller than itself that it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, and it has total cover against attacks and other effects outside the exemplar. It takes 3d6 acid damage at the start of each of the exemplars turns. The exemplar can only swallow one target at a time. If attacked while swallowing a target, the exemplar must make a Constitution save of DC 8 + the amount of damage dealt or spit out the target, ending the effect.

  • Tremorsense
    Your exemplar becomes attuned to the vibrations in the ground, gaining tremorsense out to a range of 20 feet.

Three Point Ascendancies
  • Amorphous
    Your exemplar becomes extremely malleable and flexible, able to pass through a space 1 inch wide without squeezing.

  • Adaptable Soul
    Your exemplar gains an additional 2 ability points it can spend to increase an ability score by 2, or two ability scores by one to a maximum of 24. This ascendancy may be taken multiple times.

  • Blindsight
    Your exemplar develops internal organs or external sensory organs to sense creatures without normal means, gaining blindsight out to a range of 30 feet.

  • Burrow
    Your exemplar grows large claws or mandibles for digging, or the ones it possesses become adapt at digging. THe exemplar gains a burrow speed equal to half its move speed.

  • Deflect
    Your exemplar gains slanted plating, allowing for glancing blows when attacks are made against it. It may use its reaction to add 2 to its AC against one attack that would hit it.

  • False appearance
    Choose a natural land feature such as a rock, tree, bush, puddle. Your exemplar can use an action to assume a posture and coloring that allows it to be indistinguishable from the associated feature. You can only have one of these features for your exemplar

  • Flight
    Your exemplar grows large wings, creates a whirlwind or cloud to carry it, or grows gaseous sacs to support it in the air, gaining the ability to fly. The exemplar gains a fly speed equal to its base move speed.

  • Magic Resistance
    Your exemplar grows accustomed to the wild magic storms permeating Autumnford, gaining advantage on saving throws against spells and other magical effects that would target it.

  • Martial Prowess
    Once per turn, your exemplar can deal an extra 2d6 damage to a creature it hits with an attack, as long as that creature is within 5 feet of an ally of your avatar that isn't incapacitated.

  • Multi-Attack
    Your exemplar grows another head, additional appendages, or becomes faster in order to make multiple attacks. Your exemplar gains the multi-attack action if it doesn't already have it, allowing it to make two attacks. It can make attacks with the same or separate natural weapons.

  • Stench
    Any creature other than you that starts its turn within 5 feet of your exemplar must succeed on a Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful save, the creature is immune to the stench for 1 hour.

  • Spectral Soul
    You exemplar becomes shadowy and spectral, phasing partially into the ethereal plane, moving through creatures and objects as if they were difficult terrain. Your exemplar takes 1d10 force damage per 5 feet it is displaced if it ends its movement in an object. You exemplar is ejected to the nearest open space. If no space is available, it disperses and cannot be called again until you complete your manifestation ritual over a long rest.

  • Web
    Your exemplar grows a pair of spinnerets, allowing it to weave and spew webs. (Recharge 5-6) Ranged Weapon Attack, range 30/60ft target, one creature. On a hit, the target is restrained by the webbing. As an action the restrained target can make a Strength Check vs your Spell Save DC, bursting the webbing and escaping on a success. The webbing can also be attacked and destroyed by outside means. (AC 10, hp 5, vulnerability to fire; immunity to bludgeoning, poison, and psychic damage)

Major Evolutions

Major evolutions represent a huge leap in your exemplars unfolding, and thus consist of features that vastly alter the creatures appearance and abilities.

Breath Attack

The exemplar gains one of the following breath attacks when you choose this evolution, exhaling destructive energy. Your choice determines the size, shape, and damage of the exhalation. When your exemplar uses its breath weapon, each creature in the area of the exhalation must make a saving throw, also determined by the breath weapon type. A creature takes 3d6 of the assigned type on a failed save, and half damage on a successful one. The damage increased to 4d6 at 7th level, 5d6 at 13th level, and 6d6 at 18th level.

Damage type Breath Weapon
Acid 5 by 60 ft. line (Dex. save)
Cold 30 ft. cone (Con. save)
Fire 5 by 60 ft. line or cone (Dex. save)
Lightning 5 by 60 ft. line (Dex. save)
Poison 30 ft. cone (Con. save)

Elemental Attack

Your exemplar adds an elemental damage type that deals an additional 2d4 damage of the chosen type when your exemplar hits with one of its natural attacks. Choose one of the following types: Acid, fire, cold, lightning.

Eye Rays

Your exemplars eyes take on a aberrant light, granting psychic rays of power to shoot at its enemies. The exemplar can use its action to shoot psychic rays at up to two enemies within 90 feet. It can use each ray only once a turn.

  1. Confusion Ray. The target must succeed on a Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn
  2. Paralyzing Ray. The target must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Fear Ray. The target must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the exemplar is still visible to the target, ending the effect on itself on a success.
  4. Wounding Ray. The target must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one.

Regeneration

Your exemplar regains hit points equal to your Wisdom modifier at the start of its turn. If your exemplar takes acid or fire damage, this trait doesn't function at the start of the exemplars next turn. The exemplar only dies if it starts the turn with 0 hit points and doesn't regenerate.



Growth

Your exemplar gains the ability to grow in size as an action, becoming one size larger. The avatar gains a +2 bonus to Strength and Constitution, to a Maximum of 20, and has disadvantage on Stealth checks. Your exemplar also gains reach. It can only use this feature a number of times equal to your Wisdom modifier, then must finish a long rest before using this feature again.

Unassailable

Choose two damage types when you select this ascendancy. Your exemplar has resistance to the chosen damage types.

Invisibility

Your exemplar masks its presence with psychokinetics, turning invisible for 1 hour to all creatures with an intelligence of 3 or more. After using this power, you must complete a short rest before using it again.

Psychokinetics list

Cantrips (0 Level)
  • Booming Blade
  • Control Flames
  • Firebolt
  • Friends
  • Guidance
  • Mage Hand
  • Message
  • Mirror Illusion
  • Prestidigitation
  • Produce Flame
  • Resistance
  • Thaumaturgy
1st Level
  • Absorb Elements
  • Bane
  • Beast Bond
  • Burning Hands
  • Catapult
  • Cause Fear
  • Charm Person
  • Command
  • Compelled Duel
  • Disguise Self
  • Dissonant Whispers
  • Earth Tremor
  • Faerie Fire
  • Fog Cloud
  • Hellish Rebuke
  • Heroism
  • Illusionary Script
  • Shield
  • Silent Image
  • Sleep
  • Tasha's Hideous Laughter
  • Unseen Servant
2nd Level
  • Aganazzar's Scorcher
  • Aid
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Detect Thoughts
  • Enhance Ability
  • Enthrall
  • Flaming Sphere
  • Heat Metal
  • Hold Person
  • Knock
  • Locate Animals or Plants
  • Locate Object
  • Magic Mouth
  • Mind Spike
  • Mirror Image
  • Phantasmal Force
  • Pyrotechnics
  • Shatter
  • Scorching Ray
  • Silence
  • Suggestion
  • Warding wind
3rd Level
  • Beacon of Hope
  • Catnap
  • Clairvoyance
  • Enemies Abound
  • Fear
  • Fly
  • Fireball
  • Haste
  • Hypnotic Pattern
  • Major Image
  • Protection from Energy
  • Sending
  • Slow
  • Tiny Servant
  • Water Walk
4th Level
  • Arcane Eye
  • Charm monster
  • Compulsion
  • Confusion
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Wall of Fire
5th Level
  • Animate Objects
  • Creation
  • Dominate Person
  • Dream
  • Flame Strike
  • Geas
  • Hold Monster
  • Immolation
  • Mislead
  • Modify Memory
  • Scrying
  • Seeming
  • Skill empowerment
  • Synaptic static
  • Telekinesis
6th Level
  • Find the Path
  • Investiture of Flame
  • Mass Suggestion
  • Mental Prison
  • Otto’s Irresistible Dance
  • Programmed Illusion
  • True Seeing
7th Level
  • Delayed Blast Fireball
  • Firestorm
  • Mirage Arcane
  • Project Image
  • Reverse Gravity
8th Level
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Mind Blank
  • Power Word Stun
  • Telepathy
9th Level
  • Foresight
  • Power Word Kill
  • Psychic Scream
  • Weird

Pirate

The life of a pirate is a common profession for those in Autumnford seeking out adventure and excitement. Some become mercanaries, some leap directly into the life of a privateer. Some people try to live peaceful lives, but they never keep a weapon far from their side.



Some people don’t embrace a career as a privateer, or at least not in the service to a higher cause or a nation. Some become soldiers of fortune, loyal to their employer and the gold they have to pay. Some become adventurers, hoping to find gold and glory or simply to scratch the itch of wanderlust.



These people without alliance to kings, towns, or specific skylands find themselves in service to guilds or companies. Trading guilds hire pirates as guards or thugs.



Most pirates pillage and plunder along with rogues and barbarians to take what their swords can give them.



There are many dangers in the region of Autumnford and a strong pirate can always find a use for their skills. Soldiers and mercenaries and adventurers always find themselves a place among people willing to pay a few silver and adventuring parties can always use a sturdy sword arm.

CLASS FEATURES

As a pirate, you gain the following class features.

HIT POINTS
Hit Dice: 1d10 per pirate Level
Hit Points at 1st Level: 1d10+constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution Modifier per Pirate Level after 1st

PROFICIENCIES
Armor: Light & medium armor, shields
Weapons: Simple weapons, hand crossbows, heavy crossbows, nets, longswords, shortswords rapiers, firearms, explosives and scimitars
Tools: Navigator’s Tools
Saving Throws: Dexterity, Charisma
Skills: Choose three from: Acrobatics, Athletics, Deception, Intimidation, Insight, Perception, Performance, Persuasion, Survival

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) two scimitars
  • (a) a light crossbow with 20 bolts or (b) a pistol with 10 small bullets
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Pirate Garb (AC 12 + Dexterity Modifier)
Pirate
Level Proficiency Bonus Trickster Points Features
1st +2 - Fighting Style, Sky Legs
2nd +2 2 Rakish Trickster, Legendary Greed
3rd +2 3 Pirate Reputation
4th +2 4 Ability Score Improvement
5th +3 5 Extra Attack, Additional Trick
6th +3 6 Ability Score Improvement
7th +3 7 Reputation Feature
8th +3 8 Ability Score Improvement, Additional Trick
9th +4 9 Evasion
10th +4 10 Reputation Feature
11th +4 11 Additional Trick
12th +4 12 Ability Score Improvement
13th +5 13 Additional Trick
14th +5 14 Ability Score Improvement
15th +5 15 Reputation Feature
16th +5 16 Ability Score Improvement
17th +6 17 Additional Trick
18th +6 18 Reputation Feature
19th +6 19 Ability Score Improvement
20th +6 20 Spiritus Frumenti

Level 1

Sky Legs

Starting at 1st level, you have gotten used to a life in the skies of Autumnford and have developed the fine motor skills to operate on the constant swaying of a ship with ease. You ignore difficult terrain that requires you to balance. You also have advantage on Dexterity (Acrobatics) checks while on a ship.

FIGHTING STYLE

When you reach 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • MARKSMAN
    You gain a +2 bonus to attack rolls you make with ranged weapons.

  • DUELING
    When you are wielding a melee weapon in one hand and no other weapons, you can a +2 to damage rolls with that weapon.

  • CANONEER
    You have spent a lot of time with the heavy weapons of the ship. You gain a +2 to strength checks and you gain a +1 bonus to AC.

  • TWO-WEAPON FIGHTING
    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Level 2

RAKISH TRIKSTER

When you start at 2nd level you begin to make your career as a pirate not just a source of living but an art form. You master the arts of beguiling and tricking your enemies, and sometimes your allies, with clever tact and ease. You gain the ability to acquire tricks that aid you on your adventures. At 2nd level you gain 2 Trickster Points and the fencing adept trick as well as two other tricks. You gain additional Trickster Points every time you level up in this class, consult the Trickster Points section on the Pirate Table. You also gain additional tricks when you reach; 5th, 8th, 11th, 13th and 17th level. Your trick options are detailed at the end of the class. Saving Throws. Some of your tricks require your target to make a saving throw to resist the tricks effects. The saving throw DC is calculated as follows: Trick Save DC = 8 + your proficiency bonus + your Charisma or Dexterity modifier (Whichever is asked for)

LEGENDARY GREED

Starting at 2nd level, your insatiable lust for treasure has honed the mind and raised suspicion. You have advantage on Intelligence checks for remembering where and how to find treasure hordes, and have advantage on Insight checks when determining the truthfulness behind any statement involving treasure.

Level 3

PIRATE REPUTATION

At 3rd level, choose your pirate reputation that embodies the very essence of who you are as a pirate. Choose Dreadful, Cunning, or Swift, all of which are detailed at the end of this class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th and 18th level.

Level 4

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.



Level 5

EXTRA ATTACK

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 9

EVASION

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.

Level 20

SPIRITUS FRUMENTI

At 20th level, you have perfected the art that is drinking on the job to the point where it is almost magical. A pirate is never left without a backup bottle of rum. Once per long rest, as an action, you can down an entire bottle of rum, steel your resolve, and instantly gain up to half your hit point maximum in temporary hit-points and grants advantage on Dexterity saving throws that lasts until you finish a short or long rest. Doing so however, gives you disadvantage on Initiative Rolls until you finish the short or long rest.

PIRATE REPUTATIONS

Different pirates choose different means of venturing the seas. The pirate reputation you choose to emulate reflects your approach.

DREADED PIRATE

Most pirates are feared by others due to their general chaotic nature however some pirates have a reputation for being dreaded by all. These pirates have gathered their wealth and loyalty through their mastery of fear and intimidation.

IMPOSING FIGURE

When you choose this reputation at 3rd level, as an action you may use one of your trickster points to emit an aura of fear that forces all enemies within 10 feet of you to make a wisdom saving throw against to your ability save or be frightened. This aura lasts for 1 minute and anyone who ends their turn within 10ft of you and has not already made a successful save must make this saving throw.

WORDS OF TERROR

At 7th level, as a bonus action you can use a trickster points utter threats to your enemies. Anyone under the effects of your Imposing Figure feature that can still hear you takes 1d6+Cha psychic damage per trick spent and you have advantage on attacks against targets effected by this feature for the duration of your Imposing Figure. This goes up to 1d8+Cha at level 11, 1d10+Cha at level 14, and 1d12+cha at level 17. At level 20 you get 4d6+Cha.

DEAD MEN TELL TALES

At 10th level, you gain proficiency with intimidation checks. If you have proficiency already double it. You also have advantage with intimidation checks if you are asking about treasure or gold.

CRIPPLING WORDS

At 15th Level, in addition to the effects of Words of Terror, the target becomes paralyzed until the end of your next turn. In addition, when you use the Imposing Figure, you may force your targets to act as though under the fear spell instead.

DREADFUL AURA

Beginning at 18th Level, as an action, expending another two tricks, your Imposing Figure becomes immensely more terrifying as an aura of pure menace inspiring hopelessness and dread in all who are affected by it. It lasts for up to 10 minutes. Enemies who enter or begin their turn within 30ft of you have disadvantage on attack rolls against you.


CUNNING PIRATE

There are some pirates who take a more intelligent approach to the seas. Many of them born into lives on the streets or in normal households and have if nothing a semblance of education or wit. They use their tact and charm to get themselves out of almost any situation and sometimes it gets them into one.

JAUNTY AUDACITY

When you choose this reputation at 3rd level your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. Additionally, you may add your Intelligence modifier to your maximum number of trickster points and half to the number of tricks you know.

TAUNT

Starting at 7th level, you may use one of your trickster points to taunt a creature that can see or hear you as an action. The creature must then make a charisma saving throw equal to your ability save DC. On a failed save, if the creature is hostile to you it must attack you and has disadvantage on attacks against any other target for a minute. If the creature is not hostile to you then they are considered charmed by you and regard you as friendly for 1 minute. If the creature receives damage from a source other than yourself, this effect ends. The creature may repeat the saving throw at the end of each of its turns. Once succeeded on its saving throw once it receives advantage on all subsequent saving throws against being taunted. After succeeding three saving throws again this effect, it is immune to it for 24 hours.

BARGAINEER

At 10th level, you perfect the art of trading and dealing. You gain proficiency in the persuasion skill. If you already have proficiency in this skill, you double it. You have advantage on all charisma checks when dealing with any kind of purchasing, bargaining or brokering a deal. In addition, spending 4 hours in a city asking the right people and walking around you are able to find the ‘black market’ if there is any in the city

BELAY THAT

At 15th level, when a creature within 30 feet that you can see begins to take an action, you may use a reaction and two of your trickster points to make a melee or ranged attack (as appropriate) against that creature. On a hit, the creature takes no damage, but their action is spent without having taken effect.

SOUL OF DECEIT

Beginning at 18th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to do anything by any magical means.

SWIFT PIRATE

Almost every single pirate you meet knows how to wield a blade but few know steel as well as the swiftest of the sea dogs. A swift pirate dances around their enemies making strikes and dashing out of harm’s way before the enemy has even drawn their sword. Many pirates with the highest swordsmanship skills make their coin offering their ‘services’ in exchange for a hefty fee.



FANCY FOOTWORK

Starting at 3rd level you, when you choose this reputation, learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature that creature can’t make opportunity attacks against you for the rest of you turn.



RIPOSTE

Beginning at 7th level, on a successful block when using the “Fencing Adept” ability you may spend a trickster point and immediately make an attack against the attacker as part of your reaction.



LIGHT STEPS

Beginning at 10th level, you gain proficiency in the stealth skill. If you already have proficiency in stealth you double your proficiency bonus for that skill. Additionally, you have advantage on Dexterity (Stealth) checks while on ships.



ONE STEP AHEAD

When you reach 15th level in this class, you can use 3 of your trickster points to roll initiative with advantage and move up to your movement speed before combat begins and before any surprise round. Additionally, when you use this feature you have advantage on any attacks against creatures who have not had a turn yet.



BLOOD FURY

Beginning at 18th level, as long as you are lower than 1⁄2 your hit point maximum, once per turn on one of your attacks that hit you can spend 4 of your trickster points to do an additional 9d6 damage of your weapon’s type.

TRICKS

If a trick has prerequisites, you must meet them to learn it. You can learn the trick at the same time that you meet its prerequisites. All Tricks require at least 1 trick point to activate the trick.

CHEAP SHOT

You can spend a bonus action attempt to distract an enemy within 5ft of you. You may use the terrain around you or sand that you have collected or a small bit of rope to trip them. The DM picks an appropriate save DC and condition that lasts until the start of your next turn. You may spend an additional trickster point to impose disadvantage on this save.

FENCING ADEPT

While wielding a finesse weapon if you’re the target of a melee attack, you may use your reaction to add +2 to your AC for the round. Additionally, you may spend up to 3 trickster points and add another +1 to your AC for every point spent.

MISDIRECTION

Prerequisite: 13th level, Cunning Pirate You can use your reaction when you are targeted by an attack while another creature, other than the creature targeting you, is within 5ft of you. This attack is then shifted to that creature instead with disadvantage. You can spend a trickster point to discard the disadvantage and roll normally.

DUMB LUCK

Prerequisite: 3rd level As a reaction, you can force a creature to reroll an attack roll on you with advantage this time, or +5 if they already had advantage. Alternatively, you can spend a trickster point to have them roll normally or 2 trickster points for an attack against an ally you can see within 30ft.

DRINK IT OFF

Prerequisite: 3rd level Once per short rest, as a bonus action, you can take a swig of your ale or rum and gain 1d8 hit points. You can spend up to 5 trickster points to gain 1d8 per trickster point spent.

BOOTLEG

If you make a melee attack against a creature within 5ft you can spend a trickster point to kick the creature requiring them to make a strength save against your dexterity save DC or fall prone.

SAVAGE SCORN

As an action, you can insult your foe with words of scorn. The creature makes a Wisdom save against your charisma save DC or takes 2d4 psychic damage. You can spend up to 5 trick points to add an additional d4 per point spend.

EN GARDE

You declare your intent of attack towards a target as a bonus action and can add your charisma modifier to the next attack you make against them. You can spend a trickster and give yourself advantage on that attack.




RENDER DEFENSELESS

You can use an attack to try and disarm your foe instead of doing damage. The creature must succeed on a Strength saving throw against your Dexterity save DC or drop their weapon. You can spend a trick point to add your weapons damage die to the DC.

PARRY

When you take damage, as a reaction, you may reduce the damage by your weapons damage die. Additionally, you can spend a trickster point to double the number rolled.

SHOOT FIRST

When you roll initiative, you can spend 1 trickster point to draw a loaded firearm in your possession. If you are not surprised you can immediately make one attack as a reaction against any creature whose initiative is lower than yours.

ASK QUESTIONS LATER

Prerequisite: Shoot First trick If the creature who is hit by your shoot first trick is medium or smaller, they must make a constitution save vs your dexterity save DC or be stunned until the beginning of your next turn.

FAKE IT TILL YOU MAKE IT

As a pirate, you have had to get yourself through a situation bluffing the whole time. If you are subjected to a skill check that doesn’t involve a purely physical component such as athletics or acrobatics, you can spend a trickster point to add your charisma modifier to the check.

RECKLESS ABANDON

Prerequisite: 5th Level, Dreaded Pirate You can spend a trickster point and make all attacks with advantage but enemies have advantage on attacks against you.

VICIOUS STRIKE

Prerequisite: 5th level, Dreaded Pirate You can spend a trickster point as part of your attack action to cause all attacks you make this turn to score a critical strike on a 19 or 20.

UFLINCHING

Prerequisite: Dreaded Pirate You can spend up to 5 trickster points and become immune to fear and fear effects and cannot be surprised for 1 hour per trick spent.

SEA SHANTIES

As a bonus action on your turn you can begin singing a nautical song. Any ally that can hear you gains advantage on their next skill ability check as long as you maintain concentration on this ability.

ÉTAPE RAPIDE

Prerequisite: Swift Pirate You can spend a trickster to dash or dodge as a bonus action.

UNLOAD

Prerequisite: 5th Level You create straps for your pistols around your chest making them easily accessible. As an action, you can fire 2 loaded pistols you have on you. Spending a bonus action and a trickster point you can fire a third attack that includes your Dexterity modifier.

PERCISION STRIKE

As a bonus action, you can double your proficiency bonus to the next attack against a creature. Alternatively, you can spend a trick point subtract your proficiency bonus from your attack roll and add double your proficiency bonus to your damage.


LUNGE

Prerequisite: 11th level, Swift Pirate When you use the attack action you can you can use a trickster point to move up to 5ft towards a target and make an additional flourishing lunge attack. However, if the target is wearing heavy, medium or natural armor you have disadvantage with this attack.


QUICK RELOAD

Prerequisite: 5th level, Swift Pirate You can spend 1 trickster point and reload your firearms as a single action, or 2 trickster points to reload them as a bonus action.


UNGODLY RECOVERY

Prerequisite: 8th level, You can spend 2 trickster points to cast cure wounds on yourself at 2nd level. Alternatively, you can spend 3 trickster points to cast Mass Cure Wounds but doing so also means you cannot use any trick features until you finish a short or long rest.


IRON LUNG

You can take a much deeper breath and hold your breath for twice the usual amount (twice your constitution modifier). Additionally, you can spend a trickster point to steel your focus and not suffer disadvantage on dexterity or strength checks while swimming.


DEATH FROM ABOVE

Prerequisite 5th level You are deadly when you get the drop on your enemies, literally. When you attack from at least 10ft above your intended target you can spend a trickster point as part of your attack action and add 2 additional damage die on a hit (4 on a critical strike) to the first hit. You must declare this before you know the results of the attack.



NOTE The following tricks assume that when you are in a town or city you spend time and gold crafting these bombs. At least one hour and twenty-five gold per bomb.

POWDERED EXPLOSIVES

Prerequisite: Cunning Pirate You can spend a trickster point and a bomb to throw a powder explosive at a point you choose within 30ft. The explosive radius is 15ft and it does 4d6 damage on a failed dexterity save (Against your ability save DC using Dex)

SMOKE BOMB

Prerequisite: Cunning Pirate You can spend a trickster point and a bomb to throw a powder explosive at a point you choose within 30ft. The explosive radius is 15ft and it creates an area of heavy obscurity for 1 minute or until a wind of moderate or greater speed (10 mph) disperses it.

Ranger

The wilds of Autumford are vast, lush and savage. Those people who can navigate through these wild spaces have immense value to the communities that occupy the ground and those who range through the sky reefs and the unexplored skylands. The skills of a ranger and the value they hold to the community at large date back to the earliest days of the world and the people who occupy it.



Not every hunter or trapper wandering the hills and forests is a ranger. A ranger finds the wilds to be something holy, more so than the staid trappings of civilizations. To a ranger peace is never found from being at rest. A ranger believes in the sanctity of wild spaces, from the deep forests, to the twisting streets of the cities.



Though rangers are not always connected together by group or creed, they are linked by a loose creed or common goals and practices. Rangers will often leave marks and symbols to help other traveling rangers. These marks can indicate campsites, danger, monsters, shelter, or a ranger’s cache of supplies. These simple trail markers aren’t at all a “secret,” but they are usually meaningless to people who haven’t received a ranger’s training.



Often rangers out in the wild will find and befriend an ally of bestial nature. Their skills with the wild animals and beasts of Autumnford make them very survivable in the wilds of Autumford.



Rangers in Autumnford often find a place for themselves on the ground, but are rarely really alone. Ranging out from the settled ground territories to explore the wilderness, they rely heavily on their bestial companion to both protect and scout. Though they also range on the wilder expanses of lost and undiscovered skylands.



Autumnford’s rangers also explore the wilderness of civilization, exploring the twists and turns of the cities or ranging the skies from island to island, protecting the outskirts of civilization or its deepest depths.

Class Features

As a ranger, you gain the following class features.



Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st



Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Survival and choose 2 from Animal Handling, Insight, Perception, Stealth, Athletics, and Nature



Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A longbow and a quiver of 20 arrows
The Ranger
Level Proficiency Bonus Features Beast CR
1st +2 Animal Companion 1/4
2nd +2 Know Thy Enemy 1/4
3rd +2 Aptitude Feature 1/2
4th +2 Ability Score Improvement 1/2
5th +3 Extra Attack 1
6th +3 Aptitude Feature 1
7th +3 Improvisation, Compounding Barrage 2
8th +3 Ability Score Improvement 2
9th +4 Confounding Strike 3
10th +4 One With The Wilderness 3
11th +4 Expertise 4
12th +4 Ability Score Improvement 4
13th +5 Unconventional 5
14th +5 Aptitude Feature 5
15th +5 Assisted Combatant 6
16th +5 Ability Score Improvement 6
17th +6 Swift Action 7
18th +6 Aptitude Feature 7
19th +6 Ability Score Improvement 8
20th +6 Naturally Gifted 8

Level 1

Animal Companion

At the 1st Level, you have created a special bond with an animal, a constant companion and friend. Choose a beast that has a CR of ¼ or less. The chosen beast is now your animal companion. During combat, you and your animal companion are treated as the same character, sharing the same turn and initiative. However, you and your animal companion have separate movement speeds and actions, and hostile creatures can still choose to target your animal companion for attacks or spells. If your animal companion is one size smaller than you or smaller, it can occupy the same space as you. In order for your animal companion to take an action, it must hear or see you so that you can issue a command to it. Finally, your animal companion has a Hit Dice of 1d8. Each time you gain a level, your animal companion gains one Hit Dice as well as a Maximum Hit Point increase depending on the result of rolling the Hit Dice (as if it were a Player Character).

This companion gradually becomes stronger over time, gaining special improvements as shown below. Alternatively, you may release your current animal companion and obtain a new animal companion by capturing a beast with a CR equal to the number shown in the Beast CR table (upon a successful Animal Handling skill check) and spending 1d8 consecutive hours bonding with it.

For every three levels that you take in this class, you may take one of the improvements below to add to your animal companion. These improvements apply only to your current animal companion and can only be re-allocated in the event that you must receive a new animal companion after the death of your previous one. However, if you choose to capture a new companion of a higher CR than your previous companion, you do not re-allocate your former animal companion's improvements to the new companion.

Choose one melee weapon attack that your animal companion can make. Increase the damage done by this attack by 1d4.

  • Your animal companion gains a +2 bonus to hit with its melee weapon attacks.
  • Your animal companion gains a +2 bonus on all saving throws it makes.
  • Your animal companion's melee weapon attacks are considered magical for the purpose of overcoming damage resistances and immunities.
  • Your animal companion may use a bonus action to take the dash or disengage actions.
  • Your animal companion gains the Rogue's Evasion feature.

Level 2

Know Thy Enemy

Starting at 2nd level, you can use a bonus action to quickly study a creature in order to gain temporary advantages against them. Target a creature within your line of sight, then make an Insight skill check with a DC equal to the targeted creature's CR + 6 (rounded up to 1 for creatures with a CR of less than 1). On a successful skill check, you may choose one of the following benefits. The chosen benefit (with the exception of the Detail benefit) remains active for a number of rounds equal to half your Wisdom modifier (rounded up). After successfully gaining a benefit, you cannot use this feature on the same creature more than once per day.

  • Vulnerability. You find a vulnerable spot on the targeted creature's body. You gain advantage on attack rolls made against the targeted creature.

  • Habit. You notice a quirk that they have when they are hiding information from you. You gain advantage on all Insight and two types of Charisma skill checks of your choice made when interacting with the targeted creature. Additionally, you know if and when they are lying (unless they are under the influence of magic).

  • Pressure Point. You find a critical flaw in the targeted creature's means of defense. When you or your animal companion declare an attack on the targeted creature (before rolling to hit), its AC decreases by an amount equal to your Wisdom modifier until the attack is completed.

  • Detail. You learn about the creature's anatomy, biology, or other valuable information. You may have the DM reveal to you one of the following pieces of information about the targeted creature:

    • The targeted creature's AC
    • Up to two of the targeted creature's saving throw proficiencies
    • The target's current and maximum Hit Points
    • One of the targeted creature's normal, special, or legendary actions
  • Pattern. You notice a predictable pattern in their actions. Non-magical attacks made against you or your animal companion by the targeted creature are made at disadvantage.

Level 3

Aptitude

At the 3rd Level, you can choose an Aptitude that you will specialize in. Choose from Sharpshooter, Wild-Born, or Whisperer, all detailed at the end of the class description. Your choice grants you features at the 3rd, 6th, 14th, and 18th Levels.

Level 4

Ability Score Increase

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. You may also increase the ability score(s) of your animal companion in the same way. In addition, your animal companion's AC increases by 2. As normal, you can't increase an ability score above 20 using this feature.

Level 5

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Level 7

Improvisation

Beginning at the 7th Level, you may use a bonus action to take advantage of the environment that you are in. If the proper conditions are met, you may choose from one of the following actions:

  • Cover. If the environment that you are currently in has large objects that break line of sight, you can target one creature within your line of sight, then jump behind a large object within 10 feet of you as a bonus action. You are now under a certain amount of cover (as determined by your DM). You can then make a Stealth skill check to see if you can hide from the target. On a successful skill check, you gain advantage on your next attack roll against the targeted creature but it still knows your current location.

  • Interpose. If the environment that you are currently in has easily manipulated objects of small or medium size (i.e. chairs or small rocks), you can toss one of those objects at a creature within 15 feet of you, distracting the creature. The creature must then make a Wisdom saving throw. On a failed save, until the end of your next turn, you may add half your Wisdom modifier to your AC (rounded up) whenever the distracted creature attempts to attack you. After the first time you successfully Interpose the targeted creature, if the targeted creaute would make this saving throw again within the next 24 hours the saving throw is made with advantage.

  • Blind. If the environment that you are currently in has an abundant amount of liquid, sand, or other non-solid objects, you can flick these substances at a creature's face. The targeted creature must make a Dexterity saving throw or become blinded until the start of its next turn. This does not affect creatures with blindsight or other sensory racial traits or features that do not rely on sight.

  • Travel. If the environment that you are currently in has difficult terrain that is not caused by magic, you can make an Acrobatics skill check. On a successful check, the difficult terrain is treated as normal terrain by you until the end of your next turn.

Compounding Barrage

Also at the 7th Level, when you land a critical hit on a creature you are attacking, you deal an additional 1d6 damage of your weapon's type against that creature for 1 minute. This damage bonus can stack with itself a number of times equal to your Wisdom modifier, provided that you land an additional critical hit on the creature.

Level 9

Confounding Strike

Stating at 9th Level, you may attempt to strike a creature with a flurry of flashy and strangely placed attacks. When you make a melee or ranged attack against a creature that you successfully used the Know thy Enemy feature on, you can use a bonus action to force the target to make a Wisdom saving throw with a DC equal to half the damage you dealt + 10. On a failed save, the targeted creature becomes confused (as if they were under the effect of the confusion spell) for a number of rounds equal to your Wisdom modifier. After using this feature, you cannot use it again until you take a long rest. If you successfully confuse a creature with this feature, you cannot make additional attacks for the rest of that turn (such as the ones granted by the Extra Attack feature).

Level 10

One With The Wilderness

At the 10th Level, you have become exceedingly adaptable to the excessive dangers of the world. Choose one of the following benefits:

  • Choose one type of elemental damage (fire, cold, lightning, water, or wind). You are now resistant to that type of damage.
  • Choose one environmental condition (Strong Wind, Heavy Precipitation, or High Altitude). You are now acclimated to that type of environment as described on page 110 of the Dungeon Master's Guide.
  • You are immune to poison damage and are unaffected by the poisoned condition.
  • You are immune to all diseases. Upon gaining a disease, you are immediately cured of it.

Level 11

Expertise

At the 11th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At the 16th Level, you can choose two more of your proficiencies (two skills or one skill and one type of artisan's tools) to gain this benefit.

Level 13

Unconventional

Starting at 13th level, you have mastered the art of improvised combat. While you are prone, you do not have disadvantage on attacks. Additionally, while you are grappling a creature you may use a bonus action to force both you and the grappled creature to be knocked prone.

Level 15


Assisted Combatant

At the 15th level, you have learned to train your animal companion to match your abilities in combat. Choose two of the following benefits to give to your animal companion. If your animal companion dies, this benefit transfers to the next animal companion.

  • Its Hit Point Maximum now becomes equal to your Maximum Hit Points.
  • Its AC now becomes equal to your AC. However, all AC bonuses gained from the Ability Score Increase feature are removed.
  • Choose one non-magical melee weapon that you own. Melee weapon attacks that your Animal Companion make now deal damage equal to the chosen weapon.
  • Choose two saving throws, one skill, and one action that requires a roll. Your animal companion gain a bonus to the chosen saving throws, skills, and actions equal to your proficiency bonus (as if it were proficient in the chosen items).
  • Choose one benefit from the Animal Companion feature and apply it to your animal companion.




Level 17


Swift Action

At 17th level, your wit is as quick as your movements. When you use the Know Thy Enemy feature you may use also use the Improvisation feature as a free action.




Level 20


Naturally Gifted

At the 20th level, you have honed your tactical thinking to perfection. When you use the Know Thy Enemy feature, you can taget up to four creatures within your line of sight, and any effects applied to targeted creatures now last for one minute.

Aptitudes

There are three types of rangers. Sharpshooter, Wild-Born, and Whisperer. Each one carves out its own niche to navigate the dangers of the wild. Choose one of the following three Aptitudes to follow.

Sharpshooter

You're the type of ranger that prefers to hide in the trees and eliminate invaders one at a time. You can hit a target from a tavern before it even enters town. Sharpshooters prefer to stand back and let their enemies attempt to come to them. Choose this subclass if you want to hone your skills as a sniper.

Hunter

Emulating the Hunter subclass means accepting your place as a bulwark between civilization and the terrors of The Wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering Giants and terrifying dragons.

Hunter's Prey

At 3rd level, you gain one of the following features of your choice;

  • Colossus Slayer
    Your tenacity can wear down the most potent foes. When you hit a creature with a weapon Attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

  • Giant Killer
    When a Large or larger creature within 5 feet of you hits or misses you with an Attack, you can use your reaction to Attack that creature immediately after its Attack, provided that you can see the creature.

  • Horde Breaker
    Once on each of your turns when you make a weapon Attack, you can make another Attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Long Range

At 3rd level, attacking at a weapon's short or long range no longer poses disadvantage on the attack roll.

Surprise Attack

At 3rd level, Nothing is more surprising than an arrow flying at you when you can't see the shooter. If you are hidden from your target, your ranged weapon attacks can score a critical hit on a roll of 18 or higher.

Extra Attack

At 5th level, you are one of the fastest shooters around, when you take the attack action you gain a 2nd attack

Sharpest of Shooters

At 6th level. You're one the best snipers around; you're both accurate and deadly. You gain the Sharpshooter feat. If you already had this feat, you may gain a new feat in its place. Additionally, instead of taking a -5 to your attack roll to add +10 to your damage roll, you can take -2 to the attack roll instead.

Tenacious Assault

At 11th level, you have the ability to ensure your attacks count. If you miss with an attack during your turn, you can immediately make an additional attack against the same creature. You can gain one additional attack during your turn with this ability.

Extra Nock

At 14th level you gain the ability to nock two arrows at once as a single attack. These two arrows are considered a single attack and the damage is rolled together. Proficiency bonus, ability modifiers and any other damage is applied for each arrow separately. At 20th level the number of arrows you are able to shoot at once increases to 3. Once you've used this ability, you can't use it again until you've finished a short or long rest.

Volley

At 18th Level, You can use your action to make a ranged attack against any number of creatures within a 10 feet radius of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Wild-Born

Wild-Born can come from various pasts. No matter what has caused their blood to change, be it infection from a wild beast, or exposure to the wild magic storms that plague Autumford, Wild-Born rangers tap into the savagery of nature to enhance their bodies through short intense burst of wild primal shapeshifting.

Primal Blood

At 3rd level you choose which type of animal heritage pulses through your veins, you gain certain traits based on this choice. As an action once after taking a long or short rest you may shift into a hybrid form of your race and the animal for 10 minutes.

  • Bat: You gain blindsight out to 30 feet, at level 14 you gain 30 feet of flight.

  • Bear: You gain + 1 AC, at level 14 you gain a +2d4 to damage rolls made with melee weapons.

  • Bull: You cannot be forcefully moved or knocked prone, at level 14 if you move at least 10 feet before you attack your next melee weapon attack deals 2d8 more damage, this can only be used once per turn.

  • Falcon: Darkvision out to 1 mile, at level 14 you gain the effects of the Jump spell while transformed.

  • Frog: You gain water breathing, a swim speed of 30 feet and can fight in water unhindered, at level 14 you may try to grapple a creature within 15 feet of you with your tongue as a bonus action.

  • Monkey: You gain advantage on opposed grapple attempts, at level 14 you may grapple up to 3 targets at once and qualify as a creature one size larger on grapple attempts.

  • Mouse: You may squeeze through spaces only a tiny creature or larger creature can, at level 14 you gain the evasion ability.

  • Owl: You gain advantage on stealth attempts and may hide as a bonus action, at level 14 you hover in place and don't touch the ground, and your may dash as a bonus action.

  • Snake: Your reach increases by 5 feet, at level 14 you may take the dodge action as a bonus action.

  • Wolf: You gain the scent ability out to 120 feet, at level 14 you gain advantage on attacks if your animal companion is within 5 feet of your target.

Wild Surge

Starting at level 6 you can emulate the shape shift ability and may shift into the same type of creature as your animal companion, this works like the Druid's Wild Shape feature, except you must transform into an exact replica of your animal companion, you may do this once per day and it lasts for a number of hours equal to a third of your Ranger level, you may end this at any time you wish.

Family Ties

At level 9, you are able to speak with animals of the same primal heritage, your social skills have advantage against them. Additionally your attacks while in animal form count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.

Wild Surge Enhancement

At level 11, Gain an additional use of your Wild Surge. Additionally, You may tranform into an additional form that is less than or equal to the Beast Template CR for your level. It should be the same Hertiage as your Animal Companion, but if there is not one, use the Advancement system for Beast Master for a lower CR creature.

Primal Morph

Beginning at 14th level your Primal Blood feature improves, additionally you may use this ability up to a number of times equal to your wisdom modifier after a short or long rest.

Chimera

At 18th level you may choose an additional Primal Blood shape to transform into when you use this ability, you may also grant your animal companion a Primal Blood form that you currently have while you are in this form.

Whisperer

Rather than focusing on self-improvement, the Whisperer finds great joy in connecting with the creatures of nature. They create the closest bonds with their animal companions, treating their animal companions as equals and friends rather than having a master-owner relationship.


Soul-Bound

When you pick this Aptitude at the 3rd Level, you must bind your soul with your animal companion. Doing so requires a moment (30 seconds - 1 minute) of intense concentration while not engaged in combat. Once your souls are binded, you cannot gain a new animal companion, but in the event that your soul-bound animal companion dies and you are not unconscious, you can use an action to revive them at their Maximum Hit Point value and cured of all conditions and curses. Once revived, they will instantly teleport to your current location. After your animal companion is successfully revived, you must make a DC 15 Constitution saving throw or gain 1 level of exhaustion. All levels of exhaustion gained from this feature are removed after you finish a long rest. You can use this feature a number of times equal to half your Wisdom modifier (rounded up), afterwards you cannot use it again until you finish a long rest.


Companion's Protection

Also at the 3rd Level, you have decided to use yourself as a shield for your animal companion if it were ever to wander into harm's way. If your animal companion is occupying the same space as you and is targeted for an attack, you can use a reaction to shield your animal companion from the attack. You become the target of the attack instead. While shielding your animal companion from an attack, your AC decreases by an amount equal to half of your Dexterity modifier (rounded up).

Animal Empathy

At the 6th Level, your empathy for your animal companion has caused it to grow much faster in strength. This empathy allows you to better understand creatures of its kind. Choose two improvements from the Animal Companion feature and apply them to your animal companion. Additionally, you can freely communicate with creatures that are the same species as your animal companion as if you shared a language. For example, if you chose an eagle as your animal companion, you can now freely communicate with birds as if you shared a language.

Fight as One

At the 14th Level, your animal companion's skill in combat now nearly matches yours. Choose one improvement from the Assisted Combatant feature and apply it to your animal companion.

Animal Resonance

At the 18th Level, you are in full harmony with nature and are in complete synchronization with your animal companion. The trust that you have established between each-other is unmatched by other rangers. You always know the exact location of your animal companion, its current Hit Points, any conditions or curses affecting them, and how healthy they are, regardless of their location or any other magical effects on them. Additionally, your animal companion can attack an extra time when taking the attack action. Finally, you can increase the AC and two ability scores of your animal companion's by 1.

Rogue

The rogue isn’t a master of the blade, they aren’t artists. But in some way, they are. An expert rogue is a master at knowing exactly where to put their blade, at seeing the art in removing valuables without a trace. They are dexterous and quiet, carrying themselves with unconscious stealth. Their talents are often turned to illegal ends, their skills plaguing the wealthy and removing some of their gains. When a rogue looks to find more honorable paying work they act as scouts and spies or turn their skills to delving through dungeons, dealing with monsters and uncovering lost treasures.

Most large cities in Autumnford have a number of small thieves’ dens, guilds and organizations that compete with one another. A few places have an organized group of rogues that controls all such activity. Most thieves’ dens are secret gathering spots for illicit trade of goods and information. These are often hidden beneath the city, and prone to moving as soon as they’re discovered.

The most common respite for such robbers is what they call the Honest Trade, adventuring, where roguish abilities may be used without censure and are later lionized in song and legend. Many thieves take to this life, adhering to a code that keeps them out of trouble in civilized areas but still keeps them rich; they vow to burglarize ancient tombs and monstrous lairs instead of the homes and businesses of the wealthy in civilized lands.

Some rogues have learned it is easier to pick someone’s pocket when you have a powerful backer. Many rogues take this idea and become diplomats, courtiers, influence-peddlers, and information-brokers, in addition to the better-known thieves and assassins. Such roguish spies blend more easily into civilized society, more often acting as grease in the wheels than a wrench in the works, or just stealing a few cogs.










Class Features

As a rogue, you have the following class features.

Hit Points
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor, two daggers, and thieves’ tools
Rogue
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

Level 1

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.

You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant

During your rogue Training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Level 2

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

Level 3

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue Abilities, such as Thief. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Level 4

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Level 5

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you.

Level 7

Evasion

Beginning at 7th 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.

Level 11

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Level 14

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.

Level 15

Slippery Mind

By 15th level, you have acquired greater mental Strength. You gain proficiency in Wisdom saving throws.

Level 18

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.

Level 20

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or Long Rest.

Roguish Archetypes

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to Combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus — not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Bounty Hunter

The bounty hunter is a roguish subclass, available to the rogue at 3rd level.

Not all rogues prefer the comfort of easy living in the city as a thief or murderer. Some are hunters of the most dangerous game of all, and that prey isn't always man. All bounty hunters are masters of the hunt, studying, tracking, and subduing prey, and carve out home turf to operate on, whether the rocky coasts of the shoreline, the ice wastes of the arctic, or the squalor and dark corners of the urban jungle.

Tracker

At 3rd level, you gain proficiency in the Wisdom (Survival) skill if you don't already have it.

Hunter's Quarry

At 3rd level, you learn the art of the hunt. You may study a creature for one hour or spend four hours gathering information about them. When you do, you may designate that creature as your quarry.

When making Dexterity (Sleight of Hand, Stealth), Intelligence (Investigation), or Wisdom (Insight, Perception, Survival) tests related to your quarry, you may double your proficiency bonus if you are proficient or add half your proficiency bonus if you are not proficient. You gain advantage on all Intelligence tests made to recall information about your quarry based on your studies and information, including any class levels, supernatural or extraordinary abilities, or weaknesses they might possess, though this is obviously limited by the information you were able to access while studying them or gathering information about them.

Unless you have disadvantage on your attack roll, you may always sneak attack your quarry, even if an ally isn't within five feet of them or you don't have advantage on the attack roll.

At 9th level, you may have up to three creatures as your quarry at once. At 13th level, you may have up to five creatures as your quarry at once.

Home Turf

At 9th level, you may spend a full day studying a neighborhood in a city or a ten square miles of wilderness terrain. This area becomes your home turf. While on your home turf, creatures have disadvantage on all Dexterity (Sleight of Hand, Stealth), Intelligence (Investigation), or Wisdom (Perception, Survival) tests meant to locate or hide from you, or to locate any items or goods you have hidden or stashed in your home turf. If you choose to set traps on your home turf, creatures have disadvantage on all Intelligence (Investigation) or Wisdom (Perception) tests to locate them and on any tests attempting to disarm them. Your allies are immune to these effects unless you designate otherwise.

You cannot have more than one area of home turf at once.

At 17th level, you may instead designate an entire city or a very large area of wilderness terrain, such as an entire forest or stretch of coastline, as your home turf, provided that you have spent a great deal of time there.

Specialized Subdual

At 9th level, when you successfully defeat a creature, you may always choose whether to kill or disable it, no matter what means you used to do so. When your quarry is defeated non-lethally, you may call upon your experience as a bounty hunter and knowledge of its capabilities to secure and transport it, no matter how large it is, provided suitable materials are at hand or were gathered while studying your quarry. It suffers disadvantage on any ability score checks made to escape from bindings placed by this ability.

Master Interrogator

At 13th level, when attempting to gain information you may add half your proficiency bonus to all Charisma tests you are not proficient in. If you are attempting a Charisma test on your quarry or one of their close associates, you gain advantage on the test.

Home Advantage

At 17th level, you may add ten feet to your movement speed as long as you are on your home turf, and you do not halve your movement while swimming or climbing in your home turf. You have advantage on all Dexterity (Stealth) tests while on your home turf.

Gadgeteer

Utilizing traps and inventions, the Gadgeteer controls the battlefield. Whether a retired inventor or a thief who simply put his trap disabling skills to better use, Gadgeteers invent many oddities which assist them in their endeavors. Perhaps they act as a highwayman who causes "accidents" on the side of the road or maybe they're a thief with a few tricks up their sleeve. One thing is for certain, you'd best keep your eyes open around these folk.

Trapsmith

Using your knack for mechanics and technology, you are skilled at using them to ambush unsuspecting enemies. Beginning at 3rd level, you gain proficiency in Tinker’s Tools. You also keep a bag of trap supplies on your person beginning with 30gp worth of components. If you have thieves’ tools and the requisite gp amount of supplies, you can spend one minute preparing and laying a trap. This trap fits within a 5ft. square, has a number of hit points equal to your Rogue level, and has a Spot DC= 8 + Proficiency Bonus + Intelligence Modifier. If a creature notices your trap, they can choose to move at half their walking speed to avoid setting it off. A successful Thieves' Tools check against your Spot DC disables the trap altogether. When an unsuspecting creature enters the trap’s range or starts its turn within range, it must make a Dexterity save against your Spot DC or take 1d6 Bludgeoning, Piercing, or Slashing damage (the creature can only be targeted once by the same trap per round). The trap is then destroyed if it has no more charges. When setting the trap, you can choose to have all charges be expended at once within range or have one charge expend at the closest target when applicable. If any (but not all) charges are expended, as an action, you can salvage it for half the cost in parts -rounded down- used to make it. If no charges have been expended, you regain all parts used to create it. If all charges are expended, you may salvage enough parts to cover the base price of it. You do not set off your own traps if you don't wish to. (Trap upgrades can be found on the table at the end of the section.)

Device Maker

In addition to traps, a Gadgeteer must also utilize other items at a moment’s notice. Beginning at 3rd level you may craft gadgets during your downtime. Choose three from the list provided. You may choose another gadget at 9th, 13th, and 17th level. During a short or long rest, you may craft a total number of devices equal to twice your Intelligence Modifier. These items cease to function after 12 hours as they are made from spare parts.

Quick Setup

Beginning at 9th level, due to your incredible planning and quick hands, you may prepare and carry a total number of traps equal to half your Intelligence Modifier rounded up (minimum of 1) at the end of a short or long rest. The value of each cannot exceed 200gp. You may set these traps as an action. Additionally, any others you designate are no longer affected by your traps.

Elemental Modifications

At 13th level, you’ve become more curious to the extent your inventions will go. When crafting a trap, you may choose to double the base price in order to change the trap’s damage type between Fire, Ice, Lightning or Thunder.

  • Fire- The target takes 1d6 fire damage per turn for one minute or until it uses its action to douse the flames.

  • Ice- The target moves at half speed for one minute or until it succeeds on a Constitution saving throw against your trap save DC.

  • Lightning- The target is stunned for one minute or until it succeeds on a Constitution saving throw against your trap save DC.

  • Thunder- The target becomes deafened for one minute or until it succeeds on a Constitution saving throw against your trap save DC. This trap emits a blast that can be heard from 100ft. away.

Master Design

At 17th level, once per long rest, you can create an oddly vicious trap using less parts. This trap costs half the normal cost to create and is capable of applying your sneak attack damage to an unsuspecting creature if you haven't already applied it this turn. (This counts as your sneak attack for the turn.) Even if the creature succeeds it’s saving throw, it takes half damage nonetheless, regardless of whether you use sneak attack or not. In addition, you can manually expend a charge on any trap you create as an action if you still have any rounds on the delay and are within 60ft. of the trap.

For example: if you have a four round delay on the initial trigger and a creature triggered the trap two turns ago, you can instead forgo the rest of the delay and expend a charge using an action, targeting that creature or all within range if you have it rigged to expend all charges.

Devices

  • Auto Pick- This item can be used to open locks. The DC it can pick is equal to your Intelligence score. It takes at least five times as long to open the lock, plus one minute for every DC lower it is. After it is used, it becomes inert.

  • Breathing Kit- This small device increases the amount of time a Medium creature can hold its breath by one minute. For small creatures, this time is increased by two minutes. After it is used, it becomes inert.

  • Concealable Item- Note: This item does not break, nor does it have a limit to craft; but it does cost gp. equal to the base price of the item +100gp. and follows normal crafting rules. You may create a shield or light weapon that folds in on itself. As a bonus action, you may deploy this item or collapse it. When folded, you have advantage on Sleight of Hand (Dexterity) checks made to hide this item on your person.

  • Explosive Bomb- You may throw this metal shere at a point within 40ft. of you. All creatures within 5ft. of that point must make a Dexterity saving throw against your Spot DC or take 3d4 Piercing damage.

  • Flash Bomb- You may throw this metal cylinder at a point within 40ft. of you. All creatures within 5ft. of that point must make a Constitution saving throw against your Spot DC or be Blinded for one minute. On every turn thereafter the target may attempt another Constitution saving throw, ending this effect on a successful save.

  • Grapple Launcher- This small contraption is capable of firing a grappling device attached to a 100ft. long chord used to get up high. This item otherwise functions as a hand crossbow for determining proficiencies and properties.

  • Image Caster- One sheet of paper may be inserted into this small box at a time. As an action, you may press a small button on the side of this device, which releases a flash of light in a 30ft. cone, and after one hour the paper is shaded with coal, graphite, or other materials to create an image of what the Image Caster was facing. The image comes only in shades of grey, unless dyes worth 50gp are used.

  • Improved Reload- This device increases the amount of times one can fire a hand crossbow before needing to reload. When applied, the crossbow can fire three bolts before requiring an action to load three more.

  • Long Jump Soles- It takes one minute to affix this device to the soles of one's shoes or feet, doubling their jump distance and height. If the wearer lands on their feet but suffers any damage due to falling, these devices become inert.

  • Noise Maker- This small device can imitate sounds: such as footsteps, a door closing or opening, an item crashing to the ground, or other simple noises. This item functions for one minute and then becomes inert.




  • Net Gun- This device is capable of firing nets toward opponents. When using this device, you may throw nets out to a range of 15ft. with a long range of 30ft. This item otherwise functions as a light crossbow for determining proficiencies and properties.

  • Smoke Bomb- You may throw this metal canister at a point within 40ft. of you, creating a 15-foot-radius of smoke centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for five rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

The Joker



Bonus Expertise

When you choose this subclass at 3rd level, you gain proficiency with one skill of your choice. This skill gains the benefit of your expertise ability.



Lighthearted Inspiration

At 3rd level, you can inspire others with a well timed joke, helping your allies relax during tense situations. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Joker Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Joker Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Joker Inspiration die is rolled, it is lost. A creature can have only one Joker Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.



Cunning Scramble

At 9th level, your cunning action improves to incorporate all of your agility into a single frantic movement. As a bonus action, you can scramble. When you scramble, you gain the benefits of taking the dash, disengage, and hide actions.



Font of Humor

At 13th level, you regain all of your expended uses of Lighthearted Inspiration when you finish a short or long rest. Your Joker Inspiration die becomes a d10.



Don’t Call It Luck

At 17th level, you can expend one use of Lighthearted Inspiration when you fail an ability check, saving throw, or attack roll. Reroll the ability check, saving throw, or attack roll and add your Joker Inspiration die. You must use the new result.

Stormborn

Magic is a part of every Stormborn, suffusing body, mind, and spirit with a latent power that waits to be tapped. Stormborn wield a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.


Stormborn are rare in the world, and it’s unusual to find a stormborn who is not involved in the adventuring life in some way. Stormborn carry a magical birthright conferred upon them by exposure to the wild magic storms that plague Autumnford. No one chooses to be a stormborn, or carry the stigma that being one carries; the power chooses the stormborn.


Despite thier prowess in the arcane arts, the nature of a stormborn's abilties are so volatile that they are often remembered as mistake-prone oafs and an embarrassment to their peers. Oftentimes, though, stormborn could have been perfectly competent in any other field, had they chosen other pursuits; perhaps they were lured to the notoriously unstable art of wild magic by promises of raw power, or maybe they just enjoy a good gamble.


Stormborn often have obscure or quixotic motivations driving them to adventure. They are almost always looked at with fear or anger by society. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential.



Class Features

As a stormborn, you gain the following class features.

Hit Points
Hit Dice: 1d6 per stormborn level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per stormborn level after 1st


Proficiencies
Armor: Medium and Heavy Armor
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion


Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers
Stormborn
Level Proficiency Bonus Stormborn Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spellcasting, Stormborn Origin 4 2 2 - - - - - - - -
2nd +2 2 Pandemonium Born, Font of Magic 4 3 3 - - - - - - - -
3rd +2 3 Chaos Control 4 4 4 2 - - - - - - -
4th +2 4 Ability Score Improvement 5 5 4 3 - - - - - - -
5th +3 5 - 5 6 4 3 2 - - - - - -
6th +3 6 Stormborn Origin feature 5 7 4 3 3 - - - - - -
7th +3 7 - 5 8 4 3 3 1 - - - - -
8th +3 8 Ability Score Improvement 5 9 4 3 3 2 - - - - -
9th +4 9 - 5 10 4 3 3 3 1 - - - -
10th +4 10 Chaos Control 6 11 4 3 3 3 2 - - - -
11th +4 11 - 6 12 4 3 3 3 2 1 - - -
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 - - -
13th +5 13 - 6 13 4 3 3 3 2 1 1 - -
14th +5 14 Stormborn Origin feature 6 13 4 3 3 3 2 1 1 - -
15th +5 15 - 6 14 4 3 3 3 2 1 1 1 -
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 -
17th +6 17 Chaos Control 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Stormborn Origin feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Stormborn Restoration 6 15 4 3 3 3 3 2 2 1 1

Wheel of Fortune:

A 1st level stormborn has sufficiently tapped into the essence of wild magic in order for it to affect the outcome of his spell (whether wanted or not). When he casts a spell, he rolls a d100 die (or a d10 + another d10) as a free action to determine the bonus effect to the spell. If the bonus effect cannot be applied to the current spell being cast (such as the widening of a disintegrate spell or the maximizing of a finger of death, for example), treat that roll as having no bonus effect. At every even-numbered wild mage level after 2nd, the wild mage may make another die roll when using this table, and may choose the most favorable outcome of those rolls. These bonus rolls may not be used again if the wild mage chooses an outcome that allows him to make another roll. At level 10, the stormborn is no longer effected by the wild magic of Autumford as they have mastered control over the wild magic.



Wheel of Fortune Results
d% Result
1 Spell reacts internally caster takes 1d10 psychic damage and must succeed a DC12 constitution save or be blown back 15 ft taking an additional 1d10 damage.
2 You recover all your expended spell slots
3 You are frightened by the nearest creature until the end of your next turn.
4 Your spell is doubled in size.
5 A fireball explodes with you at the center. You and each creature within 20 feet of you who must make a Dexterity saving throw using your spell save DC, taking 5d6 fire damage on a failed save, or half as much damage on a successful one.
6 You immediately gain 20 temporary hit points.
7 You have a momentary vision of your own death. If you fail a Wisdom saving roll at your spell DC, you are frightened for one minute.
8 All gold you are carrying is now silver.
9 Target changes gender for a day.
10 Target must make a dc 10 con save or fall asleep for one minute unless hit.
11 You gain spider climb for one minute, but does not require concentration.
12 The target begins to glow brightly for 1 minute. Attacks made against this creature have advantage.
13 Target becomes under the effects of Calm emotions spell
14 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
15 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
16 Illusionary butterflies and flower petals flutter in the air around you in a 10-foot radius for one minute.
17 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
18 Faerie fire surrounds the target.
d% Result
19 Target cursed, the target has disadvantage on attack rolls against you.
20 Target perceives everything as hilariously funny and falls into fits of laughter unable to take an action for 1 minute. Can make a DC12 wisdom save at the start of each turn.
21 Roll a 1d10. Your age changes equal to the number of years equal to that roll. If it is old you grow older. If it is even, you grow younger.
22 Curses are removed from the caster.
23 A loud boom emanates from you. All creatures within 50 feet take 2d8 thunder damage and must make a Constitution saving throw against your spell save DC or be deafened for 1 minute.
24 Your skin grows a rough, bark-like appearance, and your AC can’t be less than 16 for 1 day
25 Target is compelled to attack you and only you.
26 The illusion of a boulder appears next to the target. They perceive it as real unless they pass a dc10 int check or attempt to touch it.
27 You gain the effects of the blur spell for one minute, which does not require concentration to maintain.
28 You understand all languages for 1 hour.
29 Your spell deals electricity damage.
30 An invisible barrier of magical force appears and protects you +5 AC for 1 hour.
31 For the next hour, any time you make an ability check, roll 1d4 and add the result.
32 You are under the effects of See Invisibility for 5 minutes.
33 Nothing special happens, spell casts normally.
34 3d6 gold pieces appear near you.
35 Your spell is empowered.
36 You lose proficiency on all skill rolls for one minute.
37 Your spell deals acid damage.
38 Your spell is maximized (double max damage die)
39 You gain +1 AC for one minute.
40 You transform into a wooden figurine animal resembling you for one minute, during which time you are considered petrified.
41 Target cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its acton that turn doing nothing
42 Target is attacked by a swarm of insects taking 3d6 damage
43 Your spell deals cold damage.
44 All the color drains from your clothing and skin then slowly returns
45 You regain all spell slots used.
46 Make a Wisdom saving throw against your own spell save DC. If you fail, you are polymorphed into giant dragonfly for one minute.
d% Result
47 A random creature is granted a magical shield +2 to ac for 1 minute
48 You turn ethereal for 1 minute
49 Seven star-like motes of light appear and orbit your head for 1 minute
50 You cannot speak for the next minute. When you try, pink bubbles come out of your mouth.
51 Colored streamers 3 feet long shoot out from all the caster's fingertips.
52 The ground tremors causing all creatures in a 100ft radius to make a dc14 dex save or fall prone
53 Caster suffers a head cold for 24 hours
54 Next phrase spoken by caster is taken literally and becomes true, lasting for 1 minute before being dispelled.
55 Target is blinded for 1 minute
56 A shard of ice flies from your hand hitting target for 1d4 damage
57 Your spell deals fire damage
58 Target become ethereal for one minute.
59 Your speed is increased by 10’ for one day.
60 Caster teleports 5 feet forward and has been rotated 180 degrees.
61 Target is deafened for 1 minute
62 the plants 10 feet around the target become overgrown, becomes difficult terrain
63 Your spell deals positive energy damage
64 You have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks for 10 minutes
65 You gain the service of a phantom steed for one week.
66 Nothing special happens, spell casts normally
67 You are immune to all damage until the end of your turn
68 The spell SUMMON GREATER DEMON occurs
69 Your eyes permanently change color.
70 You are immune to disease for one week
71 Your Dexterity is increased by 2 for one minute.
72 Your Spell adds 2d10 lightning damage to the nearest creature to the caster.
73 Spell functions; any applicable saving throw is not allowed
74 Small, black rainclouds form over the target
75 Your spell deals sonic damage.
76 3-30 gems shoot from caster's fingertips. Each gem is worth 1d6 x 10 gp
77 Spell functions like normal except emits loud audible shrieks
d% Result
78 Caster and target switch personalities for 1d4 rounds
79 Target enlarged
81 Target shrunk
82 You grow a beard, 2 ft long. Upon sneezing it falls out
83 All silver you’re carrying turns into gold
84 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast
85 You turn invisible (as the invisibility spell) for one round.
86 You are under the effects of Speak with Plants spell for the next 4 hours
87 You are under the effects of Speak with Animals spell for the next 8 hours
88 Spell effect rebounds on caster
89 Roll a d10. Your height changes by the number of inches equal to your roll. If the roll is odd you shrink, if it is even you grow.
90 Briefly surrounded by silvery mist, you randomly teleport 30 feet to an unoccupied space.
91 You grow an extra thumb.
92 You are healed a number of hit points equal to your caster level + your key spellcasting stat modifier
93 Target cataleptic state that is indistinguishable from death.for 1 hour
94 You forget how to read for 1d4 days
95 You gain a +2 bonus to your AC for one minute.
96 The spell create food and water is cast
97 Your spell deals negative energy damage
98 4 magic missiles fly towards the target dealing 4d4+4 damage
99 Nothing special happens, spell casts normally
100 The target is surrounded by a swarm of 1d100 angry rats dealing 1d6 damage per rat.

Level 1

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with wild magic. This font of magic, whatever its Origin, fuels your Spells. See chapter 10 of the players handbook for the general rules of Spellcasting and chapter 11 for the Sorcerer spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the Sorcerer spell list. You learn an additional cantrip of your choice at 4th level and another at 10th level.

Spell Slots

The stormborn table shows how many spell slots you have to cast your Spells of 1st level and higher. To cast one of these stormborn Spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level Spells of your choice from the Sorcerer spell list.

You learn an additional spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these Spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your Spellcasting ability for your sorcerer Spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your Spellcasting ability. In addition, you use your Charisma 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

Spellcasting Focus

You can use an arcane focus as a Spellcasting focus for your sorcerer spells.

Stormborn Origin

Choose a Stormborn Origin, which describes the innate power of your wild magic curse.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.





Level 2

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by stormborn points, which allow you to create a variety of magical effects.

Stormborn Points

You have 2 stormborn points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more stormborn points than shown on the table for your level. You regain all spent stormborn points when you finish a long rest.

Flexible Casting

You can use your stormborn points to gain additional spell slots, or sacrifice spell slots to gain additional stormborn points. You learn other ways to use your stormborn points as you reach higher levels.

Pandemonium Born:

At 2nd level, a Stormborn is permanently infused with the raw essence of chaos, making him immune to confusion and insanity effects as well as constantly under a constant nondetection spell.

Level 3

Chaos Control

At 3rd level, you gain the ability to twist your Spells to suit your needs. You gain two of the following Chaos Control options of your choice. You gain another one at 10th and 17th level.

You can use only one Chaos Control option on a spell when you cast it, unless otherwise noted.

  • Careful Spell
    When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 stormborn point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

  • Distant Spell
    When you cast a spell that has a range of 5 feet or greater, you can spend 1 stormborn point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 stormborn point to make the range of the spell 30 feet.

  • Empowered Spell
    When you roll damage for a spell, you can spend 1 stormborn point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

  • Extended Spell
    When you cast a spell that has a duration of 1 minute or longer, you can spend 1 stormborn point to double its duration, to a maximum duration of 24 hours.

  • Heightened Spell
    When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 stormborn points to give one target of the spell disadvantage on its first saving throw made against the spell.

  • Quickened Spell
    When you cast a spell that has a casting time of 1 action, you can spend 2 stormborn points to change the casting time to 1 bonus action for this casting.

  • Subtle Spell
    When you cast a spell, you can spend 1 stormborn point to cast it without any somatic or verbal components.

  • Twinned Spell
    When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of stormborn points equal to the spell’s level to target a second creature in range with the same spell (1 stormborn point 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.

Level 4

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.

Level 20

stormborn Restoration

At 20th level, you regain 4 expended stormborn points whenever you finish a short rest.

Stormborn Origins

Insanity Origin

This is an subclass of the stormborn class. You may have been a normal commoner or even a great noble but a great and terrible power has now grasped you, the power of madness. Something in your mind has unhinged, and in an absolute fluke this has unlocked a hidden magic that lies within the minds and hearts of all beings. Your thoughts run together, you twitch and gasp perhaps laughing or crying at random. However no one dare snicker at you for the magic your madness has unlocked is as fiercely powerful as it is uncontrollable.

Chaotic Awakening

Upon taking this subclass at 1st level, your mind has erupted into a cacophony of thoughts and senses, and being as it is already in this state it resists effects that would render it this way. You are now resistant to psychic damage.

Autohypnosis

At 1st level, your mind can convince your body that it is much stronger than it actually is. At the end of your long rest you gain temporary HP equal to your charisma modifier. Additionally once per long rest when you take damage you may choose to halve it as a reaction.

Hostile Mind

After 6th level, your mind recoils violently against those who attempt to enter it without permission. Anyone who attempts to read your thoughts with a spell must pass a wisdom save equal to your stormborn spell DC. If they pass the spell functions as normal but if they fail they take your charisma modifier worth of d4's in psychic damage (minimum of 1d4) as their spell does not reveal your thoughts but bombards the caster with shrieks of anguish and laughter from the chaotic depths of your mind.

Unyielding Insanity

Your mind is now so deep in insanity that other mental states have a problem controlling you. At 14th level, you gain advantage on saving throws against being frightened or charmed and you cannot be magically put to sleep. You also gain your charisma modifier to the damage of any spell that deals psychic or force damage.

All Consuming Madness

At 18th level, you can use your insanity to free the minds of others from negative effects and steal positive ones from your enemies. As many times per long rest as you have charisma modifier as an action, you can target a creature within 5ft that has a magic effect currently effecting it. If the creature is willing you may take the effect as though you were the original target. You gain all effects of the spell with the exception of the spells duration which still counts down as though it was on the original creature. If the target is unwilling they must make a wisdom save equaling your stormborn save DC or the effect is forcibly taken from them. Even if the caster of the spell ends the spell early you gain the taken effect for at least until the end of your next turn as your chaotic energies keep the spell alive.

Ice Origin

Your innate magical powers come from the cold and snow itself. Perhaps you were born during an intense blizzard, or maybe you were born in an area that constantly experiences extreme cold, and you just happened to be born with magical prowess which was somehow activated by your environment. Whatever the reason, you are one with the snow and cold, and command it’s powers.

Ice Body

Starting at the first level, when you choose this stormborn origin, your skin is cold almost like it is completely frozen. You have resistance to cold damage, and aren’t affected by extreme cold.

Lingering Frost

Starting at 6th level, All of your spells and abilities that deal Cold damage now slow the target's movement speed by 10 feet for every time it deals damage, ending at the start of your next turn. Also, if the spell that deals cold damage already slows a target then it slows them an additional 5 feet.

Encompassing Blanket

At the 14th level, you can blanket your surroundings with billowing winds and sheer cold. You can use this ability a number of times equal to your Charisma modifier. As an action, you can turn the area around you into difficult terrain, specifically a 15 foot radius sphere centered on you, that lasts for 1 minute and moves with you. When a creature ends it’s turn in or moves into the range of this ability, it takes 3d6 cold damage, once per turn. You are immune to these effects. You regain all uses of this ability each long rest.

Frozen Heart

Starting at 14th level, You can spend 6 stormborn points to cause all of your spells to shatter frozen and slowed enemies until the start of your next turn. For the duration any time you deal Cold damage to a slowed target you deal double the Cold damage and triple to Frozen targets. When you deal damage in this way and the target is slowed, they are now slowed an additional 10 feet, and if they are Frozen, then you shatter it causing them to no longer be stunned.

Winter is Coming

Starting at 18th level, As an action you can take on the aspect of Winter for one minute, causing all slows you apply to double and all spells affected by Frozen Heart used on Frozen creatures now extend the stun for another round rather than fracture it, and only deal double damage rather than triple. You cannot benefit from this ability again until you finish a long rest.

True Stormborn

Your innate magic comes from the power of the wild storms themselves. Many with this power can trace their magic back to a near-death experience caused by the storms, but perhaps you were born during a howling gale so powerful that folk still tell stories of it. Whatever the case, the magic of the storm permeates your being.

True Stormborn are invaluable members of a ship's crew despite the fear surrounding them. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other water and sky-borne threats.

Windspeaker

At level 1, add Primordial and Auran to your list of known languages.

Origin Spells

You add the following spells as stormborn spells to your known spells, and they do not count against the limit you can know.

Storm Spells

Stormborn Level Spells
Cantrips Shocking Grasp, Thunderclap
1st Fogcloud, Thunderwave, Witch Bolt
3rd Warding wind, Levitate, 'Mirror Image'
5th Lightning bolt, Fly, Call lightning
7th *Conjure minor elementals, Storm sphere
9th *Conjure elemental, Control winds





























Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 5 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your stormborn level.

Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your stormborn level. The attacker must also make a Strength saving throw against your stormborn spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Storm Soul

At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 40 feet. As an action, you can reduce your flying speed to 20 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 20 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

Windblade

There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.



A Windblade is a valuable asset to many. Knights are always looking to bolster their numbers from among the nobility. Just about every able bodied person has some modest ability with a weapon from serving as a part of the local militia and others continue this training on to join the military or the city guard.



Some people don’t embrace a career with the military, or at least not in the service to a higher cause or a nation. Some become soldiers of fortune, loyal to their employer and the gold they have to pay. Some become adventurers, hoping to find gold and glory or simply to scratch the itch of wanderlust.



These people without alliance to kings, countries, or gods find themselves in service to guilds or companies. Trading guilds hire warriors as guards or thugs.



There are many dangers in Autumnford and a strong Windblade can always find a use for their skills. Soldiers and mercenaries and adventurers always find themselves a place among people willing to pay a few silver and adventuring parties can always use a sturdy sword arm.

Class Features

As a Wind Blade you gain the following class features.

Hit Points
Hit Dice: 1d8 per Wind Blade level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Wind Blade level after 1st

Proficiencies
Armor: Light and Medium Armor
Weapons: Simple Weapons, shortswords, scimitars, longswords, rapiers, greatswords, talwars, lhangs, and katanas
Tools: Choose one type of artisan's tools or one musical instrument.
Saving Throws: Strength and your choice of Dexterity or Wisdom
Skills: Acrobatics and choose two from Insight, Nature, Perception, Persuasion, Survival, and Stealth.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • A shortsword, scimitar, longsword, rapier, greatsword, talwar, lhang, or katana
  • (a) Scale Mail or (b) Leather Armor
  • (a) A Light Crossbow with 20 bolts or (b) Any simple weapon
  • Dagger, sack, tinderbox, waterskin, and wetstone
Windblade
Level Proficiency Bonus Features Tempest Points
1st +2 Swift Blade, Fleet of Step -
2nd +2 Tempest Points, Tempest Powers, Tempest Spells 2
3rd +2 Tempest Focus 4
4th +2 Ability Score Improvement 6
5th +3 Extra Attack 7
6th +3 Ride the Currents 9
7th +3 Tempest Focus Feature 10
8th +3 Ability Score Improvement 12
9th +4 Sight of the Tempest 13
10th +4 Cloud Copy 15
11th +4 Tempest Focus Feature 16
12th +4 Ability Score Improvement 18
13th +5 One with the Currents 19
14th +5 Tempest Focus Feature 21
15th +5 Vacuum Dome 22
16th +5 Ability Score Improvement 24
17th +6 Immovable Mind 25
18th +6 Wispy Body 27
19th +6 Ability Score Improvement 28
20th +6 Tempest Focus Feature 30

Level 1

Swift Blade

Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the heavy property are treated as finesse weapons for you.

You also learn one fighting style of your choice between:

  • Dueling: When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon

  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Fleet of Step

Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.

Level 2

Tempest Points

The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to activate your Tempest Powers and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.

Tempest Powers

The combination training with your blade and the winds has allowed you to combine these two abilities together or to use your connection to nature to empower yourself and others during and outside of combat. You can spend your Tempest Points to use these features. For Tempest Powers that require the use of a weapon, you must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.

(2nd Level) Quickened Breeze (1 point) - You can use the winds around you to move at a quickened pace. As a bonus action, you can take the Dash or Disengage actions.

(2nd Level) Wind Jump (1 point) - You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (athletics) or Dexterity (acrobatics) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity of attacks. If you fail, you move 5 feet and fall prone. You can only use this feature once per round.

(3rd Level) Windy Step (2 points) - You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.

(3rd Level) Winds of Clarity (3 points) - Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again.

(5th Level) Strength of the Tempest (2 points) - Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.

(7th Level) Vortex Slam (4 points) - Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a Strength saving throw versus your spell save DC. On a failure, they take 2d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked prone. On a success, the creature takes half damage and remain standing.

(9th Level) Mass Windy Step (5 points) - You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.

(11th Level) Invigorating Winds (6 points) - Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in Combat" section of the PHB, activate one of your Tempest Powers, or cast one of your Tempest Spells. However, you cannot take the "Attack" action a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.

(13th Level) Step of the Currents (7 points) - As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the haste spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants haste. You must finish a long rest before using this feature again.

(15th Level) Wind Slash (8 points) - You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw versus your spell save DC. On a failed save, a creature takes 8d8 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.

Tempest Spells

Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.



Spell Save DC
8 + your proficiency modifier + your Wisdom modifier



Spell attack modifier
your proficiency modifier + your Wisdom modifier



Spellcasting Focus: If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.


(2nd Level) Breath of Zephyr (0 points) - You can cast the gust cantrip at will

(2nd Level) Ride Like The Wind (1 point) - You can cast feather fall as a 1st-level spell.

(4th Level) Wind Strike (2 points) - You can cast gust of wind as a 2nd-level spell.

(4th Level) Shield of Zephyr (2 points) - You can cast warding wind as a 2nd-level spell.

(6th Level) Wind Barrier (3 points) - You can cast wind wall as a 3rd-level spell.

(8th Level) Partner of the Wind (4 points) - You can cast dust devil as a 4th-level spell.

(10th Level) Current Mastery (5 points) - You can cast control winds as a 5th-level spell.

(12th Level) Winds of Guidance (6 point) - You can cast commune with nature as a 5th-level spell

(14th Level) Crown of the Tempest (7 points) - You can cast investiture of wind as a 6th-level spell.

(16th Level) Rage of the Tempest (9 points) - You can cast whirlwind as a 7th-level spell.

Level 3

Tempest Focus

While a wind blade's training focuses on their swordsmanship and air manipulation, there will come a time when they must choose which style of fighting they will master. This is usually decided by either the school they are training in or through their times as a roaming adventurer. For wind blades who want to focus on mastering their swordsmanship and boosting their speed, they will choose the school of the Blade Arts. For wind blades who want to focus on mastering air manipulation while also learning new spells from their connection to nature, they will choose the school of the Spell Arts.



Level 4

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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



Level 5

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.



Level 6

Ride the Currents

As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.

Level 9

Sight of the Tempest

Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible. You must be conscious and not incapacitated in order to gain this effect.

Level 10

Cloud Copy

Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll a d20. If you role an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.

At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds.

Level 13

One with the Currents

At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the Nature or Survival skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.

Level 15

Vacuum Dome

Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered restrained and, if they are fully submerged and need to breathe, will begin to suffocate. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.

Level 17

Immovable Mind

Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed and frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.

Level 18

Wispy Body

Your body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.

Tempest Focus

Blade Arts

For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.

Flash Strike

During your training, you learned that the first strike in combat is the most important attack, and that initial strike can carry you through the battle. Beginning at 3rd level, you have advantage on the first attack you make in the first round of combat, and if you hit your target, the attack deals an additional 1d6 slashing damage. Also, when you dash or use Wind Jump on your turn, your first weapon attack that hits for that round deals an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.

Additionally, whenever you spend Tempest Points to activate you Tempest Powers or cast a Tempest Spells, your next melee weapon attack within 1 minute of spending the points deals additional slashing damage equal to the number of Tempest Points spent, up to a maximum of 5.

Flash Step

Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Acrobatics check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.

Blade of the Tempest

Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the Attack action on your turn.

Mastery of The Blade

Your adventure has finally allowed you to master the blade you have trained so long to use. By 14th level, you have become completely in sync with your blade and can use it to counter your opponents moves and exploit their weaknesses. If you are engaged in combat with a creature and none of your allies are within melee range of the creature, you can use your bonus action to learn one fact about your opponent. This fact could be their current hit point amount, resistances, immunities, weaknesses, or any other question your DM approves of. You regain use of this feature when you take a short or long rest.

Additionally, When you take the Attack action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. This effect lasts until the start of your next turn. If you are hit with a melee attack, you can halve the damage of the attack and you can use your reaction to make one of these actions.

Surprise Attack: You can make one melee attack on the creature.

Disarm: If the creature is wielding a weapon, you can force the target to make a Strength saving throw against your spell save DC. On a failure, the weapon is thrown out of their hand onto the ground next to them.

Trip: If a Large or smaller creature is on the ground, you can force the creature to make a Dexterity saving throw against your spell save DC. On a failure, the target is knocked prone.

Dirty Blow: Using underhanded tactics, you can force a creature to make a Constitution saving throw against your spell save DC. On a failure, the target has disadvantage on their next attack roll until the start of your next turn.

You can use this feature a number of times equal to your Wisdom modifier(minimum of one), and you regain all uses of this feature at the end of a long rest.

Champion of The Wind

Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet.

Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain debilitating effects like being grappled, paralyzed, prone, and stunned, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of exhaustion, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.

Spell Arts

Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards.

Spell Arts Spells

At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts

(3rd Level) Blade Flurry(1 point) - You can cast zephyr strike as a 1st-level spell.

(3rd Level) Cloudy Cover(1 point) - You can cast fog cloud as a 1st-level spell.

(5th Level) Nature Glide(2 points) - You can cast levitate as a 2nd-level spell.

(7th Level) Solid Air(3 points) - You can cast water walk as a 3rd-level spell.

(9th Level) Gale Wings(4 points) - You can cast freedom of movement as a 4th-level spell.

(11th Level) Chaos of the Tempest(5 points) - You can cast storm sphere as a 5th-level spell.

(13th Level) Swamp Fog(6 points) - You can cast cloudkill as a 6th-level spell.

(15th Level) Zephyr Blade(7 points) - You can cast steel-wind strike as a 5th-level spell.

(17th Level) Typhoon Commander (8 points) - You can cast control weather as a 8th-level spell.

(19th Level) War of the Tempest(11 points) - You can cast storm of vengeance as a 9th-level spell.

Nature's Warrior

Since you have trained with both your spells and your weapon, you have learned to use them both simultaneously. Beginning at 3rd level, whenever you use your action to cast a Tempest Spell or Spell Arts spell, you can make one melee weapon attack as a bonus action.


Calm Before the Storm

At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.

Cutting Winds

At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, and the effect of the spell makes contact with at least one creature, you can add slashing damage equal to your Wisdom modifier(minimum of 1) to the effect of the spell.

Weapon of the Tempest

At 14th level, you can use your bonus action to summon a bladed weapon made out of harsh and forceful winds within 30 feet of you. The weapon lasts for one minute and has a range of 60 feet. As a bonus action, you can move the weapon up to 30 feet in any direction and command it to do one of three attacks:

  • Slash: The weapon does a diagonal slash on a creature you chose within 5 feet of the weapon. Make a melee spell attack roll. On a hit, the weapon deals 2d8 slashing damage + your spellcasting ability modifier.

  • Wind Beam: The weapon thrusts forward and shoots a concentrated force of wind towards any creature within 60 feet of the weapon. Make a ranged spell attack against the creature. On a hit, the target takes 2d6 force damage + your spellcasting ability modifier.

  • Whirlwind: The weapon does a spin attack to hit every creature within 5 feet of it. All Large or smaller creatures hit by the whirlwind must make a Dexterity saving throw against your spell save DC. On a failure, the creature is knocked back 5 feet and knocked prone.

You regain use of this feature after you finish a short or long rest.

Cyclone

At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls prone if they are a Large or smaller creature. On a success, they take half the damage and do not fall prone. You regain use of this feature after you finish a long rest.

Chapter 4

Additional Information

Backgrounds

The PHB presents a brilliant selection of character backgrounds already outlined for use throughout the DC3 campaign. This section offers additional options for character backgrounds you can use, these being specific to the Autumnford region.

Similar to the section provided in the PHB, the backgrounds listed below provide proficiencies, languages, and equipment, as well as a background feature and sometimes a variant form.


Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your windblade might have been a courageous knight or a grizzled soldier. Your stormbron could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester. Choosing a background provides you with important story cues about your character’s identity.

The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background? The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.


Proficiencies

Each background gives a character proficiency in two skills. Skills are described in chapter 7 of the PHB. In addition, most backgrounds give a character proficiency with one or more tools. Tools are detailed in chapter 5 of the PHB. If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.

Languages

Some backgrounds also allow characters to learn additional languages beyond those given by race.

Equipment

Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spend coins on gear, you do not receive the starting equipment from your background.


Suggested Characteristics

A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.

Ancient Cultist

You are or were a part of a cult that follows the old ways, you were either born into it or joined later in life for one reason or another. For one reason or another you have decided to leave your cultist family. You can't stand what your family has done and what you've been made to do, so you have decided to leave that life behind, or at least try to.


Skill Proficiencies: Arcana, Religion
Tool Proficiencies: torturers kit
Languages: Deep speech
Equipment: A set of traveler's clothes, your cult’s identification mark, a marked dagger and 10gp
Feature: Member of the family Thanks to your long affiliation with a cult community, you can very easily identify anyone who is a member of a cult that follows the old ways.



Suggested Characteristics

d8 Personality Trait
1 My past still haunts me in my dreams. I often wake up screaming or do not sleep at all.
2 I anger quickly and I am prone to violent tantrums when someone tries to control me or give me orders.
3 Being a pawn in someone else’s game left me with an inability to make choices of my own. I am indecisive.
4 I am having second thoughts about my leaving the cult. I am afraid I could easily return to my old ways given the right circumstance.
5 Boundaries were violated time and time again in the cult until I lost sense of which boundaries were appropriate. I often behave inappropriately or in a seemingly random manner.
6 Constant feelings of shame, helplessness and inferiority make me change my mood at a moment’s notice. I suffer from mood swings or sudden emotional breakdowns.
7 I feel immense guilt over my past actions and welcome suffering as my atonement. I have little or no regard for my personal health.
8 Every day I expect to get a knife in my gut and I see vengeful assassins in every shadow. I am paranoid or suspicious of others.



d6 Ideal
1 Protective. Dark cults trifle with powers that are beyond their understanding or control. Those fools must be stopped. (lawful)
2 Nihilist. What’s the point of anything? People are insignificant and their struggle is futile. (neutral)
3 Repentant. I cannot possibly undo the wrongs I have done, but I can still try and atone. (good)
4 Anarchist. Lives of men should not be ruled by anyone. No gods, no masters! (chaotic)
5 Faithful. While our cause to righteous, the cult's leaders are corrupt: I seek to follow my god's plans. (any)
6 Selfish. The world is doomed either way. Better make to most of it. (evil)
d6 Bond
1 When I left the cult, I took one of its relics with me. For some strange reason, I cannot part with it.
2 They were supposed to be sacrificed, I have helped them escape. Now I feel responsible for them.
3 It breaks my heart to know that my close friend, lover or family member is still a loyal follower of the cult.
4 The cult leader made me kill my old friend during the initiation. I have not forgotten that and I want revenge.
5 I cannot stand by and watch as more children and youths get turned into mindless fanatics or are exploited for someone else's personal gain.
6 No one must ever know about my involvement with the cult.
d6 Flaw
1 Sometimes, I hear voices in my head that command me to do terrible things. And sometimes, I give in.
2 I trance out and lose touch with reality. I am sometimes delusional or experience delirious states.
3 I take great solace in flagellation. The road to salvation leads through blood and self-inflicted pain.
4 Before I left, I was given a task (by the dark lord or deity, or the cult leader) that I am yet to fulfill.
5 In the cult, they fed us drugs. I am still heavily addicted and I will do anything to get a dose.
6 I dread the idea of killing another sentient creature, I have already spilled enough blood.

Islander

You’ve spent the majority of your life as an island hopper. You are excellent at getting what you need from the land, but particularly so from bodies of skywater. Huge, open spaces make you feel at home, as they can make you feel alone even when with others. Civilization is mostly foreign to you, but you know the ways of the wilds. You have endured great storms on a raft you lashed yourself, sailed for weeks guided by only the stars, and lived happily among the islands and sky-reefs other seafarer’s see as death. Whether you were a secluded fisherman, a self-imposed castaway, or a sailor whose port was the ocean, your map is the stars and your boat is anything that floats!

Skill Proficiencies: Perception, Survival

Tool Proficiencies: One type of musical instrument, Vehicles (sky)

Equipment: A fishing rod, a trophy from the sky-sea, a set of traveler’s clothes, and a belt pouch containing 5 gp

d6 Origin
1 Fisherman
2 Deserter
3 Exile or Outcast
4 Tribal Nomad
5 Guide
6 Long Distance Canoer

Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Suggested Characteristics
Most islanders hold ties of nature, family, clan, tribe, or a particular island. They are often awkward in conversation, and almost always quiet - reverent in nature and bewildered by civilization.


d8 Personality Trait
1 I’m so entranced with the stars, that I’d rather sleep by day.
2 If I can’t get all I need from one island, I’m living lavishly.
3 I have a lesson for every situation, drawn from my observations of nature.
4 I’d prefer if everywhere had a view of the ocean.
5 There’s nothing more pleasing than laying on the warm sand while the waves graze my feet.
6 I’m at my best when I’m alone and can hear only nature.
7 I feel far more comfortable among animals than people.
8 I’ve fallen asleep floating and awoken on a new island.
d6 Ideal
1 Freedom. The sea is freedom - the freedom to go anywhere as well as do anything. (Chaotic)
2 Survival. If I don’t fight to live on, then I will become part of something else's fight - that's just how things are. (Lawful)
3 Nature. The natural world is more important than all the constructs of civilization. (Neutral)
4 Greater Good. It’s everyone’s responsibility to do their best to be kind to the world. (Good)
5 Destruction. Only the mightiest don’t get weathered. (Evil)
6 Solitude. The best way to live life is alone. (Any)
d6 Bond
1 I return to the same island at least once a month to make sure no one else has claimed it.
2 My tribe is gone except for me, but I’ll renew it someday.
3 The ocean is the world’s lifeblood. I won’t see it be fouled up.
4 I want a child, so after I’m gone someone will still watch the sea.
5 The great blue took my parents, but it will never take me.
6 The ocean is in pain, and I must find the source.
d6 Flaw
1 There’s no room for caution in a life lived to the fullest.
2 I’ll never stop pursuing someone who leaves anything on an isle that they brought with them.
3 I tend to withdraw when faced with new situations.
4 The ocean takes everything eventually, I just quicken the process.
5 I am slow to trust anybody who seems not to notice nature.
6 Often I talk to myself in public because I forget I’m not alone.

Engineer

You are (or were) an engineer, a contributor to science. Perhaps you were inspired by a great inventor at a young age, and want to be just like them. Maybe it runs in the family? So where did you come from? What is your specialization?

Skill Proficiencies: Investigation and One of the following: Arcana, Nature, or Medicine.

Tool Proficiencies: Any two types of Artisan's Tools

Equipment: Common clothes, one type of artisan's tools you are proficient with, 1D4 books on Engineering, and a Tiny or smaller invention made by you

Specialization
As an Engineer you sometimes draw inspiration from different sources for your creations or inventions, do ideas come to you after you've read a line of ancient scripture?, what about the way the animals move or how the leaves and grass sway?, or even seeing the simple yet complex beauty of a cogwheel?

d6 Specialization
1 Inventor
2 Artisan
3 Steam
4 Architect
5 Tinkerer
6 Aeronautic

Feature: Once a student, always a student You can always find shelter or limited sanctuary within a place of learning such as a college or academy, as long as you are on good terms with the group who runs the school, while there you are able to gain basic knowledge of certain topics, as long as you contribute to the school in some constructive way.

Suggested Characteristics

d8 Personality Trait
1 When I see a scrap of metal or wood, I can't help but pocket it.
2 I don't talk a lot, because I become engrossed in my thoughts.
3 I can't help myself around complex objects, I just want to find out how they work.
4 Most of the words I say sound like complete gibberish to those who know nothing about science.
5 I'm constantly sketching or taking notes about my surroundings.
6 "If I elevate my crossbow by 3° then the bolt should.. sorry? Just shoot the damned Orc?"
7 Everything, no matter how small or insignificant, must be catalogued.
8 When excited I tend to start speaking faster, and tend to get a bit jittery.

d6 Ideal
1 Organization. Everything has it's place and everything should be in it's place. (Lawful)
2 People. All of my inventions are made to help people who can't help themselves. (Good)
3 Freedom. I invent what I want, whether my inventions are legal or not. (Chaotic)
4 Greed. Everything I make I sell, I don't care who it hurts. (Evil)
5 Community. I invent to help myself, my friends, and my family, and other people can do the same if they want inventions. (Neutral)
6 Safety. I build so that harm may not come to myself and those I care about. (Any)
d6 Bond
1 I once made a child very happy with an invention, I wish to do so again.
2 My inventions are like family to me, so I protect them as best I can.
3 I seek to blend technology with magic, and create perfect harmony.
4 My old workshop is now in ruins due to an accident, I will never make that mistake again.
5 Anytime someone is hesitant or scared of my inventions I try to make them feel comfortable around them.
6 All the profits i make from selling my inventions go to my old masters back home.
d6 Flaw
1 I enjoy my more dangerous inventions a little too much.
2 Gold is the only thing that motivates me.
3 The best inventions are the ones that harm others.
4 I always over analyze any and all situations.
5 Explosions are adorable.
6 One of my inventions horribly mangled someone influential, and they hunt me to this day.

Stormborn Hunter

All your life you have found wild magic abhorrent. You seek to root out and slay those who attept to use it wherever they may hide. Stormborn hunters all have different reasons for taking up their profession. Were you hired by a king or other noble to protect their city? Or maybe you are a cleric dedicated to seeking out all those who were effected by wild magic? Think about what led you to develop such a hatred. Perhaps your younger sister was killed by a stormborn, or your mother and father were killed by a wild magic storm.

Skill Proficiencies: Any two of: Insight, Intimidation, Investigation, Perception, Survival
Tool Proficiencies: One type of gaming set
Languages: Any one exotic language
Equipment: A set of dark traveler's clothes including a cape with a hood or hat, a book that contains all common creatures, their descriptions and weaknesses, and a crowbar. Feature: Evil Recognition
You have advantage on Wisdom (Perception) checks to identify necromancy, fiendish or fey magic, or a practitioner of any of these techniques (this includes identifiying a Fey, Fiend or Undead, even if they do not directly practice that type of magic). Also you can roll on intelligence checks to recall information about them.

Suggested Characteristics

d8 Personality Trait
1 I travel from place to place a lot - evil must be fought everywhere.
2 I constantly guide my allies away from the Dark Ways - I would hate to have to kill them.
3 I barely ever sleep or rest, so intent am I upon seeking out evil.
4 My wise words have often convinced another to step back into the light.
5 I do not work for money - rich and poor alike can succumb to the temptations of Black Magic
6 I look carefully over everything I see - the Dark is cunning, and but one lapse could doom the world.
7 I prefer to hunt my foes alone - there are many pitfalls for those less skilled than me to fall foul of.
8 I am suspicious of everyone, especially those who dislike me.



d6 Ideal
1 Redemption - If my foe wishes to repent, I am willing to help them return to the light.(Good)
2 Freedom - I do not knuckle under authority - that would only slow me down.(Chaotic)
3 Law - The law is all that keeps evil at bay. (Lawful)
4 Skill - I fight the darkness to prove I can, and I constantly challenge myself to get better at it. (Neutral)
5 Mercilessness - once you have turned to the dark, there is no turning back - not in my eyes. (Neutral)
6 Pain - I take a perverse pleasure in inflicting pain on my captives. (Evil)
d6 Bond
1 Civilization is a beacon in the night that must remain burning.
2 I once showed mercy to a young warlock, whom I fell deeply in love with. I still wonder if I did the right thing.
3 My family and friends are always there to fall back on when all seems lost, to rekindle the light in me.
4 My only bond is to the silver in my sword.
5 Pursuing this dangerous path has forced me to leave behind those I love, if only to protect them.
6 My only kin are those of my Witch Hunting brotherhood.
d6 Flaw
1 Once I start killing, I cannot stop.
2 I am overly aggressive/prejudiced toward all magic wielders, excluding myself.
3 I will pursue a target no matter the cost.
4 My lust for revenge/avarice spurs me to be brash and reckless.
5 I will kill any monster, good or evil.
6 I will risk the lives of innocents to catch my target.

Ships and Sailing

There are numerous skylands in the air of Autumford, and very few of them can be crossed by walking. The lifeblood of modern society on Autumnford are the airships, a means of travel that allows the people to take to the skies and sail across the world.



The presence of skylands both large and small, and of their various formations in the world means that there are numerous navigational dangers for people sailing through the skies. Reefs, thick curtains formed of smaller floating stones drifting close together can batter hulls and shred sails. Skylands float at different altitudes, and a proper sailor needs to know how far up to travel as well as how far forwards. Weather can spring up, pushing ships off course, smashing them into skylands or pushing them into a monster’s territory.



Despite the dangers, the people of Autumnford have become skilled at sailing the skies. Merchant ships travel between smaller skylands and the ground, picking up people and cargo and taking them through their routes, air navies conduct elaborate maneuvers in the sky, firing ballistae and cannon back and forth between their hulls.



Without airships life as the people of Autumnford know it would not be possible, they would be left on the ground. The airship has opened up the broken horizon.

Airships

The magical properties of floatwood only enable the material to resist the effects of gravity, if it is weighted down or pushed floatwood will begin to sink. To counteract this and fully take advantage of the air, engineers have developed three different means of aiding the floatwood in its suspension. Most airships are divided between these three categories.

The first type of airship maintains its elevation through the use of a series of inflated gasbags that have been connected to the main hull through a series of wires and ropes. The gasbags are inflated and deflated to match the weight of cargo and crew, or to make adjustments to the ship’s altitude. Ships of this type are slower, but much more reliable, and can carry a significantly larger amount of cargo or arms.

The second type of ship contains a measure of skywhale blubber within its hull to act as a counter-ballast and relies on broad sails to manage changes in altitude and speed. These types of ships are significantly faster, but cannot carry much in the way of crew or cargo. In addition, these ships often require a well-trained crew to manage the ship’s operation and its numerous sails. In addition, since these ships aren’t designed with the counter-ballast to support a great deal of cargo, they have to remain in motion to maintain altitude.

Most airships on Autumnford have come to incorporate a mix between these two styles, featuring smaller balloons strapped to a hull with broad sails, one maintaining lift, the other responsible for propulsion. These feature streamlined hulls and blimps and there is a constant race between engineers to develop better hybrid ships, getting the most out of each disparate component. Some ships have incorporated gasbags in the inside of the hull, making the above mounted blimps unnecessary. These are popular designs but can be difficult to repair, but they are much quicker and more maneuverable than other airships.

The third major type of airship are called “crystalcraft,” through the use of a crystal similar to an angreal, magic is woven through the ship’s hull and sails, this magic takes on the entirety of the responsibility for maintaining the ship’s altitude while the sails maintain the ship’s speed. Although the rarest, these ships are arguably the fastest craft that one can obtain, they are faster, more reliable and they are much more responsive, changing altitude with the finest touch. Unfortunately, these ships are expensive to produce, requiring an investment of time and resources from both shipwrights and Stormborn, and once built they require an influx of magical energy to stay aloft.

There are numerous different designs for airships but most emulate the designs of “traditional” sailing ships, as the sleek lines of a ship’s hull seem to serve well cutting through the air and the sea. The design of a oceanic ship also serves to accommodate a common touch in the construction of airships, a carved and infused enchantment that, only at the instant of contact, infuse some of the traits of liquid water to the air striking the keel. This creates a visible “splash” of air around the keel, but it also creates drag, enough to allow the ship to make sharper turns than might otherwise be possible with just tacking sails. However, there are more experimental designs that have been put into practice on some airships and most airship designers agree that there is no one “right” way to construct an airship.

Parts of an Airship

The most basic understanding of an airship is similar to an understanding of a nautical sailing ship. The “fore” of the ship is the front and the “aft” of the ship is the back. The fore part of the “hull”, the frame or body of the ship, is the bow. The aft part of the hull is the “stern”. The “back” is the top of the ship and the “belly” is the bottom. “Port” is to the left while facing the bow and “starboard” is to the right. Running along the bottom of the hull is the “keel,” a long beam that is used as the base upon which the rest of the hull is built. The “top” is the furthest point of the rigging from the center of the ship, so airships have four tops, a back top, a belly top, a portwing top and a starboardwing top. Airships have numerous “masts” on the deck, keel and fore of the ship as well as at least two “wingmasts” that extend off the port and starboard sides of the hull. Each mast has at least one “boom” a large beam that holds a sail in position.

On an airship “rope” is cargo, if it’s used it’s a “line.” Mast lines are called “shrouds,” sail lines are “sheets,” lines used for docking are “warps,” and the names depend on what the warp is connected to so a harpoon line is a “harpoon warp.” Anchors and balloons are connected by “chains” (regardless of what the line is made of, metal or rope). “Nets” are used for fishing or rescue.

The ship’s “rigging” is the whole of many different parts, the whole system of masts and lines. The rudder is a broad device positioned at the rear of the ship that is used for steering. The “rudder” can either be part of the keel or simply mounted alongside of it.

Inside of the hull, walls are called “bulkheads,” ceilings are “overheads,” and floors are “decks.” Individual rooms are “cabins,” and all stairs are called “ladders.” The kitchen of the ship is the “galley,” the toilet is “head.” Storerooms are called the “(whatever is inside) locker.” The room where medical procedures are performed is the “sickbay.” The jail is the “brig,” and the room where gunpowder and ammunition is stored is the “magazine.” Officers each have their own private “quarters” and share a “wardroom” that they eat in. The crew shares a “bunkroom” and eat in the community “mess.” The captain has a private quarter of his own that serves as a bedroom, office and dining hall.

Inside of the ship space is put aside for the “cargo hold.” Direct access to the cargo hold through the bottom of the hull is provided through “bomb-bay doors.” So named because pirates and navies use the doors to drop bombs out of the hold onto their targets.

Inside of the hull is a mechanism that holds the internal rigging, the lines, spars and sails that control the ship’s propulsion, and lines. This mechanism, “the works” or “linebox” connects to the cockpit above and can be used to control the wingsails and keelsails. “Windlasses,” and “capstans,” are winches and pulleys used to lift and move cargo and manipulate the ship’s lines.

The “bilge” is at the very bottom of the hull, it fills with water during rain, or if the ship lands on water. The “bilge water” is emptied with a “bilge pump.”



Usually positioned at the stern of the ship is the “cockpit,” where the pilot steers the ship with “rudder-wheel,” which turns the rudder, the “wing-wheels,” which adjusts the tilt of the wings to change altitude and the “gas lever” that adjusts the level of the gas in the balloon above. There are a series of instruments in the cockpit that the pilot and captain use to monitor the ship’s position and plan the ship’s route. Instruments like a “spyglass,” “altimeter,” “compass,” “chronometer,” and “wind gauge.”

“Cannon” and its attached “gearing” is positioned in the “blister,” if this cannon sticks out of the hull it is considered a “turret.” Cannon on the keel or the figurehead is a “spinel gun.” Cannon mounted directly to the fore or the aft of the ship are “chasers.”

Airships use numerous different means to signal and communicate. “Signal flags” are run up a line or flares are shot out into the sky. “Signal balloons” are sent up on a chain out behind the ship and “semaphore flags” are used by individuals onboard to send more complex messages at a distance. Flags displayed to indicate nationality, home port, or organizational affiliation are the “colors.”

Airships are often equipped with smaller ships that are used to make short excursions from the main ship. “Longboats” are the largest of these ships, “cutters” are mid-sized, and “jolly boats” are the smallest of these support craft.

Some ships are also equipped with smaller “gasbags”, designed to produce emergency lift if necessary. Or gliders that allow people to travel at a distance without needing the gas for a gasbag or balloon.

Sailing

Extending the sails along the masts of an airship fills the sail’s canvas with air and pushes it forwards, propelling the airship forwards. Within the cockpit, the pilot follows the captain’s orders, charting the ship’s path through the landscape of the sky and plotting the navigational route that the ship takes.

An airship flies above the ground thanks to the floatwood construction of its hull and the addition of either lighter-than-air gasbags or magical levitation. The ship moves forwards thanks to air filling the canvas of its sails which use manipulations of the mast and rigging to catch the wind in just the right way to propel the ship in a certain direction, both vertically and horizontally.

An enchantment, as central to the construction of airships as floatwood, woven into the keel alters the properties of the sky the ship flies through, changing the water vapor briefly into liquid water for only as long as the ship passes across it. This enchantment provides drag against the hull and this drag combines with the propulsion to allow the ship better control in its movements.

To move vertically an airship adjusts the ballast or counter-ballast, tilts the wingsails and adjusts the ailerons, putting all these separate factors to move vertically much more smoothly than using just one of these tools alone. An airship will also turn itself into the wind if it wants an even smoother rise or fall. Sailors are expected to take their time while transitioning altitude to give the crew time to adjust their bodies to the shifts in atmospheric pressure, usually only traveling between one and three thousand feet vertically a day. Above the Altus, a smart pilot never travels further than 500 to 1,000 feet vertically per day.

A skilled pilot is expected to be able to navigate their way through the numerous dangers of the sky, making numerous adjustments to their ship’s heading as they travel. Cartographers guilds make a brisk business keeping maps updated and warning those who consult them for possible dangers that could be encountered on the route. Most pilots try to make adjustments miles ahead of these risks so they’ll be better prepared for dangers that might spring up. A smart pilot tries their hardest to avoid sudden shifts in direction or altitude as that has the very real risk of sending crew overboard. In addition, sudden changes in altitude can have severe health detriments if the shift is far enough. However, if the ship is threatened or if the aerial terrain is especially complex, a pilot may make a series of quick maneuvers with their airship, usually with lighter and more nimble designs.

A good pilot and a good captain also keeps an eye on their instruments, frequently consulting them and comparing their observations with the information recorded on their charts, a discrepancy can spell disaster. In addition, a pilot needs to frequently check their altimeter, since an altimeter uses atmospheric pressure to provide an accurate measure of the ship’s altitude oncoming storms and cold fronts can alter that reading, sometimes by hundreds of feet.


Sailing Maneuvers

Most maneuvers performed while sailing an airship are relatively staid procedures, the open deck and amount of space between bulkheads means that daring, acrobatic, stunts like figure-eights, barrel rolls, or loops only ever serve to simply fling the crew off of the deck. Smaller ships with a minimal crew can perform these maneuvers with enough warning to allow its crew to strap themselves down, but the more crew on the ship the more dangerous these maneuvers are to perform. Small one-man ships do frequently perform these stunts, taking advantage of their small size and ability of a skilled pilot to predict the shifts as gravity takes over in a fall. Additionally, single man craft don’t need to worry about a potential loss of crew, and can react more quickly than a ship with a great deal of crew that needs direction.

There are a few common terms for aeronautical maneuvers that skysailors and pilots perform and the position of the ship’s angle and its relationship to the wind. Most of these terms are rooted in terminology from oceanic sailing, but there are additions to account for the need to travel vertically as well as horizontally. For example, when a ship is “arching,” it’s bow is rising above the stern, usually in order to ascend, when a ship is “stooping,” the stern is rising above the bow, usually in order to descend.

A ship “heads to wind” when it points directly into the wind and is “beating” or “tacking” when it sails as close as possible towards the wind in a zig-zag course in order to sail in an upwind direction. A ship is “running” when it sails with the wind coming from behind it, filling the sails, a ship is at a “dead run” when the wind is coming from directly astern. A ship “luffs up” when it points itself directly into the wind, this is usually performed in anticipation of ascending or descending.

A ship “makes more sail,” or “makes sail,” when lets out more canvas to better catch the wind, and it “reefs” the sails when it takes those sails in.

Sailing Hazards

Sailing the skies of Autumnford brings numerous risks to those that attempt it, reefs or small skylands that may drift can carve a chunk out of a floatwood hull or pierce a gasbag. Storms can whip up winds and blast a ship with lightning or blow a ship off course. On top of those dangers, monsters can travel between skylands, deciding to establish their territory on these floating islands. Most of these monsters are unaware of humanoid use of these skies, and those that are aware either don’t care, or see that use as an opportunity to plunder ships and amass a hoard.

Reefs and skylands are mostly stationary features, so long as a ship’s charts and instruments are accurate, and the sailing is smooth, few pilots ever face the risk of running into one. However, if the navigator is inexperienced, or if the sailing conditions become too troubled, then there is a very real danger of getting wrapped up in a reef. Some pirates or monsters have hit on a strategy of harassing a ship and forcing it to sail into a reef, then picking off whatever they can grab from the tangled hulk.

Monsters are one of the best known dangers to sailors, the line “here there be monsters,” is a classic description of uncharted territories and a particularly dangerous monster may have its territory laid out on aeronautical charts to provide sailors with enough warning.

The final “common” dangers are storms. Not only can the winds, the rains, and the ice damage the hull and the rigging, they can also force a ship off course, obscuring the crew’s vision enough that they may not realize how far they’ve traveled until it’s too late. Pilots keep an eye on their instruments, the altimeter can be fouled by changes in atmospheric pressure, and a change in wind or in the horizon can signal an approaching storm.

Trade Routes

Trade routes are regions of the skies that are the primary route sailors, especially merchant vessels, take to travel between major skylands and ground cities. At their most simple, these are routes that offer the strongest winds, the clearest skies and the most stops to load and unload cargo and passengers.

Small farming villages are best places on these trade routes, taking advantage of the travel of merchant vessels to move their crops and goods, and to travel themselves, hitching a ride on a merchant vessel and sailing to the nearest major skyland. These merchant vessels are the lifeblood of their communities, using their large stowage space to haul cargo, passengers, and messengers throughout their routes. They often fly accompanied by at least a pair of support vehicles that serve as scouts and combat support.

These routes are patrolled both by military vessels and by mercenaries hired by major trade guilds. But this coverage isn’t complete, and things can slip through. Monsters can “camp” near trade routes and fly into them, making it difficult to find the place that the monster has established as a lair. The war bands can also take advantage of trade routes, they frequently develop hot air balloons that can be deployed quickly and used to strike at islands, and they have been known to seize

Outside of these trade routes things are left “fallow,” left to grow wild. These spaces are used to harvest floatwood stands, or to allow space for griffons and other potential flying mounts to set up nests. These spaces at a distance from normal trade routes can also be occupied be people hoping to live apart from the world at large, like secluded high-elf cities or druidic circles.

Ports of Call

Every island that receives airship traffic has a port, some are small, only able to accommodate one or two ships at a time, some are so small that they are barely more than a sturdy tree for a ship to moor themselves to The largest ports can accommodate dozens of ships, often incorporating quays built on smaller nearby skylands to hold overflow.

Upon docking, a ship is approached by a customs agent, a representative of the local harbor master, who collects information on the ship; the ship’s name, it’s home port and nationality, its cargo manifest, and the names of it’s captain and its crew. Some harbor masters don’t need all of this information, but most of it is taken down or at least summarized. The customs agent also collects import taxes and harborage fees from the ship’s purser. In smaller ports these responsibilities may be handled by the harbor master alone. These duties are only really carried out on the larger islands that act as hubs for trading ships, or on “sailor’s islands,” smaller islands designed exclusively as way stations for traveling sailors.

Once a ship is moored to a pier, they can unload their cargo and any other things stored away in stowage using either their own equipment or the dock’s cranes and hooks, operated by local stevedores, although most often it’s a combination of both. This cargo is then inspected to look for any contraband or potential dangers and once they can be assured of its safety, transferred to local warehouses, guild offices, or taken straight to the local marketplace. This is also the opportunity for anyone on the ship that payed for passage to leave, walking off the gangplank and making their way into the harbor and the city beyond.

At the dock the ship’s purser looks to spend the funds they’ve earned at the local ship’s chandlers to restock supplies for the ship. And the cook makes their way to local provisioner’s to restock the ship’s food to maintain supplies for however long the ship will remain at port, and arranging another delivery for when the ship is scheduled to leave so it can be fully stocked for the duration of its coming voyage.

While in port, the pilot or navigator has to take time to recalibrate their instruments and ensure their accuracy, especially their altimeter. Since different altitudes have different pressures the pilot must check the precise altitude information recorded in the harbor master’s officer against the information displayed on their own altimeter.

Once all of the work is done and the ship is considered ship-shape, the captain announces the watch schedule, then the captain and purser distribute the crew’s wages and declares the crew “at liberty,” a freedom the crew gets to take advantage of.

There are numerous small ports placed along trade routes to operate as way-stations for sailors, especially on difficult on long trade routes. Skylands like this are These are built up both to give sailors an opportunity to rest and resupply as well as give crews an opportunity to acclimatize to their new air pressure after having to change altitude numerous times.

Airmen, Sailors and Officers

Most navies divide their officers into two distinct categories, officers, and enlisted and these broad categories are then further divided. Officers are separated into flag officers, senior officers, and junior officers. Flag officers are officers in a position to declare their command, representing it with a flag on the ship they command and from which they command other ships. An admiral and a commodore are both considered flag officers. Senior officers are expected to serve in the command of a ship, these are captains and commanders. Junior officers serve underneath those in command of a ship, and may be given command of their own, but their responsibilities typically consist of overseeing a ship’s crew or other specific duties on a ship. These are lieutenants, ensigns, and midshipmen.



Beneath officers are the enlisted men, warrant officers, petty officers, and airmen. These men may serve specific roles onboard the ship, especially warrant officers and petty officers. These roles give them a specific title in addition to their rank and further responsibility.



The Ship’s Captain is a position occupied by a senior officer, they are in ultimate command of a vessel and are ultimately responsible for its operation and safety.



The First Mate is the second in command on the ship and often act as the officer in command of the crew. During combat they may be responsible for coordinating the crew and damage control.



The Second and Third Mates serve as officers under the captain and first mate.



The Navigator is responsible for determining the ship’s course.



The Helmsman is the man at the wheel and is responsible for maintaining the navigator's course.



The Master of Arms acts in command of melee combat, a responsibility that comes up during boarding parties or disembarking from the ship and attacking.



The Master of Guns directs the gunners and the gun crews during naval combat.



The Boatswain, also called the “Bosun” is responsible for the sails, ropes, rigging and boats on a ship, and issues “piped” whistled commands to seamen.



The Cabin Boy attends on passengers and crew, the people in this role are often young, often the youngest onboard.



The Carpenter is responsible for the woodwork on the vessel. They build and maintain woodwork like the masts, hull, parts of the rigging, and small lifeboats.



The ship’s Cook is responsible for food and supplies on the boat.



The ship’s Doctor is responsible for the health of the crew, and for performing medical procedures on any crewmen who should need it.

The Gearmaster is responsible for the metalwork on ship, maintaining the mechanisms for the rigging and the gasbag.

A ship’s Gunner is responsible for managing the crews at the cannon.

A ship’s Lookout is not so much a dedicated position as it is one that’s assigned, men are sent to the crow’s nests to survey the horizon and keep an eye out for potential dangers and the ship’s destination.

A Powder Monkey runs gunpowder from the ship’s magazine to the cannoneers.

The Purser is the person on the ship who buys, stores and sells all stores on board ships, including food, rum and tobacco.

The Sheetman is responsible for the care and maintenance of the ship’s sails.

A Wingman is a man trained in the use of wingsuits to glide between ships.

Aeronautical Terms and Expressions


  • Abeam - On the beam, a relative bearing at right angles to the centerline of the ship’s keel.

  • Adrift - Afloat and unattached in any way to the shore or seabed, but not under way. When referring to a vessel, it implies that the vessel is not under control and therefore goes where the wind takes her

  • Aground - Resting on or touching the ground (usually involuntarily).

  • All Hands - Entire ship’s company, both officers and enlisted personnel.

  • Aloft - In the rigging of a sailing ship. Above the ship’s uppermost solid structure; overhead or high above.

  • Anchorage - A suitable place to moor the ship, usually in a port or harbor.

  • Avast - Stop, cease or desist from whatever is being done.

  • Aye, Aye - Reply to an order or command to indicate that it, firstly, is heard; and, secondly, is understood and will be carried out.

  • Baggywrinkle - A soft covering for cables (or any other obstructions) that prevents sail chafing from occurring.

  • Ballast - A term referring to all the weight on the ship that is weighing it down and bringing it to the ground.

  • Bareboat - A ship without crew or provisions.

  • Beaching - Deliberately running aground, usually to make repairs or offload cargo.

  • Belay - To make fast a line around a fitting, usually a cleat or belaying pin. - To secure a climbing person in a similar manner. - An order to halt a current activity or countermand an order prior to execution.

  • Broadside - The simultaneous firing of all the guns on one side of a warship.

  • Capsize - A ship rolling over or flipping.

  • Captain’s Daughter - A cat o’ nine tails, punishment used only under the captain’s orders.

  • Cat’s Paws - Soft, gentle, winds.

  • Chafing - Wear on line or sail caused by constant rubbing against another surface.

  • Class - A group of ships of the same or similar design or a standard of construction for vessels. A ship meeting the standard is in class, one not meeting them is out of class.

  • Come About - To maneuver the bow of a sailing vessel across the wind so that the wind changes from one side of the vessel to the other.

  • Commission - To formally place a ship into active military service.





  • Complement - The number of people in a ship’s crew.

  • Corsair - A privateer or pirate, or the ship they sail.

  • Counter-ballast - The gasbag or other lift that acts in opposition to the ballast, crew, and cargo to keep the ship in the air.

  • Cut and Run - When wanting to make a quick escape, a ship might cut lashings to sails or cables for anchors, causing damage to the rigging, or losing an anchor, but shortening the time needed to make ready by bypassing the proper procedures.

  • Doldrums - A long period of foul weather or dull winds.

  • Drogue - A device to slow a ship down so that it does not speed excessively. It is generally constructed of heavy flexible material in the shape of a cone.

  • Flotsam & Jetsam - Debris after a shipwreck, floatwood parts drift through the air, others crash to the ground.

  • Foul - Having freedom of motion interfered with by collision or entanglement; the opposite of clear. A rope is foul when it does not run straight or smoothly, and an anchor is foul when it is caught on an obstruction.

  • Grog - Watered-down rum.

  • Heading - The direction the ship is pointing.

  • Hulk - An abandoned wreck or shell of a ship.

  • Icing - A serious hazard where cold temperatures and winds result in water vapor freezing against the hull and rigging.

  • In Irons - When a ship has lost its forward momentum from heading into the wind and can no longer steer.

  • Knot - A unit of speed, about 1 mile per hour.

  • League - A unit of distance equal to about three miles.

  • Leg - A segment of a voyage between two way points.

  • Lightering - Transferring cargo from one ship to another to lighten the load.

  • Luffing - Flapping sails, typically from being too loose.

  • Masthead - A construction on the masthead or the peak of the gasbag where a lookout can be stationed, also known as a “crow’s nest.”

  • Narrows - A tight passage in a navigable route.

  • Overbear - Sailing directly downwind from another ship, stealing the wind from its sails.

  • Quay - A stone or concrete structure used for loading and unloading, synonymous with “wharf.”

  • Ship’s Bell - Striking the ship’s bell is the traditional method of marking time and regulating the crew’s watches. Each bell (from one to eight) represents a 30-minute period since the beginning of a four-hour watch.

  • Stow - To store or put away gear, cargo, and personal effects.

  • Stowage - The amount of room available to store materials on board a ship.

  • Stowaway - A trespasser on a ship.

  • Swinging the Lamp - Telling stories

  • Tell-tale - Sometimes “tell tail,” a small piece of string that is hung up to indicate wind speed and direction.

  • Turtling - A condition of capsizing where the ship has rolled all the way over so the keel is pointing straight up and the masts are pointing downwards.

  • Wake - The air turbulence left behind as an airship flies.

Aeronautical Combat

Infantry Military actions are made difficult by the distances between skylands, and apart from the ground territories warfare doesn’t typically occur without navies getting involved. Most infantry military forces are positioned as defensive troops, waiting in anticipation to rebuff an attack.

Most of the conflicts between major nations happens in the skies between navies. Sometimes these are skirmishes between only a handful of ships, others are battles between entire armadas. Flotillas blockade and bombard ports, raiders make hit-and-run attacks on cargo and supply ships. And individual ships frequently engage each other in cat-and mouse chases through the skies, each trying to outmaneuver the other to hit them with cannon or get close enough to board.

Larger conflicts involve flying mounts. These mounts are faster and more maneuverable than airships, but cannot travel as far as a ship, in a planned battle ships will carry flying mounts on their decks. In addition, crewmembers keep ranged weapons accessible to shoot down any flying mounts that fly within range (or any aggressive monsters).

Ships in nautical combat work to maneuver around each other to get off a broadside against each other while avoiding the same, or firing off the more mobile cannon. Smaller, nimble, ships dart around the field of combat, harassing the larger ships. Some ships maneuver close to other airships to send out a boarding party.

Onboard the ships, mages act as magical artillery or healers, and stay positioned to cast the mending spell, or shoot out a fireball, or employ fog to obscure the battlefield.

When battles take place on the ground, against enemies like the monstrous warbands, or opposing nations that try to occupy their territory, the navy often flies above the battlefield, firing cannon on the enemies below. Ground combatants prepare for this by either hiding under cover, engaging ships of their own (or monsters) in a dogfight, or preparing ballista or cannon ready to fire up into the air to try and shoot these ships down.

Piracy and Privateering

One of the scourges of the skies, pirates take up arms and strike out against vulnerable targets, plundering ships and villages alike. They use devious tactics, swift vessels and biting cannon to attack their victims, melting away into the clouds when their work is done.

Some pirates hide behind the viney reefs, staying obscured until their lookout spots a ship moving past, the pirates put on all sails and get ready to strike, moving quickly to board their prey. Another tactic is to fly a “false flag,” running up the sail of an allied vessel and then sailing close enough to get alongside of their target. The important thing about the tactics sky pirates employ is that it gives them time to survey their targets and ensure that they are not military vessels that might be prepared for a fight. Sometimes pirate ships act in tandem, one moves to distract any escort ships, while the other captures the true prize.

While so-called “sailor’s islands” are located along trade routes, “pirate islands” are hidden away and difficult to spot and access. These pirate islands are havens for pirates, mercenaries, and criminals. It’s possible to find just about anything in the black markets of a pirate’s island, and it’s where people go to disappear. To prevent raids, may pirate islands only make the charts to locate them available to select individuals, often proven pirates.

Privateers are pirates with letters of marque from a government that essentially grants pirates permission to conduct piracy, so long as it’s against that government’s enemies, and to sell their spoils on that government’s soil without reprisal.

Currency In Autumford

The five nations of Dralonor, while fighting over territory and kingship, will all honor the same currency exchange rate. Various regions will have more or less depending on their wealth, but all recognize the same currency ;
               The Gold Standard

The entity responsible for upholding and maintaining
the Gold Standard across the five nations, is the world
banking group known as Dralonor Global Holdings.


Dralonor Global Holdings


With 189 member cities, staff from all over
the five nations, and offices in over 130 locations,
Dralonor Global Holdings is a unique global partnership:
five institutions working for sustainable solutions that reduce poverty and build shared prosperity in developing towns and cities. Dralonor Global Holdings is one of Dralonor’s largest sources of funding and knowledge for developing populations. Its five institutions share a commitment to reducing poverty, increasing shared prosperity, and promoting sustainable development.
Partnering With Governments

Dralonor Global Holdings provides assistance and financial guidance to all developing provinces as well as handling exchanges between governments, private companies, and a few select private individuals. Dralonor Global Holdings also has a large hand in the taxation and policies regarding Imports and Exports between nations.













One World Bank Group

While the five nations have their own Dralonor Global Holdings locations, governing boards, and articles of agreement, we work as one to serve the five nations. Today’s development challenges can only be met if the private sector is part of the solution. But the public sector sets the groundwork to enable private investment and allow it to thrive. The complementary roles of our institutions give the Dralonor Global Holdings a unique ability to connect global financial resources, knowledge, and innovative solutions to the needs of developing provinces, cities, and towns.


Money Exchange Rate
Coin Copper Silver Gold Platinum
Platinum 10000 1000 100 1
Gold 1000 100 1 1/100
Silver 100 1 1/100 1/1000
Copper 1 1/100 1/1000 1/10000

Equipment



Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Battle Robe 25 gp 11 + Dex - - 10 lb.
Leather Lamellar 30 gp 12 + Dex - Disadvantage 13 lb.
Medium Armor
Kozane Armor 75 gp 15 + Dex (max 2) 12 Disadvantage 30 lb.
Plated Leather Armor 75 gp 13 + Dex (max 2) - - 40 lb.
Wood Armor 15 gp 13 + Dex (max 2) - Disadvantage 20 lb.
Heavy Armor
Lorica Segmentata 45 gp 15 11 Disadvantage 30 lb.
Fortress Armor 2,500 gp 20 17 Disadvantage 80 lb.
Shield
Buckler 5 gp +1 - - 2 lb.
Tower Shield 25 gp +2 16 Disadvantage 15 lb.
Fencing Cloak 6 gp +1 - - 2 lb.
Weapons
Weapon Cost Damage Type Weight Properties
Simple Melee Weapons
Bayonet 5 gp 1d4 Piercing 1 lb. Special
Brass Knuckle 5 sp 1d4 Bludgeoning 1 lb. Light
Karambit 4 gp 1d4 Slashing 1 lb. Finesse, Light
Katar 5 gp 1d6 Piercing 2 lb. Finesse, Light
Sap 1 gp 1d4 Bludgeoning 2 lb. Finesse, Light
Martial Melee Weapons
Arming Sword 20 gp 1d6 Slashing 3 lb. Light, Finesse, Versatile (1d8)
Bastard Sword 25 gp 1d8 Slashing 6 lb. Heavy, Versatile (1d10)
Bec De Corbin 20 gp 2d4 Piercing 6 lb. Heavy, Reach, Two-Handed
Bladed Chain 8 gp 1d6 Slashing 5 lb. Finesse, Monk, Reach, Two-Handed
Boar Spear 10 gp 2d6 Piercing 5 lb. Heavy, Reach, Two-Handed
Cutlass 10 gp 1d8 Slashing 2 lb. Finesse
Estoc 25 gp 1d8 Piercing 3 lb. Special
Falchion 10 gp 2d4 Slashing 3 lb. -
Hidden Blade 100 gp 1d4 Piercing 1 lb. Finesse, Hidden, Light, Special
Katana 15 gp 1d8 Slashing 3 lb. Finesse, Versatile (1d10)
Kopis 25 gp 1d8 Slashing 3 lb. -
Man Catcher 25 gp 1d4 Bludgeoning 2 lb. Two-Handed, Reach, Special
Meteor Hammer 15 gp 1d6 Bludgeoning 5 lb. Reach, Two-Handed, Special








Weapons Cont.
Weapon Cost Damage Type Weight Properties
Monk's Spade 10 gp 1d6 Slashing 3 lb. Monk, Reach, Versatile (1d8)
Saber 35 gp 1d8 Slashing 3 lb. Finesse
Spiked Chain 10 gp 2d4 Piercing 10 lb. Finesse, Reach, Two-Handed
Sword Breaker 15 gp 1d4 Piercing 2 lb. Finesse, Light, Special
Weighted Chain 10 gp 2d4 Bludgeoning 2 lb. Heavy, Reach, Special, Versatile (2d6)
Simple Ranged Weapons
Blowgun 10 sp 1d4 Piercing 1 lb. Ammunition (range 20/100), Loading
Boomerang 10 sp 1d4 Bludgeoning 1 lb. Light, Thrown (range 30/120)
Throwing Star 5 sp 1d4 Piercing 1 lb. Light, Thrown (range 30/90)
Bolas 30 sp 1d4 Bludgeoning 2 lb. Special, Thrown (range 20/60)
Martial Ranged Weapons
Chakram 15 gp 1d6 Slashing 1 lb. Light, Thrown (range 30/90)
Firearms
Blunderbuss 300 gp 2d6 Piercing 8 lb. Ammunition (Range 20/80), Misfire 3, Reload 1, Scatter, Two-Handed
Musket 500 gp 1d12 Piercing 10 lb. Ammunition (Range 40/120), Misfire 1, Reload 1, Two-handed
Pistol 250 gp 1d10 Piercing 5 lb. Ammo (Range 30/90), Misfire 2, Reload 1

Firearms

The development of gunpowder as a weapon has not been “explosive” as it could have been. Black powder and firearms are both expensive to produce and black powder is dangerous to store. Muskets and other firearms are produced by specialists and artisans on a specific commission basis. Rifling is complex and time consuming addition to their construction, without it accuracy suffers but many weapons are simple smoothbore muskets.


Firearms are a significant investment that can be difficult to repair and are ultimately less accurate than a longbow. However, firearms more than make up for their shortcomings by being brutally effective. Firearms require little specialized training, and a well coordinated firing line remains the most viscerally terrifying sight on a battlefield.


Firing firearms takes an action to reload the barrel before the weapon can be fired. When fired, any enemy within 60 ft. that was previously unaware of your presence may be made aware.



Firearms Properties


  • Reload. The Weapon can be fired a number of times equal to its reload score before you must spend an action to reload it. You must have one hand free to reload a firearm.

  • Misfire. Whenever you make an attack roll with a firearm and the dice roll is equal to or lower than the weapon’s misfire score, the weapon misfires. The attack misses and the weapon cannot be used again until you spend an action to try and repair it. (DC = 8 + misfire score). If the check fails, the weapon is broken and cannot be repaired in combat. The expense to repair the weapon is half the weapon’s value.

  • Scatter. An attack is made against each creature within a cone. If an affected creature is adjacent to you, they suffer double damage on a hit.



Adventuring Gear

Gear Cost Weight
Ammunition
:: Shot (20) 30 gp 4 lb.
:: Powderhorn (20 shots) 25 gp 1 lb.
:: Powder Keg (500 Shots) 250 gp 60 lb.
Climbing Axe 4 gp 3 lb.
Compass 100 gp 1/4 lb.
Flares 20 gp 3 lb.
Glider 50 gp 10 lb.
Grenade 100 gp 1 lb.
Lock Box 10 gp 5 lb.
Magnifying Glass* 25 gp 1/4 lb.
Parachute 100 gp 15 lb.
Pocket Watch 200 gp 1/4 lb.
Prism 25 gp 1/4 lb.
Smoke Bomb 30 gp 1/8 lb.
Spyglass* 200 gp 1 lb.
Stink Bomb 15 gp 1/8 lb.
Vial* 30 sp -
Work Clothes 15 sp 3 lb.



  • Flight Suit - 150 gp Jumpsuits designed with the enchanted floatwood lining it and similarly enchanted for controlled descent. There are thin wings sewn under the arm and down to the leg. this is worn for siege and adrenaline and allows the wearer to make a controlled glide through the sky.

  • Falling Jacket - 30 gp a simple vest with floatwood sewn into the material, reduces falling speed to 60 ft per round & doubles jumping distance.

  • Personal Grapple - 100 gp These are common tools for people who travel on board of ships and who adventure in unpopulated islands or through reefs, they provide an additional tool for mobility and safety.



Glassworks

Glass vessels like vials and bottles, or lenses like a magnifying glass or a spyglass are much more easily sourced and produced than they were in previous eras. Scientists and alchemists have even come to a basic understanding of optics, as well as principles of reflection and refraction.



































Tools

Tool Cost Weight
Artisan Tools
Doctor's Tools 30 gp 5 lb.
Tinkers' Tools 10 gp 8 lb.
Workman's Tools
Farmer's Tools 1 gp 10 lbs.
Prospector's Tools 2 gp. 5 lbs.
Whaler's Tools 10 gp. 15 lbs.
Gaming Sets
Backgammon Set 15 gp 2 lb.
Chess Set 18 gp 3 lb.
Checkers Set 10 gp 2 lb.
Go Set 15 gp 3 lb.
Loaded Dice 30 gp -
Musical Instruments
Castanets 15 sp 1/8 lb.
Grand Piano 400 gp 800 lb.
Harp 75 gp 30 lb.
Mountain Dulcimer 8 gp 3 lb.

Mounts and Vehicles

A good mount can help you move more quickly through the wilderness, but it can also carry the gear that would otherwise slow you down in addition to yourself. The Mount table shows each animal’s speed and base carrying capacity. An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.


The mounts listed here are unusual, but still more common in Autumnford than they would be on other worlds across the multiverse. The most popular types of animals domesticated as mounts in Autumnford are flying mounts, to better navigate the distances between skylands. But others have been adapted to navigate the rest of the world, or to simply make life easier for those that domesticated them.

Vehicles



Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.


Airships. Airships have become the dominant means of travel in Autumnford, and with the spread of the enchantment that creates floatwood, they are much more common than they might be on other planes.

Visibility

A relatively calm sea offers great visibility. From a crow’s nest or from the back of a flying mount, a lookout can spot another ship or a coastline up to 10 miles away, assuming clear skies. Overcast skies reduce that distance by half. Rain and fog reduce visibility just as they do on land.
























Owning A Ship

At some point in your campaign, the adventurers might gain custody of a ship. They might purchase or capture one or receive one to carry out a mission.

  • Crew. A ship needs a crew of skilled hirelings to function. As per the Player’s Handbook, one skilled hireling costs at least 2 GP per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel, as shown in the vehicles table. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4 of the Dungeon Master’s Guide. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return.

  • Passengers. The table indicates the number of Small and Medium passengers the ship can accommodate. Accommodations typically consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger is usually expected to pay 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day.

  • Cargo. The table indicates the maximum tonnage each kind of ship can carry.

  • Damage Threshold. A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the ship’s hit points.

  • Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 GP for materials and labor.

Vehicle Cost Speed Crew Passengers Cargo (Tons) AC HP Damage Treshold
Nautical Ships
Rowboat 50 gp 1.5 mph 1 3 - 11 50 -
Galley 30,000 gp 4 mph 80 - 150 15 - 20
Sailing Ship 10,000 gp 2 mph 20 20 100 15 300 15
Warship 25,000 gp 2.5 mph 60 60 200 15 500 20
Drawn Vehicles
Caravan 175 gp 3 mph 2 4 1/4 13 75 -
Chariot 100 gp 25 mph 2 - - 13 25 -
River Barge 200 gp 3 mph 2 10 1/2 10 50 -
Airships
Standard Airship 20,000 gp 8 mph 10 20 3 13 300 -
Personal Airship 6,000 gp 2 mph 4 2 1/2 12 175 -
Yacht 28,000 gp 6 mph 5 10 1 12 250 -
Cargo Ship 25,000 gp 5 mph 30 30 10 14 325 10
Scouting Ship 20,000 gp 10 mph 5 5 2 13 200 -
Warship 30,000 gp 9 mph 50 50 5 14 400 12

Airships

Airships in Autumnford come in myriad different designs to accommodate different solutions for propulsion and counter-ballast. Some use huge balloons strapped to the hull, others have lighter-than-air bags lining the inside of a double hull, others use the blubber of sky whales or magical engines. Sails are the most common method of propulsion but some ships are forced forwards magically.

Autumnford airships are constructed from floatwood, a naturally occurring magical lumber that comes from trees that grow on the skylands and soak up the ambient magic from the enchanted soil.

Some artificers have figured out means of creating floating metal, but the process for making these metals is expensive, time consuming, dangerous and inefficient, so it is not common, and their secrets are closely guarded.

  • Personal Vessel. A personal vessel is a smaller ship, designed to be easily controlled and sailed by a small number of operators. These ships are simple and unarmed and do not hold much personnel or cargo. This category of ship includes fishing boats and small caravels.

  • Yacht. Luxury vessels designed for the rich. These ships are for comfortable, luxuriant travel and not much else. These ships prioritize comfort and are unarmed or only lightly armed, but they can be quick and maneuverable.

  • Scouting Ship. These ships are designed to accommodate a small crew for a long journey. Intended for scouting and exploration, they are lightly armed, quick and maneuverable and have cabins that are designed to accommodate multiple possible uses.

  • Cargo Ship. Heavy vessels designed for the transport of large amounts of potentially heavy cargo, they frequently have accommodations below the hull for carrying cargo below the hull to make carrying equipment from the ground easier, such as a platform connected to ropes and pulleys. These ships are heavy, slow and clunky, but they are also armed to protect their cargo.

  • Warship. These airships designed to be the pinnacle of aerial combat, they are fast, maneuverable and well armed. Warships are usually only found in any numbers when owned by governments, but these ships are typically found sailed by pirates or mercenaries or adventurers.

  • Passage on an airship from ground to sky - 5 gp

  • Passage on an airship between skylands - 1 gp per mile

Flying Mounts

The cost of buying a trained mount is approximately the value listed below. These mounts can also be bought as an egg for about half the price, but they must be raised and trained, and it takes a great deal of time before they are large enough to be ridden.

  • Griffon - 550 gp
  • Hippogriff - 300 gp
  • Pteranodon - 400 gp
  • Wyvern - 700 gp

Trade Goods

5e trade goods

Expenses

5e expenses

Artifacts

Stories shape our culture. They give us wisdom, and warnings, and hope in dark nights. Sometimes these stories contain objects of power which range from fascinating to terrifying. Mythological artifacts encompass a variety of items, from weapons, armour, and clothing to books, and jewelry.


Artifacts are extremely powerful. Rather than merely another form of magic equipment, they are the sorts of legendary relics that whole campaigns can be based on. Each could be the center of a whole set of adventures—a quest to recover it, a fight against a opponent wielding it, a mission to cause its destruction, and so on.


A collective mythology helps convey belonging, shared and religious experiences, behavioral models, and moral and practical lessons among the denizens of Autmford.


All over Dralonor there are extraordinary tales that are told. Stories that were once upon a time believed to be true but are today limited to the sphere of ancient legend and myth.


In this section we will explore some of the most amazing myths and legends from around the region of Autumnford - legends that may hold truths that can unlock the secrets of Autumnfords ancient past.

A.M.I.

One of the crowning accomplishments of the old world, the Automated Magical Intelligence was intended to study the very nature of magic. Designed by the high elves, it was given libraries worth of information to study and advanced probes were placed throughout the the region of Autumnford, and even across the whole of Dralonor to provide it with more and more information. Powerful awakening spells gave A.M.I. a genuine consciousness, intelligence, and curiosity. However, The elves grew fearful of A.M.I.'s capabilities, its creators sought a way to keep the intelligence contained. A massive building was constructed to house the machine and became a great library, but the library was the only environment A.M.I. could act in, everywhere else it could only observe.


The A.M.I. was damaged during the events of the fracture and lost contact with many, if not all, of its observation probes. In the hopes of resuming its survey A.M.I. eventually redesigned and constructed a small number of warforged to begin repairs. Unfortunately resources were limited and A.M.I.'s warforged can not travel far before needing to return to their "mother" to recharge, so A.M.I. has little knowledge of the area beyond its facility.

It is said that the A.M.I. has great secrets of magic, science, and of the multiverse that it can share with those that come across its library. A.M.I also possesses long forgotten knowledge of the old world. But be forewarned, within the confines of A.M.I.'s facility, the machine possesses power to battle gods. Adventurers that upset the intelligence may find themselves destroyed by the loyal warforged, or by A.M.I.'s defenses within its facility, and have their souls used to power a new warforged.


The story goes that the Elves, out of a growing concern for A.M.I.'s potential, developed a countermeasure against it. Four sets of tablets were designed to either be worn or interact with A.M.I.'s reading platform. A.M.I. and the tablets were designed in such a way that A.M.I. is incapable of perceiving these tablets, while still being affected by them. The first set of tablets are designed to be worn as amulets and shields the wearer from A.M.I.'s perception, rendering them effectively invisible to it. The second set, when worn, forces A.M.I. to obey all spoken commands from the wearer. The third and fourth sets, when placed on A.M.I.'s "reading platform," will initiate either a hard reset or a "fatally" destructive total wipe.

Crown of the Dragon Empire

Developed in the old world as an experiment to unite the dragonborn for the common soldiery, it began as a series of five separate helms, each depicting a separate color of dragon. After the fracture, the five pieces were brought together by the Wandering Scholar and formed into a magical crown. With its power he wrested control from the clan leaders, united them under one banner and established the draconborn empire of Caham.



It is said that each of the five separate heads depicted on the crown are powerful in their own right, but never so much as while they act in tandem. Wearing the crown of the dragon empire is said to grant the bearer the ability to speak, read, and write fluent draconic, resistance to poison, acid, lightning, ice, and fire damage and the ability to emit a breath weapon equivalent to that of any adult chromatic dragon.



The crown is believed to currently be in the possession of the Wandering Scholar. Obtaining the crown requires one to first find him and then, either convince him you are worthy of its power, or slay him for it. If you do wrest it from the Wandering Scholars posession, It is said to wieled its power, you must pass its test or be hit by each breath weapon attack simultaneously and internally.



The story tells that in order to destroy the artifact, the crown must be fragmented back into its five component pieces, then each piece must be fed to a dragon of the same color that is at least of adult age.

Heart of the Mountain

An artifact of great importance to the dwarven people, the heart of stone was stolen from them many centuries ago as the humans pushed thier people out of Autumnford. It is said that with it, the dwarven kings were able to begin a period of immense mineral wealth and maintained their mines for many years longer than they would otherwise be viable. The Heart of the Mountain is a treasured memento of the Dwarves' greatest adventuring hero and a closely guarded secret. Many dwarves spend their lives in search of the massive jewel to return it to their brethren and restore their kingdom and seat of power in Autumnford.


It is said that the heart of stone can incorporate samples of stone, mineral and ore and regrow it within a vacant shaft, refilling the shaft and restoring the deposits that had been mined there. This process takes years to be completed depending on the length of tunnel that is being restored. The heart automatically continues filling empty caverns.


But this welath does not come without a cost. It is said that for each square mile of space that the heart of the mountain restores it requires the consumption of one life and soul. That is why this artifact was sought after not only by dwarves, but the God of death himself. It is said he takes offence to this artifact and vows vengence on any soul who seeks to use its power for personal gain.


To destroy the heart of the mountain it must be taken to the core of the elemental plane of air and thrown into the most powerful of its storms, letting the power of the wind rip the stone apart.

Mask of the Divine

This mask is said to be carved from the bones of the ancient, dead, gods. Constructed into a mask, wearing it grants the wearer the power of a god. Hidden within an ancient seat of power in the ruins of the old world it is a feared and terrifying item and highly coveted by those who know of it.




The stories all say that putting on and removing the mask of the divine is an incredibly traumatic experience.




Upon putting on the mask the story goes that the wearer will begin to glow from within and glowing symbols and runes will appear across their skin. It is said that you will be judged by the old Gods. If you are found worthy, the mask will attach itself to you and you will be able to weild its awesome power. However, if you are not found worthy, you will age rapidly to your death within seconds and become a wight bound to protect the artifact, and cannot be restored or resurrected by any means.




There are many stories of this mask, and they all have diffrent outcomes when someone finds and wears the mask. Some of them are :

  • You become Immortal.
  • You can speak, read and write all languages and can communicate telepathically.
  • Your can swim and fly at incredible speed.
  • You can see in conditions that mortals can't.
  • You can cast controlled magic despite the wild magic that plagues Autumnford.
  • You can control life and death.
  • You can animate objects.
  • You can control the weather and protect people from the wild magic storms as if they were nothing.




In order to destroy the artifact, The mask must be worn, then the wearer must travel to the afterlife and walk into the ocean of souls, destroying both themselves and the mask as their identity is washed away.

Stone Fists of the Ancients

This single stone gauntlet was forged from divine stone long ago by a race of powerful, long-dead beings that were experts of rune magic. It is said that long ago, there were two gauntlets, worn by a god like no other that could move and shape the earth with her emotions.


This thick, stone gauntlet has rotatable rings of stone carved with various runes. While wearing these gauntlets, it is said that the runes will rotate once a day to mark the celestial events, and when they line up with certain events immense god - like power will allow you to shape the very earth on which you stand.

During the alingment of the two moons of Dralonor, The story tells that the runes align, lighting up with a faint dark-gray light, locking in place until the next dawn. While these runes are active, your skin turns gray and rough like stone, taking on a similar appearance to the ancients who crafted these gauntlets. It is said that you can take unimaginable amounts of damage while in this form and be completely uneffected. During the solar eclipse of the summer solstice. The runes align, lighting up with a faint reddish-brown light, locking in place until the next dawn. While these runes are active, You gain the strength of the titans. It is said that even the gods must bend to your will while you have this strength.

Be careful with this power though, as during a lunar eclipse, he runes align, sizzling with white arcane energy, locking in place until the next dawn. While these runes are active, the wild magic within the runes courses through your body like a conduit and causes wild magic suges to erupt forth from you, usually causing massive devastation to you, and those around you. With each use, the gauntlet will consume your flesh, as you slowly turn into the rock


It is said that the only way to destroy this gauntlet is to return it to the magma chamber deep inside the underdark of Autumnford, and sacrifice the limb that it has grown onto into the very fires in which it was forged.

O'Kami Treasures

It is said that with the destruction of the old world, three of the surviving old gods answered the dying prayer of their highest priestess by removing her daughter Asra from the turmoil. They pulled her away from the material world and raised her within the Manor of the Void and trained her in combat, diplomacy, and war. When she reached maturity she was returned to the world on her home continent of Autumnford, taking with her a gift from each of the three gods, a sword, a mirror, and a necklace of jewels. She used the skills she learned from the gods to wrest control of the region and force the survivors of the fracture into a truce, she became known as Asra Of the Gods, which eventually became Asra O'Kami.


Upon her death the truce she forged gradually fell apart without her influence. After a few generations of the artifacts in the keeping of her descendants they were seized by various interests and scattered throughout the continent, putting the final touch on the collapse of Asra's labors.


  • The Sword
    A gift from The Sapphire Warlord, the sword is said to be able to cut the air itself, and shoot out lightning from its tip the likes of which have never been seen in the skies.

  • The Mirror
    The mirror is a gift from The Watcher. It is said that the mirror can show its owner the truth of anything reflected upon its surface.

  • The Jewels
    The Jewels were gifted to her from The Historian, and are said to be so beautiful to behold that those around them become charmed, thier will reduced to nothing.

The story says that If the the three O'kami treasures are brought together and in the possesion of the same creature, you will gain the attention of each of the gods that created them. Each god will send the bearer on a quest which the bearer must complete, or be struck down, blinded, deafened, muted, or suffer some other curse.



Hundreds of kings, knights, nobles, and peasents alike have all spent lifetimes searching for the treasures. Many claim to have one or two in their possesion, but most times those claims turn out to be false.

Titans

It is said that after the fracture, during the onslaught of the Godswar, the elves and the dwarves were gathered together by the gods. At this meeting the gods requested that the dwarves work with the elves to design and manufacture the Titans. After a few were created, and thier devastation witnessed, the gods deemed them too powerful. They gathered up the keystones and covered their remains of these Titans in secret locations all across Dralonor.



Massive remnants from the old world, these bio-magical-mechanical war machines are the pinnacle of that ancient utopia's technology. They are massive, destructive and regenerative. They can be stopped, but their self repairing mechanisms and endless power supply means that they cannot be stopped forever.



Titans each have a command center inside of them, magically locked to only be opened by its corresponding keystone. Each Titan has a specific keystone, an intricate, indestructible crystal designed to be fitted into a slot within the Titan's command center. Without a keystone the techno-magical reactor that powers the Titan will not activate and the titan will be "dead," all of its functions will cease, including self-repair. Once the reactor activates the titan will begin to automatically repair all damage it may have incurred, a process that can take days, months, even decades depending on the amount of damage it has to repair.



If the one attuned is not inside then the Titan will cease functioning and stand idle. The command center can hold multiple occupants, but only the the one who placed the keystone will be attuned and able to control the titan.



Titans are viewed in mythology as legends, gods unto themselves, the most horrendous of monsters and the single most recognized symbol of the fracture. They are feared even by the gods, who have gone to pains to keep their locations, keystones and remains hidden.

Welcome to

Autumnford

Giant islands of floating dirt and stone support people above a hostile ground of disasters, wild magic, monsters and marauders. The people in the skies above live on the skylands, catching the windfish that swim through the sky and sailing aboard majestic airships that ride the winds well above the ground below.

This is a world of kings and empires, dragons and elves, navies and pirates, sailors and swashbucklers. With wild trade winds, deep forests and other expansive swaths of nature.

For use with the fifth edition Player's Handbook©, Monster Manuel©, and Dungeon Masters Guide©, this book provides the setting, story, and character options needed to participate in a D&D game in the region of Autumnford.

 

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