Seronia Main Document

by Jesse Brake

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Seronia

Table of Contents

Draft 6.5; last updated 3.01.2023

PART 1

Seronia's Setting

Technology in Seronia

Seronia is set in an era where flintlock technology is used, but steam power is not. Referred to as "flintlock fantasy," this setting takes place at the cusp of industrialization, when warfare itself is changing. Thus, change and military might are common themes of the sub-genre.

Since Flintlock Fantasy tends to have themes related to industrialization and revolution, there is usually questions surrounding the advancement of technology and its effects on society. Flintlock Fantasy doesn't get as bogged down in world-building as other sub-genres (like Epic Fantasy) because it can draw on the reader's historical knowledge of the time period. World-building of course is still important as these are alternate world stories, but having this basis for the world means there's more room for plot development. There is room for different types of stories and plots in the sub-genre, but Flintlock does tend toward more action packed scenes and epic battles, which often make for a more linear plot.

Seronia is undergoing a massive change in not only warfare, but ideals. The printing press allows for ideas to travel far and survive the death of their creators. Gunnepowder gives anyone the ability to fight for those ideas. Humans have always been afraid of predators, of threats to their way of life. It's no surprise that with the advances in warfare that they would secure their borders by hunting “unnatural” creatures, sometimes to extinction. Many creatures have retreated from areas where humanity has spread, while others have found a new, bountiful stalking grounds among civilization.

Table: Technology in Seronia
Older Common Advanced
arquebus/matchlock firearms wheellock firearms early revolving firearms
hoisting gear Mariner's astrolabe “lead” pencil
oil paintings centrifugal pump telescope
polished lenses (early eyeglasses) public banks mercator projection map
Soap 20x microscope 300x microscope
Bombs, cannons, and land mines printing press and the encyclopedia dry dock
Blast furnace brace (hand drill) thermometer
Mechanical clocks whiskey, tobacco, chocolate globe
Pound lock (water navigation) psychiatric hospitals stocking frame (knitting machine)
Windmills and water-powered sawmills mainspring (clockwork power supply) harpsicord
Crank and connecting rods square-frame parachute coffee (less rare in port towns)

SERONIA'S SETTING

Abridged Timeline of Seronian Events

The Vanishing of the Cyclopean Empire

The first and last worldspanning empire suddenly disappears, leaving behind dangerous city ruins, powerful artifacts, and strange monuments known as ciphergates that when functioning properly, enable long distance travel.

Not much is known about the history of the Cyclopean Empire and the Aureoles that led their people. The ruins left behind by them loom in the Outlands of Seronia, a haunting reminder of a civilization long vanished. Their architecture is based on complex circular fractal patterns that seem to spiral endlessly towards infinity. The very sight of these structures can be overwhelming, with their dizzying complexity seeming to play tricks on the eyes.

And yet, for all their danger, the lure of the Cyclopean artifacts is undeniable. Weapons of unimaginable power lie buried beneath the ruins, waiting to be discovered by the brave or the foolish. And then there are the ciphergates, strange monuments that once enabled long-distance travel. Few still function, and those that do are treacherous, their operation requiring a deep understanding of the logogram language of the Cyclopeans.

Those who dare to enter these ruins do so at their own peril, for the very fabric of reality seems to twist and distort in the presence of the Cyclopean ruins. Only the bravest and most cunning adventurers can hope to unravel the secrets of this enigmatic civilization, and emerge unscathed from the labyrinthine ruins that they left behind.

The Faewild Occupation

The disappearance of the Cyclopean Empire allows the fae to spread unchecked, choking the abandoned structures and cities in chaotic gardens. Humans emerge but become playthings to the powerful fae while the mulvan thrived in the faewild gardens. Due to the complexity of the mulvan hivemind, the plight of humanity is mostly unperceived by them.

It is believed that through a ciphergate, a mindless genesis engine known as the Mu Spore came from the fae plane of Eridu. Depending on the spore's size and power, they can seed dead lands or even worlds, injecting barren environments with life giving energy. One such spore was brought and stored on Seronia during a war between the fae and servants of the Old Ones. The fae thought to use the Mu Spore as a deterrent against the servants of the Old Ones- should the fae lose the war, they would simply unleash it's potential and reset all organic life to its basest level. However, the servants of the Old Ones were patient and allowed the capricious nature of the fae to weaken and distract them by playing with the other races of Seronia.

The Kernegyn Emergence

The underground dwelling kernegyn finally create technology to survive traveling topside and make contact with the fae, requesting aid to free themselves from existence long servitude. The fae create the agogi, but need them to fight the sudden offensive by the servants of The Old Ones. The fae order the mulvans to uplift humanity to serve as soldiers armed with kernegyn weapons for the war below. During the process, servants of the Old Ones seal away the Mu Spore, disarming the fae's biggest weapon and causing the mulvan to enter a extended period of dormancy.

The kernegyn race is kept underground as slaves for intelligent draconic masters and ag'arwaen servants, using them to carve the underground world of Seronia referred to as The Hollow into temples of vanity for the dragons. After creating apparatuses to survive biological complications with being above ground, the kernegyn reached out to the fae. The fae then instructed the mulvan to assist the kernegyn after the agogi army they originally created was needed to defend them from The Old Ones. The mulvan attempted a similar process, but used the more evolved humanity to great success. After the war was won, the mulvan planned to teach humanity philosophy and other important societal groundwork.
However, with perfect timing the servants of The Old Ones rendered the Mu Spore inert with magical curses and wards, placing it and the connected mulvan in torpor beneath the lands now known as Ilbur. The Mu Spore slumbered while two wars were waged: one topside by the fae and servants of the Old Ones and one in The Hollow by the kernegyn and kernegyn armed humans against the dragons and ag'arwaen. The fae lose and are driven back to Eridu (taking the Pander along with them) while the humans emerge from The Hollow victorious to build their first societies without the planned guidance of the mulvan. Without the draconic blood rituals, the ag'arwaen will devolve into the elves over time. Meanwhile, the servants of the Old Ones infiltrate the new societies built by humanity and the kernegyn, continuing their patient machinations in secret.

The Ultimatum Killings

Gnomid ricadores trick the agogi into allowing them to stripmine their lands, eventually seizing control of the lands once the agogi demand fair recompense. It ends in a Carthaginian peace.

After exhausting the resources in their own lands, The Great Company (the ruling power of the gnomid nation) begin scouting for which lands to invade with their forces. After discovering an agogi clutchling playing with a giant chunk of gold like molding clay, the gnomids convinced the agogi people that their stunted size was due to an illness in their own lands that could be cured by this "excrement of the earth" the agogi had no use for since it was too soft for tools. In return for more advanced (but still archaic) tools and steel, the agogi allowed the gnomids to mine upwards of 20,000 tonnes of gold. Eventually, another human kingdom's delegation discovered the agogi and after narrowly escaping assassination by The Great Company, informed the agogi clans of the gnomid deception. The agogi demanded their fair share, which caused the gnomids to claim "intellectual sovereignty" over the agogi lands, issuing an ultimatum of accepting subjugation or annihilation.

The war was swift and brutal, with the Great Company bribing human kingdoms with new technology like the printing press and basic firearms to stay out of the conflict. The war ended with a chemical attack known as The Two Moons Massacre, with the agogi finally surrendering and receiving pitiful stipends to go resettle in other kingdoms. Their former lands are now known as The Moors due to the black plumes of smoke from mining and industrialization tainting the sky.

SERONIA'S SETTING

The Wagoner Rebellion

In a bid for independence from the hagiocratic government of Levantine after it executes their father for heresy, the surviving sons inspired by gnomid bombard golems constructs war wagons, using them brilliantly to fight the army of the All-Holiness. The hagiocratic church eventually offers to abolish the writ of requirement and ascendant heresy laws, but the brothers refuse the treaty. Their allies accepted the terms in secret and turn over the brothers to be executed by Levantine, ending the conflict.

The Family of Maravaldi were the aristocratic leaders of their namesake lands. After becoming too popular and generous with the lowborn population, leading to a decline in church attendance and labor force, the head of the family Rempha Vom Maravaldi was executed on the grounds of heresy. His sons, Naramis and Romero, swore revenge.

As a member of the coalition unit Iron Destroyer, Naramis was one of the unofficial human soldiers sent to assist the agogi against the gnomids as well as collect info on the foreign invaders and their technology. His brother Romero was an officer in the All-Holiness army, known as The Crying Man for his compassion shown to executed prisoners. Combined, the two brothers and their small family army never lost a single battle against the All-Holiness, inspiring the lowborns of other lands to join their cause. This forced other aristocratic houses to begrudgingly join them or face being lynched by their own subjects.

The hagiocratic church finally offered terms: they would update the Tome of Absolute Law, a magical document that is enforced by the Greyguard in all Imperium controlled lands, to remove the writ of requirement. This would allow lowborn citizens of the Imperium to carry live steel without a writ from their aristocratic or hagiocratic leaders. Additionally, they would abolish the ascendant heresy laws, allowing open honoring of saints in all Imperium controlled lands.

Knowing that more could be achieved plus the anger and grief from Naramis returning home from a brutal guerilla war to an executed father, Naramis issued an open response in public. The speech in its entirety is still one of the most popular troubadour acts in Seronia, giving rise to the threat of "Go prepare my father's table" from the line, "If you are indeed servants of the most holy, then I will send you to prepare my father's table." His brother Romero stood by and wept while listening to the speech, the emotional intention of which is still debated- was he moved, was he weeping for the All-Holiness Naramis just condemned, or was he weeping for his brother who just condemned both of them by rejecting an offer Romero knew their lowborn allies could not refuse? Additionally, a painting of Romero listening to his brother speak called The Enigma of Tears hangs in the Selvandi museum as a gift to the country from the Oren'stan family and remains the most well-known art image in Seronia.

Naramis and Romero were betrayed by their predominantly lowborn army who felt the brother's outright refusal meant they were not championing the lowborn anymore. The brothers surrendered rather than having their family's army risk being killed or ostracized forever in defense of them from their fellow lowborns. The Maravaldi lands were seized and given to a group of lowborn instrumental in the betrayal, who then assumed the family name. Those still loyal to the Maravaldi brothers rejected the aristocracy's cowardice and assumed the family name of Wagner, a name now associated with a person who supports abolishing the hagiocratic church, the aristocratic class, and the Draconian Exchange League (the source of wealth for both the hagiocrats and aristocrats).

The Wish War

After mistaking genies for gods, the Shamite people overthrow their rulers at the extraplanar creature's commands. The resulting conflict between various genies warped the lands of Ashsham in dangerous and chaotic ways.

Beholden to no god, the Shamites worshiped the elements that sustained them in their harsh homeland. When the genies, the living embodiment of those elements arrived in Ashsham and performed wish magic, the Shamites incorrectly assumed they were the gods who had created the Old World races that had created them. With the power to seemingly reshape reality with their wish magic (in actuality, they could only rearrange what already existed), the genies attracted a host of human followers, who in turn gave themselves to the whims of the planar creatures.

The Wish War was essentially spontaneously created prose bragging and boasting about themselves while insulting other genies. The power of the phrased wishes uttered by mortals meant that other genies had to respond in kind, attempting to craft responses used by their own followers to not only negate the prose attack, but counter attack in the same breath. The stress on mortal bodies in doing so led to the creation of the janni so that the genies could become more complex and verbose in their magical retorts, amplifying their own voices by imparting a small fraction of their essence.

While it was mostly agreed that much of this war of words should be done on a small enough scale to not break their new mortal toys, the frayed elements of a constantly reshaped reality began to tear though, creating living spells, chaotic terrain and wishwarped humans that exist in modern day Mashrek.

SERONIA'S SETTING

The Destruction of Ilbur

After the magics placed on the Mu Spore finally dissipate, the mulvan awake from their dormant state to a new world dominated by humans. The Imperium convinces the majority of their subjects that the mulvan are an invading force. The kernegyn abstain from the ensuing war out of respect for the human's sacrifices against their former enslavers as well as lingering resentment towards the mulvan. As they are a single creature inhabiting many bodies, the mulvan hivemind proves to be a tactical nightmare for humanity. The Imperium decides to use snuff infused magics to detonate a cipergate in the mulvan lands of Ilbur to destroy the hivemind's nexus, the Mu Spore within a tree known as Ornavaeneytelmello or "The Tree Without a Top."

The disappearance of the mulvan for nearly a thousand years led humanity of this New World to regard the stories of the mulvan as myth and fables meant to teach of the living world. The long-lived kernegyn however, had not forgotten being abandoned by them in the final battles. In their accords with the mulvan, the kernegyn assumed a portion of responsibility in raising both humanity. Having armed humans and taught them the ways of war, the kernegyn would watch humanity and make sure they did not become world dominators like the dragons while the mulvan would teach both humanity and kernegyns higher society. It bred a festering resentment that had still not healed upon the mulvan's return. while The Imperium dismisses the Mulvan lore that names them humanity's uplifters (as that flies in the face of supernal doctrine upheld by the hagiocrats of Levantine).

When the hagiocratic led Imperium declared the mulvans invaders attempting to seize their most fertile lands, they turned to the kernegyn. As they had collected and catalogued the most dangerous magical relics from humanity, the kernegyn believed humanity's technology and magical prowess had not progressed enough to be a threat to the mulvan. This coupled with their resentment for the returning creatures and deference shown to the only race that actually fought to help free them led to the kernegyns abstaining from the war.

As expected, the mulvans were near invincible compared to the army of humans. They engaged in chemical warfare, using their pheromones en masse to create hallucinations and nightmares on the battlefield, the after effects of which are still felt as flashbacks and psychotic disorders from veterans and their biological children post war (a disease known as "phits"). The hivemind was perfectly coordinated and focused, sharing a single consciousness across the entirety of the mulvans. Desperation against such an army lead to the Imperium turning the Ilbur cipergate into a doomsday device using brute force snuff magic, sacrificing many humans in the process. The resulting magical vaporization lead to the near extermination of the mulvan and Imperium forces, destroying the hivemind connection as well as theorized connected ripple effects, i.e. The Red Veil Explosion and The Great Misery (pg. 8). The kernegyn realize their error and finally take a side against the humans after Ilbur is turned into a sulfuric wasteland (a fact that has never been forgotten by the mulvan).

Due to their already substantial losses, fear of the kernegyn arsenal, and the erosion in faith of the hagiocratic leadership, The Imperium came to the table immediately. The month long meeting between the delegations of the three races created the Treaty of Ilbur, a document that banned the sort of magics that destroyed Ilbur, negotiated resettlement among the elven forests of Selvandi known as The Jaw as the new homeland for the mulvan, the creation of the Imperium solatium tax on elvish goods and mulvan herbs to create sustainable income for supporting restitution efforts, and agreed upon sulfur mining rights in the Ilbur wasteland.

It is this event that shapes the current majority attitude of the mulvan, kernegyn, elves, and humans towards each other.

SERONIA'S SETTING

The Red Veil

The Wish War ends in catastrophe when a hole is torn to another plane, creating The Red Veil. With the sun by burning ashes and the seas rendered too violent for safe travel, much of Ashsham dies from famine while an undead dictatorship establishes itself in the new burning yet sunless world. The Red Veil eventually dissipates on its own, but much of the land of Ashsham is irrevocably ruined. The freedom fighters against The Cult of the Red Veil secure the remaining habitable land, christening it Bilad, while abandoning their former ruling and religious class in the ruined wishwarped lands now dubbed Mashrek.

Theorized to have been exacerbated by the destruction of Ilbur, a rip finally tears clean through the planar boundary, the force of which causes a previously dead pair of volcanoes on the elemental plane of Eridu referred to as The Twins to erupt. This births the black and red armageddon engines Nub and Yeb, a twin pair of draconic Old Ones.

The resulting ash cloud from the eruption is infused with the abiosis of Ylem and the primal fire of Eridu, annihilating nearly a third of Ashsham instantly. A legion of undead are reborn who did not need to fear the blocked out sun and do not suffer from the famine that follows. The ashes burn in the Ashsham skies for four years while the seismic aftershocks from the transposed volcanoes causes the seas to become too tumultuous for wooden ships.

When The Red Veil finally naturally parted, years of famine and war with the undead ruling class saw a third of Ashsham's former ruling class dead and around 80% of their villages abandoned. The Sikkyns, the guild of assassins and soldiers who waged irregular warfare under the Dead Sun against the undead dictatorship, execute plans to recapture the most fertile remaining lands and coastal ports, leaving the rest of Ashsham's lands as a burial plot for those they felt brought this disaster on their homeland. Other Shamites migrate to the lands of Thule to reunite with family that had escaped from underneath The Red Veil.

The Yansha Land Conflicts

The Ashsham people who had escaped The Red Veil had traveled to Thule, where the code of honor among the Thulite people allowed them to stay if they could survive the harsh lands. while brutal and cold, it was safer than the undead dictatorship currently in power under The Red Veil. The little resources Thule had dwindled further, which lead to the Yueshi/Thulite land conflicts. The Thules attempted to claim more lands not consumed by The Great Mother Ježibaba's influence by taking Yueshi provinces. The Yueshi repelled the Thulite invasion by granting total political power to a shogunate in league with dark supernal forces. The Thules return to their inhospitable lands a beaten people while the Yueshi are dealing with a coup by the shogunate who won't return the powers he was granted. Additionally, the length of the land wars lead to the creation of the Weiwu ethnicity, caused by intermingling of the Thulites and Yueshi, which is now consuming lands that were once the borders of both nations.

The Great Misery

Following the destruction of Ilbur, Levantine experiences a plague of undeath among the lowborn and devilish mutations occurring among the aristocrats. The hagiocrats see this as an opportunity to finish off the remaining dissenters from The Wagoner Rebellion and reclaim worship from the Ascendant Faith. The All-Holiness unleashes the Accusers, a holy inquisitor extermination squad, whose brutal decimation of the remaining aristocracy is cheered by those who had not forgotten their betrayal of the Maravaldi Brothers.

The Parades

In the aftermath of their various disasters, the nations of the Imperium along with the newly recognized sovereignty of Bilad agree to engage in histrionic warfare to promote propaganda and restore national pride. These skirmishes focused on capturing important officers rather than true horrors of war. The Parades come to a tragic end when the gnomids return to Imperium shores in the middle of a grand theatrical battle.

The War of Two Dowries

The parting of The Red Veil meant the seas were finally safe enough for the gnomids to cross once again. An ambitious gnomid company officer had declared he would bring back "a dowry of two kingdoms" in order to marry the daughter of The Great Company's highest official. The gnomid ricadores blockade Xeifa, the newly minted port capital of Bilad, and shell the city continuously for a month using their Kingship and bombard golems. The city eventual surrenders, gifting the Great Company a dowry in gold and resources. Unaware of what has happened to the lands comprising Mashrek during The Red Veil, the gnomids march north for the second dowry. They cross the wishwarped desert and suffer tremendous losses before encountering the forces of The Gözleri, the remaining ruling council of Mashrek. Less than twenty remaining janni combat the entirety of the gnomid Iron Legion, ending in a pyrrhic victory for The Great Company. Mashrek becomes its current doomed nation state known as The Ruined Jewel, as they can no longer hope to reunify the Biladi Lands with the janni dead and their magics depleted.

The Kadonyow Ciphergate Attack

An attempt at replicating the same attack that destroyed Ilbur, the Kadonyow cipergate was targeted with sabotage from spireborne cultists and human supremacists. The result was an opening to the plane of Xibalba, flooding The Hollow and much of the mountain metropolis's mines with demonic fluid. This cripples kernegyn economic exports and leads to the disappearance of the kernegyn king, who delved into The Hollow to raze a translocated Spire, an infernal city structure that came through the cipergate. To this day, the ciphergate is still malfunctioning as the kernegyn refuse to close it, still holding out for their king's return.

SERONIA'S SETTING

The Selvandan War for Independence

After originally being founded as a vassal state to Levantine, Selvandi quickly becomes a political powerhouse under a Greyguard turned ascetic Mycelle Oren'stan and her elected Council of Roses. After her Levantese family is taken hostage during tribute negotiations, the Council of Roses responds by seizing Levantine's other vassal state. During this time, the elected magister Tychus Stone-eye mysteriously enriches the kingdom, then creates several treaties with non-humans and implements government reforms. The All-Holiness hires Vonya's Ten Swords Templars led by living saint Weyland, The Tyrant of Blades to deal with the Council of Roses, while the Council of Roses hires Impertabo, the gnomid military empiales (a ricadore noble house). The war ends with The Sacking of Chiesa.

The Sacking of Chiesa

Following a victory that cost them the life of their queen Mycelle Oren'stan, the Council of Roses issues a bloodwite in the amount of the Levantine's capital city. The Greyguard and surviving members of the Ten Swords Templars, including Saint Weyland defend the city from Selvandi's forces. The capital is bombed with bombard golems and Tychus Stone-eye's magics while its streets are flooded with looting Selvandan swordpoints and gnomid ricadores. A turning point in the battle comes when Saint Weyland kills both Adler Thornheart and Kressa The Stump in a one on two duel. Saint Weyland is forced to withdraw afterwards due to his injuries while the Selvandan forces retreat with their spoils. Zenova's Queen of Merchants calls upon several markers held since the Great Misery against the Draconian Exchange League (the main banking system of Levantine) in order to force them to the diplomacy table with Selvandi. A tenuous peace is achieved, enrolling Selvandi into the Imperium with Zenova and Levantine.

The Deicide of Yig

The Tamazgan continent is rocked when it is revealed that one of The Spectrum, their pantheon of snake gods, is secretly the Old One Yig. Yig is slain by the weapon Uthingolufile, colloquially known as Dead End Rainbow. However, the Kohyah race is annihilated during the conflict and The Spectrum is now considered a dead religion.

The Kreyoyo Incident

The Orkaan Conflicts

The Orkaan Conflicts aka The Great Conspiracy of 907 were a series of skirmishes culminating in two main battles fought between the human plutocracy Zenova, the gnomish nation of Cam'phi, and the pirate alliance known as the Brethren of Iniquity. The term "The Great Conspiracy" refers to uncovered documents that linked previously believed unrelated conflicts between various reaver and bravo factions. It turns out they were secretly paid by Zenovan shell companies, who then used privateers to target the enemies of Brethern on their shared payroll. The end goal was to secure the trade route known as The Maw while simultaneously turning The Isles of Iniquity into a vassal state. This would have also provided I'ghimod (Cam'phi's 'Great Company') with company shares, land grants, plus naval and monetary support for forceful expansion into Tamazga. Cam'phi denies the existence for plans to expand into Tamazga.

During the same year, the flight of the navae from Cam'phi with help from local anti-imperalists and The Brethern of Iniquity helped them capture I'turioth, or 'The Kingship' that served as the sole iron ship of the gnomish navy. I'turioth was gifted to the navae and now serves as their cityship, constantly sailing the Orkaan as a sort of ghost ship of legend- a harbinger of death that privateers, bravos, and reavers alike pray to never see on the horizon should I'turioth run low on supplies.

Uncovering the secret alliance between Zenova and certain crews in the Brethren of Iniquity led to a bloody coup in the Isle's capital of Port Bravo. Even the Lord of Flesh, the head religious figure of the Reavers, told his flock to stand down while the Brethren hashed out the conflict. Three captains were killed in the conflict, including the presiding leader of the Brethren of Iniquity, Lucre Bloodbeard. Since then, the current leader of the Brethren of Iniquity is an Inix borne bravo named François "The View" LaRue while Luka The Beard, his first mate of lowborn Vonyan lineage, became his advisor. LaRue made a controversial appointment to replace him on the council with a navae named Donadei Deadnose, known as such by the black void that occupies his nasal cavity.

Current Day Events

The Shards
The Metallic Plague
The Black Egg Impact Event
The Counterfeit Wreaths Conspiracy
The Strangulation

Some Thulites that had mixed with the Mashreki and Biladi left Thule and settled in The Cresent Coast, creating the Sagaz ethnicity. The gobling horde that resides in these lands see the appearance of human settlers as finally being backed into a corner. Now the goblings wonder if it is finally time for the Strangle, where the ten tribes wrap around the throat of humanity, declaring their presence on the world's stage of conflict as they take revenge for the genocide goblings felt under initial human expansion.

Magic in Seronia

“For those connected to magic, the world becomes a dull haze of shadows and echos. It's a realm of suspicion, where the residue of the Once Were glimmers. The Awoken shine like torches, the color of the flames blazon their attunements. The Bound burst forth like bulls-eye lanterns, their form an open portal to the realms they draw from. The rest of us...we're clicking beetles, the mossy glow. Our light is so small that it's hard to say we were observed at all.”

Gorfagel Kernegyn. The gorfagel possess vestiges of elemental power they keep from burning out by using the slavesculpter tablets from their former draconic masters, studying their innate magic as clan tradition and seeking evolution. Not all survive the process of deciphering the ancient texts, driven insane or worse.

Mulvan Spellspores. After having their hivemind nexus destroyed, spellspores are the last vestiges of the mulvan's much diminished magics.

Mashreki Humans. Some Mashreki humans trace their bloodlines to the janni of The Wish War. Those youth who survive the harsh training to access their latent magics escape lifelong destitution in The Ruined Jewel.

Tamazgan Humans. Tamazga once revered the kohyah, an intelligent serpent race, and their snake deities before Yig, the Old One of Scalykind and Revenge, infiltrated their religion and nearly destroyed the nation in holy civil war. Their minor magics are all that is left of rituals taught by the kohyah to the Tamazgan people.

Ver'grim Elves. The green elves trace their lineage to the various fae and woodland spirits such as the believed extinct Pander races. As such, they are able to draw upon fragments of their former glory with their minor bond to the Oversoul.

Vonyan Highborn Humans. The Lords of the Iron Mountain have a supernatural ability to influence metal. The source of their power is theorized to come from pacts with an unknown entity who resides within their flag's emblem.

Vestige Magic and Phagists

Of all the pursuits of replicating and awakening one's self to The Dream, none are more volatile than vestige magic and their practioners referred to as phagists.

Vestige magic involves the destruction and consumption of power components from creatures that possess a natural fount. These biological remnants are then ground and mixed with various materials, most often tabaco and drugs, and consumed as snuff. Many creatures, such as faeries and various good-natured magical beasts (e.g. blink dogs, unicorns, etc.) have become near extinct or retreated from the gaze of civilization in fear of being used to fuel vestige magic. While the consumption of snuff and using vestige magic is not inherently evil, certain kingdoms and groups find it distasteful to utilize certain creatures (especially intelligent). Phagists have a (somewhat) undeserved reputation as corpse eaters and grave robbers, second only to the public's justified fear of magical discord. As phagists utilize snuff to cast magic, the continued use can eventually lead to wild magic surges, often devestating both the phagist and his surroundings.

As a result, some phagists wear a device called the sequestravisse, or "The Vise" for short. Designed by arcanologists, The Vise was originally a magelock restraint for spell-users under subjugation. Modifications over time have allowed it to help a phagist numb himself to the overwhelming torrent of energy from The Dream and resist magical discord.


Arzhel's Enquiry Into Races

This secondary document features Fading and Enduring races that can be played with DM's permission (and perhaps bribing in the case of Fading races). Some examples:

Ag'arwaen. The Bloodstained are the last remnants of the original fae-touced humanity lifted up by mulvans and armed by kernegyn. Their blood is steeped in harvested magics from the dragons they slew, now waning in modern times.

The Qritani. The Daughters of Ježibaba had their patron's witchwoad permenantly infused into their essence, granting them a modicum of arcane power over the The Great Mother's domains of ice, hexes, and the ancient dryad's own vitality.

Cambions and Dhampirs. These hybrid races have access to minor magics courtesy of their progenitor patron.

Navae Gnomids These subset of gnomids are survivors of the Discord-based catastrophe that created Kreyoyo, also known as The Caldera. Since the magical rending of their souls, they have learned how to wield the leaking essence as weapons and manifest the lifeforce as independent entities.

Common Magic Terms in Seronia

Fount. The part of the soul that grants the innate ability to cast magic.
Balfaug. Disparaging Gnomish word that roughly translates to “thirsty in an evil way”
Discord. An arcane backlash caused by creatures without a fount attempting to access The Dream.
The Dream. Slang for the source for magic
Eidolon. A mortal who has become an unwilling vessel for a supernal. Also known as The Bound
Issh'issh. Agogi slang for "enemy's enemy," referring to the gnomish ban on magic
Kaimelar. Elvish for a vestige magic user, literally “dreamer”
Ovate. A primal agent that channels the Oversoul in order to manipulate the natural world.
Oversoul. The living world and turning wheel of life.
The Painted. Feared outlander warriors who carve and tattoo ancient symbols of power into their flesh.
Phagist. A spellcaster who harnesses volatile magics by consuming raw magical essence.
The Vise. Colloquial term for the sequestravisse, an anti-discord device.
The Sight. The ability to see magical properties and/or sense unnatural creatures.
Snuff. A slang term for vestige magic components for phagists
Summist. A sigil invoker using sacred geometry.

SERONIA'S SETTING

Seronia's Religions

"Faith is cruel because it strips reason from suffering. Otherwise the gods and saints would not be worshipped. Through indiscriminate suffering, humans learn fear and fear becomes their most divine emotion. It is the stones for altars and the beginning of wisdom. Mortals are worshipped in wine and flowers. Gods require blood."

Abyssolithic Faith

A religion that was formed around The Hollow itself, it is common among kernegyn and those that delve into The Hollow often. Instead of believing in supernals or saints, abyssals deify The Hollow, believing that if one loses their life within The hollow, one's soul will descend and rest in the unreachable depths as a spirit, dependent on their own descendants and friends still living to satisfy their soul's impetus through delving in The Hollow and rituals performed.

Ascendant Faith

The Ascendant Faith follows four essential doctrines: the necessity of skill alone for spiritual salvation, the sole authority of self-guiding principles, the belief that ever individual being has the opportunity to live well without the interposition of another person or institution, and honoring but not venerating saints. Saints are those mortals who have passed on as examples of how to live as an ascendant, but do not receive prayer like supernals.

Code of the Sagaz

The Code of the Sagaz is an ancient lifestyle widely embraced by the namesake people of the Crescent Coast, but also lived by some converts. Their communal identity is tied to the core principles of kindness and respect in conflict resolution- everything from familial affairs to war is viewed in this lens. Additionally, a great emphasis is placed on hospitality to strangers. To this point, the leader of the Sagaz is a deposed prince from the nearby lands of Mashrek who opened his city's walls to the gnomid Iron Legion, sparring his people from a siege like those in the Biladi city of Xeifa suffered during the War of Two Dowries.

While the Code of the Sagaz do attribute life and its complex design to a singular Creator entity, followers of the lifestyle tend to focus more on their connection to their people and lands and how they will be remembered among them than any supernal force.

Cult of The Red Veil

A Mashrek based cult, The Cult of The Red Veil believes in the transcendence to undeath as a way to both ultimate survival and harmony with others. In undeath, the soul is the purest form and trappings that are a part of the mortal form such as sexual desires, hunger, drugs, species, wealth, gender, even the afterlife are removed. This allows the soul to shine its brightest- and for a doomed nation state such as Mashrek, to survive. Following The Great Misery, believers began to appear in Levantine, believing the transition to undeath would finally free them from the yoke of the hagiocrats and autocrats. Their presence is limited and secretive though given the capital punishment concerning heresy in those lands.

Cult of the Unwitting Oracle

The Cult of the Unwitting Oracle originates from Iċ-Ċirku, an abandoned Cyclopean funerary complex in the Ashlands of The Shattered Isles. The Cult worships a vessel entity they describe as being, "...coterminous with all of time and space." Through this medium, the cult can communicate with the spirits of those lost to The Shards ("Current Day Events," pg. XX). These communications are believed to be capable of providing useful knowledge about moral and ethical issues, as well as the potential future. As such, members of this cult often work to join judiciary positions and other positions of guidance.

Beyond this, there are no prescribed principles or rules to the Cult of the Unwitting Oracle, nor knowledge of how a vessel entity is chosen. One persistent rumor is that a special faction of devout cultists serve as caretakers for the Unwitting Oracle whose visions either cause the medium to lash out violently or seek an end to their own cursed half-life.

Daken Al-Kimya and Second Face

The Daken Al-Kimya of Bilad is an occult secret society and banking institution, headed by the eldritch figure The Black Pharoah. Membership into Daken Al-Kimya is offered when presented an option to receive payment in their signature black coins. This currency is said to hold the intrinsic value of the person spending the coin, meaning the value of a black coin fluctuates depending on whom is holding it. Through eldritch connections, it determines the personal philosophic value of the service or good being bought to the spender, free of markets and ethics. This assigns a secret value known as "gilt," the currency of souls. An example is that a single black coin spent by a grieving widow hiring an assassin does not hold the same as a jealous, slighted lover hiring one. While they both spend a single black coin, the amount of gilt will determine the true value of the coin and therefore, the skill of assassin it attracts.

This value theory has created an unspoken social philosophy which upholds the Biladi concept of Second Face. It is the belief that every social transaction has good and bad consequences depending on prevailing conditions, so each person should have two faces- one for the unfettered will and one for ethics in society. This Logic-Ethics dichotomy challenges the "incorrigible subjectivity" of ethics as incomprehensible. Ethical thinking avoids cold calculation and weighing judgments on the weights of reason, and when making the hard evaluations of survival and war, ethics does not burden itself with proofs. How does an ethical type survive what the Shamites did under The Red Veil? What exactly is the worth of an ethical person and what can they do? It is this philosophy that the creation of Bilad was founded on and continues to influence their progression into a sovereign nation.

SERONIA'S SETTING

The Eight Pointed Rosette

The dominant religion of Selvandi, the followers of the faith venerate Selvandi's first ruler and now martyred Eternal Queen Mycelle Oren'stan, as well as Mycelle's own chosen ascendant inspiration in St. Inanna. The religions focuses on the exaltation of femininity as the ennobling, spiritual, and moral force of Thorn March's council.

Anyone can follow the tenets of Courtly Love as dictated by The Eight Pointed Rosette, while its acolytes are always non-male presenting to celebrate the femininity of both St. Mycelle and St. Inanna. Acolytes assume the name "Anna of the Eight Pointed Rosette," serving the church for thirty years in chaste contemplation and community service in St. Mycelle's name, eventually training in gladiatorial combat and embracing debauchery in St. Inanna's name. This culminates for some Annas of the Eight Pointed Rosette during a festival known as the Arch of Swords, where chosen acolytes earn the right to enter the Queen's Gauntlet and become the next Queen-in-Waiting, an honorific but arguably most prestigious position on Selvandi's ruling Council of Roses.

The Church also forbids the consumption of meat three days out of the week in Levantese calendar, then Year's Day and The Day of Sacrifice as a reminder of St. Mycelle's mercy to all living things. As this applies to the whole of society, even the Council of Roses will not break the rule (at least in the presence of others). Anyone who eats flesh on a day of mercy is liable to find themselves hauled up before the church courts. It is a sin and will play upon their conscience until they are relived by confession, an indulgence, or a penance imposed by the courts.

The Oversoul

Worship of the Oversoul derives from mulvan beliefs of the world as a living spiritual being. They regard the Oversoul as a pure ethereal spirit diffused throughout all nature, the divine essence that embraces and energizes all life in the universe. The pursuit of understanding the world is regarded as sacred to ovates, often portrayed as a great wheel turning to animate and form nature according to divine proportions. While the world supports mortal creatures, mortal creatures refine the Oversoul in the process of personal growth and self perfection, liberating the life force imprisoned in physical creation.

The Spectrum

The Spectrum is a polytheistic snake-based religion based out of Tamazga, comprised of seven entities corresponding to each color of a rainbow. In recent times, the faith has been crippled following a victory claimed by the Philosophy of Ur. Followers of the Old One known as Yig infiltrated the ranks of The Spectrum, instigating a holy war that saw the destruction of all major temples. However, the victory was pyrrhic as the faithful of The Spectrum claim that they slayed Yig in the final battle- which if true, is the first known case of deicide. Despite this, the Spectrum is still looked to as ancient guiding principles of the Tamazgan people.

Supernal Faith

The dominant religion of Imperium controlled lands and the mandated religion of the hagiocratic kingdom of Levantine, the Supernal Faith refers to the worhsip and recognition of overbeings such as etregites (angelic beings), psychopomps (journeymen for the dead), spireborne (devilish beings), revenants (the victorious dead), and starspawn (elder things). While prominent beings have been named such as those in the Imperium Calendar, they are mostly figureheads originating from apocryphal stories and fables.

The Three

The Three refers to the predominant religion in the Isles of Iniquity. It is a unique triunal faith, comprised of honoring two star-crossed saints, Rion and Cardea, and veneration (or at the very least, fearful acknowledgment) of Malen, an unfathomable monstrous supernal that supposedly lives within the vastness of the Orkaan.

The faith focuses on the lessons taught by the various fables concerning The Three as well as borrowed principles from other faiths. The most well-known is Rion's decision to sail into the heart of The Maw (reaver controlled waters marked by gigantic stalagmite-like ocean spires). In the 11th hour, Cardea decides to not join Rion on what she thought of as a suicide mission. This did not deter Rion, sailing on to never be seen again.

One specific element of the faith preached by ship chaplains is the concept of mortals experiencing three deaths: once when they become a bravo, once when they break their code, and again during biological death.

Philosophy of Ur

The Philosophy of Ur is banned in a number of kingdoms, with death sentences in Levantine and Tamazga for proven followers. It is a complete nihilistic rejection of the fundamental aspects of mortal existence. Ur-priests (an oxymoronic title) seek a return to the Ur-state, a theoretical non-existence embodied by Ylem, the realm of the Old Ones beyond the light of stars. In Ylem, everything from universal truth and knowledge to imposed morality and supernal entities either do not exist or are rendered meaningless. The most common misconception concerning the Philosophy of Ur is that it is not an outright denial of truth, but a denial of our ability to know truth. As such, our existence is an affront to truth at worst, pointless at best.

An emerging subsect known as The Melancholic rose out of the traumatic sundering of the Mulvan. These followers have grown fascinated by all forms of disappearance, examining the loss of their involuntary transparency and seeing introspection and the descent into personhood as the ultimate loneliness.

Wheelers

The Dandies

SERONIA'S SETTING

Seronia's Languages

Including the various regional dialects of humans, there are over 30 spoken languages in Seronia. Some of these languages are very rare, associated with dead races, lost empires, and creatures only the most brave (or foolish) would attract attention to.

At DM's discretion, speaking the base regional dialect of a creature's language allows you to add 1/2 of your proficiency bonus to any untrained Charisma-based checks with the native speaker.

Name Associated with...
Aklo The Old Ones
Am'lu Draconic-supernal hybrid for magical text
Ananke Depowered words of creation
Common The universal trade language
Cyclopean Logograms of the Cyclopes race
Draconic Reptilian races
Elvish Elves
Garg Giants
Gobling Goblings
Gnomish Gnomids
Infernal Demonic creatures
Joynts Cant† Tactile pidgin signing
Kuu Dying Tamazgan dialect tied to the Kohyah
Maynek "My-nick"; overtone language of the Kernegyn
Mips Chemical-based illusions and telepathy of the Mulvan
Palari Cryptolect of Seronia's underworld
Panderin Music-based language of the Pander
Primordial The Oversoul and elemental creatures
Regional Namesake dialect of a human ethnicity
Qri The Frostfallen and the Qritani
Runor An ancient Thulean language
Sylvan Fey creatures
Supernal Extraplanar creatures
Tenguka Whistled phonemic language of the Tengu

† Deaf PCs may choose Joynts Cant as their primary language

Seronia's Calendar

In Seronia, the nations have adopted the Imperium Calendar, marking a year as 13 months comprised of 4, 28 day weeks that ends in a final "Year Day" outside the 13 months. While the universal term is "Year Day," it has many names and festivals depending on the country. Dates are recorded by year, week number (W#), and day number (D#). E.g. January 1st, 2018 would be written as 2018-W1-D1. Year's Day is simply recorded as 2018-Year Day. The 13 months are symbolic of the 13 original missionaries that spread the word of the Supernal faith, uniting the lands to form the hagiocratic nation of Levantine. Votan, The Old Man Who Wields The Rusted Blade, is specifically not part of the calendar despite being part of the worshipped Imperium supernals because he is considered so ancient he exists beyond the measure of time. Each day of the week is associated with the hierarchy of the Supernal. For ease of remembrance, they are listed below with translation:

Seronia Days
Day RL Basis Supernal Namesake
Agday Sunday Agwu, The Divining Spirit Who Rests In The Godtree
Zekday Monday Zedek, The Righteous Champion Who Conquers The World
Cyday Tuesday Cybele, The Absolute Monarch Who Dances On Mountains
Kalday Wednesday Kalika, The Appointed Judge Who Balances The Conflict
Nergday Thursday Nergal, The Raging Sun Who Burns The Scripture
Lemday Friday Lempo, The Secret Disease Who Corrupts The Heart
Ixday Saturday Ixtab, The Hanging Goddess Who Guards The Gallows
SERONIA'S SETTING

SERONIA'S SETTING

Seronia's Currency and Economy

In a departure from traditional D&D currency, Seronia's coinage reflects the scarcity and rareness of materials in addition to the wealth gap that exists between the social classes. An underfed peasant laborer who bears some sort of physical deformity due to an improperly healed injury would likely never even see a gold coin. Therefore, a chest of gold coins is quite literally a king’s ransom rather than the price of a basic suit of armor.

In reality, the major obstacles to collecting materials are purely mechanical: digging deep is hard, forests are distant, and navigating the seas and their storms is often disastrous. In Seronia, the major obstacles are the monstrous foes that exist in every biome- miners have to deal with the horrors of The Hollow, loggers have to deal with fey and other forest creatures of legend, and the Orkaan Ocean is full of monsters and bravos. It's why humanity in this world is so driven to exterminate Old World threats- so that they can enrich their nations and solidify their sovereignty following the economic stagnation and decline caused by war. Without currency, trade and social organization slows to a crawl. Technological developments that affect the course of metal are only feasible within a stable political environment, which is why the secluded gnomish nation of Cam'phi is progressing faster than others. The fact war has never reached their shores has let them work in relative peace for centuries.

Back to the core of fantasy economy, Seronia is fundamentally different: finding ore can mean just digging a mine, but often it will mean sending an expedition into The Hollow. A common scenario in a city such as Kadonyow is for kernegyn miners to delve further with a pickaxe in one hand and a sword in the other, accompanied by trained soldiers. Expeditions like this have hunters to explore ahead and strategists to deal with potential enemies. Acquiring iron is suddenly more like a commando expedition than anything historical. Same goes for woodcutting: you can't cut down a forest without the mulvan, fey, and other dangerous inhabitants looking to defend their home. Lumberjacks are now seasoned warriors, with foremen trained as diplomats used to bargaining with woodland creatures, and ovates that know how to not harm the Oversoul. An old agogi lumberjack that survived his job for decades in Seronia is the real-world equivalent of a seasoned member of an elite military force. This has another repercussion: these historically low-skilled jobs now command far greater wages. People will want to get paid well if behind every tree and under every rock lurks the real possibility of a violent end.

In the last century of Seronia's timeline, there has been a significant hiatus of mining, as well as expeditions to find new resources and trade routes. A series of historical events and wars have had severe social and economic impacts. The Great Misery in Levantine that devastated their population, The Red Veil in Mashrek that destroyed their thriving society, The War of Two Dowries waged by the gnomids that displaced large swaths of the invaded nation's populations and plundered treasuries, the opening of Kadonyow's ciphergate which crippled iron mining and exports for nearly a year, and the destruction of the mulvan homeland of Ilubar which among others caused severe deforestation, also had dramatic influences in metallurgical industry and trade with the loss of their trade routes.

The majority of easily accessible ore deposits have been exhausted. Ores are extracted only from shallow depths or from remnants of former abandoned mines, assuming that the old shafts weren't already sunk by a razing army. The vicinity of the mine to villages or towns is also a determinant factor when deciding about working on site, because of the high cost of material transportation. Thus, more advanced technological achievements have been introduced in order to keep up with the demand in metal. The alchemical laboratory, separating precious metals from the baser ones they are typically found with, is an essential feature of the metallurgical enterprise. Despite this, the great demand of metals, e.g. for armor and coin, cannot be met in a number of civilized lands due to the lack of manpower and capital investment.

In addition, the ancient ruins of Old World races are no longer fortresses full of gold and vaults of magical items (except those deemed deathtraps even by kingdom-funded adventurers). The vast amounts of wealth left behind has mostly been plundered, but kings and nobles still finance expeditions to old ruins, to strip them of anything of value: weapons, tools and materials in Cyclopean ruins for example are often higher quality than anything The New World could make. Gone are the legendary dragons, reduced to a scant few creatures of legendary strength in hiding. Those nations that were lucky enough to secure an ancient dragon's horde are finding themselves down to the last coins and trinkets (investing in a kingdom's hoard is still a form of banking known as Draconic Exchange). This also means ancient families and royal lines that have a horde windfall are powerfully entrenched since their wealth cannot suddenly be dwarfed by a new treasure being found or dungeon being cleared.

This is why gold and silver is less commonly used to make coins. The fiat currency of copper, bronze, and iron is necessary to avoid a potential terrible swing, while making very rare materials that the crown has a monopoly a source of stability. E.g. kernegyn true metal armor. Light and strong, they are useful to everybody, and always keep a baseline worth: even a farmer would like one, in case bandits or goblings attack. A king would like a thousand for his whole army. This allows for the kernegyn of Kadonyow to keep a steady flow of income and necessary imports to their lands for minimal export.

Expensive items, magical items and rare materials are used to trade over long distances: a Zenovan privateer merchant travels to U'nesia to buy spices, why would they carry a boat full of gold when they can carry one single suit of Vonyan plate armor for the same value, a fraction of the weight, and it can be hidden easily from bravos?

Because of all of the above, the demand for mercenaries and bodyguards is suddenly a lot higher: you need people to protect your mines from troglodytes, to protect your farms from beasts and gnolls, to accompany your explorers, to protect your coastline. Experienced armigers would be in high demand, and having knowledge of The Hollow or The Outlands would be important and valued skills. Your players could expect to meet a number of adventurers with similar skills and experience as them, potentially earning them ire with dangerous warriors if they are seen as competition.

SERONIA'S SETTING
Seronia Coins
Coin Type Value in 5E gold pieces
Copper pence (Vonya uses Iron Pence) 1/10th
Bronze pence (Known as Bracelets due to hollow center) 1
Bronze mark (Known as Wreaths because original design had ten flowers on it) 10
Silver mark (Known as Bishops due to white coloring; also a Thulite Hacksilver necklace) 100
Gold piece (Known as Thicks given the girth of the coin) 1000
Platinum Piece (Extremely rare outside of a reward from a kingdom) 5000

SERONIA'S SETTING

PART 2

Core Races of Seronia

Foreword: Race and D&D's Legacy Issues


Designer's Notes

In the half century D&D has been played, part of the legacy of its system is the idea of evil races. Orcs, drow, gnolls, and other non-humans created by demonstrably evil entities were presented in what I call the Gygaxian lens. The authorial intention was to create a clear, obviously evil enemy because the players needed to have something to hack n slash conscientiously. This was supported by the alignment system, which clearly defined "good" behavior and allowed the DM to penalize you for not following it with the loss of in-character powers. This is because in a power fantasy, the loss of power is the strongest possible repimand in-game for behaving badly.

There are several issues with this system: one is that despite these races not being human, their depictions were often based on real-world stereotypes that perpetuated pain felt by marginalized people. As Gygax and other contributors may not have tried to create racial allegories, neither did Tolkien with the Jewish elements found in his dwarven race of stocky, hirsute men who were well-assimilated and largely content to live among their adoptive communities, where they are valued for their craftsmanship. Additionally, dwarves are joined in their longing for their most prized artifact, the “Arkenstone” gem, back in Erebor — and it doesn’t take a rabbinical student to guess at the potential etymology of that particular jewel.

Secondly, forcing players to adher to the alignment system hasn't been conducive to good roleplay in my experience. Even though characters such as Baldur's Gate II's Mazzy Fentan (voiced by the amazing Jennifer Hale) did well with these restrictions, later editions of D&D got rid of class/race alignment requirements to encourage more diversity. The writers at Black Isle went meta with their own commentary on race/class restrictions by having Mazzy ironically deplore that, "It's not likely that the gods are going to revamp the halflings and come out with a third edition." Over my lifetime as a DM, alignment has been shown to best serve as a "suggested code of ethics" to aid in roleplay rather than a hardline of what a player can and cannot do. Otherwise, there is no room for mistakes nor growth, no chance for players to learn genuine lessons, and instead are doomed to repeat the same story tropes over and over.

When creating Seronia's races and cultures, the repeated mantra in my mind when borrowing from real world history has been, "Celebrated, not denigrated." I want the mechanics and lore I provide to emulate my values, so I'm constantly trying to find better ways to convey this without putting the responsibility of emotional labor on the players.

TL;DR if I make mistakes, I want to make things right, so please let me know. - Jesse

Decoupled Stats

When creating a character in Seronia, you'll notice that your stat bonuses coincide with your class rather than your race. This is intentional for mechanical and lore reasons:

  • In the case of mental attributes, certain races being "less intelligent" often doesn't factor in other forms of intellect beyond academics. While the agogi are not a technologically progressive race, their emotional intelligence is arguably more evolved than other warfaring races on Seronia. Given the emotions used in the summist's sacred geometry, an agogi could use this emotional intelligence to produce magical effects just as effectively as a bookworm human.

  • Various factors can influence an individual's physical attributes beyond genetics. While the kernegyn are squat turrets of mineral infused muscle, receiving an inherent bonus to Constitution, it is possible that there exists a kernegyn that grew up constantly malnourished or exposed to sonic trauma that damaged the integrity of their crystalline body. On the other hand, a normally weaker presenting race could have had access to both as much food as they wanted along with the resources of magical or advanced academic healing to avoid any lameness from injuries sustained in childhood.

Real World Representation

When choosing a race, remember that any description of personality or communities are suggestions presented only to convey mental imagery of an alien species and society. To this point, using alignment as a way to describe a community isn't a statement on the race's overall morality. These descriptions are not all-encompassing representations, as that would eliminate player choice and create the sort of unintentional hurtful dichotomy of D&D's legacy.

In addition, many of the human cultures presented in their section have real world inspirations listed with their description. These are there for the same reasons as listed above: mental imagery for imagining the historical adjacent looks, fashion, and/or accents. Some of the heritage mechanics do borrow from their real world inspiration (e.g. the Maltese tradition of Il-quċċija for the Shardo), but hopefully are being done in a tasteful fashion. If you don't believe so, please let me know.

Agogi

“Self, unimportant.”

  • Common Agogi courtesy and acknowledgment ritual (similar to “you’re welcome”)

Easily weighing over three hundred pounds and towering over humans; Agogi are veritable mountains of muscle, covered in leathery reptilian skin and possessing a seemingly gruff demeanor. Unfortunately, this means they are often dismissed as monstrous brutes by the ignorant, a perception that belies a race notable for an extremely altruistic society. Culturally, most Agogi believe helping others and being useful to their community strengthens themselves as much as their neighbors and will eventually raise them up as equals among other races. Even evil Agogi can see this communitarianism as a way to raise their social ranking among others that might look down on their monstrous self.

With a uniquely compelling biological urge to raise children, Agogi are notorious for taking in and raising orphans of any race. The altruistic drive of the agogi sometimes works against them (see "Gnomids"), as they can be exploited when not being rejected outright based on their appearance. However, their ability to supportively organize means that they are usually able to leverage what power they do have in a situation; ranging from worker strikes, to a community-wide exodus, to—in rare cases—concerted violence. Even with considerable care, they can often disturb the surroundings they share with smaller races with little effort, leading to euphemism about the ‘agogi in an apothecary.’ Unless specifically designed to accommodate them, most humanoid furnishings and building layouts force them to slouch, compress, or otherwise carry themselves as small as possible.

Sacred Names

Separate from their ‘common’ names (which are usually related to physical characteristics, professions, or even ideals which can change over time), the agogi believe that knowledge of one’s true name is a very sacred trust. When an agogi shares their name with an individual, there is an exchange of gifts called namestones (typically a textured gem or other mineral). Agogi keep someone’s namestone in their dual-chambered stomach, as the weight reminds them of their namefriend’s constant presence. An exchanged name will typically happen only a handful of times in an agogi’s life. This is as close as traditional agogi come to marriage, as their communal norms extend to erotic and romantic relationships.

The deeds of namefriends (whether agogi or of another race) reflect on both parties. Perhaps even more pronounced than how a parent would feel the pride (and sometimes shame) of their children’s actions is the bond between an agogi and their namestone friend. The nefarious (or in the case of evil agogi, embarrassing) deeds of a namefriend can be enough to warrant an end to their association, or the agogi might kill their disgraced namefriend to reclaim their sacred name (in addition to potentially taking a quest/pilgrimage to make amends for the ill actions).

Example common names: Mudmaw, Bluetongue, Deadhorse, Almslord, Heartguard, Clutchmother, K.C. (initialism for “King’s Counsel”), Ironeye

Example sacred names: Rak’sa, Ke’kas, Pim’bur, Me’gua, Sat’ria, Pen’hir, Ul’ama, Ah’li

Agogi Looks

Hairless, the agogi’s leathery skin is studded with tiny bumps comprised of two to three colors. The most common colors are various shades of green, rust, black and mustard. Some have been found with rarer tones that included gold, red and white. In old age, the skin becomes mottled and hangs loose. Their jaw line is extremely wide, with the corners of their mouths almost reaching their temples. Agogi are sometimes thought to be toothless, but in actuality their tiny serrated teeth are underneath a gum flap which is lacerated during feeding to produce their signature toxic red saliva to aid in swallowing food. While agogi do have claws present on their hands and feet as well as a nub-like vestigial tail, they are too stunted to be of any effective combat use.

Agogi Personality

Since the mouth is the most dangerous part of the agogi, they have a societal impulse of being laconic, often speaking concisely (or even avoiding speaking) to the point of bordering on terse. Some agogi hide their mouths with veils or decorative muzzles, forcing them to speak softly and quietly. This care to avoid threatening facial and verbal cues is another reason why a namestone is so important to them, as agogi can have full communication (via telepathy) with their bonded without opening their mouths.

With only a few taste buds in the back of their throat, the Agogi can eat almost anything, with some communities living almost entirely off carrion including, much to the horror of other races, their own dead. Agogi lead communities often have a monthly feasting festival, with an emphasis on fresh offerings.

Agogi-dominate communities tend to lean towards neutral good, as adherence to laws that clash with their cultural norms and mores don’t sit right with them. They typically have a greater devotion to helping others in their community over helping a leader or king. While evil Agogi are rare, if they are clever enough to hide their base motivations they can amass considerable power and/or do tremendous damage to an altruistic agogi community before being found out.

Agogi Adventurers

Agogi adventurers are usually motivated by a desire to pursue the accumulation of wealth in order reinvest a sizable portion in their chosen community, or based on a compelling need of their kin or kith. Good agogi will sponsor apprenticeships or build communal buildings like feast halls and baths with their spoils, while more selfish agogi might invest in monuments and great works to be worthy of remembrance once they’ve left for further adventure. Agogi adventurers also often have their career launched based on the need to help a specific namefriend or—on the opposite end of the spectrum—to right wrongs committed by/recover a name from a former namefriend.

Their childrearing and communitarian instincts can cause agogi to “adopt” adventuring parties as their own clutch, wishing to travel with them in order to ensure their safety, watch them grow as individuals worthy of their pride, or ensure the party continues to serve a path deemed by the agogi as best for their community.

SERONIA | RACES

Agogi Traits

As an Agogi, you gain an assortment of inborn abilities.


Age. Agogi reach maturity around age 13 and rarely live longer than 75 years.


Size. Agogi are powerfully built reptilian humanoids. With most around seven feet tall and weighing over 300lbs, they push the limits of most conventional housing. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Bite. Your ridged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


Hard to Kill. . When you succeed on a death save, you can regain a number of hit points equal to your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race). You can’t use this trait again until you finish a long rest.


Dual Chambered Stomach. You can swallow objects to spit out later, storing them in a thick, pouch-like chamber that protects against sharp objects, their own digestive juices, and blocks The Sight and other detect magic effects from sensing magic items being stored internally. The capacity is equal to a pouch (as per Adventuring Gear), holding up to 1/5 cubic foot/6 pounds of gear. Fetching up a stored item is an action, while swallowing a stored item such as a potion is a bonus action.


Red Saliva. You can use your action to serrate your gums to produce viscous, bloody saliva for 1 minute. During this time, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with your Bite or spells with verbal components. The extra necrotic damage equals your level.

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


Lexical Difficulty. You can speak, read, and write your racial language of Draconic only and can only learn up to three other languages, one of which must be Common.

Varan Agogi

The Varan are the most common agogi, descendants of resettled and colonized tribes following their devastating war with the gnomid.


Extreme Omnivore. You can consume nearly anything that can provide sustenance, gaining advantage on saving throws against disease and becoming Poisoned.


Still and Silent. You gain proficiency in the Stealth skill. Additionally, you can sign and understand Joynts Cant. This does not count towards your maximum amount of languages.


Nourishment. As an action, you can consume food or alcohol to gain 1d4+4 temporary hit points for one hour. If the nourishment is currently stored in your dual chambered stomach, you may use this feature as a bonus action instead.

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

Mazoi Agogi

The Mazoi are desert dwelling agogi, often becoming adventurers to support their tribe back in the Tel'Mazo desert.


Desert Adaptation. You're naturally adapted to extreme heat (DMG, pg. 110). Additionally, you ignore difficult terrain in deserts.


Archer Training. You gain in cartographer’s tools and all bow-like weapons. Additionally, if you gain the Fighting Style class feature, you may add Mazoi Archery (pg. 32) to your list of options.


Trade Tongue. You can speak, read, and write Common.

Avani Agogi

The Avani descend from the terrifying seaspawn in the Orkaan, adapted to a life among ships and the open ocean.


Amphibious. You can breathe both air and water.


Deep Sight. You are specially adapted to the lightless depths of the oceans, but not to air-filled environments. You have blindsight of 60ft while underwater, but do not gain this benefit out of water.


Swimmer. You gain a swimming speed equal to your walking speed. Additionally, whenever you make a Constitution check for Forced March from swimming, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

SERONIA | RACES

Elf

Proud and reclusive, elves are a result of genetic drift from their progenitors, the Ag'arwaen. After The Sundering of their draconic leaders, the Ag'arwaen could no longer perform their blood rituals that extended their lives and created them. Thus, those remaining bred with each other in hopes of keeping their powers alive. Instead, it led to sickness and deformity, forcing the ag'arwaen to bred with humanity in order to keep from fading away. This led to the belief of human-ag'arwaen bringing disease, earning these offspring the name "elf," a common tongue gloss for "evil folk."

The Imperium's official doctrine views elves as being more or less like people, yet outside Supernal cosmology.

Elf Traits

As an elf, you gain an assortment of inborn abilities.


Age. An elf typically claims Adulthood and an adult name around the age of 100 and can live to be 500 years old. Death elves have extended lifespans and can live to be 1250 years old.


Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Keen Senses. You have proficiency in the Perception skill.


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

Ar'anya (Free Elf)


Deadly Grace. You have proficiency in the Acrobatics skill. Additionally, if you gain the Fighting Style class feature, you may add Eruanno (pg. 32) to your list of options.


Poisoner. You have proficiency in the poisoner's kit.


Fleet of Foot. Your base walking speed increases to 40 feet.


Forestall. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Kadar'del (City Elf)


Elvish Swiftness. 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.


Deft Scaler. You gain a climb speed equal to 30 feet.


Urban Camouflage. You can attempt to hide even when you are only lightly obscured by crowds, smoke, structures, and other urban features.


Streetwise. You gain proficiency with one of the following skills of your choice: Deception, Intimidation, Persuasion, Sleight of Hand, and Stealth. In addition, you can read, speak, and write one regional language of your choice.

Ver'grim (Green Elf)


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


Greenwoods Training. You have proficiency with all bow-like weapons and ignore rough terrain in dense forests.


Tool Proficiency. You gain proficiency with the woodcarver's tools.


Fae Bloodline. You have advantage on saving throws against being charmed, and you can cast the charm person spell once using this trait. You regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for it.

Half-Elf Variant

Existing in two worlds that historically have hated and tried to kill one another, half-elves are the manifestation of the often star-crossed love of their elf and human parents. They often have more privileges than their elvish parent in human society while also having less than their human parent. The same is true but in reverse for those raised among elvish communities. Given this and their differences in age and maturation compared to both races, half-elves are often wandering outsiders who must keep a cool head while trying their best to find a community that embraces them.


Age. Half-elves mature at the same rate as humans, with an average lifespan of 150-180 years.


Alignment. Half-elves tend toward neutral alignments among both human and elvish settlements, with the axis of good and evil influenced by their upbringing.


Size. Half-elves take after their elvish parent's height and weight, sometimes taller than their human parents. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Keen Senses. You have proficiency in the Perception skill.


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


Equanimity. You gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Medicine, Performance, and Persuasion.


Marginal Elf Trait. Existing within two different cultures, you choose one elf marginal trait to reflect your elvish roots:

Marginal Ar'anya Trait. Your base walking speed is 35 feet. Additionally, you have proficiency in the poisoner's kit.

Marginal Kadar'del Trait. Choose one: you gain the Urban Camouflage or Elvish Swiftness elf trait of the same name.

Marginal Ver'grim Trait. You gain the Cantrip elf trait of the same name.

Variant: Half-Ag'arwaen

If you create a Human Dominant Half-Race (SMD, pg. 17), you may select the Hematurgy trait as your Elf Marginal Trait. Such a creature would be even rarer than a traditional Ag'arwaen however.

SERONIA | RACES

Gnomid

Secular and brilliant, the gnomes are the most technologically advanced race on Seronia. They exist within a caste system that eschews gods and magic in favor of critical thinking and science. Two predominant factions exist within the gnomish castes: imperalists and anti-imperalists. The imperalists believe that the future for gnomish society is to go out and invite other races (or conquer if they refuse) to experience gnomish society and uplift them with technology and intellect. The anti-imperalists believe non-gnomes will never be able to think or appreciate gnomish invention and should be left to their own devices, focusing their time and wealth on insular progression.

Gnomid Traits

As an gnomid, you gain an assortment of inborn abilities.


Age. A gnomid reaches Adulthood at the age of 20 and generally lives into the middle of their first century.


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


Speed. Your base walking speed is 25 feet.


Nimbleness. You can move through the space of any creature that is of a size larger than yours.


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


Skeptical. You gain proficiency in the Insight skill.


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

Ricadore Jeràrq

Members of the ricadore jeràrq are descendants or members of the gnomid military houses that support the Great Company. Their schooling and high society places strong emphasis on gunnes and gnomid technology from birth, with their lives mostly a position of privilege.


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


Gunne Culture. You gain proficiency in artisan’s tools (tinker’s tools) and all gunnes.

Ferradore Jeràrq

Ferradores are the members of the lower city, living in perpetual smogged twilight from the Great Company and below the suspended cities and airships of the ricadores. They are the working class gnomid, survivors of reckless industry.


Tool Proficiency. You gain proficiency with any artisan’s tools of your choice.


Lowlight Vision. You have proficiency in the Perception skill. Additionally, you ignore disadvantage on Wisdom (Perception) checks that rely on sight in lightly obscured areas, such as dim light, patchy fog, or moderate foliage.

SERONIA | RACES

Human Traits

Across all records of Seronia, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to kernegyn and mulvan. Despite this, humans have used war and commerce to prove to the elder races that they are the new dominant force of Seronia.


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


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.


Eternal Hope. You have advantage on saving throws against being Frightened. 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.


Cultural Immersion. Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. You gain proficiency in one tool or language of your choice.


Heritage Trait. Choose a human ethnicity. You gain a heritage trait of your choice.


Languages. You can speak, read, and write Common and your regional language.

Biladi Heritage

From a rich, coastal oasis, the Biladi are masters of the unspoken word and unseen step (Arabic/Lebanese)


Subterfuge. You have proficiency with the Deception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.


Second Face. You have proficiency with one gaming set of your choice, disguise kit, and the Stealth skill. You have advantage on all Stealth checks made while within urban terrain.

Inix Heritage

Born on the Isles of Iniquity, the Inix are raised for a harsh life at sea (Marabou)


Seaborn. You have proficiency with the Athletics skill and Vehicles (Water). You have advantage on all Athletics checks made while swimming. You can hold your breath for 15 minutes before risking suffocation (replaces the calculation on PHB pg. 183).


Bravo Training. You have proficiency with the longsword, whip, battleaxe, net, and light armor. You have proficiency with one firearm of your choice.

Kor Heritage

The hill folk of Kor'dren are often employed as high-end, unbreakable mercenaries (Scottish/Irish)


Healthy. You have advantage on saves against diseases. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.


Resilient. You have Resistance to psychic damage. 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.

Levantine Heritage

After plague and war, the Hagiocratic Levantine seized power from the Aristocratic Levantine (Italian/German)

Hagiocratic

Theology Studies. You have proficiency with the Religion skill and can speak, read, and write Supernal. You have advantage on all Religion checks to identify undead and supernals.


Unshakeable Faith. You have Resistance to psychic damage. You have advantage on saving throws against being Frightened and Charmed.

Aristocratic

Knight Training. You have proficiency with light and medium armor. You have proficiency with the longsword, greatsword, lance, and halbred.


Lesser Noble. You have proficiency with the History and Persuasion skill. Your starting money is increased to 375 bp.

SERONIA | RACES

Mashreki Heritage

The Mashreki value magic above all, using it to bring ruin to their enemies and elevate their country (Turkish/Indian)


Janni Blood. You have Resistance to fire damage. You're naturally adapted to extreme heat (DMG, pg. 110). When you aren't wearing armor, your AC is equal to 12 + your Dexterity modifer. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.


Mashreki Magic. You know the produce flame cantrip. You can safely ingest level one snuff (pg. 85). Your threshold for magical Discord is equal to your proficiency bonus. When you reach 3rd level, you learn burning hands. When you reach 5th level, you learn pyrotechnics. Charisma is your spellcasting ability for these spells.

Sagaz Heritage

Religious bandits from the Crescent Coast, the Sagaz are organized by a disposed prince (Habiru)


Bandit Training. You have proficiency with the Perception and Stealth skills. In addition, you are proficient with the scimitar, short sword, and longbow.


Efficacy of Prayer. As an action, you can offer up a prayer to gain the benefits of an enhance ability spell. You can substitute the material component of the spell for touching your religious symbol, anointing your forehead with ash or oil, a sip of wine, or a similar act of deference or respect (with DM's approval). You regain use of this feature when you finish a long rest.

Selvandan Heritage

Descended from idealistic heroes, the Selvandan hold their fledgling kingdom together in a dangerous feywild lands (Panethnicity)


Feywild Studies. You have proficiency with the Arcana skill and can speak, read, and write Sylvan. You have advantage on all Arcana checks to identify fey and their court absurdities (including traps).


Education. You have proficiency with the Investigation skill. You speak, read and write two languages of your choice. Choose two: you gain proficiency with any artisan tool or musical instrument of your choice.

Shardo Heritage

The Shardo are cursed islanders whose unique culture is a result of a millennium of random fugue states (Maltese)


Il-quċċija. All Shardo go through a birthing ritual that is said to determine their path in life. You gain proficiency in two skills and one tool of your choice.


Awguri. You get 3 luck points a day. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d4 and add the number rolled. Whenever you use a luck point on a roll, the DM gets a luck point to use on a future roll against you. You regain your expended luck points when you finish a long rest.

Tamazgan Heritage

Following the death of their religion, the Tamazgan are constantly fighting against savage predators, cult fragments, and colonialization (African)


Tamazgan Armaments. You have proficiency with the spear, short sword, wheellock rifle, and shields.


Venom Rituals. You have proficiency with poisoner's kit. You known the poison spray cantrip. When you reach 3rd level, you can cast the stinking cloud spell once per day. Constitution is your spellcasting modifier for these spells.

Thulite Heritage

A shattered warrior people following a failed war, the Thulite struggle to rebuild without the Old Gods (Norse/Viking)


Tempered by Ice. You ignore difficult terrain in arctic and mountain enviroments. You have advantage on Wisdom (Survival) checks to Hunt & Forage, Navigate, and Set Traps travel Actions. 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.


Military Training. You have proficiency with the Runor language (granting advantage on Persuasion and Perform against Thulites), the longsword, battle axe, warhammer, and shields.

Vonyan Heritage

The Highborn Lords of the Iron Mountain command steel through imbued magics, while the Lowborn toil away underneath their rule (Russian)

Highborn

Ironblood. You know the mending cantrip, except it only functions on objects with a majority of metal components. You can cause a touched piece of iron or steel to grow into a simple object weighing up to 10 pounds, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. After you use Ironblood, you can’t use it again until you complete a short or long rest.


Coerce. You have proficiency with the Intimidate skill. You have advantage on Persuasion checks to gather information and Intimidate checks to force an opponent to act friendly towards you.

Lowborn

Working Class. You gain proficiency with two tools of your choice: carpenter's tools, cobbler's tools, cook’s utensils, glassblower’s tools, potter’s tools, or weaver’s tools and add double your proficiency bonus to the check, instead of your normal proficiency bonus.


Conditioned. You have Resistance against poison damage. You only need the smallest amount of food to sustain yourself, functioning as if you don't need to eat. You are naturally adapted to cold climates.

SERONIA | RACES

Weiwu Heritage

Descendants of Thulite and Yueshi pairings, the Weiwu are the result of a constant war for land (Eurasian)


Border Guardians. Weiwu are proficient with the longsword, halberd, arquebus, longbow, Vehicles (Land), and light armor. Your unarmed strikes deal 1d4 bludgeoning damage.


Blood Vengeance. Whenever one of your allies is reduced to negative hit points or killed, you may call for blood vengeance as a reaction. On your next turn, when you make a melee weapon attack, you gain a +1 bonus to the damage roll and you have resistance to non-magical bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them.

Blood vengeance lasts for 5 rounds. 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. When blood vengeance ends, you must finish a long rest before you can use it again. If another ally falls before the duration ends, blood vengeance lasts for an additional 5 rounds. You cannot use blood vengeance if you have three or more levels of exhaustion and excludes conjured or summoned allies.

Yueshi Heritage

The Yueshi have a societal tradition of swordsmanship, instilling discipline, honor and duty (Japanese)


Kengeki. You are trained from birth in combat. You have proficiency with four martial weapons of your choice.


State of Calm. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Intelligence 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.

Zenovan Heritage

The Zenovans come from a honorable but ruthless plutocracy, trained in commerce and combat (Merovingian)


Privateer Training. You have proficiency with navigator's tools and Vehicles (Water). You have proficiency with the longsword, rapier, flintlock pistol, blunderbuss, and light armor.


Silver Tongue. You have proficiency with the Persuasion skill. You can cast the enthrall 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. Charisma is your spellcasting ability for this spell. This is a non-magical effect.

Variant: Human Dominant Half-Race

Half-elves and half-goblings are conveyed as dominant on their non-human side. The following is a variant that instead presents a more human-dominant selection, both physically and culturally, such as when one parent is biracial themselves.


Human Marginal Trait. Choose one: you gain the Eternal Hope human trait or one trait from the Marginal Traits table based on your human parent (see left). Then, choose one of the following marginal traits based on your non-human parent (see below).


Elf Marginal Trait. Choose one of the following: Fleet of Foot elf trait, Urban Camouflage elf trait, or Greenwoods Training elf trait.


Gobling Marginal Trait. Choose one of the following: Darkvision gobling trait, you gain proficiency in two martial weapons and one musical instrument of your choice, or you gain proficiency in light and medium armor.


Languages. You can speak, read, and write Common, your non-human parent's language, and your human parent's regional language.

Biracial Humans

You can choose to have your human come from various genetic or cultural backgrounds. This is often represented by a mixed parentage, but can also be due to growing up in a different country because of a childhood event.

To create a biracial human, simply choose two different human variants and select one special quality from each. When making these choices, keep in mind your character's background. Simply moving to Vonya would not give you their Ironblood ability, nor being born in Zenova and moving to a landlocked country assist in learning Privateer Training.

Here are some various terms for biracial humans in Seronia:

  • Nuhas. From Biladi for “copper,” it can mean any combination of brown skin
  • Bu'jo/Bu'ja. Male and female racial term for a mixed Inix or Tamazgan, typically with colonists or pirates
  • Mestis. Levanese military term for anyone not Levantine, now used to describe mixed ethnicity in their country.
  • Ainoka. Yueshi term for being biracial
  • Wagner. A common bastard surname that originated from the Wagoner Rebellion in Levantine
  • Mulus. Mashreki term for “mule,” meaning a child born with a foreign or non magic using mother; very pejorative.
  • Rzuvchinet. Highborn Vonyan insult; “rust.” Lowborn shorten this to “Zuvs” and use it in a less disparaging fashion.
  • Mhac'inkor. Kor'dren surname for biracials and bastards; “son of Kor,” used if they have a Kor parent.
  • Iz- Surname suffiz used in both Bilad and Mashrek; used by bastards to denote "is" followed by their chosen profession or other identifying marker, nickname, etc.
  • Folja. Kernegyn word for “twain”
  • Ssetenga. Agogi word for "half"
SERONIA | RACES

Biracial Human Traits


Worldly. You lose the Eternal Hope human trait.


Languages. You can speak, read, and write Common and both of your parent's regional languages.


Marginal Traits. Existing within two different cultures, biracial humans choose any two of the following heritage traits based on their background:

Marginal Traits
Human Heritage Available Traits
Biladi Subterfuge, Second Face
Inix Seaborn, Bravo Training
Kor Healthy, Resilient
Levantine (Hagiocratic) Theology Studies, Unshakeable Faith
Levantine (Aristocratic) Knight Training, Lesser Noble
Mashreki Janni Blood, Mashreki Magic
Sagaz Bandit Training, Efficacy of Prayer
Selvandan Feywild Studies, Education
Shardo Il-quċċija, Awguri
Tamazgan Tamazgan Armaments, Venom Rituals
Thulite Tempered by Ice, Military Training
Vonyan (Highborn) Ironblood, Coerce
Vonyan (Lowborn) Working Class, Conditioned
Weiwu Border Guardians, Blood Vengeance
Yueshi Kengeki, State of Calm
Zenovan Privateer Training, Silver Tongue

Biracial Height and Weight

Consult Table: Human Random Height and Weight on pg. 18 for a general idea on what your parent's sizes could have been. Convert the father's height and mother's height into inches (12 inches = one foot) and add both of them together. Divide the sum by twelve, then divide that new number by two. For weight, add both of your parent's weights together in pounds and divide by 2 for male, 3.5 for female, and any number from 2 to 3.5 for dīvum. This is baseline only and doesn't necessarily reflect a character's lifestyle choices and wealth privilege.

Third Gender: Dīvum

While known by different names in other countries and race's tongues, the commonly accepted term for the third gender in Seronia is dīvum. While dīva occur in all races, it seems to occur frequently amongst biracial offspring and identical twins. Dīvum refers to the fact that some deific figures in the supernal faith present both masculine and feminine qualities. To find height and weight for a dīvum character, simply average your results between both male and female counterparts or choose whatever one fits you best.


Dīvum Declension

To help with implementing dīva into the linguistics of your NPCs, here are some various forms of the word:

Case Singular Plural Example
Nominative dīvum dīva The dīvum saw her.
Genitive dīvī dīvōrum That is the dīvī's sword.
Dative dīvō dīvīs They gave the dīvīs water.

Here are some terms used by non-human races in Seronia:


Onóna/Ónoni. Singular and plural Mulvan word, translates to "twin-born."


Hys-ha-hys. Kernegyn idiom meaning "altogether"


Berbar/Berkbar Singular and plural agogi word, translates to "twin"


Gadweth/Gadwetha. Singular and plural Gnomish word, translates to "union" (from gadwi, meaning twins)

SERONIA | RACES
Table: Human Random Height and Weight
Ethnicity & Gender Base Height Height modifier Base weight Weight Multiplier Ethnicity & Gender Base Height Height modifier Base weight Weight Multiplier
Biladi male 4'10” 2d6 100lbs X 5lbs Selvandan male 4'10 2d10 120lbs X 5lbs
Biladi female 4'6” 2d6 80lbs X 5lbs Selvandan female 4'5 2d10 85lbs X 5lbs
Inix male 4'9" 2d8 105lbs X 5lbs Tamazgan male 5'0” 2d6 90lbs X 5lbs
Inix female 4'5" 2d8 75lbs X 5lbs Tamazgan female 4'7" 2d6 70lbs X 5lbs
Kor male 5'0" 2d10 130lbs X 5lbs Thulite male 4'11” 2d12 125lbs X 5lbs
Kor female 4'8" 2d10 90lbs X 5lbs Thulite female 4'6" 2d12 85lbs X 5lbs
Levanite male 4'11" 2d10 105lbs X 5lbs Vonyan male 5'0" 2d8 120lbs X 5lbs
Levanite female 4'7" 2d10 80lbs X 5lbs Vonyan female 4'6" 2d8 65lbs X 5lbs
Mashreki male 5'1 2d6 100lbs X 5lbs Weiwu male 5'0" 2d8 110lbs X 5lbs
Mashreki female 4'7 2d6 80lbs X 5lbs Weiwu female 4'10" 2d8 80lbs X 5lbs
Sagaz male 4'11 2d10 100lbs X 5lbs Yueshi male 4'10" 2d6 110lbs X 5lbs
Sagaz female 4'7 2d10 75lbs X 5lbs Yueshi female 4'8" 2d6 75lbs X 5lbs
Shardo male 5'0" 2d6 120lbs X 5lbs Zenovan male 4'9" 2d10 120lbs X 5lbs
Shardo female 4'8" 2d6 85lbs X 5lbs Zenovan female 4'7" 2d10 65lbs X 5lbs

SERONIA | RACES

Dwarf

Known as the kernegyn in their native tongue, Dwarves in Seronia are descended from elemental bloodlines, deep in The Hollow where they remained as slaves for draconic overlords until their eventual uprising.

As slaves, they built immense underground complexes for draconic masters, some of which still survive to this day as communities known as a dhor-eglos, or "underground temple." Their only claimed territory is the interconnected mountain range metropolis of Kadonyow, which serves as the main base for delving into The Hollow to locate and secure dangerous magical relics from their past civilization.

Dwarf Traits

As a dwarf, you gain an assortment of inborn abilities.


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.


Size. Dwarves stand between 5 and 5 and a half feet tall and average about 200 pounds. Your size is Medium.


Speed. Your base walking speed is 25 feet, but your speed is never modified by armor.


Darkvision. You can see in the dark up to 60 feet.


Mineral Infusions. Your skin, skeleton, and muscles are reinforced by naturally occurring complex carbon structures. When you aren't wearing armor, your AC is equal to 14 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. In addition, your body treats Jeweler's tools as a Surgeon's kit for repairing a Damaged Organ or Devastated Limb.


Tool Proficiency. You gain proficiency with any artisan’s tools of your choice.


Languages. You can speak, read, and write Common, Dwarven, and Maynek.

Torrghanti


Abyssian Training. You gain proficiency in any combination of two Strength, Dexterity, or Wisdom skills.


Deep Delver. You can move through natural difficult terrain while underground (including caves) or narrow passages that require squeezing at their normal movement rate and without penalty. In addition, you ignore altitude sickness from low elevations up to 20,000 feet.


Equilibrium Sensitivity. While at sea level or higher elevation, your brain begins to overheat, affecting your perception and balance. You cannot differentiate color. In addition, you have disadvantage on Dexterity (Acrobatics) checks that rely on balance and Wisdom (Perception) checks that rely on listening.


Superior Darkvision. Your Darkvision radius improves to 120 feet. You can see perfectly in darkness of any kind, including that created by spells.


Relic Knowledge. Whenever you make an Intelligence (Arcana) check related to magical items, you are considered proficient in that skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Additionally, you may attune to one more magic item than normal.

Gorfagel


Elemental Burst. You know the elemental burst cantrip. Constitution or Charisma (your choice) serves as your spellcasting modifier.


Koslu Member. You gain one of the following bonuses, depending on which koslu you belong to:

Alk-parys (Metal clan). You gain proficiency in the battle axe, bladed crossbow, warhammer, and longsword. Additionally, if you gain the Fighting Style class feature, you may add Om-blabo (pg. 33) to your list of options.

Dor-parys (Earthquake clan). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on hit.

Mog-parys (Smoke clan). Beginning at 5th level, you can summon a smoke elemental from any source of fire (as per dust devil, except it does not require debris). Constitution or Charisma (your choice) serves as your spellcasting modifier. Once you use this trait, you can't use it again until you finish a long rest.

Ven-parys (Sulfur clan). Choose one: you gain proficiency with the herbalism kit, brewers supplies, alchemist kit, or poisoner's kit. Additionally, you are immune to inhaled poisons, toxic gases, and noxious vapors such as those from stinking cloud and natural vents.

Oyl-parys (Oil clan). As an action, you can anoint a creature in holy oil secreted by you 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.

New Cantrip

Elemental Burst

evocation cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a burst of elemental energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 damage. Choose one of the d4s. The number rolled on that die determines the damage type, as shown below:

d4 Damage Type
1 Cold
2 Fire
3 Lightning
4 Acid

This spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

SERONIA | RACES

PART 3

Classes of Seronia

Armiger

(Alternate Fighter)

Combat Specialists

After the annulment of a controversial assumption of arms law from Imperium-controlled lands (known as The Inspections), the privilege of pedigree was no longer required to carry steel in a majority of human settlements. This gave rise to a new profession: the armiger, one who bore arms and armor by the right of their own skill.

Not every city guard, militia member, or professional soldier is considered to be an armiger. Born with an innate talent with the armaments of war and a keen battle instinct, a true armiger cannot resist the call of battle and adventure. If they could do anything else they would, but it is only by their gifts for violence do they have a hope of surviving the cruelty of Seronia.

Evolving Warfare

Any warrior can swing an axe. However, the armiger wields weapons and armor as an extension of their very self, transforming upon the battlefield into a force of nature.

Class Features

As an Armiger, you gain the following class features.

Ability Score Increase

Choose one: your Strength or your Dexterity increases by two. Additionally, your Constitution increases by 1.

Hit Points


  • Hit Dice: 1d10 per armiger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per armiger level after 1st

Proficiencies


  • Armor: All armor and non-tower shields
  • Weapons: simple and martial weapons, firearms
  • Tools: One set of artisan's tools of your choice
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Athletics, History, Intimidation, Perception, Stealth, and Survival

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) mail and plate armor or (b) jack of plate, a flintlock pistol, and a d6 ammo pouch.

SERONIA | CLASSES
SERONIA | CLASSES
The Armiger
Level Proficiency Bonus Features Expertise Dice Expertise Die
1st +2 Fighting Style, Second Wind (1)
2nd +2 Martial Maneuvers 2 d6
3rd +2 Know Your Enemy, Warrior Archetype 2 d6
4th +2 Ability Score Improvement 3 d6
5th +3 Extra Attack (1) 3 d8
6th +3 Action Surge (1) 3 d8
7th +3 Archetype Feature 3 d8
8th +3 Ability Score Improvement 4 d8
9th +4 Indomitable (1) 4 d8
10th +4 Archetype Feature 4 d8
11th +4 Extra Attack (2) 4 d10
12th +4 Ability Score Improvement 5 d10
13th +5 Indomitable (2) 5 d10
14th +5 Ability Score Improvement, Second Wind (2) 5 d10
15th +5 Archetype Feature 5 d10
16th +5 Ability Score Improvement 6 d10
17th +6 Extra Attack (3), Indomitable (3) 6 d12
18th +6 Archetype Feature 6 d12
19th +6 Ability Score Improvement 6 d12
20th +6 Action Surge (2), Relentless Warrior 6 d12

Multiclassing

Prerequisites. To qualify for multiclassing into the armiger class, you must met one of these prerequisites: Strength 13 or Dexterity 13.

Proficiencies. When you multiclass into the armiger class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, martial weapons, and one firearm of your choice.

Fighting Style

At 1st level you choose a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style.

Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.

Breacher

When you make a ranged attack at a creature within 15 feet of you and you roll a 1 or 2 on the damage die, you can reroll the damage die and must take the new roll, even if the number is a 1 or a 2. The weapon must have the scatter property in order to gain this benefit.

Búbmaz

You are trained in búbmaz, a gobling shield based fighting style meaning "pig head." You can use a shield as a martial melee weapon. On hit, you deal 2d4 bludgeoning damage. If you are wielding a shield and no other weapons, you gain a +1 bonus to both your damage rolls with shield attacks, and to your Armor Class.

Chausson

You are trained in chausson, a combat form that originated from boarding combat within the Isles of Iniquity, granting you the following benefits:

  • For you, unarmed attacks deal 1d4 bludgeoning damage on hit. Each time your Extra Attack class feature improves, your Unarmed Strike’s damage increases by an additional dice size (1d6 at 5th, 1d8 at 11th, and 1d10 at 17th)
  • When making an attack roll with a net against a creature within 5 feet, you do not have disadvantage on the roll.
  • When you take the Attack action on your turn, making an attack with a net only takes the place of one attack.
SERONIA | CLASSES

Deadeye

You get a +2 bonus to attack rolls you make with martial and simple ranged weapons, as well as longarms which do not have the bulky or scatter property.

Defensive Fighting

While wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.

Dual Wielding

When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.

Dueling (Revised)

When you are wielding a one-handed weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Eruanno

You are trained in eruanno, the elvish combat form that emphasizes graceful aggression. While you are wielding only light weapons, your movement speed increases by 10 feet and you gain a +2 bonus to your damage rolls with light weapons, so long as you are not wearing medium armor, heavy armor, or wielding a shield.

Great Weapon Fighting (Revised)

When you roll a 1 or 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the damage, though you must use the new roll, even if the new roll is a 1 or a 2.

The weapon must have the heavy, versatile, or two-handed property to gain this benefit.

Imperium Fencing

You've studied Imperium fencing, based on former judicial dueling techniques turned aristocratic sport. While you are wielding a finesse weapon and nothing in your other hand, you gain a +1 bonus to attack rolls and a +2 to your Armor Class so long as you are not wearing heavy armor.

Marine Fighting

When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.

Mazoi Archery

You've trained with the greatbows of the Mazoi. You can use your Strength score, in place of your Dexterity, for attack and damage rolls with greatbows, longbows, and shortbows.

Om-blabo

You've studied om-blabo, a kernegyn combat form that emphasizes a balance of attack and defense. When wielding a versatile weapon with two hands you gain a +2 bonus to damage rolls. When wielding a versatile weapon with one hand, you gain a +1 bonus to both your attack rolls and your Armor Class.

Phalanx

You can now wield a two-handed melee weapon, heavy crossbow, light crossbow, or a longarm with a shield, but you must use an action to brace the weapon against the shield in order to attack with it. The weapon stays braced in this way as long as you move no more than 10 feet during your turn. The weapon loses any benefits you gain from using it with two hands while braced.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a melee weapon or a shield to use this reaction.

Street Fighting

You gain proficiency with improvised weapons. Once per turn, when you hit with a improvised weapon attack, you can roll the damage die twice and take the higher roll. When you do this, the improvised weapon is destroyed and cannot be used for further attacks.

You can't use this feature to destroy magical objects.

Thrown Weapon Fighting

When you attack with a weapon that has the thrown property, you gain a +2 bonus to attack rolls.

In addition, you can draw a weapon that has the thrown property as part of the attack you make with the weapon.

Wrestler

When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as your have a free hand to do so. Also, you can drag grappled creatures up to your full movement speed.

Cultural Fighting Styles

While a number of these new fighting styles convey the cultural history of Seronia's warfare, the mechanics of each can be adapted to suit a character that doesn't have an associated background.

E.g. Chausson is an option for those wishing to make an "unarmed armiger" brawler archetype. In this case, replace the net mechanics with the following benefit: "While you are unarmed, you have advantage on Strength (Athletics) checks made to Shove."

Second Wind

Starting at 1st level, you can use a bonus action to regain hit points equal to 1d10 + your armiger level. Once you do so, you must finish a short or long rest before you can do so again.

When you reach 14th level in this class, you can use this feature twice before you must finish a short or long rest.

SERONIA | CLASSES

Martial Maneuvers

At 2nd level, your training sets you apart from other warriors. This skill is represented by Martial Maneuvers that you can use in combination with your attacks, ability checks, and saving throws. They are fueled by a pool of special Expertise Dice.

Expertise Dice

The Armiger table shows how many Expertise Dice you have to perform your Martial Maneuvers. To use an Maneuver, you must expend one of these Dice. You can only use one Maneuver per attack, ability check, or saving throw and you regain all expended Expertise Dice when you finish a short or long rest.

Your Expertise Dice begin as d4s, and increase in size as you gain levels in this class, as indicated in the Armiger table.

Preparing and Using Maneuvers

You prepare the list of Maneuvers that are available for you to use, choosing from the Armiger Martial Maneuvers list. When you do so, choose a number of Maneuvers equal to your Wisdom modifier + your proficiency bonus.

For example, with a Wisdom of 16, your list of prepared Maneuvers can include any combination of five Maneuvers. Using the maneuver doesn't remove it from your list of prepared Maneuvers.

You can change your list of prepared Maneuvers when you finish a Long Rest. Preparing a new list of Armiger Maneuvers requires time spent practicing drills, weapon katas, refering to martial manuals or meditating on the battles ahead.

Saving Throws

If a Maneuver requires a creature to make a saving throw, your Maneuver saving throw DC is calculated as follows:


Maneuver Save DC = 8 + your proficiency bonus +

your Strength or Dexterity modifier

Know Your Enemy

Starting at 3rd level, you can measure the martial prowess of other creatures in comparison to your own skill. As an action, choose a creature you can see within 60 feet. You then learn if the creature is your equal, superior, or inferior in regards to one of the following attributes of your choice:

  • Armor Class
  • Strength Score
  • Current or Total Hit Points
  • Dexterity Score
  • Constitution Score
  • Class Levels
  • Maneuvers Known
  • Proficiency Bonus

Once you learn something about a creature, you can't use this feature on that creature again until you finish a long rest.

When you reach 14th level in this class, you can use this feature as either an action or bonus action on your turn.

Warrior Archetype

At 3rd level, choose one of the following Warrior Archetypes that best represents your skills and training: Champion, Envoy, Greyguard, Guerrilla, Marksman, Master at Arms, Snuffer, Swordpoint, or Quartermaster.

The Warrior Archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Archetype Maneuvers

Each Warrior Archetype includes a list of Maneuvers that all armigers of the Archetype learn at the levels in its description. These Maneuvers don't count against your number of prepared Maneuvers, and they can't be unprepared. If you don't meet the prerequisites, you learn them regardless.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. You cannot increase one of your ability scores above 20 using this feature.

Extra Attack

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

When you reach certain levels in this class, the number of attacks you can make as part of the Attack action increases; at 11th level (3 attacks) and at 17th level (4 attacks).

Action Surge

Starting at 6th level, you can push yourself beyond mortal limits, if only for a moment. On your turn, you can take one additional action as part of that current turn. Once you use this feature, you must finish a short or long rest before you can use it again. Upon reaching 20th level, you can use this feature twice per short or long rest, but only once per turn.

Indomitable

Beginning at 9th level, when you fail a saving throw, you can choose to re-roll that saving throw, possibly turning a failure into a success. Once you turn a failure into a success, you must finish a long rest before you can use this feature again.

As you gain levels in this class you gain additional uses of this feature; at 13th level (2), and 17th level (3). However, you can only use this feature once per saving throw.

Relentless Warrior

Upon reaching 20th level, your skills in combat are those of a hero of legend. When you start your turn with no Expertise Dice remaining, you immediately regain an expended Expertise Die.

SERONIA | CLASSES

Warrior Archetypes

Champion

"The world is full of monsters and those that would exploit the weak. The Shining One's disciples take it upon themselves to become symbols of hope by bringing down great threats for all to see."

  • excerpt from Five Traitor Kings.

Champions forgo all other routes to improvement and focus on enhancing their raw physical strength. Imposing figures; Champions strive to maintain their peak physical condition through never-ending training. On the battlefield, Champions perform feats of supernatural athleticism and overwhelm their foes with their immense physical might.

Champion Maneuvers

You learn certain Maneuvers at the armiger levels noted in the table below. They don't count against your total number of Prepared Maneuvers and can't be switched upon gaining a level.

Armiger Level Maneuver
3rd feat of strength, mighty leap
5th concussive blow, heroic will
9th mythic athleticism

Mighty Warrior

When you adopt this Archetype at 3rd level, the raw physical might that you have cultivated enhances your attacks. Your weapon attacks now score a critical hit on a roll of 19 or 20.

When you reach 15th level, your critical hit range increases again to 18-20.

Remarkable Athlete

You can regularly perform feats of athleticism that would be impossible for most mortals. Starting at 7th level, whenever you use either feat of strength or mighty leap, you can roll a d6 and use it instead of expending an Expertise Die.

When you reach 15th level, this d6 becomes a d10.

Brutal Critical

Starting at 10th level, you roll one additional weapon damage die when determining the extra damage for a critical hit.

This increases to two additional damage dice at 15th level.

Legendary Champion

You are a nearly perfect specimen of physical vigor, and have become exceedingly hard to kill. Starting at 18th level, if you start your turn with half of your hit points or less remaining, you immediately regain hit points equal to 5 + your Constitution modifier (minimum of 5 hit points).

You do not regain any hit points from this feature if you begin your turn with 0 hit points.

Envoy

"No sovereignty rules in the hearts of men, so those who venture there go as envoys for all of humanity."

  • from the texts of The Eight Pointed Rosette

Envoys are ironclad peacekeepers, charged with seeking out how to help reduce the risk of local conflict and renewed war. Whether that is through diplomacy or direct action, the envoy is trained to lead by example.

Envoy Maneuvers

You learn certain Maneuvers at the armiger levels noted in the table below. They don't count against your total number of Prepared Maneuvers and can't be switched upon gaining a level.

Armiger Level Maneuver
3rd aristocratic education, brace up
5th defensive stance, intimidating command
9th inspirational speech

Influence of Peace

At 3rd level, seeing a sacred envoy on the battlefield restores hope to your allies, helping them fight on past their injuries. When you use your Second Wind feature, you can choose up to two creatures within 60 feet of you that are allied with you. Each one regains hit points equal to 1d10 + your armiger level, provided that the creature can see or hear you, and ignores any exhaustion levels from Wounds (pg. 138) until the end of combat.

Starting at 15th level, the range and amount of allies you can affect are doubled.

Diplomatic Recognition

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Intimidate, or Performance. Alternatively, you learn one language of your choice.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

Turn The Tide

At 10th level, when you use your Action Surge feature, you can choose one allied creature within 60 ft of you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

Recognized Authority

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t Incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

SERONIA | CLASSES

Greyguard

"Justice is an equation to be solved, and it is the practice of the Greyguard to understand all of its elements."

  • excerpt from In Service of Votan.

In Seronia, the greyguards refer to a group of eldritch knights who uphold The Tome of Absolute Law, the legal document/artifact governing The Imperium. Unlike other legal authorities, greyguards are invested with all powers of a court, from accuser to executioner.

Greyguard Maneuvers

You learn certain Maneuvers at the armiger levels noted in the table below. They don't count against your total number of Prepared Maneuvers and can't be switched upon gaining a level.

Armiger Level Maneuver
3rd menacing shout, streetwise
5th execute, intimidating command
9th survey settlement

Absolute Authority

When you choose this Martial Archetype at 3rd level, whenever you make a Charisma (Intimidation) or Charisma (Persuasion) check concerning matters of the law, you are considered proficient in the Intimidation or Persuasion skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

In addition, your knowledge of your nation's laws and bounties is magically flawless, as if you were mentally reviewing a perfect copy. Whenever you make an ability check that lets you add your proficiency bonus concerning matters of your law, you can treat a d20 roll of 9 or lower as a 10.

Bloodrust

Also at 3rd level, you can enchant your weapons with the bloodrust of Votan's relic. Once per turn, when you hit a creature with a melee weapon attack, you can expend one of your armiger Hit Dice as part of the attack to deal an additional 2d6 necrotic damage to the target, in addition to the normal damage of your weapon.

Otherworldly Pursuit

Starting at 7th level, you can briefly gain access to The Black Path. When you use Second Wind, you can teleport up to 60 feet to an unoccupied space you can see in a burst of crematory ash. If you appear within 5 feet of a creature, you can make one weapon attack against it.

Sever Soul

At 10th level, the necrotic magics have steeped into your blood. Once per round, your attacks have the Bloodrust bonus damage without needing to expend a Hit Dice.

Additionally, when you do reduce an enemy to 0 hit points using Bloodrust, you coalesce their soul around your form before it departs, gaining temporary hit points equal to half your armiger level + your proficiency modifier. Temporary hit points from this ability last for one minute, or until you gain temporary hit points from a different source.

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

Votan's Blessing

Starting at 15th level, you take on minor aspects of the patron of unsung heroes. You gain advantage on death saving throws, immunity to the Frightened condition, and resistance to necrotic damage.

Duty Even in Death

Starting at 18th level, when you are reduced to 0 hit points or die from another creature, you can use your reaction to have your soul repossess your body to avenge yourself. You make a melee weapon attack at advantage against the creature that killed you. If the attack hits, it is a critical hit, and you gain hit points equal to the amount of damage you dealt.

Once you use this feature, you cannot use it again until you finish a long rest.


Note: The Thematics and Mechanics of Greyguard's Absolute Authority

Thematically, greyguards often serve a religious or legal code and have absolute authority (granted by a higher-ranking agent of that code) to enforce it, This means that if the greyguard catches criminals, they may judge them guilty (given sufficient proof ) and order their execution, or do it themselves if need be. However, disputes about jurisdiction and challenges from other forms of authority can still apply.

Mechanically, examples of this class feature being utilized include a greyguard checking an angry mob intent on lynching a jailed prisoner, or convince a stubborn mayor that interfering with the greyguard’s efforts is likely to anger the lord they both work for. Even against individuals who don’t acknowledge his code of laws (such as thieves or warriors from other lands), the greyguard’s fervor still grants these skill bonuses. They do not, however, gain these bonuses in situations where their code of laws would not apply or hold no bearing (like trying to convince unintelligent beasts and monsters or chaotic supernals).

SERONIA | CLASSES

Guerilla

No matter the mission, a Guerrilla will execute it with utmost perfection. Sometimes known as commandos, these warriors are marked by their determination and adaptability. Whether harsh terrain, vicious monsters, enemy soldiers, or powerful spellcasters, nothing short of death will cause the willpower of a Guerrilla warrior to waver in the pursuit of their goals.

Guerilla Maneuvers

You learn certain Maneuvers at the armiger levels noted in the table below. They don't count against your total number of Prepared Maneuvers and can't be switched upon gaining a level.

Armiger Level Maneuver
3rd mighty leap, navigator's know-how
5th improvised skill, take cover
9th survey wilderness

Adaptable Combatant

Starting at 3rd level, you can adjust your skills to meet the challenge at hand. You can change your list of prepared Maneuvers when you finish a short or long rest.

Survivalist

At 3rd level, you are an expert at overcoming natural obstacles. Choose two of the following skills: Athletics, Perception, Stealth, or Survival. Whenever you make an ability check with that skill you gain a bonus to your roll equal to your Expertise Die.

Upon reaching 7th level in this class, you can choose two additional skills from the list above to gain the same benefit.

By Land or Sea

You have trained to succeed in any environment, no matter the obstacles. At 7th level, you gain one of the features below. You gain the other feature from this list at 10th level.

Alpine Combatant. You steel yourself for battle at great heights. You gain a climbing speed equal to your movement speed, and when you fall, you can use your reaction to reduce any falling damage by an amount equal to your armiger level.

Marine Combatant. You have prepared for amphibious combat. You gain a swimming speed equal to your movement speed, and you can hold your breath for up to 1 hour underwater.

Adaptable Fighting Style

Starting at 10th level, when you finish a long rest, you can replace your Fighting Style with another Style of your choice from the list in the armiger class description.

Unwavering

You are remarkably resilient. Beginning at 15th level, when you use Second Wind you gain the following benefits:

  • You regain one of your expended Expertise Dice.
  • Your level of exhaustion, if any, is reduced by 1.
  • You gain a bonus to the next Strength, Dexterity, or Constitution ability check or saving throw you make within the next minute equal to your Expertise Die.

Legendary Guerrilla

Starting at 18th level, when you roll initiative and are not surprised, you gain one of the following benefits of your choice:

  • You gain temporary hit points equal to your armiger level.
  • You can immediately move up to your full speed.

SERONIA | CLASSES

Marksman

Not everyone who wields a bow or gun prefers to do openly. Some prefer to attack from a distance and stay hidden whenever possible, maximizing the power of a single shot. These armigers are marksmen, soldiers and assassins capable of putting a bullet in their target from hundreds of feet away.

Marksman Maneuvers

You learn certain Maneuvers at the armiger levels noted in the table below. They don't count against your total number of Prepared Maneuvers and can't be switched upon gaining a level.

Armiger Level Maneuver
3rd crippling strike, keen observation
5th dragon round, volley
9th thunderous shot

Elite Training

When you adopt this Archetype at 3rd level, your specialized training has enhanced your reaction times. You gain proficiency with all gunnes.

Additionally, whenever you make a Dexterity check or saving throw, you can expend an Expertise Die and add it to your roll. You can do so after you roll, but before you know whether you succeed or fail.

Steady Aim

You can quiet your body so as to fire with deadly accuracy. Starting at 3rd level, if you haven't moved during your turn, you can use your bonus action to Steady Aim, granting you the following benefits until the end of your current turn:

  • Your movement speed is reduced to 0 feet.
  • Until you hit a creature with a ranged weapon attack, you have advantage on all ranged weapon attack rolls.
  • When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, you can re-roll the die. You must use this new roll, even if the new roll is a 1 or a 2.

Cunning Shot

Your experience as a Marksman has trained you to react to danger at a moment's notice. Beginning at 7th level, you can add your proficiency bonus to your Initiative rolls.

You have also learned to identify and exploit even the smallest weak points in your enemy's defenses. Your attacks with ranged weapons ignore resistance to piercing and ballistic damage.

Reposition

Starting at 10th level, when you use Second Wind, your speed increases by 10 feet and opportunity attacks against you are made at disadvantage until the end of your current turn.

Reliable Shot

You make even impossible shots with ease. Beginning at 15th level, your normal and long range for ranged weapon attacks increases by a number of feet equal to 10 times your level.

In addition, once per turn, when you have advantage on a ranged weapon attack, you can forgo advantage and make one additional ranged weapon attack against that creature.

Legendary Marksman

Your marksmanship is supernatural in its precision. Starting at 18th level, when you use Steady Aim the benefits last for 1 minute, and you have advantage on all ranged weapon attacks for the duration. This effect only ends early if you move more than 10 feet in one turn, or you are incapacitated.

SERONIA | CLASSES

Master-at-Arms

While most armigers master one specific martial technique or discipline, a Master-at-Arms is the rare warrior who is able to truly master multiple combat forms. Whether through grit, extreme dedication, or extraordinary skill, these elite armigers learn all they can about the theories and armaments of war. They are always on the lookout for a new weapon to master, or a teacher from which to learn a new style of fighting.

Master-at-Arms Maneuvers

You learn certain Maneuvers at the armiger levels noted in the table below. They don't count against your total number of Prepared Maneuvers and can't be switched upon gaining a level.

Armiger Level Maneuver
3rd lightstep, riposte
5th defensive stance, warrior's challenge
9th heroic focus

Fluid Forms

Whether through innate talent or training, you have mastered multiple styles of combat. At 3rd level, you learn an additional Fighting Style of your choice. However, you can only gain the benefits of one of the Fighting Styles you know at a time.

As a bonus action, you can change your current Fighting Style to another of your choice Fighting Style that you know.

Master of Maneuvers

Your ability to learn and utilize martial techniques exceeds most other warriors. When you adopt this Archetype at 3rd level, your total number of Expertise Dice increases by 2.

Your training has also made your Maneuvers more potent than the average armiger. Your Expertise Dice become d8s. At certain armiger levels they increase again; at 5th level they become d10s, and finally at 11th level they become d12s.

Consistent Skill

You are able to fight at your peak capability for longer than most other warriors. Starting at 7th level, when you use your Second Wind, you regain one of your expended Expertise Die.

Threefold Technique

By 7th level, your technical skill with the weapons of war has grown, allowing you to learn exotic techniques from a variety of disciplines. You learn another Fighting Style of your choice (for a total of three), though you can still only gain the benefits of one of your known Fighting Styles at a time.

Additionally, choose two maneuvers from any archetype. These Maneuvers don't count against your total number of Prepared Maneuvers.

You learn one additional Maneuver of your choice from any archetype at 15th level and 18th level.

Masterful Surge

You can draw on your techniques as a reflex in times of great need. Starting at 10th level, when you use your Action Surge, you gain one Expertise Die that must be used as part of the additional action granted to you by your Action Surge. If not used, it disappears at the end of your additional action.

Also, you can benefit from two of your Fighting Styles at once. Though, you can only switch one per bonus action.

The Fourfold Way

In your studies you have mastered an impressive amount of combat styles. At 15th level, you learn another Fighting Style of your choice (for a total of four), though you can still only gain the benefits of one of your Fighting Styles at a time.

You also learn one additional Maneuver of your choice, which doesn't count against your total number of Maneuvers Known.

The Warrior With A Thousand Moves

Upon reaching 18th level, your mastery over the armaments of war has become nearly supernatural. Once per turn, when you use an Maneuver you know, you can roll a d6 and use it instead of expending one of your Expertise Dice.

Also, at the end of each long rest, you can replace one Fighting Style you know with another Fighting Style of your choice.

SERONIA | CLASSES

Snuffer

In Seronia, snuffers are armigers who have turned to consuming snuff to augment their physical abilities with magic.

Snuff User

When you choose this Martial Archetype at 3rd level, you gain proficiency with the Arcana skill and Draconic language.

In addition, you gain a snuff box (as per the Phagist class feature Vestige Magic). Snuff may be ingested from a snuff box as an action during combat, or as a reaction outside of combat. Your snuff box is presumed to contain an unlimited amount of level one snuff. Your snuff box can be filled as an action from another container holding snuff.

Vestige Magic

You gain the ability to cast magic from consuming raw arcane essence, colloquially known as "snuff." When ingested, you become a conduit for The Dream, the origin of magical power for one minute.

Infused Spellcasting

While under the influence of snuff, you can cast your spells at-will, without using components and without being prepared in advance. Additionally, you may cast prestidigitation at-will without increasing your magical discord (see below) and use The Sight at will, which functions as per detect magic. While using The Sight, you can use the Arcana skill to determine the type of magic items a creature is attuned to and the Insight skill to determine if they are Bound (i.e. someone who gains magic from a patron such as a Curseling or Eidolon). You cannot use ritual spells unless they are granted by another class or feat, at which point you cannot use the effects of snuff to cast these spells.

Unlike the Phagist class, you can only safely ingest level 1 snuff. If you consume snuff of a higher level, you immediately gain a number of Wounds equal to the level of the snuff minus one and roll on the Magical Discord table (see Phagist class).

Spells Known of 1st Level and Higher

You know two 1st-level spells from the Snuffer spell list. The Spells Known column of the Snuffer Spellcasting table shows when you learn more spells of 1st-level or higher. Your spells must be of a level for which you have spell slots.

When you gain a level, you can replace one of your Spells Known with another spell from the Snuffer spell list. The spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your snuffer spells. 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 snuffer 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
Snuffer Spellcasting
Armiger Level Spells Known Spell Level
3rd 3 1st
4th 4 1st
5th 4 1st
6th 4 1st
7th 5 2nd
8th 6 2nd
9th 6 2nd
10th 7 2nd
11th 8 2nd
12th 8 2nd
13th 9 3rd
14th 10 3rd
15th 10 3rd
16th 11 3rd
17th 11 3rd
18th 11 3rd
19th 12 4th
20th 13 4th
Magical Discord

The overuse of snuff and the powers it bestows often has disastrous consequences referred to as discord. It is not uncommon for power-mad snuffers to explode, befoul the land surrounding themselves, or even teleport themselves to another plane within minutes of taking an unwise amount of snuff.

You have the capacity to handle discord equal to your one-third (rounded up) of your armiger level plus your Charisma modifier, referred to as your “threshold”. Every time you cast a spell, you must add the level of the spell to your discord level (which starts at zero). When your discord level is greater than your threshold, you run the risk of your mortal form overloading from the magical energies you're conducting.

Each time you cast a spell when your discord is greater than your threshold, roll a d100 and add the amount you are currently above your threshold, then consult the Magical Discord chart ("Magical Discord," pg.112) to see the effects.

Whenever you take a short rest, you may decrease your discord by 2. This amount increases by 1 for every 5 levels in the armiger class. When taking a long rest, your discord is fully removed. This does not stack with the Phagist class (and vice versa)

SERONIA | CLASSES

Weapon Bond

At 3rd level, you can ritualistically bond yourself to a weapon of your choice. You perform the ritual over 1 hour, which can be during a short or long rest and you must touch the weapon for the duration. At the conclusion you forge the bond.

You cannot be disarmed of your bonded weapon unless you are incapacitated. If it is on the same plane of existence, you can use a bonus action to summon it, instantly teleporting it to your hand. In addition, your bonded weapon can be used as a spellcasting focus for any Snuffer spells you known.

You can have up to two bonded weapons at any one time, though, they must be summoned one at a time. If you bond a third weapon, you break the bond with one of the other two.

Social Snuffing

At 7th level, you gain proficiency in the Intimidation skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Deception, History, Insight, Persuasion, or Performance. Alternatively, you may gain proficiency in the herbalism kit or alchemist supplies.

During a short or long rest, choose one of the aforementioned skills or tools: while under the effects of snuff, your proficiency bonus is doubled for any ability check you make that uses skill. You may change the chosen skill by taking a hit of snuff as an action during combat or as a reaction outside of combat, increasing your discord by 1.

Enchanted Strikes

Your weapon attacks weaken a creature's resistance to your magic. Starting at 10th level, when you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell cast by you, before the end of your next turn.

Snuff Surge

Starting at 15th level, when you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.

Spellsword

Starting at 18th level, when you take the Attack action on your turn, you can cast a Snuffer spell in place of one of your weapon attacks.


New Spells

Protection from Ballistics

3rd-level snuffer and engineer abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a cartridge casing)
  • Duration: Concentration, up to 10 minutes

This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to non-magical ballistic damage.

Snuffer Spell List

1st Level 2nd Level 3rd Level 4th Level
Absorb Elements Aganazzar's Scorcher Blinding Smite Banishment
Armor of Agathys Branding Smite Counterspell Death Ward
Burning Hands Darkness Dispel Magic Fire Shield
Chromatic Orb Darkvision Elemental Weapon Freedom of Movement
Compelled Duel Enhance Ability Fireball Ice Storm
Earth Tremors Flame Blade Lightning Bolt Resilient Sphere
Hellish Rebuke Gust of Wind Magic Circle Staggering Smite
Mage Armor Magic Weapon Minute Meteors Stoneskin
Magic Missile Protection from Poison Protection from Ballistics Storm Sphere
Protection from Good and Evil Scorching Ray Protection from Energy
Searing Smite Shatter Slow
Shield Shadow Blade
Thunderous Smite Warding Wind
Thunderwave
Zephyr Strike
SERONIA | CLASSES

Swordpoint

Some warriors fight with honor, with grace, and with virtue...and some fight for themselves. Swordpoints, also known as sellswords, are the embodiment of these kinds of warriors. Whether they're a Kor mercenary or a lowborn cutthroat from Bilad out to make a name for themselves, a Swordpoint will employ whatever tactics they have to in order to claw their way to riches, fame, and victory.

Swordpoint Maneuvers

You learn certain Maneuvers at the armiger levels noted in the table below. They don't count against your total number of Prepared Maneuvers and can't be switched upon gaining a level.

Armiger Level Maneuver
3rd blinding debris, charlatan's guile
5th redirect, suppressing strike
9th disorienting blow

Professional Guile

At 3rd level, you gain proficiency in the Deception skill and whenever you make an Charisma (Deception) check , you gain a bonus to your roll equal to your Expertise Die.

Dirty Trick

When you take this archetype at 3rd level, you learn how to employ a variety of underhanded moves to gain the upper hand in a fight. Once per turn when you hit a creature you can see with a melee attack, you can choose to either gain advantage on your next attack roll targeting that creature, or impose disadvantage on that creature's next attack roll by performing a dirty trick. This trick can represent throwing dirt in your opponent's face, striking a low blow, or delivering a deep, debilitating cut.

You can use this feature a number of times equal to your Dexterity or Strength modifier (your choice), and you regain all expended uses of it when you finish a short or long rest. When you have no uses remaining, you can expend an Expertise Die to use this feature again.

Hammer The Gap

Starting at 7th level, you find the chink in one's armor after an opening attack. When you successfully attack the target of a Dirty Trick, your damage ignores resistances (but not immunities).

Cutthroat's Withdrawal

At 10th level, you know when things are going a little too south and how to get the hell out. When you use Second Wind, you also gain the benefits of the Dash action and your movement does not incur opportunity attacks.

Deathblow

Beginning at 15th level, your tactics are insidious and show no mercy. The first time you successfully hit the target of a Dirty Trick with a weapon attack in a turn, the attack deals maximum damage instead of rolling.

If the attack reduces the target to 0 hit points, you instantly regain a use of Dirty Trick.

Vainglorious Combatant

At 18th level, your infamy for dishonor, carnage, and bloodshed hangs over your every action. When you roll initiative, and when you reduce a creature with a challenge rating of one or higher to zero hit points, you can designate up to two creatures that are no more than one size category larger than you as your next victims.

These creature(s) are automatically frightened of you until the end of your next turn. This does not work on creatures with legendary resistances. Additionally, the creature(s) must be able to see and hear you in order to use this feature.

SERONIA | CLASSES

Quartermaster

Every successful adventurer knows the value of teamwork, but none value it more then those known as Quartermasters. These supportive armigers strive to help their allies reach their full potential. Constantly putting the needs of their companions before their own, Quartermasters keep their team in top condition with a fresh Ration and a helping hand.

Quartermaster Maneuvers

You learn certain Maneuvers at the armiger levels noted in the table below. They don't count against your total number of Prepared Maneuvers and can't be switched upon gaining a level.

Armiger Level Maneuver
3rd first aid, skilled rider
5th immovable stance, take cover
9th daring rescue

Bonus Proficiencies

At 3rd level, you gain proficiency with cook's utensils, land vehicles, and in Animal Handling. Whenever you make an ability check that uses one of the proficiencies you gained through this feature, you a bonus to your roll equal to your Expertise Die.

Rations

Beginning at 3rd level, you are able to prepare potent morsels of food that keep your allies in peak condition. At the end of each long rest, you can prepare a number of these Rations equal to your Constitution modifier (minimum of 1) from the list at end of this subclass.

As a bonus action, you can eat a prepared Ration, or feed a Ration to a creature within 5 feet. Consuming a Ration ends any current Ration effects on that creature. Any Rations you have prepared become inert at the end of your next long rest.

As an action, you can expend an Expertise Die to prepare an additional Ration of your choice. You can eat a Ration or feed it to a creature as part of the same action used to create it

Dependable

Starting at 7th level, you can take any of the special actions below as bonus action on your turn:

Administer. You feed a potion, Ration, or consumable item to a willing or unconscious creature within 5 feet of you.

Arm. You give a weapon, item, or any ammunition you are carrying to a creature within 5 feet. The creature can then equip the given item, and stow one item as a free action.

Encourage. You take the Help action, targeting a creature of your choice within 10 feet that can see or hear you.

Wrangle. You make a Wisdom (Animal Handling) or a land vehicles check to control a mount or cart you are riding.

Improved Rations

Beginning at 10th level, you have greatly improved the speed at which you prepare Rations. You can use a bonus action on your turn to create a Ration of your choice, eating it or feeding it to a creature within 5 feet of you as part of that same bonus action.

Ever Ready

At 15th level, you are always ready to support your companions. When you roll initiative, so long as you are not surprised, you prepare one Ration of your choice without expending an Expertise Die.

Iron Stomach

Upon reaching 18th level, your experiments with new Ration formulas have toughened your body and hardened your stomach. Your Constitution score, and maximum Constitution score, increase by 2, and you are immune to the poisoned condition.

In addition, you are always under the effects of one Ration of your choice with a duration of at least 1 minute. It does not need to be a Ration that you prepared, and you can change the Ration effect at the end of each short or long rest.

Rations

Below are the Rations available to Quartermaster armigers. If a Ration has an armiger level prerequisite, you can prepare the Ration at the same time you meet the prerequisite level.


Fortifying Ration (3rd level; duration, 1 minute).

Upon consumption, the creature chooses either Strength, Dexterity, or Constitution. For the duration, the creature can add your Constitution modifier (minimum of +1) to any ability check or saving throw for the chosen ability score.

At 10th level the duration of the effect increases to 1 hour.


Invigorating Ration (3rd level; duration, instantaneous).

Upon consumption, the creature regains hit points equal to 1d10 + your Constitution modifier (minimum of +1).

Starting at 10th level, this Ration restores an additional 1d10 hit points, and any hit points they regain that exceed their hit point maximum become temporary hit points.


Revitalizing Ration (3rd level; duration, instantaneous).

Upon consumption, the creature ends one of the following conditions currently affecting it: blindness, deafness, poison, or they reduce their exhaustion level by 1.

Starting at 10th level, this Ration can also cure the charmed, frightened, paralyzed, and stunned conditions.


Stimulating Ration (3rd level; duration, instantaneous).

This Ration must be consumed as part of a short rest. Upon consumption, the creature gains advantage on the roll for any Hit Dice they choose to expend during that short rest.

Starting at 10th level, consuming this Ration allows the creature to treat any Hit Dice they expend during the short rest as their maximum possible result instead of rolling.


Limbering Ration (5th level; duration, 1 minute).

Upon consumption, the creature's speed increases by 10 feet.

At 10th level the creature's speed increases by 20 feet.

SERONIA | CLASSES

Thickening Ration (5th level; duration, 1 minute).

Upon consumption, the creature gains resistance to either bludgeoning, piercing, or slashing damage (their choice).

Starting at 10th level consuming this Ration grants resistance to bludgeoning, piercing, and slashing damage.


Heightening Ration (7th level; duration, 1 minute)

Upon consumption, the creature chooses either Intelligence, Wisdom, or Charisma. For the duration, the creature can add your Constitution modifier (minimum of +1) to any ability check or saving throw for the chosen ability score.

At 10th level the duration of the effect increases to 1 hour.


Warding Ration (7th level; duration, 1 minute)

Upon consumption, the creature gains resistance to acid, cold, fire, poison, lightning, or thunder damage (their choice).

At 10th level the duration of the effect increases to 1 hour, and the creature can choose from force, necrotic, psychic, or radiant damage in addition to the other damage types.


Tenacious Ration (10th level; duration, 1 hour)

Upon consumption, the creature gains immunity to one of the following conditions (their choice): blinded, charmed, deafened, frightened, poisoned, paralyzed, or stunned.


Berserker Ration (15th level; duration, 1 hour)

Upon consumption, the creature does not fall unconscious when reduced to 0 hit points. However, it still makes death saving throws as normal, dying upon failing three.


Rejuvenating Ration (15th level; duration, instantaneous)

Upon consumption, the creature instantly gains the benefits of a short rest, including the ability to immediately expend Hit Dice as part of the action they used to consume the Ration.

At the end of their current turn, the creature gains 1 level of exhaustion. After a creature eats this Ration, it must finish a long rest before it can gain the benefits of any other Ration you prepare.

Martial Maneuvers

Below are the Maneuvers available to the armiger. If a Maneuver has a prerequisite, like a minimum Ability Score or level, you can learn it at the same time you meet the prerequisites. You automatically qualify for a maneuver granted by your archetype.

First Form Maneuvers

First form maneuvers are minor techniques slightly more complicated then swinging a weapon. They can be learned by warriors with modest training and have no level prerequisite.


Aggressive Sprint.

As a bonus action on your turn, you can expend an Expertise Die to draw upon your battle fury and move up to your full speed toward a hostile creature you can see.


Aristocratic Education.
Prerequisite: Intelligence of 11

When you make an Intelligence (History), Wisdom (Animal Handling), or Charisma (Persuasion) check, you can expend an Expertise Die and add it to the roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.


Blinding Debris.

As a bonus action, you can expend an Expertise Die and force a creature within 10 feet to make a Constitution saving throw. On a failure, it takes piercing damage equal to your Expertise Die and is blinded until the start of your next turn.


Brace Up.
Prerequisites: Constitution of 11

You steel yourself for combat, preparing to take incoming blows. As a bonus action, you can expend an Expertise Die to gain temporary hit points equal to 1 + your Expertise Die.


Charlatan's Guile.
Prerequisites: Dexterity or Charisma of 11

Whenever you make a Dexterity (Sleight of Hand), Charisma (Deception), or a Charisma (Performance) check, you can expend an Expertise Die and add it to the result of your roll. You can use this Maneuver after you roll, but before you whether you succeed or fail.


Commander's Presence.
Prerequisites: Intelligence or Charisma of 11

Whenever you make a Charisma (Intimidation), Charisma (Persuasion), or Intelligence (History) check, you can expend an Expertise Die and add it to your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.


Crippling Strike.

When you hit a creature with a weapon attack, you can expend an Expertise Die and force it to make a Dexterity saving throw. On a failure, it takes additional damage equal to your Expertise Die and its speed is 0 until the start of your next turn.


Disarm.

When you hit a creature with a weapon attack, you can expend an Expertise Die to force it to make a Strength saving throw. On a failure, it takes additional damage equal to your Expertise Die, and it drops an item of your choice it is holding.


Engineer's Design.
Prerequisites: Intelligence of 11

Whenever you make an ability check with a set of artisan's tools, thieves' tools, or tinker's tools, you can expend an Expertise Die and add it to your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.


Feat of Strength.
Prerequisites: Strength or Constitution of 11

Whenever you make a Strength or Constitution-based ability check or saving throw, you can expend an Expertise Die and add it to the result of your roll. You can use this Maneuver after you roll, but before you know whether you succeed or fail.


Feint.

When you make a melee weapon attack against a creature that can see you, you can expend an Expertise Die to attempt a feint as part of that attack. The target of your attack must succeed on a Wisdom saving throw, or you add your Expertise Die to both your attack roll and damage roll for that attack.

SERONIA | CLASSES

First Aid.

As an action, you can touch a conscious and willing creature and expend an Expertise Die to heal them. As a reaction, the target can expend a Hit Die to regain hit points equal to its Hit Die + its Constitution modifier + your Expertise Die.


Heroic Fortitude.

Whenever you are forced to make a Strength, Dexterity, or Constitution saving throw, you can expend an Expertise Die and add it to the result of your roll. You can use this Maneuver after you roll, but before you know whether you succeed or fail.


Hurl.
Prerequisites: Strength of 11

In place of an attack, you can expend an Expertise Die to throw an object you are holding at a target you can see within 60 feet, forcing it to make a Dexterity saving throw. On a failed save, both the object and target take bludgeoning damage equal to your Expertise Die + your Strength modifier.


Keen Observation.
Prerequisites: Intelligence or Wisdom of 11

Whenever you make an Intelligence (Investigation), Wisdom (Insight), or a Wisdom (Perception) check you can expend an Expertise Die and add it to your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.


Lightstep.
Prerequisites: Dexterity of 11

Whenever you make a Dexterity (Acrobatics) or Dexterity (Stealth) check, or roll initiative, you can expend an Expertise Die and add it to your roll. You can use this Maneuver after you roll, but before you know whether you succeed or fail.


Lunge.

When you make a melee weapon attack, you can expend an Expertise Die to increase the range of that attack by 5 feet. On hit, you add your Expertise Die to the damage roll of the attack.


Menacing Shout.

As a bonus action, you can expend an Expertise Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

The fear effect ends early for the target if the frightened creature sees you take damage of any kind.


Navigator's Know-how.
Prerequisites: Intelligence or Wisdom of 11

When you make an ability check with cartographer's tools, navigator's tools, or land or water vehicles, you can expend an Expertise Die and add it to your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.


Mighty Leap.
Prerequisites: Strength of 11

When you make a running or standing jump, you can expend an Expertise Die to increase your jump distance by a number of feet equal to 5 times the Expertise Die roll (minimum of 5 feet), even if this distance would exceed your remaining speed.


Mighty Push.
Prerequisites: Strength of 11

In place of an attack, you can expend an Expertise Die to force a creature within reach to make a Strength saving throw. On a failure, it is pushed away from you a number of feet equal to 5 times your Strength modifier. Creatures more than one size larger than you have advantage on the saving throw.


Precision Strike.
Prerequisites: Dexterity of 11

When you make a weapon attack, you can expend an Expertise Die and add it to the attack roll. You can use this Maneuver after you roll, but before you know if the attack hits or misses.


Reposition.

As a bonus action, you can expend an Expertise Die to switch places with a conscious and willing creature within 5 feet of you, without either of you provoking opportunity attacks.

Moreover, the first one of you that gets hit with an attack before the beginning of your next turn gains a bonus to their Armor Class against that attack equal to your Expertise Die.


Riposte.
Prerequisites: Dexterity of 11

As a reaction when a creature you can see targets you with a melee attack, you can expend an Expertise Die and add it to your Armor Class against the attack. If the attack misses, you can immediately make a weapon attack against your attacker.


Ruthless Strike.
Prerequisites: Strength of 11

When you hit a creature with a melee weapon attack, you can expend an Expertise Die and add it to the damage of the attack. You can use this Maneuver after you know if your attack hits.


Scholar's Insight.
Prerequisites: Intelligence of 11

Whenever you make an Intelligence (Arcana), Intelligence (Nature), or Intelligence (Religion) check, you can expend an Expertise Die and add it to your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.


Streetwise.
Prerequisite: Charisma of 11

Whenever you make a Charisma (Investigation), Charisma (Persuasion), or Charisma (History) check, you can expend an Expertise Die and add it to the roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.

SERONIA | CLASSES

Skilled Rider.
Prerequisites: Wisdom of 11

When you are riding a trained mount and the mount makes an ability check, attack roll, or saving throw, or you make a Wisdom (Animal Handling) check to control it, you can expend an Expertise Die and add it to the roll. You can use this Maneuver after roll, but before you know if it succeed or failed.


Survivalist's Craft.
Prerequisites: Wisdom of 11

Whenever you make a Wisdom (Animal Handling), Wisdom (Medicine), or Wisdom (Survival) check, you can expend an Expertise Die and add it to your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.


Sweeping Strike.

When you hit a creature with a melee weapon attack, you can expend an Expertise Die to force it to make a Dexterity saving throw. On a failed save, it falls prone and takes bludgeoning damage equal to your Expertise Die. Creatures more than one size larger than you have advantage on their saving throw.


Take Down.
Prerequisites: Strength of 11

As a bonus action, you can expend an Expertise Die to make a Shove or Grapple attack against a creature in your reach, adding your Expertise Die to your Strength (Athletics) check.


Warding Strike.

When a creature moves into the reach of a melee weapon you are wielding, you can use your reaction to expend an Expertise Die and make a melee weapon attack against that creature. On hit, you add your Expertise Die to the damage of the attack.


Wild Strike.
Prerequisites: Strength or Dexterity of 11

When you make a melee weapon attack, you can expend an Expertise Die as part of the attack to strike with wild abandon. You have advantage on your attack roll, but you must subtract your Expertise Die from your attack roll. However, on hit, you deal additional damage equal to two rolls of your Expertise Die.

Second Form Maneuvers

Second Form Maneuvers represent the peak martial skill achievable by a warrior without dedicated training. These Maneuvers can be learned by any armiger of 5th level or higher.


Concussive Blow.
Prerequisites: 5th level, Strength of 13

When you hit a creature with a melee attack, you can expend an Expertise Die to empower your attack, and force it to make a Constitution saving throw. On a failed save, the target suffers the following effects until the beginning of your next turn:

  • Its speed is reduced to 0.
  • It can speak only falteringly.
  • It cannot take actions, bonus actions, or reactions.
  • It has disadvantage on Dexterity saving throws.

Crushing Strike.
Prerequisites: 5th level, Strength of 13

When you hit a creature with a melee weapon attack, you can expend an Expertise Die and force it to make a Constitution saving throw. On a failed save, it takes extra damage equal to your Expertise Die, and its Armor Class is reduced by 1 until its defenses are repaired, or it finishes a short or long rest.


Defensive Stance.
Prerequisites: 5th level

As a bonus action, you can expend an Expertise Die to enter a defensive stance which lasts until the start of your next turn. Each time a creature that you can see hits you with an attack while you are in your defensive stance, you roll your Expertise Die and add it to your Armor Class against the attack.


Dragon Round.
Prerequisites: 5th level

When you make a ranged weapon attack, you can expend an Expertise Die to light the ammunition aflame. On hit, the target takes additional fire damage equal to your Expertise Die.

If your target is a flammable object that is not being worn or carried, you can ignite it in place of dealing damage.


Execute.
Prerequisites: 5th level, Strength of 13

In place of an attack, you can expend an Expertise Die to try to execute an incapacitated or prone creature within 5 feet of you. Make an attack roll with a melee weapon and add your Expertise die to the attack roll. If your attack roll exceeds the target's remaining hit points, its hit points are reduced to 0.


Exposing Strike.
Prerequisites: 5th level

When you hit a creature with a weapon attack, you can expend an Expertise Die to temporarily weaken it. The first attack made against it before the start of your next turn has advantage and deals extra damage equal to your Expertise Die.


Glancing Blow.
Prerequisites: 5th level

When you make a melee weapon attack and miss, you can expend an Expertise Die to immediately repeat your attack against another target within the reach of your weapon.


Heroic Will.
Prerequisites: 5th level

Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can expend an Expertise Die and add it to the result of your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.


Immovable Stance.
Prerequisites: 5th level, Strength or Constitution of 13

As a bonus action, you can expend an Expertise Die and plant your feet in an immovable stance. Until you move from that space, a creature that would move you, or move through your space, must succeed on a Strength saving throw to do so.

SERONIA | CLASSES

Improvised Skill.
Prerequisites: 5th level

When you make an ability check that doesn't include your proficiency bonus, you can expend an Expertise Die and add it to your roll. You can use this Maneuver after you roll, but before you know if you succeed or fail.


Intimidating Command.
Prerequisite: 5th level, Charisma of 13

As a bonus action, you can expend an Expertise Die and shout a one-word command at a creature that can hear you within 30 feet, and force it to make a Wisdom saving throw. On a failure, it obeys your command on its next turn, unless the command is directly harmful to itself or impossible to follow.


Martial Focus.
Prerequisites: 5th level

When you make a weapon attack, you can expend an Expertise Die as part of the attack to grant yourself advantage on your attack roll. You can use this Maneuver after you roll, but before you know whether your attack hits or misses your target.


Redirect.
Prerequisites: 5th level

As a reaction when a creature you can see misses you with a melee attack, you can expend an Expertise Die and force it to repeat its attack against a target of your choice within reach. On hit, it deals additional damage equal to your Expertise Die.


Shattering Slam.
Prerequisites: 5th level, Strength of 13

In place of an attack, you can expend an Expertise Die to strike the ground at your feet, forcing creatures within 5 feet of you to make a Dexterity saving throw. On a failed save, creatures take bludgeoning damage equal to your Expertise Die + your Strength modifier and are knocked prone. On a successful save, creatures take half damage and do not fall prone.

If the area you strike is loose earth or stone, it becomes difficult terrain until a creature uses its action to clear it.


Shield Impact.
Prerequisites: 5th level

As a reaction when a creature you can see hits you with an attack, you can expend an Expertise Die to reduce the damage by an amount equal to your Expertise Die + your Constitution modifier. You must be wielding a shield to use this Maneuver.


Suppressing Strike.
Prerequisites: 5th level

When you hit a creature with a weapon attack, you can expend an Expertise Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your Expertise Die, and it is blinded, deafened, or muted (your choice) until the start of your next turn.


Take Cover.
Prerequisites: 5th level

As a reaction when a creature you can see targets you with a ranged attack or forces you to make a Dexterity saving throw, you can expend an Expertise Die to immediately fall prone and gain temporary hit points equal to your Expertise Die.


Thunderous Blow.
Prerequisites: 5th level, Strength of 13

When you hit a creature with a melee weapon attack, you can expend an Expertise Die and force it to make a Strength saving throw. On a failure, it takes additional bludgeoning damage equal to your Expertise Die and is pushed away from you a number of feet equal to 5 times your Strength modifier. A creature larger than you has advantage on its saving throw.


Trick Throw.
Prerequisites: 5th level, Dexterity or Intelligence of 13

As a bonus action, you can expend an Expertise Die to make a ranged weapon attack with a finesse and thrown weapon.

This ranged attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target within range. If this attack would normally have disadvantage, it does not. On hit, you add your Expertise Die to the damage roll of the attack


Volley.
Prerequisites: 5th level, Dexterity of 13

As an action, you can expend an Expertise Die to fire a volley of ammunition at a point you can see within the normal range of your weapon. Creatures of your choice within 5 feet of that point must make a Dexterity Saving throw. On a failed save, they take piercing damage equal to your Expertise Die + your Dexterity modifier, and half as much damage on a success.

You must have enough ammunition to hit each target.


Warrior's Challenge.
Prerequisites: 5th level

As a bonus action, you can expend an Expertise Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it has disadvantage on any attack roll it makes against targets other than you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. This effect ends early if you attack a creature other then the target.


Whirlwind Strike.
Prerequisites: 5th level, Strength or Dexterity of 13

In place of an attack, you can expend an Expertise Die and force each creature within range of melee weapon you are wielding to make a Dexterity saving throw. They take damage equal to your Expertise Die + either your Strength or Dexterity modifier on a failure, and half as much on a successful save.

SERONIA | CLASSES

Third Form Maneuvers

Third Form Maneuvers are only able to be mastered by elite warriors who dedicate their lives to training. These can only be learned by armigers of 9th level and higher.

Each Third Form Maneuver can only be used once per short or long rest.


Daring Rescue.
Prerequisite: 9th level

As a reaction when a creature within 30 feet is reduced to 0 hit points, you can expend an Expertise Die and attempt to save it. You can immediately move up to twice your speed, so long as you end your movement within 5 feet of the downed ally.

Your ally can then expend one of its Hit Dice to instantly regain hit points equal to its Hit Die roll + its Constitution modifier + temporary hit points equal to one roll of your Expertise Die for each opportunity attack you provoked.


Disorienting Blow.
Prerequisites: 9th level, Strength of 15

When you hit with a melee weapon attack, you can expend an Expertise Die to strike with overwhelming force. The creature takes additional damage equal to twice your Expertise Die and it suffers the following effects for 1 minute:

  • Its speed is halved.
  • It cannot take reactions.
  • Its Armor Class is reduced by 2.
  • Its Dexterity saving throw bonus is reduced by 2.
  • On its turn it can only take an action or a bonus action.
  • It cannot make more then one attack during its turn.

The creature can make a Wisdom saving throw at the end of each of its turns, ending the effects of this Maneuver on a successful save.

This Maneuver's effects do not stack with slow.


Heroic Focus.
Prerequisites: 9th level

As a bonus action, you can expend an Expertise Die to enter a heightened state of combat focus which you must concentrate on as if you were concentrating on a spell. For the next minute, or until you lose your concentration, you gain the following benefits:

  • Your speed is doubled.
  • You gain a +2 bonus to your Armor Class.
  • You have advantage on Dexterity saving throws.
  • You gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action.

When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.

This Maneuver's effects do not stack with the haste spell.


Inspirational Speech.
Prerequisites: 9th level, Charisma of 15

You can expend an Expertise Die and spend 1 minute giving an inspirational speech to a number of creatures that can hear you equal to 1 + your Charisma modifier. At the end of this speech, targets gain temporary hit points equal to your level.

While the temporary hit points from this Maneuver last, the creatures have advantage on Wisdom saving throws.


Mythic Athleticism.
Prerequisites: 9th level, Strength or Constitution of 15

As a bonus action, you can expend an Expertise Die to enter a heightened state of physical performance which you must concentrate on as if you were concentrating on a spell. For the next 10 minutes, you gain the benefits listed below:

  • Whenever you make a Strength or Constitution check, you can treat a roll of 9 or lower on the d20 as a 10.
  • Your speed increases by a number of feet equal to 5 times your Strength modifier (minimum of 5 feet).
  • You count as one size larger for the purposes of carrying capacity and the size of creatures that you can grapple.
  • Both your long and high jump distances double, even if that distance would exceed your remaining movement.

When the effects of this Maneuver would end you can expend one of your Hit Dice to increase the duration by 10 minutes.


Resilient Body.
Prerequisites: 9th level, Constitution of 15

When you take damage from a source you can see, you can expend an Expertise Die to reduce the damage by twice your Expertise Die + your Constitution modifier. Any hit points not consumed by the attack become temporary hit points.


Survey Settlement.
Prerequisite: 9th level, Dexterity or Charisma of 15

You can expend an Expertise Die and spend 1 hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:

  • Any active factions and faction outposts within the area.
  • Prominent buildings, gathering places, and cultural sites.
  • Powerful (CR 1 or higher) politicians or military leaders.
  • Loyalties, beliefs, and fears of the local populace.
  • Secret alleyways, doors, hideouts, or storefronts.

Once you use this Maneuver to survey a settlement you must finish a long rest before you can use it in that location again.


Survey Wilderness.
Prerequisite: 9th level, Strength or Wisdom of 15

You can expend an Expertise Die and spend 1 hour gathering information on up to 1 square mile of a wilderness that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:

  • Any settlements or camps with five or more occupants.
  • Prominent natural formations, bodies of water, and ruins.
  • Native plants, animals, weather, and ecosystems.
  • Powerful (CR 1 or higher) creatures that reside within, or have passed through the area within the last 24 hours.

Once you use this Maneuver to survey an area of wilderness you must finish a long rest before you can use it there again.

SERONIA | CLASSES

Thunderous Shot.
Prerequisites: 9th level, Dexterity of 15

In place of an attack, you can expend an Expertise Die and fire a piece of ammunition in a straight line, forcing creatures in that line out to the normal range of the weapon to make a Dexterity saving throw. Creatures take your weapon's normal damage plus piercing damage equal to twice your Expertise Die on a failed save, and half as much damage on a success.


War Cry.
Prerequisites: 9th level

As an action, you can expend an Expertise Die and issue a mighty war cry, forcing any creatures in an adjacent 30 foot cone that can hear you to make a Wisdom saving throw. On a failed save, creatures drop whatever they are holding and are frightened of you for one minute. If a creature ends its turn in a location where it doesn’t have line of sight to you, it can repeat the saving throw, ending the effect on a success.

Fourth Form Maneuvers

Fourth Form Maneuvers are techniques only mastered by the most powerful warriors in an entire kingdom. These can only be learned by armigers of 13th level or higher.

Each Fourth Form Maneuver can only be used once per short or long rest.


Equip Militia.
Prerequisite: 13th level

You can expend an Expertise Die and spend 1 hour training a number of humanoid creatures equal to your level to fight. Creatures that spend the full hour listening and training with you gain two of the following benefits of your choice:

  • They gain proficiency with one martial weapon.
  • They gain proficiency with light armor and shields.
  • They gain temporary hit points equal to your Expertise Die.
  • They gain proficiency in one of the following skills: Animal Handling, Athletics, Medicine, Survival, or Stealth.
  • They have advantage on saving throws to resist being charmed or frightened.

The benefits you choose for these creatures last until they are incapacitated, or until the end of their next long rest.


Expert Determination.
Prerequisite: 13th level

As an action, you can expend an Expertise Die to focus your mind and temporarily sharpen one of your skills. Choose a skill or tool that you are proficient in. For the next hour, you can add your Expertise Die to any check you make that uses the chosen skill, without expending one of your Expertise Dice.


Fluid Movements.
Prerequisites: 13th level, Dexterity of 17

As a bonus action, you can expend an Expertise Die to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:

  • Your movement is unaffected by difficult terrain.
  • You can use a bonus action on your turn to gain the benefits of both the Dash and Disengage action.
  • Spells and other magical effects can neither reduce the your speed nor cause you to be paralyzed or restrained.
  • You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a grapple.
  • Swimming or being underwater imposes no penalties on your movements or your attack rolls.

Staggering Blow.
Prerequisites: 13th level, Strength of 17

When you hit a creature with a melee weapon attack, you can expend an Expertise Die to strike with near-supernatural force. The creature takes additional bludgeoning damage equal to three times your Expertise Die, and it has disadvantage attack rolls and ability checks, and can't take reactions for 1 minute.

The creature can make a Wisdom saving throw at the end of each of its turns, ending these effects on a success.


Sundering Strike.
Prerequisite: 13th level, Strength or Charisma of 17

In place of an attack, you can expend an Expertise Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage. Any magic creation of 3rd-level or lower is instantly destroyed. If the target was created with a spell of 4th-level or higher, make a Strength or Charisma check. The DC equals 10 + the spell’s level. On a successful check, it is dispelled.


Quick Draw.
Prerequisites: 13th level, Dexterity of 17

As a bonus action, you can expend an Expertise Die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For the next minute, or until you lose concentration, you can use a bonus action to make two ranged weapon attacks so long as you have ammunition.

This Maneuver's effects don't stack with the swift quiver spell.


Stupefying Critical
Prerequisites: 13th level, Strength or Dexterity of 17

When you score a critical hit, you can expend an Expertise Die to shatter the creature's focus. If it was concentrating on a spell or another effect, it automatically loses concentration.

For the next minute, the creature has disadvantage on Intelligence, Wisdom, and Charisma saving throws, and Constitution saving throws to maintain concentration.

The creature can make a Constitution saving throw at the start of each of its turns, ending this effect on a success.

SERONIA | CLASSES

Unbreakable.
Prerequisites: 13th level, Constitution of 17

When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can use your reaction to expend an Expertise Die to fall to 1 hit point.

Fifth Form Maneuvers

Fifth Form Maneuvers are feats of skill that rival The Ascended Saints. These Maneuvers can only be learned by armigers of 17th level or higher.

Each Fifth Form Maneuver can only be used once per short or long rest.


Banishing Strike.
Prerequisites: 17th level, Strength or Charisma of 19

When you hit a creature with a melee weapon attack, you can expend an Expertise Die to empower your blow with legendary force, and force the target to make a Charisma saving throw. It takes additional force damage equal to three rolls of your Expertise Die on a failure, and half as much on a success.

If this attack reduces the target to 50 hit points of fewer, it shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied at the end of your next turn.


Mythic Focus.
Prerequisites: 17th level

As a bonus action, you can expend an Expertise Die to enter a legendary state of focus which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:

  • You gain 50 temporary hit points. If any of these remain when the effects of this Maneuver end, they are lost.
  • You have advantage on any weapon attacks you make.
  • Once per turn when you hit a target with a weapon attack, you can deal additional damage equal to your Expertise Die.
  • You gain a bonus to Strength, Dexterity, and Constitution saving throws equal to your Expertise Die.
  • When you take the Attack action on your turn, you can make an additional weapon attack as part of that action.
  • When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.

This Maneuver doesn't stack with tenser's transformation or the Primal Blessing class feature.


Storm of Arrows.
Prerequisites: 17th level, Dexterity of 19

In place of an attack, you can expend an Expertise Die to fire a volley of ammunition at a point you can see within the range of your weapon. Creatures of your choice within 30 feet of that point must make a Dexterity saving throw.
Targets take piercing damage equal to four rolls of your Expertise Die + your Dexterity modifier on a failed save,
and half on a success.

You must have enough ammunition to hit each target.


Vorpal Strike.
Prerequisites: 17th level, Strength or Dexterity of 19

When you hit a creature with a melee weapon attack, you can expend an Expertise Die and attempt to behead it. If the target's remaining hit points after your attack are equal to your level + your Strength or Dexterity score (your choice) + three rolls of your Expertise Die, or lower, you cut off one of its heads.

The creature instantly dies if it cannot survive without the lost head. A creature is immune to this Maneuver if it is immune to slashing damage, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon, or if it doesn't have or need a head. Such a creature instead takes an extra 6d8 slashing damage from the hit.

SERONIA | CLASSES

Eidolon

The elf removes his gas mask, cleaning out the foul smelling sweat that's collected due to the sulphuric wastes of Ilbur. The anger they feel holding the ruined soil reaches a boiling point once they spot Levantese sulfur farmers approaching. The soil pulses out with empathy, twitching in anticipation of being sowed with the blood of colonizers.

After securing the zhar'klad mining rights, the Kadonyow feasthall hosting the newly minted sartos celebrates loudly, especially when cheering their young master who made it happen. He returns the toast with quiet regard, knowing that his plot of preparing his Master's table, He Not Meant For Flesh, has moved one step forward.

The thugs chase the human criminal upstart that has dared to establish a base of power in their territory into a local bath house. When the thugs corner her, the human curses the condensation settled on their skin. The thugs scream in pain as rimefrost burns into their flesh while the human dips her hand into a nearby pool and draws a blade of ice.

The agogi chants imprecations for her enemies under her breath. Her flesh warps and hardens underneath her armor to take on the undead visage of her patron, her eyes becoming milky with magic. She wades into the encampment, cutting down screaming bandits in the pitch black night.

Inside the Selvandi arena, a condemned prisoner's death rattle sounds as he falls to his knees in front of the symbol of the Eight Pointed Rosette. Suddenly, a radiant halo surrounds their head. Out of body, the prisoner sees The Eternal Queen place a gloved hand on their settled chest. The halo explodes, jolting the fallen prisoner back to life. The Twice Martyred kneels and whispers the first step to redemption in their ear, tears streaming for their suffering yet to come.

Possessed by Power

In Seronia, eidolons are supernals who have slipped between the realms into The The Oversoul and found their way into a mortal's soul. Whether or not this compact is willing differs from mortal host to host. Regardless, the only way the supernal can remain in the mortal realm is by fusing with their host, granting them access to remnants of power from beyond.

The process of possession infuses the mortal with the essence of their supernal being, manifesting as aspects (innate powers that are passive) and sudden understanding and access to lore that functions as spell-like abilities.

Class Features

As an Eidolon, you gain the following class features.

Ability Score Increase

Your Constitution increases by two, and your Charisma increases by 1.

Hit Points


  • Hit Dice: 1d10 per eidolon level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per eidolon level after 1st

Proficiencies


  • Armor: light armor
  • Weapons: simple weapons
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Athletics, History, Insight, Intimidation, Medicine, Religion, and Survival.

Equipment

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

Note: if you choose the Well-trained minor aspect at 1st level, you may choose any martial weapon instead of simple weapons for your initial equipment.

  • (a) a simple weapon and a shield or (b) two simple weapons
  • (a) five javelins or (b) a light crossbow with a d8 boltcase or (c) a shortbow with a d8 quiver
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Mail and plate armor and an arcane focus.

SERONIA | CLASSES
SERONIA | CLASSES
The Eidolon
Level Proficiency Bonus Features Aspects Essence Die Spells Known 1st 2nd 3rd 4th 5th
1st +2 Aspects (Minor), Eidolon's Curse 1
2nd +2 Lore Magic, Essence Dice 1 d6 2 2
3rd +2 Supernal Archetype 1 d6 3 3
4th +2 Ability Score Improvement 1 d6 3 3 1
5th +3 Aspects (Major) 1 d6 4 4 2
6th +3 Supernal feature 1 d8 4 4 2
7th +3 Supernal's Voice 1 d8 5 4 3
8th +3 Ability Score Improvement 1 d8 5 4 3
9th +4 Aspects (Second Minor) 2 d8 6 4 3 2
10th +4 Supernal feature 2 d10 6 4 3 2
11th +4 Reliable Essence 2 d10 7 4 3 3
12th +4 Ability Score Improvement 2 d10 7 4 3 3
13th +5 Aspects (Second Major) 2 d10 8 4 3 3 1
14th +5 Supernal feature 2 d12 8 4 3 3 1
15th +5 Essence Flare 2 d12 9 4 3 3 2
16th +5 Ability Score Improvement 2 d12 9 4 3 3 2
17th +6 Aspects (Third Minor) 3 d12 10 4 3 3 3 1
18th +6 Essence Sculpter 3 d12 10 4 3 3 3 1
19th +6 Ability Score Improvement 3 d12 11 4 3 3 3 2
20th +6 Aspects (Third Major), Symbiosis 3 d12 11 4 3 3 3 2

Multiclassing


Prerequisites. To qualify for multiclassing into the eidolon class, you must met these prerequisites: Constitution 13 and Charisma 13.


Proficiencies. When you multiclass into the eidolon class, you gain the following proficiencies: light armor and simple weapons.

Aspects

You have become possessed by a supernal whose escaped the cosmic realms. As the host, you are able to manifest qualities derived from the supernal's original self. Choose one from the list at the end of the class description.

You gain access to an additional aspect at 9th level and 17th level.

Using Aspects

Each aspect lists the usage, duration, and activation costs for its associated power. Aspects are not polymorph effects, and you do not lose the benefits of an Aspect while affected by polymorph effects or a field of anti-magic.

At the end of each long rest, you choose which Aspects you have access to until the end of your next long rest.

You may only gain the benefits of one minor Aspect at a time. This increases to two at 9th level and three at 17th level.

Eidolon's Curse

Starting at 1st level, your possession by a supernal cuts you off from the Oversoul, meaning Healing from sources other than your eidolon class features has no effect on you with the exception of recovering from Wounds or stabilizing you if you are dying.

Additionally, your hit points can not be increased by magical means. This does not effect temporary hit points, as well as Short or Long rests.

SERONIA | CLASSES

Lore Magic

By the time you reach 2nd level, your possession has bestowed on you the knowledge and magical capabilities normally reserved for supernals. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the eidolon spell list.

Spells

You gain spells at the eidolon levels listed. These spells don't count against the number of eidolon spells you know. If you gain a spell that doesn’t appear on the eidolon spell list, the spell is nonetheless an eidolon spell for you.

Spell Slots

The eidolon 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. For example, if you know the 1st-level spell absorb elements and have a 1st-level and a 2nd-level spell slot available, you can cast absorb elements using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the eidolon spell list. The Spells Known column of the eidolon table shows when you learn more eidolon spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 eidolon spells you know and replace it with another spell from the eidolon spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your eidolon spells, since your spells are cast by focusing the pain from your supernal's power bursting forth. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a eidolon spell you cast and when making an attack roll with one.


Spell Save DC = 8 + your proficiency bonus +

your Constitution modifier

Spell attack modifier = your proficiency bonus +

your Constitution modifier

Spellcasting Focus

You can use an arcane focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your eidolon spells.

Essence Dice

Starting at 2nd level, you gain the ability to feed off of your supernal's essence in a parasitic fashion. Whenever you finish a long rest, you gain a number of essence dice equal to your proficiency modifier. The die size increases as you gain levels in this class, as shown in the Essence Die column of the eidolon table. The following class features are affected by your Essence dice:


Consume Essence. As a bonus action, you can expend any amount of spell slots to gain Essence dice. The number of Essence dice generated is equal to the level of the spell slot expended.


Essence Strike. When you hit a single creature with a melee weapon attack, you can expend a number of essence dice up to your proficiency modifier to deal force damage to the target, in addition to the weapon’s damage (no action required). The extra damage is equal to the amount shown on the essence dice.


Essence Surge. When a creature you can see within 60 feet of yourself succeeds on a saving throw against a spell, you can expend essence dice equal to the spell’s level as a reaction to make a failure more likely. If you do, the triggering creature must reroll the d20 and use the lower roll. Essence Surge does not avoid Legendary Resistances.


Protect Host. When you expend your essence dice, a burst of supernal life force envelops you, shielding your host form. You may choose to expend essence dice (no action required). Every time you expend an essence die from this or other eidolon class features, you gain temporary hit points equal to the amount shown. As a reaction, you may choose to instead gain half of the amount shown as healing.


You lose all unexpended essence dice when you finish a Long Rest, resetting to your normal amount. You cannot expend essence dice while Unconscious.

Supernal Archetype

At 3rd Level, you choose an archetype to emulate your idealized supernal that you serve as a host for, such as the Psychopomp. Your choice grants features at 3rd Level, and again at 6th, 10th, and 14th level.

Ability Score Improvement

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

Major Aspect

Beginning at 5th level, you gain access to the Major Aspect powers of your supernal. These powers are in addition to your Minor Aspect powers.

You may only gain the benefits of one Major Aspect at a time. This increases to two at 13th level and three at 20th level.

SERONIA | CLASSES

Supernal's Voice

Beginning at 7th level, you can channel your supernal while speaking. You gain the following benefits:

  • You are under the permanent effects of the thaumaturgy cantrip.
  • Choose two from Persuasion, Intimidation, and Deception. You gain proficiency in those skills. If you are already proficient in them, you add double your proficiency instead.

Additionally, you have advantage on those skill checks made when interacting with creatures from the same plane as your supernal. With DM's discretion, this may apply to related creature types.

Reliable Essence

Beginning at 11th level, you can reroll any 1s on an Essence die, but must accept the results of the reroll.

Essence Flare

Beginning at 15th level, you can channel your supernal's emotional outbursts during moments of fear and excitement to empower you. The first time you are reduced to half your maximum hit points or lower, you gain a number of Essence dice equal to your proficiency modifier.

Once you have used this feature, you must finish a Long Rest before you can do so again.

Essence Sculpter

Beginning at 18th level, you can will your form to bring forth some qualities of your bound supernal. As an action, you can cast the alter self spell without expending a spell slot. You do not need to concentrate on this class feature. The qualities should thematically fit your Supernal archetype and are subject to DM's approval.

Symbiosis

At 20th level, you may allocate up to 6 points to your attributes at the end of a long rest. These reset at the end of your next long rest. All of your attribute maximums are raised to 22.

Supernal Aspects

While some supernals bear the likeness of creations found in the Material Plane, others can only be comprehended through the use of adjectives simplified enough for the mortal mind.

Auspicious


Minor Form. 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. If you already have a feature that allows you to do this, you can choose to reroll the d20 when you roll a 1 or a 2 for an attack roll, ability check, or saving throw and must use the new roll.


Major Form. When you fail a saving throw, you can use your reaction to succeed instead. Once you have used this power, you cannot use it again until you finish a long rest.

In addition, you have advantage on all checks made when gambling.

Bestial


Minor Aspect. Once per long rest, you can spend 10 minutes designating a minimum of two and up to six willing creatures that you can see within 30 feet of you as your pack. While a pack, you and the chosen creatures gain the following benefits:

  • If half or more of your pack are making a saving throw against the same effect, you all use the highest result rolled among the pack members.
  • You have advantage on attack rolls against a creature if at least one of your pack members is within 5 feet of the creature and isn’t incapacitated.

The benefits of the pack lasts for 1 hour. The benefits end early for a creature if it is ever more than 1 mile away from another pack member or if it deals damage to another pack member. The benefits end early for all creatures if the number of members in the pack becomes less than 3.

At 14th level, the duration of the pack benefits listed under your chosen power extends to 8 hours.


Major Aspect. You can cast animal messenger at will, beasts will never be hostile towards you or attack you without provocation, and you gain a bonus to one damage roll per turn equal to your proficiency bonus when you successfully hit a creature if at least one of your pack members is within 5 feet of the creature and isn’t incapacitated.

Deceitful


Minor Form. . You are proficient in the Deception skill and you add twice your proficiency bonus to the roll when you use the skill.

Once per short or long rest, you can use a bonus action to make a Charisma (Deception) check against another creature’s Wisdom (Insight) check. On a successful check, you convince the creature to let its guard down, imposing one of the following effects: you have advantage on your next attack roll against the creature before the end of your turn, or it has disadvantage on the next saving throw it makes before the end of your turn.


Major Form. You have advantage on opportunity attacks, attacks against creatures that are Surprised, and attacks against non-hostile creatures. Surprised and non-hostile creatures also have disadvantage on saving throws if they originate from you.

Elemental


Minor Aspect. You can speak, read, and write Primordial and you have advantage on Intelligence checks made to recall information about elementals.

In addition, choose fire, cold, lightning, poison, or acid when you first choose this Aspect. You cannot change it afterwards. You gain resistance to your chosen damage type.


Major Aspect. Once per long rest, you can use a bonus action to cause your weapon attacks to deal your chosen damage type instead of its normal weapon damage for 10 minutes. During that same duration, once on each of your turns, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your level and is your chosen damage type.

SERONIA | CLASSES

Formidable


Minor Aspect. The first time you are killed or knocked unconscious after finishing a long rest, you instead remain standing and regain an amount of hit points equal to twice your character level.

In addition, as a reaction to being critically hit, you can convert it into a normal hit. Once you use this feature, you can’t do so again until you finish a short or long rest.


Major Aspect. Once per long rest, you can cast the death ward spell without expending a spell slot. When casting the spell in this way, the targeted creature has advantage on Wisdom saving throws and cannot be charmed or frightened while the spell is active.

Ghostly


Minor Aspect. Once per long rest, you can use a bonus action to peer beyond the Prime Material plane for up to a number of hours equal to your proficiency bonus (minimum one hour intervals). For the duration, you can see invisible creatures and objects as if they were visible, and you can see ethereal creatures and objects, though they appear ghostly and translucent.

In addition, you can communicate with ghosts, specters, and similar undead creatures, regardless of whether you share a language.


Major Aspect. You can cast the spells fear and spirit guardians once each per long rest without expending a spell slot. Undead creatures have disadvantage on their saving throw against the spells when cast this way.

In addition, once per long rest, you can extend your senses out as an action and detect if any undead creatures are within a mile of you. If so, you know how many there are, the highest CR of the creatures present, and how close the nearest undead creature is to you.

Graceful


Minor Aspect. All of your movement speeds are increased by 10 feet and you ignore non-magical difficult terrain.


Major Aspect. You are also always under the effects of the jump and bless spells.

In addition, you gain a +5 bonus to initiative.

Mystical


Minor Aspect. You know three cantrips and four spells of your choice from the Ovate spell list. Whenever you gain a level in a class, you can replace one of your chosen spells with another one. The maximum level of the chosen spells equals half your proficiency bonus (rounded down). Once per long rest, you can cast each of the chosen spells once at its lowest level without expending a spell slot, or normally if you expend a spell slot of the appropriate level.


Major Aspect. Spell attacks have disadvantage against you, and you learn two additional spells from the Ovate spell list. The limitations listed under your Minor Aspect still apply.

Skilled


Minor Aspect. When you make a skill check with a tool set you are proficient in, you add twice your proficiency to the roll, and you have advantage on Intelligence checks made to recall information about the trades related to your tools.

In addition, if you spend 1 month and 100 bp to craft a weapon or piece of armor with a tool set you’re proficient with, that piece of equipment is a +1 magical item of the relevant type.


Major Aspect. You can cast the spell identify without expending a spell slot. When cast in this way, you know who crafted the item you’re casting the spell on. You also know if the item is cursed, and if so, the nature of the curse.

Temporal


Minor Form. As a bonus action you can double the speed of a creature you can see within 30 feet of you until the beginning of your next turn. You can use this ability a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

In addition, the required duration of your long rest is halved, and you always know what time of day it is.


Major Form. You can briefly slow time to get out of a bad situation. You can use your reaction to give yourself advantage on Dexterity saving throws. If you succeed on a saving throw because of this feature, you can immediately move up to half your speed.

In addition, you are immune to the effects of the slow and time stop spells.

Tenebrous


Minor Form. When you are in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. As part of the same bonus action, you can take the Hide action immediately after teleporting.

You can do this a number of times equal to your proficiency bonus.


Major Form. When you are in darkness and you attack another creature also in darkness with a melee attack, the attack deals additional damage equal to your proficiency bonus.

In addition, once per long rest, you can use an action while standing in dim light or darkness to weave a shadow tendril into existence. The tendril deals 2d6 necrotic damage on a hit and has the finesse, light, and and reach. When you use the tendril to attack a target that is in dim light or darkness, you make the attack roll with advantage. The tendril remains for 10 minutes or until you dismiss it as a bonus action.

Warlike


Minor Aspect. Once per short or long rest when you hit a creature with a weapon attack, you can use your bonus action to make the attack a critical hit.

In addition, you are proficient in the Insight skill and you add twice your proficiency bonus for any ability check you make using the skill.


Major Aspect. When you score a critical hit, the target is Stunned until the beginning of its next turn. This does not function on creatures with uses of legendary resistance left.

SERONIA | CLASSES

Eidolon Supernals

While the supernals that inhabit an eidolon might seem powerful, only the weakest can do so without destroying it's mortal host. When selecting a Supernal archetype, remember that these are often the rejects and lowest of forms in the Outer Planes. Perhaps it is a lowly grunt in The Schism who happened to die in identical fashion to a warrior on Seronia, a devil who turned down the wrong alley in The Slumspires of Xibalba, an undead spirit that slipped the noose on the Gallows of Ignorance, or a Brazier of Elysium gone dark, twisted by the suffering of a mortal their light revealed.

Etregite Supernal

The beings of the Illuminated Mountain. They exhale the breath of life to all living things, foster the spiritual connections between living beings, and reveal the light within others.

Etregite Features
Eidolon Level Feature
3 Lore Spells, Radiance
6 Shining Protector
10 Revitalize
14 Armor of Incandescence

Lore Spells

At 3rd level, you gain spells at the eidolon levels listed.

Etregite Lore Spells
Eidolon Level Spells
3rd bless, guiding bolt
5th calm emotions, zone of truth
9th beacon of hope, revivify
13th aura of purity, death ward
17th wall of light, greater restoration

Radiance

At 3rd level, the light from The Illuminated Mountain shines from you. As a bonus action, you may spend essence die up to your maximum to shine radiance from you in a form you determine, such as a halo or glyph. One allied creature within 30 feet of you is shone upon as your light reaches them, blessing them with restorative magic. They immediately gain a number of temporary hit points equal to the amount shown on the essence dice. At the beginning of the allied creature's turn, if they have no temporary hit points, they gain temporary hit points equal to your level + your Constitution modifier. These temporary hit points last for 1 minute. It ends early if you are reduced to 0 hit points, the target is reduced to 0 hit points, or you are Incapacitated. You may only shine Radiance on one allied creature at a time.

SERONIA | CLASSES

Shining Protector

Starting at 6th level, you can channel the power of your Radiance through the weapon of those it shines upon. Whenever a creature you are shining Radiance on hits a creature with a melee weapon attack, you can use your reaction to deal radiant damage to the creature. The extra damage equals your Essence die.

Revitalize

At 10th level, you can use your Radiance's restorative power to stave off death. Whenever a creature within 30 feet of you that you are shining Radiance on drops to 0 hit points for the first time in a turn, you can use your reaction to expend an essence die. When you do, roll that die. The creature regains that many hit points plus your Constitution modifier (minimum of 1).

Once you've used this feature, you can't do so again until you finish a long rest.

Armor of Incandesence

Beginning at 14th level, your radiance enchants the armor of those it illuminates. While a creature has Radiance shined upon them, it has resistance to nonmagical slashing, piercing, and bludgeoning damage.

Psychopomp Supernal

The journeymen of Gehenna with dominion over endings. They can bring necrotic destruction, command undead, and can summon a headstone from the Infinite Crypts to debuff enemies.

Psychopomp Features
Eidolon Level Feature
3 Lore Spells, Conjure Headstone
6 Voidstone Infusion
10 Consume Totem
14 Forged From Ashes

Lore Spells

At 3rd level, you gain spells at the eidolon levels listed.

Psychopomp Lore Spells
Eidolon Level Spells
3rd ensnaring strike (grasping undead), unseen servant
5th dust devil (ashes), healing spirit (lantern)
9th speak with dead, spirit shroud
13th blight, faithful hound (gravehound)
17th danse macabre, insect plague

Conjure Headstone

At 3rd level, your ties to Gehenna allow you to summon in a palladium as a manifestation of a headstone in the Infinite Crypts. As a bonus action, you can expend any number of essence dice (minimum 1) to place the headstone in an unoccupied space within 60 feet of you. The headstone is considered a medium size object with an AC of 10 + proficiency bonus + Constitution modifier and has hit points equal to twice your eidolon level + your Constitution modifier. The headstone is immune to all conditions, poison damage, psychic damage, and has resistance to all other damage types. Since the totem is now a physical object in the world, it is now visible for all to see.

When you place the headstone, it creates an aura that is a 15- foot radius sphere centered on it. Whenever a creature enters the aura, or starts its turn there, you can choose to force it to make a Constitution saving throw equal to your spell save DC. On a failure, the creature's speed is reduced by 10 feet, and their weapon attack rolls are reduced by your proficiency modifier. At the end of each of the afflicted creature's subsequent turns, it can make the save again, ending the effect on a success.

On a successful save, the creature is immune to the headstone's aura for as long as it remains in its radius. If the creature leaves the aura's raadius and later enters it again, it must make the save again. If a creature succeeds on the saving throw by 5 or more, it is immune to the headstone's aura for 24 hours. When a creature leaves the headstone's aura, it automatically loses all afflictions.

SERONIA | CLASSES

Voidstone Infusion

Starting at 6th level, your summoned headstone has veins of voidstone, empowering you and your allies strikes with life destroying energy. Whenever you or a friendly creature successfully hit a hostile creature with an attack, if the target is within the headstone's aura, you can use your reaction to roll one of your essence die to deal additional necrotic damage to the target equal to the amount shown.

Crush Headstone

At 10th level, as long as you spend at least two essence dice, you may place one additional headstone with the Conjure Headstone class feature.

In addition, you can use your headstone's energy to enervate your enemies. As an action you can crush your headstone, granting all enemy creatures within its aura disadvantage on attack rolls, ability checks, and saving throws until the end of your next turn. If you have multiple enemies in different headstone auras, you may crush those headstones as well.

Once you've used this feature, you can't do so again until you finish a long rest.

Forged From Ashes

Beginning at 14th level, your headstone strengthens with your connection to Gehenna. Your headstone's aura increases to a 30-foot radius sphere, and its hit points are equal to three times your eidolon level + twice your Constitution modifier.

Spireborne Supernal

A devilish supernal from Xibalba. They can create and spend gilt to produce powerful supernatural effects, as well as speak with Lempo's poison.

Spireborne Features
Eidolon Level Feature
3 Lore Spells, Create Gilt
6 Psychic Trespass
10 Unjust Enrichment
14 Compounding Curse

Lore Spells

At 3rd level, you gain lore spells at the eidolon levels listed.

Spireborne Lore Spells
Eidolon Level Spells
3rd hex, identify
5th detect thoughts, knock
9th clairvoyance, glyph of warding
13th divination, summon construct (metal only)
17th infernal calling, planar binding

Create Gilt

At 3rd level, you gain a single coin that acts as a manifestation of your supernal vault, known as a Gilded Coin. You can summon the coin to your hand or dismiss this coin as a bonus action regardless of its location. Other creatures see this coin as 1 gp or other appropriate currency of equivalent value. You are always aware of who is in possession of your Gilded Coin. As an action, you can choose to convert all currency you have in your possession into an equivalent value in any other denomination or currency. For example, you can convert gold pieces into an equivalent value of silver marks or change them into other currencies you’ve seen before (e.g. Hacksilver necklaces, gemstones, etc). Additionally, you can choose to conceal currency you possess in a pocket dimension, which you can access using a bonus action. If you die, the currency reappears on your corpse.

Additionally, whenever you reduce a Small or larger creature to 0 hit points using your Essence Strike or Essence Surge class feature, you can choose to capture a fraction of their soul (no action required), granting you an amount of Gilt equal to the creature’s hit point maximum. Once you’ve acquired Gilt from a creature, you can’t acquire more from that creature until their Gilt has been spent in full. Whenever you cast a spell using a eidolon spell slot that has a material component cost of more than 1 bp, or use downtime to Scribe a Spell Scroll, Buy or Craft Magic Items (including brewing potions of healing), you can choose to pay an equal amount of Gilt in place of the material components. You can also use Gilt in Gambling downtime activies with other creatures that possess it (with DM's approval as creatures with Gilt are often terrible and powerful).

Speak With Poison

Starting at 6th level, you can poison the minds of creatures with your supernal's forked tongue. You can use your bonus action to spend an amount of Gilt equal to or less than your eidolon level to poison the mind of your target. You become Invisible to the target until the start of your next turn. In addition, the target must make a Charisma saving throw against your eidolon spell save DC. If they fail, they become Poisoned and take poison damage equal to half the amount of Gilt spent until the start of your next turn. This poison damage ignores resistance (but not immunity).

Unjust Enrichment

Starting at 10th level, when a creature is reduced to 0 Hit Points by your Essence Strike or Essence Surge class feature, you can use your reaction to send the creature’s Gilt to your supernal instead. The creature’s corpse crumbles into ashes (treat as Disintegrated; see pg.57). Your Gilded Coin becomes charged with supernal favor, granting the creature that possesses it temporary hit points equal to half the maximum Hit Points of the creature that was slain. This lasts until it is used up or until you finish a short rest.

Once you use this feature, you cannot use it again until you finish the long rest.

SERONIA | CLASSES

Compounding Curse

At 14th level, you can bind a creature damaged by you into a cursed contract. As a reaction to a creature taking damage from your Essence Strike or Essence Surge class feature, you can instead convert that damage into Gilt and add that amount to your supernal vault. At the end of each turn after the compounding curse was cast, the target takes twice as much psychic damage as was received in Gilt, reducing your acquired Gilt by the same amount. This curse lasts for one minute, until the target dies, or you run out of Gilt.

Once you've used this feature twice, you can't do so again until you finish a long rest.

Starspawn Supernal

Elder Things from the edges of the encroaching Ur-state, these supernals seek to undermine all Creation so that The Old One's domain of Ylem reaches beyond even death.

Starspawn Features
Eidolon Level Feature
3 Lore Spells, Alien Form
6 Channel Ylem
10 Even Death May Die
14 Protean Form

Lore Spells

At 3rd level, you gain spells at the eidolon levels listed.

Starspawn Lore Spells
Eidolon Level Spells
3rd bane, ray of sickness
5th blindness/deafness, shadow blade
9th fear, hypnotic pattern
13th shadow of moil, summon aberration (starspawn only)
17th antilife shell, negative energy flood

Alien Form

Also at 3rd level, your Starspawn supernal can mutate your body to suit your its needs. You may spend an essence die as a bonus action to pick one option from the list of Alien Anatomy below, gaining the benefits for one minute. It ends early if you are reduced to 0 hit points or you are Incapacitated. You may only benefit from one Alien Anatomy option at a time.

Alien Anatomy Options

The aspects are presented in alphabetical order.

Alien Mind. Your brain fluid becomes cursed, etching runes upon your brain. You may add 1 to any of your mental attributes, up to your maximum.

Alien Resilience. Your body becomes more amorphous, allowing you to allocate your mass elsewhere. You may add 1 to any of your physical attributes, up to your maximum.

Carapace. Your skin hardens, granting you protection from enemy attacks. When you are not wearing armor or using a shield, your AC equals 12 + your Constitution modifier.

Claws. Your finger grows into sharp claws that can be used as weapons that rend the mind. Your unarmed strikes become weapon attacks, and deal psychic damage equal to 1d6 + your Constitution modifier.

Gaze. Your eyes form twisted visages to allow you better vision. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range is increased by 30 feet. In addition, your darkvision allows you to see in magical darkness.

Ichor. Your blood becomes a fetid ethereal fluid. You are immune to poison damage and the poisoned condition.

Reflexes. Your perception enhances and your body reacts quicker. When you make a melee weapon attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Tendrils. Your arms become engulfed in shadowy tentacles that mimic your supernals. When you make a melee attack, your reach for it is 5 feet greater than usual.

Channel Ylem

Starting at 6th level, you can channel the destructive force of Ylem through your weapon. You can treat your proficiency modifier as 2 higher when determining how many essence dice you can spend on Essence Strike.

Even Death May Die

At 10th level, you can accelerate the decay of all matter- even inorganic. As part of an Attack action or spell, you can spend any amount of essence die. On a successful hit, one creature or object damaged by the attack or spell gains vulnerability to the triggering damage type for one minute, If the creature or object is immune to the damage type, it loses the immunity and gains resistance to the damage type instead. If the creature is resistant to the damage type, it loses its resistance instead.

Once you've used this feature, you can't do so again until you finish a long rest.

Protean Form

At 14th level, you learn how to further mutate yourself. You can choose two Alien Anatomy options instead of one when you use the Alien Form class feature. You retain the benefits of the chosen options permanently until you decide to change them.

SERONIA | CLASSES

Revenant Supernal

These supernals are undying warriors of The Schism, an eternal battlefield on a constantly changing landscape. They watch and learn from history's greatest warriors in an endless cycle of violence.

Revenant Features
Eidolon Level Feature
3 Lore Spells, Overwhelming Essence
6 Revenant's Brand
10 Memories of Battles Past
14 The Endless March

Lore Spells

At 3rd level, you gain lore spells at the eidolon levels listed.

Revenant Lore Spells
Eidolon Level Spells
3rd absorb elements, shield
5th magic weapon, mirror image
9th spirit guardians (valkyries), haste
13th elemental bane, stoneskin
17th circle of power, far step

Overwhelming Essence

Also at 3rd level, your Essence Strike and Essence Surge works in concert with your allies on the battlefield. Creatures successfully damaged by your Essence Strike or Essence Surge grant advantage to the next attack made against them before their next turn.

Revenant's Brand

Starting at 6th level, the magic of your eidolon resonates through your weapon, stealing the lifeforce of your enemies. Whenever you hit a creature with an Essence Strike, you can use the Protect Host healing feature without spending your reaction. Additionally, while projecting a major Aspect, you may heal for the full amount instead.

Memory of Battles Past

Starting at 10th level, you can harness a creature's natural capabilities and pass them on to you. As an action, you can learn one of a creature's senses, languages, or any special traits they may have, such as a wolf's pack tactics, within 60 feet. The DM determines what you discover. Once learned, you can an expend essence die to gain the learned trait for 1 hour.

In order to use a creature's special trait, you must be able to perform the actions required. For instance, a character without a fly speed cannot use a Giant Owl's flyby trait, where as a character with a fly speed could.

This lasts until you finish a long rest. Once you've used this feature, you can't do so again until you finish a long rest.

The Endless March

Beginning at 14th level, when you reduce a creature to 0 hit points using your Essence Strike or Essence Surge class feature, you can use a reaction to regain one of your eidolon spell slots. The spell level must be equal to or lower than the amount of essence dice spent.

Once you use this feature, you can't do so again until you finish a long rest.

SERONIA | CLASSES

Eidolon Spells




Cantrips
  • Booming Blade
  • Chill Touch
  • Cloak New
  • Fire Bolt
  • Infestation
  • Poison Spray
  • Ray of Frost
  • Ricochet New
  • Sacred Flame
  • Sapping Sting
  • Spare The Dying
  • Shocking Grasp
  • Sword Burst
  • Vicious Mockery
1st Level
  • Absorb Elements
  • Alarm
  • Cause Fear
  • Command
  • Comprehend Languages
  • Detect Magic
  • Expeditious Retreat
  • Feather Fall
  • Identify
  • Longstrider
  • Shield
  • Thunderwave
  • Thunderous Smite
  • Zephyr Strike
2nd Level
  • Aid
  • Branding Smite
  • Darkness
  • Darkvision
  • Enhance Ability
  • Hold Person
  • Invisibility
  • Living Bomb New
  • Magic Weapon
  • Mind Spike
  • Nystul's Magic Aura
  • See Invisibility
  • Silence
  • Warding Bond


3rd Level
  • Bestow Curse
  • Blinding Smite
  • Blink
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Glyph of Warding
  • Haste
  • Magic Circle
  • Nondetection
  • Remove Curse
  • Sending
  • Slow
  • Thunder Step
4th Level
  • Arcane Eye
  • Banishment
  • Compulsion
  • Confusion
  • Dimension Door
  • Dominate Beast
  • Elemental Bane
  • Evard's Black Tentacles
  • Greater Invisibility
  • Mordenkainen's Private Sanctum
  • Leomund's Secret Chest
  • Locate Creature
  • Staggering Smite
  • Stoneskin
5th Level
  • Banishing Smite
  • Circle of Power
  • Dispel Evil and Good
  • Far Step
  • Hold Monster
  • Legend Lore
  • Mislead
  • Passwall
  • Rary's Telepathic Bond
  • Rebuke New
  • Skill Empowerment
  • Synaptic Static
  • True Nemesis New
  • Wall of Force

New Spells

Cloak

Illusion cantrip


  • Casting Time: 1 bonus action
  • Range: Self (5ft radius)
  • Components: V, S
  • Duration: Instantaneous

You summon minor illusions to scatter the light around you to render you nearly invisible, causing enemies to have a harder time tracking you. Each creature of your choice within 5 ft of you must make a Wisdom (Perception) check vs your spell save DC. If they fail this check, they suffer disadvantage on the next attack made against you until the end of your current turn.

At 5th level, the radius of this spell's effect increases by 5ft, then by another 5ft at 11th and 17th level.


Ricochet

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (30ft line)
  • Components: V, M (a small amount of gunnepowder)
  • Duration: Instantaneous

You explode forward in a surge of ballistic energy towards a creature or object you can see within 30 feet of you and attempt to Shove the target. This movement doesn't provoke opportunity attacks, and you can choose to use your spellcasting ability instead of Strength for your Strength (Athletics) check. If your speed is 0 or you are otherwise unable to move when you cast this spell, the spell fails.

On a success, you can choose to either knock the target prone or push it 5 feet away from you as normal, or Break Open (in the case of a locked door or similar object). Whether you succeed or fail, you then teleport back to the space where you began your move in a crack of gunnepowder.

Starting at 5th level, this spell can also deal damage to the target, which increases when you reach certain levels. At 5th level, the target takes 1d8 bludgeoning damage if you successfully shove it. This damage increases by 1d8 at 11th level (2d8) and again at 17th level (3d8).

Living Bomb

2nd level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Choose one creature that you can see within range that is not Undead or a Construct. That creature must make a Constitution saving throw. On a failed saving throw, the target takes 3d10 fire damage. Otherwise, the target takes half damage.

If this damage reduces the target to 0 hit points, it explodes, spraying nearby creatures with flaming gore. Each creature within 15 feet of the target must make a Dexterity saving throw. On a failed saving throw, a creature takes 3d10 fire damage. Otherwise, the creature takes half damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d10 for each slot level above 2nd.

True Nemesis

5th level evocation


  • Casting Time: Special
  • Range: Self
  • Components: V, S, M (a melee weapon)
  • Duration: 1 minute

The first time you take the Attack action during your turn, you can cast this spell to make your weapon glow with eldritch power and cleave the fabric of reality with every swing. The first time you successfully hit a creature with an Essence Strike during this turn, your attack inflicts an additional 2d10 force damage, and the target becomes afflicted by a malignant curse. Until the spell ends, whenever you take the Attack action, you can choose to attack the cursed creature regardless of distance or obstacles, and these attacks deal an additional 1d10 force damage, ignore cover, and cannot suffer disadvantage.

Rebuke

5th-level evocation


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see.
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

With a word, you invoke the searing radiance of the higher planes to strike down your attacker. The creature must make a Charisma saving throw. If they fail, they are blinded until the start of your next turn and take 5d10 radiant damage. If they succeed, they take half as much damage and are not blinded.

SERONIA | CLASSES

Engineer

A small candle burns low in its holder, a large wooden desk is covered in old tomes, new books of academic research, and a stack of empty plates. A young woman feverishly works, nose an inch above the paper, copying notes and drawings onto a blueprint. She brings the finished blueprint over to her work bench, and begins to build. Metal is welded together, small runes are etched, gears are being fitted, her brow furled in concentration as sweat drips down her nose. As the first glow of dawn approaches, she finally rests, in front of her, her first engine sits, ready for testing.

Building a Better World

Engineers are on the cutting edge of the industrial movement of Seronia. They are elite crafters, binding Old World magical components with modern technology to create unique contraptions known as engines. As the arcane continues to fade or become hoarded by the kingdoms of Seronia, the engineer hopes their work can fill one of the many growing voids in society- from security to infrastructure to revitalizing lands stripped bare. Their studies pushes the boundaries of science (and often times sanity and safety).

Field Testing Required

While many engineers may choose to stay safe in a large city, the need for extensive testing calls some to the life of adventure. Those that venture into the field discover not only danger, but also new, rare materials, and ways to build your engines to produce stronger and stranger effects. Necessity is the mother of all invention. As you adventure more, you see many ways that things can be improved that others might have missed.

Quick Build

You can make an engineer quickly by following these suggestions. First, make intelligence your highest ability score, followed by strength or constitution. Second, choose the guild artisan background.

Multiclassing

Prerequisites. To qualify for multiclassing into the engineer class, you must met these prerequisites: Intelligence 13.

Proficiencies. When you multiclass into the engineer class, you gain the following proficiencies: light armor, simple weapons, and two artisan's tools of your choice.

Class Features

Ability Score Increase

Your Intelligence increases by two, and your Dexterity increases by 1.

Hit Points

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

SERONIA | CLASSES
The Engineer
Level Proficiency Bonus Features Trinkets Engines Known Engine Level Engine Amount
1st +2 Tool Box, Construction,
Engineering Universitas
2 2 1st 1
2nd +2 Analyze Invention, Arcane Reconstruction 2 3 1st 2
3rd +2 Universitas feature 2 3 1st 2
4th +2 Ability Score Improvement 3 4 1st 2
5th +3 Universitas Feature 3 4 2nd 3
6th +3 Tool Expertise 3 5 2nd 3
7th +3 Spark of Genius 3 5 2nd 3
8th +3 Ability Score Improvement 3 6 2nd 3
9th +4 3 6 3rd 4
10th +4 Universitas Feature, Wondrous Mastery (4) 4 7 3rd 4
11th +4 Perfect Analyzation 4 7 3rd 4
12th +4 Ability Score Improvement 4 8 3rd 4
13th +5 4 8 4th 5
14th +5 Universitas Feature, Wondrous Mastery (5) 4 9 4th 5
15th +5 Expansive Intellect 4 9 4th 5
16th +5 Ability Score Improvement 4 10 4th 5
17th +6 4 10 5th 6
18th +6 Wondrous Mastery (6) 4 11 5th 6
19th +6 Ability Score Improvement 4 11 5th 6
20th +6 Wondrous Soul 4 12 5th 6

Proficiencies

Armor: Light armor, medium armor, non-tower shields
Weapons: simple weapons, hand crossbows, firearms
Tools: tinker’s tools, one type of artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, and Sleight of Hand

Equipment

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

  • (a) any two simple weapons or (b) a war hammer and a shield or (c) a maul
  • (a) a Crossbow, hand with a d12 bolt case or (b) a Crossbow, heavy with a d12 bolt case
  • (a) an arming doublet or (b) munition armor or (c) mail and plate (if proficient)
  • a Tool Box (see below) and a dungeoneer’s pack

Tool Box

The tool box is the most fundamental piece of an engineer’s kit, serving as your arcane focus and tools needed to create engines, as well as any artisan’s tools you have proficiency with. Your tool box also contains a chemical lantern that can be activated without an action. The lantern sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Construction

Beginning at 1st level, you fill your light activity with tinkering and experiments.

Trinkets

At 2nd level, you learn two cantrips of your choice, referred to as Trinkets, from the engineer spell list. You learn an additional engineer cantrip of your choice when you reach 4th level and again at 10th level.

SERONIA | CLASSES

Engine Amount

The engineer table shows how many engines you have. The table also shows what the level those engines are; all of your engines are the same level. To cast one of your engineer spells of 1st level or higher, you must expend an engine. You regain all of your engines when you finish a short or long rest.

Engines Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the engineer spell list. The Engines Known column of the engineer table shows when you learn more engineer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Engine Level column for your level. Additionally, when you gain a level in this class, you can choose one of the engineer spells you know and replace it with another spell from the engineer spell list, which also must be of a level equal to or lower than your spell slot level.

When you complete a short or long rest, you can build a number of engines containing equivalent spell effects as defined on the Engines List. The Engine Amount column of the Engineer table shows the number you can build. The spell effect stays active in the engine until it is used or you complete another long rest.


The spell-effect must be less than or equal to the level shown on the Engine Level column of the Engineer table.

Engine save DC = 8 + your proficiency bonus + your Intelligence modifier


Engine attack modifier = your proficiency bonus + your Intelligence modifier


Engineering Universitas

At 1st level, your field of study as an engineer is chosen: Anatomist, Horologist, Machinist, or Polemologist, which are detailed at the end of the class. These specializations grant you features at 1st, 3rd, 5th, 10th, and 14th level.

Analyze Invention

Starting at 2nd level, your understanding of magic and science allows you to reverse engineer their properties. You know the spells of detect magic and identify, and you can cast them as rituals using your Tool Box without material components.

Arcane Reconstruction

At 2nd level, you have mastered the knowledge of using magic to repair things. You learn the mending cantrip, and can cast it at-will using your Tool Box.

Additionally, you learn the cure wounds spell. If you already know cure wounds you can select another spell from the Engineer spell list. When you cast cure wounds, it can heal constructs in addition to normally valid targets.

Tool Expertise

Starting at 6th level, whenever you make an ability check that uses a tool with which you are proficient, you can add double your proficiency bonus to your roll.

In addition, whenever you make an Intelligence (History) check related to items made with tools you are proficient with, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Spark of Genius

Beginning at 7th level, your analytical mind can offer potent insights and suggestions at a moment's notice. As a reaction, when you or another creature you can see within 30 feet makes an ability check or a saving throw, you can add your Intelligence modifier (minimum of +1) to the result of the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Wondrous Items Mastery

You have gained a deep understanding of the inner workings of magic items, allowing you greater use of them. Starting at 10th level, you can attune to up to four magic items at once. The number of magic items you can attune to at one time increases at 14th level (5 items) and at 18th level (6 items).

Finally, for you, crafting a concoction (CAO, pg. 106) or magic item with a rarity of Common or Uncommon takes a quarter of the normal time and costs half the normal coin. When you reach 20th level, this bonus also applies to Rare and Very Rare magic items.

Wondrous Breakthrough

Beginning at 11th level, your expert understanding of magic items allows you to attune to any magic item regardless of any alignment, class, race, spell, or level requirements.

Expansive Intellect

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.

Wondrous Soul

You imbue a spark of your own essence in the Engines you create. At 20th level, you gain a +1 bonus to all saving throws for each magic item you are attuned to. In addition, if you are reduced to 0 hit points but not killed outright, you can choose to end your attunement to one magic item, causing you to drop to 1 hit point instead of 0.

SERONIA | CLASSES

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.

Anatomist

Where most engineers develop objects of wondrous technology, anatomists bring their great intellect to bear by modifying their own bodies. They replace and improve their own limbs with arcanology, forever striving to create a more perfect self. Anatomists are known for their deadly combat Enhancements.

Tools of the Trade

You gain proficiency with both smith's tools and the Medicine skill. If you are already proficient with smith's tools, you instead gain proficiency with a set of artisan's tools of your choice.

Prosthesis Weapon

You modify one of your limbs to bear a hidden weapon. It is a simple melee weapon with the finesse property that deals 1d8 damage on hit and has the following abilities:

  • When you gain this feature, choose ballistic or slashing. Your weapon deals this type of damage. When you gain an engineer level you can switch your damage type with another one of your choice.
  • It is completely concealed within your limb unless you use a bonus action to activate or retract your weapon.
  • It can bear one Enhancement (see end of archetype). When you gain an engineer level you can replace your Enhancement with another Enhancement of your choice.
  • You can use your Intelligence, in place of your Strength or Dexterity, for the attack and damage rolls of your blade.

Additional Engines

At 3rd level, you've mastered the essential tools, and have begun to tinker with ways to expand your arsenal.

Anatomist Engines
Engineer Level Spells
1st expeditious retreat, thunderous smite
2nd enhance ability, spider climb
3rd blinding smite, haste
4th freedom of movement, staggering smite
5th banishing smite, skill empowerment

Body Enhancements

Also at 3rd level, you gain one Enhancement of your choice from the list below. They can be attached in place of a missing body part, or over a body part.

When you gain an engineer level you can switch replace your Enhancement with another Enhancement of your choice.

As you gain engineer levels, your body can bear additional Enhancements at one time: at 5th level (2), 9th level (3), and at 15th level (4).

  • Mobility Enhancement. You modify one of your legs. You can take the Dash action as a bonus action on each of your turns.
  • Nimble Enhancement. You modify one of your hands. You add your Intelligence modifier (minimum of +1) to any Dexterity checks you make that involve your modified hand.
  • Power Enhancement. You modify one of your arms. You can add your Intelligence modifier (minimum of +1) to any Strength checks you make that involve your modified arm.
  • Visual Enhancement. You modify one of your eyes. You can add your Intelligence modifier (minimum of +1) to any checks you make that rely on your sense of sight.

Combat Enhancement

At 5th level, you have improved your modifications to further augment your combat abilities. You gain the following benefits:

  • You can attack twice, rather than once, whenever you take the Attack action on your turn.
  • When you use your Prosthesis Weapon as an arcane focus, marking a target. You gain a +1 bonus to engine attack rolls, and you can ignore half cover when making engine attacks. This bonus increases at 11th level (+2) and 17th level (+3)

Improved Enhancements

At 10th level, you may apply two Enhancements to your Prosthesis Weapon instead of one.

Additionally, the damage of your Prosthesis Weapon becomes 2d8.

Masterwork Enhancement

At 14th level, choose one of your Enhancements to become a Masterwork Enhancement, granting you the additional benefits below. Each time you finish a long rest, you can replace your Masterwork Enhancement with another of your choice.

  • Weapon Masterwork. Your Prosthesis Weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
  • Mobile Masterwork. When you take the Dash action you are immune to opportunity attacks and you can move along vertical surfaces and liquids without falling during the move.
  • Nimble Masterwork. When you make a Dexterity saving throw to take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Power Masterwork. When you make a Strength check with your modified arm, you treat a roll of 9 or lower as a 10.
  • Visual Masterwork. When you make a check that relies on your sense of sight, you treat a roll of 9 or lower as a 10.
SERONIA | CLASSES
Anatomist Enhancements

Launcher Weapon Type
Prerequisite: No other Weapon Types

Your Prosthesis Weapon can make ranged attacks at a target up to 20 feet away. If you load no ammunition into the weapon it produces its own, creating magic ammunition when you make a ranged attack. The ammunition vanishes after it either hits or misses. In addition to ammo types, it can be loaded with a Tiny object, including but not limited to; ball bearings, a vial of acid, or holy water.

At 11th level, this weapon grants a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.


Arcanoblade Weapon Type.
Prerequisite: No other Weapon Types

You blend in arcanotech to a bladed weapon, granting a +1 bonus to any attack and damage rolls you make with your Prosthesis Weapon.

This bonus increases at 11th level (+2) and 17th level (+3).


Featherweight Weapon Type.
Prerequisite: No other Weapon Types

Your Prosthesis Weapon gains the light property.

At 11th level, this weapon grants a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th level.


Defending Weapon.
Prerequisite: 5th-level engineer

You Prosthesis Weapon also functions as a shield, granting you a +2 to AC. This does not stack with other shield bonuses.


Engine.
Prerequisite: 5th-level engineer, requires attunement

You imbue your Prosthesis Weapon with arcanology. You choose a 1st-level engine you know to implant. You can utilize the engine implanted within, using the engine's normal casting time.

If the engine requires concentration, you must concentrate on the spell for its duration.

This item holds a number of charges of the implanted engine equal to your Intelligence modifier (minimum of 1), and it regains all expended charges each day at dawn.


Radiant Weapon.
Prerequisite: 5th-level engineer, requires attunement

As a bonus action, you can cause this Prosthesis Weapon to emit bright light in a 30-foot radius, and dim light 30 feet beyond that. You can extinguish the light as a bonus action.

This magical weapon has 4 charges. When you hit a creature with this weapon, you can expend 1 charge and force your target to make a Constitution saving throw. On a failure, it is blinded until the beginning of your next turn. This weapon regains all expended charges at dawn.


Repulsion Weapon.
Prerequisite: 5th-level engineer, requires attunement

This magical weapon has 4 charges. When you hit a creature with this weapon, you can expend 1 charge and force a Large or smaller target to make a Strength saving throw. On a failed save, the creature is knocked back 15 feet in a straight line. This weapon regains all expended charges at dawn.


Dual Weapon.
Prerequisite: 11th-level engineer

You replace another limb with a Prosthesis Weapon. It gains one Weapon Type of your choice, ignoring the normal prerequisites.


Elemental Weapon.
Prerequisite: 11th-level engineer, requires attunement

You infuse your Prosthesis Weapon with elemental energy. Upon choosing this Enhancement, choose a command word and one of the following damage types: acid, cold, fire, poison, or lightning. As a bonus action, you can speak the command word and cause elemental energy to burst forth from the weapon until the command word is spoken again. On hit, the weapon deals an additional 1d6 of the chosen elemental damage.

At 17th level, the bonus elemental damage becomes 2d6.


Greater Engine.
Prerequisite: 11th-level engineer, requires attunement You imbue your Prosthesis Weapon with a greater amount of arcanology. You choose a 2nd-level engine you know to implant. You can utilize the engine implanted within, using the engine's normal casting time.

If the engine requires concentration, you must concentrate on the spell for its duration.

This item holds a number of charges of the implanted engine equal to your Intelligence modifier (minimum of 1), and it regains all expended charges each day at dawn.


Vampiric Weapon.
Prerequisite: 11th-level engineer, requires attunement

When you score a critical hit with this Prosthesis Weapon, the target takes an extra 2d6 necrotic damage, and you gain temporary hit points equal to the necrotic damage dealt. Undead are immune to the effects of this Enhancement.

At 17th level, the extra necrotic damage becomes 4d6.


Masterwork Armament.
Prerequisite: 17th-level engineer, requires attunement

You can cast steel wind strike without expending a spell slot, so long as you use your Prosthesis Weapon as the spellcasting focus for the spell.

Once steel wind strike is cast in this way, you must finish a short or long rest before you can cast it this way again.


Masterwork Launcher.
Prerequisite: 17th-level engineer, Launcher Weapon Type, requires attunement

You can cast swift quiver without expending a spell slot, so long as you use your Prosthesis Weapon as the spellcasting focus for the spell.

Once swift quiver is cast in this way, you must finish a short or long rest before you can cast it this way again.


Masterwork Engine.
Prerequisite: 17th-level engineer, requires attunement

You imbue your Prosthesis Weapon with a mastercraft of arcanology. You choose a 3rd-level engine you know to implant. You can utilize the engine implanted within, using the engine's normal casting time.

If the engine requires concentration, you must concentrate on the spell for its duration.

This item holds a number of charges of the implanted engine equal to your Intelligence modifier (minimum of 1), and it regains all expended charges each day at dawn.

SERONIA | CLASSES

Horologist

For those that pursue the blend of science and magic, no area of study is too dangerous. Perhaps against their better judgment, some engineers choose to experiment with time itself. Horologistss are bold engineers are marked by their signature Chronometers, a wondrous object that they use to steal moments and adjust the flow of time.

Tools of the Trade

You gain proficiency with jeweler's tools. If you are already proficient with jeweler's tools, you instead gain proficiency with another set of artisan's tools of your choice.

In addition, you are always aware of the exact time while you are on your home plane of existence. Once you spend a full day on another plane you gain this benefit there as well.

Chronometer

You have learned to construct a wondrous device known as a Chronometer. Over the course of 1 hour, which can be during a short or long rest, you can use your jeweler's tools to construct a Chronometer, which appears as a Tiny object of your choice. Chronometers often resemble tiny hourglasses filled with sand, intricate contraptions, or pocket watches. Your Chronometer can be used as a spellcasting focus by you.

You can only have one Chronometer at a time, and creating a second causes the magic of the first to instantly dispel.

Your Chronometer has a number of Charges equal to twice your Intelligence modifier and regains all expended charges when you finish a long rest. While holding your Chronometer, you can expend 1 Charge to use one of the abilities below:

Accelerate. As a bonus action, you can increase the speed of a creature you can see within 60 feet by a total number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet) until the beginning of your next turn.

Decelerate. As a bonus action, you can force a creature you can see within 60 feet to make a Charisma saving throw (DC 8 + your proficiency bonus + your Intelligence modifier). On a failed save, its speed is reduced by a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet) until the beginning of your next turn.

Additional Engines

At 3rd level, you've mastered the essential tools, and have begun to tinker with ways to expand your arsenal.

Horologist Engines
Engineer Level Spells
1st expeditious retreat, fallNew
2nd hold person, improve statisticsNew
3rd haste, slow
4th banishment, dimension door
5th far step, hold monster

Improved Chronometer

Also at 3rd level, you have come to a deeper understanding of chronomancy, growing your Chronometer's power. You can expend 1 Charge of your Chronometer to use the following abilities:

Rush. When you roll initiative and aren't surprised, you can replace the d20 for your initiative roll with your artificer level.

Slip. When a creature you can see within 60 feet makes an attack roll, ability check, or saving throw, you can force them to re-roll as a reaction. You can use this reaction after the creature rolls, but before you know if it succeeded or failed.

Warp. As a bonus action, you can switch places with a creature you can see within 60 feet, each instantly teleporting to the other's space. Unwilling creatures must succeed on a Charisma saving throw or be forced to switch places.

Stolen Moments

Beginning at 5th level, your Chronometer can capture time for later use. When you successfully Paralyze, Stun, or reduce a creature's speed to 0 with an engineer spell or one of your Horologist abilities, your Chronometer regains 1d4 of its expended charges. Also, you can use a bonus action to expend a engine slot and cause your Chronometer to regain expended charges equal to your current engine level.

Finally, while holding your Chronometer, you can use your bonus action to spend one charge to cast zephyr strike. You must concentrate on the spell for its duration.

Once you use this feature to cast zephyr strike a number of times equal to your Intelligence modifier, you can't do so again until you finish a long rest.

Empowered Chronometer

At 10th level, your understanding and control over time has greatly increased. Your Chronometer improves in the following ways:

Accelerate. Opportunity attacks against the target creature have disadvantage until the end of their next turn.

Decelerate. You can spend an additional Charge to double the speed reduction. If this feature reduces a target's speed to 0, the creature is stunned until the beginning of its next turn.

Rush. You also gain a bonus to your initiative roll equal to your Intelligence modifier (minimum of +1)

Stop The Clock

Beginning at 14th level, you have gained limited mastery over time itself. While holding your Chronometer, you can use your action to overload the device, expending all of its remaining Charges, to cast time stop.

Once you use this feature you must finish a short or long rest before you can cast time stop in this way again.

Machinist

Machinist engineers are known for creating their signature Automatons, small clockwork devices that can serve several temporary purposes. Armed with their tools and an army of wondrous devices, they serve as the perfect utility to execute well-laid plans.

Tools of the Trade

At 1st level, you gain proficiency with smith's tools. If you are already proficient in smith's tools, you instead gain proficiency with another set of artisan's tools of your choice.

Automatons

Beginning at 1st level, you learned to craft unique mechanical devices known as Automatons. You can use your smith's tools as an action to craft a Small Automaton in an unoccupied space within 5 feet of you. This Automaton has the abilities of the Agent Automaton detailed on the opposite column (see "Innovative Models").

Automatons are magical constructs with an Armor Class equal to 12 + your Intelligence modifier and hit points equal to your engineer level + your Intelligence modifier. When they make an ability check or a saving throw, its ability scores are 10 (+0). If mending is cast on one, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour.

You can create another automaton after you finish a long rest. In order to create an additional Automaton before the end of your next long rest, you must expend a Hit Die, representing the additional strain of work, to create one (maximum of your proficiency bonus). You can only have a single operational Automaton at any one time. Creating a second Automaton causes any previous ones to instantly fall apart.

Your Automatons can do nothing on their own. However, you can use a bonus action on your turn to activate one of your Automatons so long as you are within 60 feet of it. As part of this bonus action, you can also cause your Automaton to climb or move up to 25 feet.

Additional Engines

At 3rd level, you've mastered the essential tools, and have begun to tinker with ways to expand your arsenal.

Machinist Engines
Engineer Level Spells
1st color spray, unseen servant
2nd cordon of arrows, thunderburst mineNew
3rd fireburst mineNew, spirit guardians
4th faithful hound, summon construct
5th animate objects, conjure volley

Innovative Models

Also at 3rd level, you have improved your craft. Whenever you create an Automaton, choose one of the Automaton models below:

Agent Automaton. When activated, you see and hear through the Automaton, so long as you are within 100 feet of it. You are deaf and blind to your senses until you end this link as a bonus action.

Anchor Automaton. When activated, the Automaton latches onto a target within 5 feet, reducing the target's speed by a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet).

Armor Automaton. When activated, the Automaton attaches itself to a willing creature within 5 feet. While attached, that creature's Armor Class cannot be less than 13 + your Intelligence modifier.

Artisan Automaton. This Automaton is proficient with one set of tools, and when activated, it makes an ability check with its tool set, and adds your Intelligence modifier (minimum of +1) to its roll.

Assault Automaton. When activated, the Automaton makes a melee spell attack against a creature within 5 feet or ranged spell attack against a creature within 30 feet. On hit, it deals bludgeoning (melee) or ballistic (ranged) damage equal to 1d8 + your Intelligence modifier.

Additionally, all automatons may add your Intelligence modifier when they must make an ability check or a saving throw.

Engine Conduit

At 5th level, you can implant your engines in your Automatons. When you activate an Engine, you can choose for it to originate from an Automaton of your choice, instead of yourself, so long as you are within 60 feet of it.

Automated Army

Also at 5th level, you now create two Automatons of your choice at the end of each long rest, and you can activate up to two Automatons with the same bonus action.

At 14th level, you can create and control up to three.

Automated Awareness

Starting at 10th level, your automatons feed you additional info about your surroundings. You gain a bonus to your initiative rolls equal to your Intelligence modifier (minimum of +1), and cannot be Surprised, so long as you are not Incapacitated.

Automated Defense

Beginning at 14th level, you can use your automatons as "meat" shields. When you or an ally are forced to make a saving throw or are hit by an Attack, you can use your reaction to recall one of your Automatons within 25 feet of the target. The Automaton then becomes the target of the attack or saving throw.

SERONIA | CLASSES

Polemologist

Always ready for a fight, the polemologist thrives in the harshest environments. They combine their engines with advanced combat technology to control the battle. The most famous combat engineers are the gnomish ricadores, the base infantry of the Iron Legion.

Tools of the Trade

At 1st level, you gain proficiency with smith's tools and heavy armor. If you are already proficient in smith's tools, you instead gain proficiency with another set of artisan's tools of your choice.

Arcannon

At 3rd level, you have finished crafting a custom gunne called an arcannon. At the end of a long rest, you can use smith's tools to an arcannon. You gain the following:

  • It is a simple weapon only usable by you.
  • You use your Intelligence, in place of Dexterity, for its attack and damage rolls.
  • It gains the ranged (90/300) property. On hit, it deals 1d8 lightning damage, and once per turn, when you hit with an arcannon attack, you can cause it to deal an additional 1d8 lightning damage.
  • The arcannon grants a +1 bonus to attack and damage rolls made with it. This bonus increases at 11th level (+2) and 17th level (+3).

You can only have one arcannon at a time. Creating a second causes the magic of the first to immediately dispel.

Additional Engines

At 3rd level, you've mastered the essential tools, and have begun to tinker with ways to expand your arsenal.

Polemologist Engines
Engineer Level Spells
1st shield, thunderwave
2nd mirror image, shatter
3rd lightning bolt, thunder step
4th fire shield, storm sphere
5th destructive wave, wall of force

Warplate

Also at 3rd level, you gain a full suit of armor. At the end of a long rest, you can use your smith's tools to transform a set of non-magical armor into Warplate. This armor incorporates your Arcannon, is only usable by you, and while wearing it you gain the following benefits:

  • If the set of armor normally has a Strength requirement, your Warplate lacks this requirement for you.
  • You can use your Warplate as a spellcasting focus.
  • Your Warplate attaches to you and can’t be removed against your will. It expands to cover your entire body, and functionally replaces any missing limbs or body parts. You can don or doff your warplate as an action, and can retract or deploy the helmet as a bonus action.
  • You can use a bonus action to grant yourself temporary hit points equal to your Intelligence modifier (minimum of 1).

Adapt of War

Beginning at 5th level, you gain the following benefits:

  • Upgraded Arcannon. You ignore the disadvantage imposed when attacking at the arcannon's long range.
  • Upgraded Warplate. Your warplate can send a jolt to you to refocus your mind. The warplate has 4 charges. Whenever you fail a Constitution saving throw to maintain concentration on a spell, you can use your reaction to spend 1 of the warplate's charges to succeed instead. The warplate regains all expended charges at dawn.

Finally, you can attack twice, instead of once, whenever you take the Attack action on your turn, and you can cast one of your engineer trinkets in place of one of your attacks.

Guraza

At 10th level, you create a pilotable golem known as a guraza. You may choose to have the guraza function as an independent golem or can pilot it by climbing inside of it.

Independent Guraza

Your guraza is one size catagory larger than you (up to Large). Upon its initial creation, you choose to have either a humanoid or quadruped guraza, with the following modifications:

  • Humanoid. Your guraza is proficient with shields, and it has humanoid hands that it can use to perform basic tasks.
  • Quadruped. Your guraza resembles a Large beast of your choice. Its speed increases by 10 feet, and it can be ridden as a mount by you as if it was a trained mount.

In combat, your guraza acts during your turn. It can move and use its reaction on its own, but it only uses the Dodge action on its turn unless you use your bonus action to order it to take an action in its stat block, or another action. If you are incapacitated, your guraza acts on its own.

If your guraza is reduced to 0 hit points, it becomes Incapacitated and cannot function in either Independent or Piloted role. At the end of a long rest, you can use your smith's tools and expend an engine slot to restore your guraza to its maximum hit points.

Piloted Guraza

You gain the following benefits while piloting it:

  • Your size category when inside the guraza increases by one, and you have advantage on Strength saving throws and Strength checks against creatures the same size as you or smaller than you.
  • Your AC becomes 12 + your proficiency bonus.
  • You gain temporary hit points equal to 5 times your engineer level, or your guraza's current hit point total (whichever is lower). If these temporary hit points are reduced to 0, you are immediately ejected into an unoccupied square within a 10-ft radius and are Prone.
  • You gain a bonus to initiative rolls equal to your Intelligence modifier (minimum of +1), and cannot be Surprised, so long as you are not Incapacitated.
  • You gain resistance to ballistic, bludgeoning, piercing, and slashing damage from all non-magical attacks.
SERONIA | CLASSES

Guraza

Medium or Large construct, neutral


  • Armor Class 12 + your proficiency bonus (natural armor)
  • Hit Points 5 + five times your artificer level (the guraza has a number of Hit Dice [d10s] equal to your engineer level)
  • Speed 30 ft (40 ft if quadruped)

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2)

  • Damage Resistances ballistic, bludgeoning, piercing, and slashing damage from all non-magical attacks.
  • Condition Immunities Charmed, Exhausted, Poisoned
  • Senses darkvision 60 ft., passive Perception 10 + proficiency bonus
  • Languages understands the languages you speak

Polemological. You add your proficiency bonus to any ability check or saving throw the guraza makes. Vigilant. The guraza cannot be surprised.

Actions

Rend. Melee Weapon Attack: your Intelligence modifier + proficiency bonus to hit, reach 5 ft., one target you can see. Hit: 1d10 + proficiency bonus force damage.

Repair. The guraza can expend one of its Hit Dice to restore 1d10 + proficiency bonus hit points to itself. If it is a humanoid guraza, it can use its hands to restore these hit points to one construct or object within 5 feet of it.

Mastercraft Arms and Armor

Starting at 14th level, you gain the following benefits:

  • Mastercraft Arcannon. Your arcannon now deals 2d8 damage. When you cause your arcannon to deal additional damage, you may choose to deal maximum damage to your target. Once you use this feature to maximize the damage of an attack, you must finish a short or long rest before you can do so again.
  • Matercraft Warplate. Your warplate is infused with arcanotech, becoming magical and grants you a +1 bonus to your Armor Class, and you have resistance to one of the following damage types; acid, cold, fire, lightning, necrotic, poison, radiant, or thunder (your choice). Each time you finish a long rest, you can use your smith's tools to replace your resistance with another of your choice.
  • Mastercraft Guraza. Your guraza gains a flying speed equal to its walking speed. It must land by the end of your turn. While flying, you can use an action to stomp the ground and cast destructive wave without expending a spell slot. Once you do so, you must finish a short or long rest before you can do so again.

SERONIA | CLASSES

Engineer Spells

Trinkets (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Dancing Lights
  • Cloak
  • Control Flames
  • Create Bonfire
  • Elemental Burstpg.28
  • Fire Bolt
  • Frostbite
  • Green-Flame Blade
  • Lightning Lure
  • Mending
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Produce Flame
  • Push/Pull New
  • Resistance
  • Ray of Frost
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • True Strike
1st Level
  • Alarm
  • Arcane Ablation New
  • Arcane Weapon New
  • Bond Item New
  • Catapult
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • Fall New
  • False Life
  • Feather Fall
  • Gravitational Flux New
  • Grease
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Sanctuary
  • Seeking Projectile New
  • Shape Limb
  • Snare
  • Unburden New
  • Unseen Servant
  • Tenser’s Floating Disk
2nd Level
  • Aid
  • Alter Self
  • Arcane Lock
  • Blur
  • Cloud of Daggers
  • Darkvision
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Heat Metal
  • Hold Person
  • Improve Statistics New
  • Invisibility
  • Knock
  • Lightning Charged New
  • Locate Object
  • Magic Weapon
  • Magic Mouth
  • Magnetic Beam New
  • Nystul’s Magic Aura
  • See Invisibility
  • Spider Climb
  • Thunderburst Mine New
3rd Level
  • Dispel Magic
  • Dispel Construct New
  • Elemental Weapon
  • Feign Death
  • Flame Arrows
  • Fireburst Mine New
  • Gaseous Form
  • Glyph of Warding
  • Life Transference
  • Lightning Arrow
  • Magic Circle
  • Nondetection
  • Protection from Ballistics
  • Protection from Energy
  • Sending
  • Tiny Servant
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Arcane Eye
  • Elemental Bane
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Leomund’s Secret Chest
  • Otiluke’s Resilient Sphere
  • Repair New
  • Stone Shape
  • Stoneskin
  • Sickening Radiance
5th Level
  • Animate Objects
  • Bigby’s Hand
  • Cloudkill
  • Hold Monster
  • Mislead
  • Passwall
  • Seeming
  • Skill Empowerment
  • Telekinesis
  • Transmute Rock
  • Wall of Stone
  • Weapon of the Aureoles New

New Spells

Cantrips

Push/Pull

transmutation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: Instantaneous

Make a melee spell attack against a creature you can see within range. On hit, the target takes 1d6 force damage and is pulled up to 5 feet directly towards or away from you (your choice)

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1st Level Spells

Arcane Ablation

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a piece of worn armor or clothing and imbue it with magic. The creature wearing this the imbued item gains 4 temporary hit points for the duration. When these temporary hit points are exhausted, at the start of the creature's next turn it will gain 3 temporary hit points. This repeats when those temporary hit points are exhausted as the previous total minus one, until no temporary hit points would be gained and the spell ends.

At Higher Levels. The initial temporary hit points increases by 1 for each slot level above 1st.

SERONIA | CLASSES

Arcane Weapon

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a weapon and imbue it with magic. For the duration the weapon counts as a magical weapon, any damage dealt by it is Force damage.

Bond Item

1st-level conjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You touch a item weighing no more than 100 pounds and form a link between you and it. Until the spell ends, you can recall it to your hand as a bonus action.

If another creature is holding or wearing the item when you try to recall it, they make a Charisma saving throw, and if they succeed, the spell fails. They make this save with advantage if they have had possession of the item for more than 1 minute.

Fall

1st-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You alter gravity for yourself, causing you to reorient which way is down for you until the end of your turn. You can pick any direction to fall as if under the effect of gravity, falling up to 500 feet before the spell ends.

If you collide with something during this time, you take falling damage as normal, but you can control your fall as you could under normal conditions by holding onto objects or move along a surface according to your new orientation as normal until your turn ends and gravity returns to normal.

Gravitational Flux

1st-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You force a creature you can see within range to make a Strength saving throw. A willing creature can choose to fail this saving throw. On a failed save, the creature has its gravity changed to a direction of your choice, and is pulled a distance of your choosing up to 10 feet in that direction. Its gravity then returns to normal. If the creature hits a solid surface, other creature, or large object during this movement, it takes 1d6 bludgeoning damage for every 10 feet it was pulled and falls prone.

At Higher Levels. when you cast this spell using a spell slot of 2nd level or higher, the distance the target can be pulled increased by 10 feet for each slot level above 1st, up to a maximum of 50 feet.

Seeking Projectile

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You touch a piece of ammunition or weapon with the thrown property. When an ranged attack roll is made with that weapon, you can add your spell casting modifier to the amount shown. If that makes the value 20 or more, the attack is a critical hit. After making the attack roll, the spell ends.

Unburden

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

A creature you touch no longer suffers penalties to movement speed or to their Dexterity (Stealth) checks while wearing heavy armor, and is no long encumbered from carry weight unless they are carrying more than twice the weight that would encumber them.

2nd Level Spells

Improve Statistics

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You modify a weapon or worn item to better serve it's function. If imbued on a weapon, for the duration on an attack roll, the wielder can roll an additional d20 (they can choose to do this after they roll, but before the outcome is determined). The creature can choose which of the d20s is used for the attack roll. If imbued into a worn item, they can roll a d20 when attacked, then choose whether the attack uses the attacker's roll or theirs. With either use, the spell immediately ends upon rolling the extra d20.

Lightning Charged

2nd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of once used lightning rod)
  • Duration: 10 minutes

You channel lightning energy into a creature. The energy is harmless to the creature, but escapes in dangerous bursts to other nearby creatures. Every time that creature strikes another creature with a melee attack, a spell with a range of touch, is struck by another creature with melee attack, or ends their turn while grappling or being grappled by another creature, they deal 1d6 Lightning damage to that creature.

Once this spell has discharged 6 times (dealing up to 6d6 damage), the spell ends.

At Higher Levels. The spell can discharge damage 2 additional times (dealing 2d6 more total damage) before the spell ends for each slot level above 2nd.

SERONIA | CLASSES

Magnetic Beam

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A small magnet)
  • Duration: Concentration, up to 1 minute

choose a point within range. a line 30 feet long and 5 feet wide of magnetic energy manifests horizontally from that point. When a creature enters the spell's area for the firt time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, it is pulled up to 15 feet along the line in a direction of your choice and takes 2d8 force damage, or half as much damage and isn't pulled on a successful save.

On each of your turns after you cast this spell, you can use your action to move the line up to 30 feet within range, and rotate it horizontally.

At Higher Levels. when you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Thunderburst Mine

2nd-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (Any tiny nonmagical item, which is destroyed by the activation of the spell)
  • Duration: 8 hours

You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).

When the magic trap detonates, each creature in a 10-foot-radius sphere centered on the item must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one thunderburst mine during a turn, they take half damage from any subsequent effects of the mines.

A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results in it detonating unless the engineer that set it disarms it with an action.

3rd Level Spells

Dispel Construct

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You can attempt to purge the magic animating a construct within range, rendering it inert. The target must succeed on a Constitution saving throw, or be reduced to zero hit points. If the target has more than 100 hit points remaining, it makes this roll with advantage.

Fireburst Mine

3rd-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (Any tiny nonmagical item, which is destroyed by the activation of the spell)
  • Duration: 8 hours

You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).

When the magic trap detonates, each creature in a 20-foot-radius sphere centered on the item must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one fireburst mine during a turn, they take half damage from any subsequent effects of the mines.

A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results in it detonating unless the engineer that set it disarms it with an action.

4th Level Spells

Repair

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a construct or inanimate object, causing it regain 10d6 hit points. This causes any parts or material that has broken away from the construct or object to reattach, repairing it to the condition it was in before losing those hit points.

If the construct or object damaged state is the result of age, you can instead repair to the condition it was in 10d6 years ago, if it was previously in a better condition during that time (the condition can only improve or not change).

At Higher Levels: The hit points restored increases by 2d6 (or the years restored) for each slot above 4th.

5th Level Spells

Weapon of the Aureoles

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, Up to 1 hour

You touch a melee weapon and imbue it with Cyclopean power. Until the spell ends, the weapon becomes legendary, ignoring resistance to its damage type, and gains the Siege property, dealing double damage to inanimate objects such as structures. If the weapon has a modifier of less than +3 to attack and damage rolls, its modifier becomes +3 to attack and damage rolls for the duration of the spell.

Additionally, if a critical strike of this melee weapon would leave a creature with less than 50 hitpoints, the target creature is instantly killed.

SERONIA | CLASSES

Fusilier

Named after their signature flintlock weapons, fusiliers are masters of distant death, picking off enemies from afar with their firearms. They draw on an implacable fighting spirit to overcome enemies, often found where the fighting is fiercest. While current firearms are simple, often imprecise devices, fusiliers are trained in advanced maneuvers to effectively utilize this emerging technology- one that will become even more powerful with the breakthroughs on the near horizon.

Creating a Fusilier

When creating a fusilier, consider two major things. Firstly, consider guns are viewed in the region your character is from, and then consider how your character came across their knowledge of how to make and use them? Did they have a eureka moment in a time of renaissance? Did they train with a mentor, army, or mercenary group before deciding to go on their own path? Did they adopt the weapons of their enemies or someone close to them? Are they using it as a way to equal the playing field against lorded knights or are they using it to protect the interests of the sovereign?

Multiclassing

Prerequisites. To qualify for multiclassing into the fusilier class, you must met these prerequisites: Dexterity 13.

Proficiencies. When you multiclass into the fusiler class, you gain the following proficiencies: light armor, medium armor, all firearms and grenades

Class Features

As a fusilier, you gain the following class features.

Ability Score Increase

Your Dexterity increases by two, and your Intelligence increases by 1.

Hit Points


  • Hit Dice: 1d10 per fusilier level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fusilier level after 1st

Proficiencies


  • Armor: light armor, medium armor, non-tower shields
  • Weapons: simple weapons, longswords, scimitars, shortswords, all firearms and grenades
  • Tools: Tinkers' tools, plus a gaming set or musical instrument of your choice
  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, Deception, History, Insight, Intimidation, Perception, or Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background (Starting firearms can only be sold as scrap worth 4d10 bronze pence) :

  • (a) a wheellock rifle and d6 ammo pouch (b) a dragon pistol and d6 ammo pouch, or (c) a pepperbox and d6 ammo pouch
  • (a) munition armor, or (b) leather armor, flintlock pistol, and d6 ammo pouch
  • (a) a shortsword and a shield, or (b) a longsword and a simple weapon
  • (a) a dungeoneer’s pack, or (b) an explorer’s pack

SERONIA | THE FUSILIER
The Fusilier
Level Proficiency Features
1st +2 Fighting Style, Valor
2nd +2 First To Fight
3rd +2 Soldier Specialization
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Specialization feature
8th +3 Ability Score Improvement
9th +4 Specialization feature
10th +4 Perfectly Primed
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Specialization feature
14th +5 Ability Score Improvement
15th +5 Rapid Shot
16th +5 Ability Score Improvement
17th +6 Specialization feature
18th +6 Traumatic Criticals
19th +6 Ability Score Improvement
20th +6 Soldier of Legend

Fighting Style

At 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.

Breacher

When you make a ranged attack at a creature within 15 feet of you and you roll a 1 or 2 on the damage die, you can reroll the damage die and must take the new roll, even if the number is a 1 or a 2. The weapon must have the scatter property in order to gain this benefit.

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

Deadeye

You get a +2 bonus to attack rolls you make with martial and simple ranged weapons, as well as longarms which do not have the bulky or scatter property.

Sniper

You gain a +2 bonus to damage rolls if you attack a creature further than 60 feet away from you with a ranged weapon or a firearm that does not have the scatter property.

Phalanx

You can now wield a two-handed melee weapon, heavy crossbow, light crossbow, or a longarm with a shield, but you must use an action to brace the weapon against the shield in order to attack with it. The weapon stays braced in this way as long as you move no more than 10 feet during your turn. The weapon loses any benefits you gain from using it with two hands while braced.

Valor

At 1st level, you tap into the discipline within yourself. This wellspring is represented by valor points, which allow you to accomplish feats of skill in combat.

Valor Points

You have one valor point per level of Fusilier. You can never have more valor points than your Fusilier level. You regain valor under the following conditions:

  • A successful critical hit with a firearm restores one valor point. A critical on a helpless or unaware creature or on a creature that has fewer Hit Dice than half your character level does not restore valor.
  • When you reduce a creature to 0 hit points with a firearm attack, you restore one valor point. Reducing a helpless or unaware creature, or reducing a creature that has fewer Hit Dice than half your character level to 0 hit points does not restore any valor.
  • You regain all spent valor points when you finish a long rest.

Active Cover. When you are targeted with a ranged attack or subjected to an area effect that allows you to make a Dexterity saving throw, you can spend one valor point to move 5 feet as a reaction; doing so grants you half-cover. Alternatively, you can drop prone to gain three-quarters cover against the triggering attack.

This movement provokes opportunity attacks. You can only perform this action while wearing light or medium armor, and while carrying no more than a light load.

Cauterize. As long as you have one point of valor, you can use your bonus action to press the hot barrel of your firearm against a Wound to stop the bleeding (this removes the Wound). You can only do so if the firearm has been fired this turn.

You do not have to make an attack with the firearm. Instead, you can shoot the firearm into the air, using ammunition and a dose of blackpowder as normal.

Instinctive Aiming. As long as you have one point of valor, you do not need to take an action to Aim when firing within your firearm's first range increment. You can spend a valor point to extend this to your second range increment.

Quick Clear. You can spend a valor point to clear a misfire as a bonus action (pg. 110).

SERONIA | CLASSES

First To Fight

At 2nd level, you are ready to react to danger at a moment's notice. You become proficient with initiative rolls.

Additionally, as long as you have at least one valor point, you can't be surprised while you are conscious.

Soldier Specializations

At 3rd level, you begin to specialize in advanced warfare. You may choose from the Gendarme, Grenadier, Ordnance Officer, or Sharpshooter, which are detailed at the end of the class. These specializations grant you features at 3rd level, and again at 7th, 9th, 13th, and 17th levels.

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.

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.

Additionally, when you take the Attack action on your turn, you can forgo one of your attacks to reload your weapon.

Perfectly Primed

At 10th level, your firearm can no longer become broken due to misfire. In addition, on a critical hit with a firearm, you roll all of the attack’s damage dice three times and add them together.

Rapid Shot

Starting at 15th level, if you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

Traumatic Criticals

Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

True Valor

At 20th level, you picks two actions you have that require you to spend valor to perform. You can perform these actions for one valor point fewer (minimum 0). If the number valor points to perform the action is reduced to 0, you can perform this action as long as you have at least one valor point. If an action could already be performed as long as you had at least one valor point, you can now perform that action even when you have no valor points.

SERONIA | CLASSES

Soldier Specializations

Dragoon

Dragoons are quick, lightly armored fusiliers that specialize in hit-and-run tactics. They often serve as battlefield messengers that ferry important messages across enemy lines.

Bonus Proficiencies

When you choose this specialization at 3rd level, you gain proficiency in the Acrobatics skill and Persuasion skill.

Shot on The Run

At 3rd level, if you move at least 20 ft on your turn, you can Reload a firearm as part of your movement provided that the action to reload that firearm with that type of ammunition would normally only require a bonus action.

Dragoon's Dash

Also at 3rd level, you can spend 1 valor point as a bonus action to take the Dash action. You can only utilize this feature if you are wearing light or no armor and not using a shield larger than a buckler.

Honed Reflexes

Starting at 7th level, your quick thinking helps in both social and combat situations. You can add 1d6 to all Dexterity and Charisma based ability checks.

Snap Shot

At 9th level, you are quick on the uptake in close quarters. As a reaction, you can spend one valor point to threaten an area 10 feet around you as though you were wielding a melee weapon with the Reach quality. If a creature provokes an opportunity attack from you, you can use your firearm for the opportunity attack, ignoring the normal disadvantage for attacking within 5 feet.

Dual Shot On The Run

When you reach 13th level, you maximize every movement of your body to aid with combat reloading. You can reload two firearms while using the Shot on The Run feature.

Daring Acts

At 17th level, your boldness in combat rewards you with extraordinary luck. You can spend valor to reroll a saving throw or a skill check. It costs 2 valor points to reroll a saving throw, and one valor point to reroll a skill check. You must take the result of the second roll, even if it is lower. This feature’s valor cost cannot be reduced by the true valor class feature.

Gendarme

Gendarme are trained guards for important installations and artillery that is render immobile when deployed. Unlike other fusiliers, you'll often find the gendarme in the thick of combat on the front lines, inured to the hardships of war.

Bonus Proficiencies

When you choose this specialization at 3rd level, you gain proficiency in heavy armor and tower shields.

Bulwark

Beginning at 3rd level, while wearing medium or heavy armor, you can spend one point of valor to gain temporary hit points equal to your fusilier level + your Constitution modifier as a bonus action. These temporary hit points disappear after one minute. Whenever you are subjected to an effect that would move you, knock you prone, or both while you have these temporary hit points, you can ignore these effects.

In addition, you learn how to maneuver in heavier armor. You reduce the Strength required to wear heavy armor by 1. This is further reduced by 1 at 6th, 9th, 13th, and 17th level.

Stock Strike

Also at 3rd level, when you take the Attack action on your turn, you can forgo one of your attacks to make a melee attack with the stock of your firearm. You are considered to be proficient with the firearm as a melee weapon and gain a bonus on the damage rolls equal to your proficiency bonus from the Fusilier class. The damage dealt by the stock strike is 1d6 bludgeoning for sidearms and 1d10 bludgeoning for longarms.

Additionally, when you successfully hit another creature with a stock strike, you can spend 1 valor point to attempt a shove (no action required).

Imposing Figure

Starting at 7th level, your time on the frontlines has also given you a gruff and commanding presence. You gain proficiency with the Intimidate skill. Whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Constitution modifier.

Pull Through

Starting at 9th level, when you start the turn unconscious, you can spend one point of valor (if you have a use remaining) as an action to roll hit die equal to one third your fusilier level (rounded down). You regain hit points equal to the amount shown.

Once you use this feature, you can’t use it again until you complete a long rest.

Gendarme's Resolve

When you reach 13th level, you have strengthened your mind and body against the horrors of war. You have advantage on saving throws against being charmed, frightened, petrified, paralyzed or poisoned.

Battle Hardened

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

SERONIA | CLASSES

Grenadier

Grenadiers use their intellect to create explosive weaponry, combining emerging technology with the alchemy of the natural world.

Bonus Proficiencies

When you choose this specialization at 3rd level, you gain proficiency in Alchemist's Supplies and the Nature skill.

Explosives Expert

When you choose this archetype at 3rd level, your tinkering with black powder allows you to create Explosives to harry your enemies with. As an action, you may hurl an Explosive at a creature, object, or surface within 30 feet of you. On impact, an Explosive detonates in a 10-foot radius. Any creature in that area must succeed on a Dexterity saving throw against your Explosive save DC. They take 2d6 fire damage on a failed save, and half as much damage on a success. When you hit a non-magical structure with one of your Explosives, it is considered an automatic critical hit.

Your Explosive's damage increases by 1d6 when you reach certain levels within this class: 6th level (3d6), 9th level (4d6), 12th level (5d6), 15th level (6d6), and 18th level (7d6).

Creating Explosives requires careful mixing and focus. At the end of each long rest, you can use your Alchemist's Supplies to prepare a number of Explosives equal to your proficiency bonus + your Intelligence modifier (minimum of 1).

Explosive save DC = 8 + your proficiency bonus +

your Intelligence modifier

Sapper Charge

Also at 3rd level, you can spend one point of valor to make an attack roll with a Explosive against a lock, door, cover, non-magical trap, or similar device within range. The device's AC is equal to the Task Difficulty.

On a successful hit, the device is destroyed, and it can be bypassed as if it were disabled. Cover damaged in this way creates a 5 foot opening. On a miss, the lock or trigger mechanism is destroyed, but the device is jammed and still considered active, increasing the Task Difficulty by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though thieves tools and knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

Finely Tuned

Starting at 7th level, you gain Expertise with the Alchemist kit and Tinker's tools.

In addition, your Explosives gain the following benefits:

  • Your can alter any Explosive you prepare to deal bludgeoning, piercing, fire, thunder, or lightning damage.
  • You can alter the outward appearance of an Explosive. When they are unlit, creatures must succeed on an Intelligence (Investigation) check against your Grenade Save DC in order to recognize the object as an unlit Explosive.
  • You alter the color of both explosive itself, the color of the explosion, and the color of the smoke it produces.

Alchemical Infusion

At 9th level, you gain the ability to combine alchemical reagents with your Explosives to improve their destructive power. You may expend a point of valor and an alchemical reagent (up to your grenade limit) during a long rest. Your Explosive damage type changes to the type based on the reagent at no additional cost or crafting time.

In addition, choose two alchemical infusions below. When you prepare your Explosives, you may designate some or all of them to be a specialized alchemical Explosive.

Concussion. A creature who fails their Dexterity save against your Explosive save DC can't take reactions until the start of its next turn.

Shrapnel. The area within the radius of your Explosive's detonation is covered with the damage type for one minute until the residue dissipates. Any creature starting its turn within the area takes 1d6 of the Explosive's damage type (no save).

Sticky. A creature who fails the Dexterity save against your Explosive save DC has their speed reduced by 10 feet until the start of your next turn.

Flash. All creatures within the radius of your Explosive's detonation must succeed on a Constitution saving throw against your Explosive save DC or be Blinded until the start of your next turn. Creatures with multiple eyes or advantage on Perception have disadvantage on this save.

High Explosive. A creature who fails the Dexterity save against your Explosive save DC is pushed back ten feet in an outward direction away from the center of the Explosive's detonation.

Black Powder Ingenuity

Starting at 13th level, your skills with Explosives grows. You gain one of the following features of your choice:

Improved Casing. You can now hurl an Explosive at a creature, object, or surface within 60 feet of you.

Alchemical Insight. Choose a third specialized Alchemical Infusion feature from the list above.

Improved Payload. When your Explosives detonate, the radius increases from 10-feet to 20-feet.

Master Saboteur. Creatures that are Surprised have disadvantage on saving throws against your grenades.

Explosive Mastery

When you reach 17th level, you become a master of demolition. When you prepare an Explosive, you can create a rudimentary remote to trigger the Explosive from afar. As an action, you can trigger an unlit Explosive as long as you are within 100 feet.

Additionally, your Explosives deal maximum damage to objects and Constructs.

SERONIA | CLASSES

Ordnance Officer

After the innovation of new offensive weapons from emerging technology, ordance officers have become more common place in militaries across Seronia. They serve as cutting edge custodians and suppliers of munitions to their nation's military.

Bonus Proficiencies

When you choose this specialization at 3rd level, you gain proficiency in siege weapons and the Investigation skill.

Military Engineer

At 3rd level, you gain a Tool Box (as per the Engineer class feature). You also learn how to create a small amount of trinkets and engines to supplement your arsenal.

Trinkets

You know two trinkets of your choice from the engineer spell list. You learn another engineer trinket of your choice at 10th level.

Engine Amount

The Ordnance Officer table shows how many engines you have. The table also shows what the level of those engines are. When you complete a long rest, you can build a number of engines containing equivalent spell effects as defined on the Engines List. The Engine Amount column of the Ordnance Officer table table shows the number you can build. The spell effect stays active in the engine until it is used or you complete another long rest. The spell-effect must be less than or equal to the level shown on the Engine Level column of the Ordnance Officer table.

The engines have an AC of 10 and 5 + your Intelligence modifier in hit points.

Engines Known of 1st Level and Higher.

At 1st level, you know two 1st-level spells of your choice from the engineer spell list.

The Engines Known Column of the Ordnance Officer Spellcasting table shows when you learn more engineer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Engine Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the engineer spells you know and replace it with another spell from the engineer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability.

Intelligence is your spellcasting ability for your engineer spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for and when making an attack roll with an engineer spell..

Engine Save DC = 8 + your proficiency bonus + your Intelligence modifier

Engine attack modifier = your proficiency bonus + your Intelligence modifier

Ordnance Officer Spellcasting
Fusilier Level Trinkets Known Engines Known Engine Amount Engine Level
3rd 2 2 1 1st
4th 2 3 2 1st
5th 2 3 2 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 4 2 2nd
10th 3 5 2 2nd
11th 3 5 2 2nd
12th 3 5 2 2nd
13th 3 6 2 3rd
14th 3 6 2 3rd
15th 3 6 2 3rd
16th 3 7 2 3rd
17th 3 7 2 3rd
18th 3 7 2 3rd
19th 3 8 2 4th
20th 3 8 2 4th

Blackpowder Magic

Also 3rd level, when you cast an engineer spell with a save DC, you can expend valor points to make a failure more likely. You can spend a number of valor points equal to the spell’s level to impose disadvantage on a single target's initial saving throw.

In addition, as a bonus action on your turn, you can expend one of your engines and gain a number of valor points equal to the engine’s level.

Survey and Supply

At 7th level, your duties include not just quality inspection, but purchasing and issuing. You can take the Use Object action as a bonus action. In addition, you gain proficiency in the Persuasion skill and double your proficiency modifier on any Charisma checks related to purchasing supplies and Intelligence checks to appraise the quality of munitions.

Snuff Load

At 9th level, you can add in some snuff to your powder load to produce intense effects. As a reaction, you can spend one valor point to gain a bonus on all damage rolls equal to your Intelligence modifier (minimum 1) with successful firearm and siege weapon attacks you make until the start of your next turn.

Experimental Gunne

Starting at 13th level, your tinkering has resulted in radical design changes to your firearm, implementing additional benefits and drawbacks. Choose one of the following experimental adjustments:

  • Arcane Ammunition. You replace the barrel of your experimental gunne with enchanted metal. The weapons damage is treated as magical and it no longer requires ammunition to fire. If the weapon had the Reload property, it no longer has the Reload Property. You also increases its weight by 50%. Because of the complexity of the magics, your weapon is more prone to misfire, increasing its misfire value by 1.

  • Snuff Chamber. Your experimental gunne has a customized chamber to utilize a blend of snuff and black powder. When you successfully hit with this firearm, you can infuse the weapon with arcane energy as a bonus action to deal 3d4 additional force damage. However, when the weapon misfires, it causes a flash burn. This is the same as the weapon exploding, dealing the firearm's damage to you, except the weapon is not automatically destroyed.

  • Recoilless. Your experimental gunne includes a series of gears and springs designed to reduce its recoil and thus improve accuracy. Being prone no longer causes you to have disadvantage when making a ranged weapon attack with your firearm. If neither you nor a target creature has moved since you last made a ranged weapon attack against them, you have advantage on ranged weapon attacks against them. However, the system is fragile, and easily damaged. Anytime the weapon misfires, this system becomes broken and does not function until the experimental gunsmith spends a short rest repairing it.

You can maintain only one experimental gunne, as it requires constant adjustments and much of your time is spent maintaining the weapon.

Unprecedented Innovation

Starting at 17th level, you have learned how to perfectly blend arcanotech with your firearm. You can implement any number of features from your Experimental Gunne class feature into your firearm without the drawbacks.

Roadranger

Sometimes former soldiers fallen on hard times or bandits who have picked up on modern gunne technology, roadrangers are fusiliers that have turned to a life of crime.

Bonus Proficiencies

When you choose this specialization at 3rd level, you gain proficiency in thieves' tools and the Stealth skill.

Ghost of the Road

At 3rd level, you are a master of surprising attacks and misdirection. When you make an attack against a target who cannot see you, they must make a Wisdom saving throw against a DC equal to 10 + your proficiency bonus. On a failure, they are unable to track your movement and you remain hidden from them.

Killshot

Also at 3rd level, when you successfully hit a single creature with a ranged weapon attack, you can expend a number of valor points up to your proficiency bonus to deal an extra 1d6 damage per valor point spent. This damage is not multiplied on a critical hit.

One Eye Open

Starting at 7th level, you excel at picking out hidden enemies and other threats. You no longer need at least one valor point to avoid being surprised while you are conscious.

In addition, you gain proficiency in the Perception, Investigation, or Insight skill (choose one).

Extricate

At 9th level, when you get hit by an attack, you can spend one valor point and use your reaction to move to a safer position. You don't take any damage from the attack and move 30 feet away to an unoccupied space. As part of this reaction, you can attempt to hide, even if only lightly obscured.

Once you use this feature, you can not use it again until you complete a short or long rest.

Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Vanish

Starting at 17th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

SERONIA | CLASSES

Gentry

All voices fall silent as the woman approaches the execution grounds. She walks with elegance and a dignity scarcely seen in dark times such as these. Every move she makes, every breath she takes, is calculated. She cannot move too fast, lest one would think she is eager to get it over with. She cannot move too slowly, else her people might think her nervous or weak. As she stands before the bound prisoner, she draws her blade. Its decorated hilt and expertly sharpened blade stand in stark contrast to the men it was made to kill, and even more so to the prisoner now cowering before the chopping block.

The gentry addresses the man, hears his last words and considers them. The prisoner speaks of desperation and regret, but neither is enough to change his fate. The gentry raises her voice. She speaks of her duties and her name, and the judgment she came to carry out today. She swings. A head rolls to the ground. The sword is passed to a guard. No blood shall sully her scabbard.

Amongst adventurers stands the gentry. Few exert as much power by merely being present on the battlefield, inspiring their comrades to fight and die in service of their country, religion, or their chosen family. As part of their noble obligations, gentries protect the common folk as they depend on their services and labor to support their family's wealth. While some gentries commit to their tasks out of patriotism, others see it as “fashionable adventuring.” Regardless, they serve as a pillar to their people and as an instrument of justice.

Born to Lead

From the moment they can walk, a gentry is schooled in history, religion and the arts. Their training in military tactics and combat starts once they can hold up a sword without falling over. And once it begins, it never stops. Many gentries consider themselves scholars; some are more akin to politicians, skilled with words and smiles; and others are warriors, born to lead armies, and not to talk pleasantries.


Gentries are as different from one another as the people they rule. Some gentries might not have inherited their position but earned it with sweat and blood. For some their power might have yet to be earned, as the gentry is merely next in line, or competing with others to become the next heir.

In combat the gentry is a presence to fear. While there are certainly more powerful fighters on the battlefield, gentries are distinguished through the pressure they exert. Nothing is more intimidating than the aura of one who carries with them the hopes of their people. Those that fight alongside a lord make an effort to live up to their expectations, while those that fight against one have to ask themselves what might happen to them should they lose and become subjected to their judgment.

Creating a Gentry

As you create your gentry character, consider where they hail from and why they are adventuring. Are they on a quest to save those that serve them? Have you grown wary of politics and abandoned the powers you once held? What was it that led you away from your previous life? Did tragedy strike or might it be a tragedy that can yet be prevented? Do you have to prove yourself worthy? Are you one of many possible heirs to your father or mother? Were you granted your title for your service in an army? Were you elected to your office by people you inspired or saved? Are you a hero or do you serve only yourself? Do you fight for your people or do they fight for you? Maybe your father died and you don't think you're yet worthy to succeed him. Or maybe there was a rebellion and your birthright was taken away from you. Maybe your home country was invaded by an enemy kingdom or struck by a plague. Think about what makes a gentry and what qualities your gentry represents.

SERONIA | CLASSES
The Gentry
Level Proficiency Features Command Die
1st +2 Battlefield Commands, Gentry's Presence d4
2nd +2 Clout, Fighting Style d4
3rd +2 Presence feature d4
4th +2 Ability Score Improvement d4
5th +3 Extra Attack d6
6th +3 Call to Arms, Inspiring Presence d6
7th +3 Presence feature d6
8th +3 Ability Score Improvement d6
9th +4 Rested and Ready d8
10th +4 Ability Score Improvement d8
11th +4 Presence feature d8
12th +4 Ability Score Improvement d8
13th +5 Form Up d10
14th +5 Instill Discipline d10
15th +5 Presence feature d10
16th +5 Ability Score Improvement d10
17th +6 Onslaught d12
18th +6 Presence feature d12
19th +6 Ability Score Improvement d12
20th +6 Legendary Commander d12

Class Features

As a gentry, you gain the following class features.

Ability Score Increase

Your Charisma increases by two, and your Strength increases by 1.

Hit Points


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

Proficiencies


  • Armor: light armor, medium armor, non-tower shields.
  • Weapons: simple weapons, longbows, longswords, rapiers, scimitars, and shortswords, sidearms.
  • Tools: One gaming set of your choice
  • Saving Throws: Charisma, Wisdom
  • Skills: Choose two skills from Athletics, Deception, History, Insight, Intimidation, Investigation, and Persuasion.

Equipment

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

  • (a) a martial weapon (if proficient) or (b) two simple weapons
  • (a) a light crossbow with 20 bolts and a shield or (b) a flintlock pistol with 10 musketballs and a powderhorn
  • (a) arming doublet or (b) haubergeon armor
  • (a) a scholar's pack or (b) a diplomat's pack

Battlefield Commands

Starting at 1st level, you have access to Command Dice. These represent your ability to focus your battlefield presence to powerful results. Your Gentry level determines the size of the dice, as shown on the Command Die column of the Gentry table.

You have a number of Command Dice equal to your proficiency modifier + your Charisma modifier. You can expend them as a reaction to issue Battlefield Commands to creatures within 60 feet of you that can hear you. You regain all your Command Dice when you finish a short or long rest.

You start knowing three battlefield commands: Rally, Overwhelm, and Leadership.


Rally. You can expend a Command die to target a friendly creature. As a reaction, the target can expend one of its Hit Dice to regain hit points equal to its Hit Die roll + its Constitution modifier + your Charisma modifier.

Once you use this feature on a creature, it cannot benefit from this feature again until it finishes a short or long rest.


Overwhelm. You can expend a Command die to mark a hostile creature. The next time that creature is damaged by you or an ally of yours before the start of your next turn, it must make a Constitution saving throw, DC 10 or equal to half the damage dealt (whichever is higher). On a failure, they grant advantage to all attacks against it until the end of its next turn.

This mark lasts for one minute.


Leadership. When a friendly creature would make an attack roll, ability check, or saving throw, you can expend a Command die by rolling it and adding the number rolled to the friend creature's total. You must decide to use this battlefield command before the GM reveals whether the roll succeeds or fails. Once expended, the bonus die is lost.

SERONIA | CLASSES

Gentry's Presence

At 1st level, gentries impose their presence on the battlefield using a wide variety studied stratagems. Choose from either Clerical, Heroic, Chieftain, or Praetorian. The presence you pick grants you features at 1st, 3rd, 7th, 11th, 15th, and 18th level.

Clout

Beginning at 2nd level, your influence on the battlefield allows your allies to attack at your command. When you take the Attack action, you can forgo one of your attacks to target a friendly creature that can see or hear you within 30 feet. The next time the target takes the Attack action before the start of your next turn, it can make one additional weapon attack as part of its Attack action.

Fighting Style

Starting at 2nd 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.

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

Defensive Fighting

While wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.

Dual Wielding

When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.

Dueling (Revised)

When you are wielding a one-handed weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Imperium Fencing

You've studied Imperium fencing, based on former judicial dueling techniques turned aristocratic sport. While you are wielding a finesse weapon and nothing in your other hand, you gain a +1 bonus to attack rolls and a +2 to your Armor Class so long as you are not wearing heavy armor.

Mazoi Archery

You've trained with the greatbows of the Mazoi. You can use your Strength score, in place of your Dexterity, for attack and damage rolls with greatbows, longbows, and shortbows.

Mounted Warrior

While riding a trained mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action to command it to take one action from its stat block

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a melee weapon or a shield to use this reaction.

Standard Bearer

When a creature within 5 feet of you makes an attack against a creature you can see, you can use your reaction to grant it advantage on its attack roll. You must be carrying a banner, flag, or battle standard in your hand to use this reaction.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can use your Clout class feature in place of either or both attacks.

Call to Arms

Starting at 6th level, when you roll initiative, you and each creature friendly to you that are within range of your Clout class feature each roll a bonus die and add the number shown to their initiative check. The bonus die is equal to your Command Die.

Inspiring Presence

Starting at 6th level, you gain an additional reaction, but it can only be used to issue Battlefield Commands. You gain an additional reaction at 11th level (three), and again at 17th level (to four).

Rested and Ready

You ensure that your comrades are always in top condition. Beginning at 9th level creatures that spend a short rest with you and spend at least one Hit Die to regain hit points regain additional hit points equal to your Charisma modifier.

Moreover, any creature that spends a short rest with you can expend a Hit Die to reduce its exhaustion level by 1.

Form Up

Starting at 13th level, you can regroup your allies before a second assault. As an action, you can expend an Command Die to call your allies to you. Creatures of your choice within 30 feet, that can hear you, can use their reaction to move up to their full speed toward you without provoking opportunity attacks. You, and creatures that end this movement within 5 feet of you, gain temporary hit points equal to your gentry level.

Once you use this feature, you cannot use it again until you complete a short or long rest.

SERONIA | CLASSES

Instill Discipline

Beginning at 14th level, you can help others fend off devastating effects. You can use your reaction to give an allied creature within 30ft of you advantage on a saving throw. In addition, you gain proficiency in one saving throw of your choice and your mental faculties no longer deteriorate with age.

Once you use this feature twice, you cannot use it again until you complete a long rest.

Onslaught

At 17th level, you can order a fierce attack from your allies. As an action, you expend a Command Die and order your allies to strike at your foe. A number of creatures of your choice up your Charisma modifier within 30 feet that can see or hear you can immediately take the Attack action, or cast a spell of 5th-level or lower with a casting time of one action. All attacks and spells that your allies use as part of this feature must target the creature you designate.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Legendary Commander

At 20th level, friendly creatures within range of your Clout class feature add your Charisma modifier to their saving throws (minimum 1). Additionally, you can roll d4s and use them instead of expending a Command Die for any feature requiring Command Dice.

SERONIA | CLASSES

Clerical Presence

Using divine blessings and rituals, clerical gentries serve as their church's support on the battlefield.

Clerical Proficiencies

At 1st level, you are trained in the classical skills of crusaders. You gain proficiency with heavy armor, all martial weapons, and in Religion.

Anointed Leader

Starting at 3rd level, whenever a creature is struck while under the effect of your Rally or Overwhelm, they take additional radiant damage equal to your Charisma modifier (maximum equal to your proficiency bonus from the Gentry class). Whenever you use Leadership, the allied creature you helped gains temporary hit points equal to your Charisma modifier. These last for one minute.

You may substitute radiant for necrotic damage for all Clerical Presence features if your gentry is a non-good alignment. Once chosen, the damage type cannot be changed without DM's permission.

Chivalric Interment

Also at 3rd level, your studies of religion allows you to call up knowledge of burial rites of any race or homeland.

You gain the spell Ceremony as a ritual, using Charisma as your spellcasting modifier. If you perform Funeral Rites for a corpse that has been dead for less than 24 hours, you may communicate with its soul for a number of minutes equal to your Charisma modifier. They are automatically friendly to you for performing their death rites properly. Both you and the soul can understand each other through supernal translation, no matter what language you speak.

Burning Radiance

Starting at 7th level, you may expend a Command die to imbue your weapon in holy fire. Your weapon deals additional radiant damage equal to your Command die. This is a concentration effect that lasts for up to one minute.

Intercession

Starting at 11th level, when a hostile creature would make an attack roll against an allied creature within range of your Battlefield Commands, you can use a reaction to expend a Command Die and impose disadvantage on the triggering creature’s attack roll.

Bless Companions

Starting at 15th level, you can expend any amount of Command Dice to cast bless or heroism as an action without proving material components. The level of the spell is equal to the amount of Command Dice spent.

Faith Healing

Starting at 18th level, you can expend any amount of Command Dice to cast healing word without expending a spell slot, treating the level as the amount of Command Dice spent. When you do so, the spell effects all creatures of you choice within range that could be effected by the spell.

Once you use this ability, you cannot do so again until you complete a long rest.

SERONIA | CLASSES

Heroic Presence

Descendants from adventurers and folk heroes, a heroic gentry strives to serve as a source of inspiration to their allies and protection for the common folk.

Heroic Proficiencies

At 1st level, your humble background nevertheless prepared you for the life of a hero. You gain proficiency in longarms, heavy crossbows, a musical instrument and an artisan tool of your choice, and Performance.

Strike Them Down

Starting at 3rd level, when you take the Attack action, you can expend a Command Dice to apply Rally or Overwhelm as part of the same action. Whenever you expend a Command Dice as part of taking the Attack action, you can add the expended Command Dice to the damage roll of the attack.

Additionally, friendly creatures gain a bonus to hit equal to your Charisma Modifier (maximum of your proficiency bonus) to attacks granted by Clout.

Embolden Allies

Also at 3rd level, when a friendly creature within 30 feet of you scores a critical hit, you can use your reaction to grant them temporary hit points equal to your Command Die + your Charisma modifier (minimum of 1).

Stand Defiant

Starting at 7th level, when you are reduced to zero hit points, you instantly regain a number of hit points equal to your Charisma modifier (minimum 1). Additionally you can expend a number of Command Dice equal to the number of allies within 60 feet of you and rolling them adding the result to the health regained.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Inspired Warrior

Starting at 11th level, once per turn, when one of your allies within 30 feet takes or deals damage, you add one to a pool of d4 dice. You can have a maximum number of d4 dice in this pool equal to your Charisma modifier (minimum of one). The next time you deal damage, you can expend this pool of d4s as additional damage. Any unused dice are lost at the end of your turn.

Dauntless Resolve

Starting at 15th level, when you fail a Saving Throw, you can choose to succeed instead. Once you do this, you cannot do this again until you complete a long rest.

We Are One

Starting at 18th level, your allies will never fall so long as their symbol of hope remains. When an ally is reduced to zero hit points withing 60 feet of you, they are instead reduced to 1 hit point so long as they can see or hear you.

Once an allied creature benefits from this effect, they cannot benefit from it again until they complete a long rest.

Chieftain Presence

Chieftain gentries are often part of an ordd or other nomadic groups, focusing on swarm tactics on the battlefield.

Chieftain Proficiencies

At 1st level, you learn to track and hunt as the predators of the wild. You gain proficiency with martial weapons and in either Perception or Survival. Whenever you make a Wisdom (Perception) or Wisdom (Survival) check to track a creature that is below its hit point maximum, you can treat a roll of 7 or lower on the d20 as an 8.

Warcry

Starting at 3rd level, as part of your Attack action or an extra Attack granted by Clout, you can unleash a mighty Warcry by expending any number of Command Dice. You and any allied creature within 30 feet of you gains temporary hit points equal to half the amount shown + your Charisma modifier. These temporary hit points last for 1 minute.

Brutal Momentum

Additionally at 3rd level, whenever you spend at least one Command Die, you gain advantage on the next attack roll you make before the end of your turn.

Reckless Assault

Starting at 7th level, when a creature with temporary hit points from your Warcry class feature deals damage with a weapon attack, they can sacrifice those temporary hit points to instead deal maximum damage. For example, instead of dealing 2d6 damage to a creature, you deal 12.

Once a creature benefits from Reckless Assault twice, they cannot do so again until they complete a short or long rest.

Ordd Tactics

Starting at 11th level, you excel at taking down prey in coordination with your allies. If you strike a creature that has taken damage from one of your allies since the end of your last turn, your first attack against the creature deals an additional 2d6 damage.

Additionally, if an attack you grant with Clout is used to attack a creature you dealt damage to during your turn, that attack deals additional damage equal to your Command die.

Thrill of the Hunt

Beginning at 15th level, a successful hunt drives you into frenzy. As a reaction when a creature under the effects of your Rally slays a creature, you can grant yourself temporary hit points equal to your gentry level and immediately target another creature within range with Rally without expending an Command Die. You may expend these temporary hit points using your Reckless Assault feature.

Additionally, the range of your Warcry is doubled.

Pack of Predators

Starting at 18th level, both you and creatures within range of Clout gain the following benefits:

  • Your movement speed increases by 10 feet.
  • Your weapon attacks score a critical hit on a roll of 19-20.
SERONIA | CLASSES

Praetorian Presence

Praetorian gentries are the most cerebral military minds, studying at colleges of war to gain an intimate understanding of combat and the tactics used by their enemies.

Praetorian Proficiencies

At 1st level, a praetorian gentry's studies keeps their mind sharp for war. You gain proficiency in calligrapher's supplies and cartographer’s tools, two gaming sets of your choice, and your choice of History or Investigation. You also add double your proficiency bonus to any ability check that uses your proficiency with gaming sets, or any Intelligence (History) or Intelligence (Investigation) check that has to do with the strategy, tactics, or history of war.

Tactical Edge

Starting at 3rd level, you may substitute Intelligence for your Charisma when using the Battlefield Commands or Legendary Commander feature. Also, friendly creatures gain a bonus to hit equal to your Intelligence Modifier (maximum of your proficiency bonus) to attacks granted by Clout.

Additionally, you gain an additional Command Die. You gain additional Command Dice at 9th level and 15th level.

Calculated Preparations

Also at 3rd level, when you roll initiative, you can switch your place in initiative order with a willing creature, so long as neither of you is Surprised. Doing so grants them Leadership on their first triggering action without having to expend a Command die.

Inscrutable Mind

Starting at 7th level, you gain proficiency in Intelligence Saving Throws.

Additionally, as a reaction when being forced to make a Wisdom, Intelligence, or Charisma Saving Throw, you can expend a Command Die and add the die result to the saving throw.

Gifted Strategist

Starting at 11th level, your plan of actions rarely fail. You gain the following benefits:

  • The range of your Clout is doubled.
  • Rally healing is treated as its maximum roll.
  • Whenever you make an ability check that uses your Intelligence modifier, you can treat a roll of 9 or lower on the d20 as a 10.

Superior Tactics

Starting at 15th level, you cannot be Surprised while you are conscious.

Additionally, you and allied creatures treat a roll of 3 or less on the bonus die granted by your Battlefield Commands feature as a 4.

Secret Gambit

Never to be outdone, you always have a plan for when things go south. Beginning at 18th level, you can reveal one of your previously undisclosed plans to your allies, making an ability check relevant to the plan to determine its effectiveness.

Once you use this feature you can't use it again for 7 days.


Praetorians & Secret Gambits

Secret Gambit is meant to reflect the praetorian's supernatural talent for prediction. The DM sets the DC and chooses a relevant skill, but keep in mind that this feature is meant to rival 9th-level spells.

For example, a praetorian may reveal that they arranged for a mercenary company to arrive with reinforcements at a pivotal moment. They make a Charisma (Persuasion) check to determine when and how many mercenaries will come to their aid.

SERONIA | CLASSES

Hunter (Variant Ranger)

Rough and wild looking, a free elf stalks alone through the shadows of trees, hunting humans he knows are planning a raid on a nearby farm. Clutching an axe in each hand, he becomes a whirlwind of steel, cutting down one enemy after another, with his trusted boar companion at his side. While together, nothing fazes the two and their resolve only strengths in face of adversity.

After tumbling away from a cone of fresh air, a human finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emenates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon's thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owl bear he's been tracking and sense the hawkto distract the creature while he readies his blade.

Far from the bustle of the cities and towns, past the hedges that shelter the most distant farms from the terrors of the while, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.


Deadly Stalkers

Warriors of the wilderness, hunters specialize in tracking the monsters that threaten the edges of civilization - humanoid raiders, rampaging beasts, creeping monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Hunters focus their combat training on techniques that are useful against any foe they may encounter in the wilderness.

Though a hunter might make a living as a warden, a guide, or a tracker, a hunter's true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid armies that press in from beyond thhe borders. In some places, hunters gather in secretive orders or join forces with ovad circles. Many hunters though, are independent almost to a fault, knowing that when a dragon or a band of orcs attacks, a hunter might be the first, and possibly last, line of defense.

SERONIA | CLASSES
The Hunter
Level Proficiency Bonus Features Mark Die Poultice Healing
1st +2 Favored Enemy, Natural Explorer - -
2nd +2 Fighting Style, Hunter's Mark 1d4 -
3rd +2 Hunter Conclave, Poultices 1d4 2d6
4th +2 Ability Score Improvement 1d4 2d6
5th +3 Extra Attack 1d4 3d6
6th +3 Greater Favored Enemy 1d4 3d6
7th +3 Conclave feature 1d4 4d6
8th +3 Ability Score Improvement, Fleet of Foot 1d6 4d6
9th +4 Natural Antivenom, Poultices Upgrade 1d6 5d6
10th +4 Fade Away 1d6 5d6
11th +4 Conclave feature 1d6 6d6
12th +4 Ability Score Improvement 1d6 6d6
13th +5 Tireless Hunter, Poultices Upgrade 1d6 7d6
14th +5 Vanish 1d6 7d6
15th +5 Conclave feature 1d6 8d6
16th +5 Ability Score Improvement 1d8 8d6
17th +6 Relentless Hunter 1d8 9d6
18th +6 Feral Senses 1d8 9d6
19th +6 Ability Score Improvement 1d8 10d6
20th +6 Foe Slayer 1d8 10d6

Class Features

Ability Score Increase

Your Dexterity increases by two, and your Wisdom increases by 1.

Hit Points

  • Hit Dice: 1d10 per hunter level
  • Hit Points at 1st Level: 10 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per hunter level after 1st

Proficiencies

  • Armor: Light armor, medium armor, non-tower shields
  • Weapons: All weapons and firearms
  • Tools: Choice of cook’s utensils or herbalism kit
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Atheltics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Equipment

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

  • (a) munition armor or (b) leather armor
  • (a) two short swords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) a longbow and a quiver of 20 arrows (b) a light crossbow and 20 bolts or (c) an arquebus and 20 musketballs

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as humans and orcs) as favored enemies.

You gain a +2 bonus to damage rolls against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. Finally, your favored enemies cannot be hidden from you while they are within 20 feet of you.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer

Your experience with traveling through and surviving in different environments lets you guide others through perilous terrain. This grants you the following benefits:

  • Your proficiency bonus is doubled for any Nature or Survival check you make if you are proficient with the skill you are using.
  • You ignore non-magical difficult terrain and difficult terrain doesn't slow your group's travel.
  • You have advantage on Navigation and Perception while traveling. In addition, even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find enough food for a second person.
  • While tracking other creatures, you also learn their exact numbers, sizes, and how long ago they passed through the area.
SERONIA | CLASSES

Fighting Style

At 2nd 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.

Akimbo Shooter

When you take the attack action with a light weapon, you can use a bonus action to make an aimed attack with a light ranged weapon you are holding. You do not add your ability score modifier to the damage of this attack, unless that modifier is negative.

Deadeye

You get a +2 bonus to attack rolls you make with martial and simple ranged weapons, as well as longarms which do not have the bulky or scatter property.

Druidic Warrior

You learn two cantrips of your choice from the ovate spell list. They count as ovate spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the ovate spell list.

Dual Wielding

When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.

Dueling (Revised)

When you are wielding a one-handed weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Marine Fighting

When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your movement speed, and you gain a +1 bonus to your Armor Class.

Sniper

You gain a +2 bonus to damage rolls if you attack a creature further than 60 feet away from you with a ranged weapon or a firearm that does not have the scatter property.

Hunter's Mark

At 2nd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action you designate one creature you can see within 60 feet of you as the target of this feature. For one hour, you deal an extra damage to the target whenever you hit it with a weapon attack (as shown in the Mark Die column of the hunter class table). In addition, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find your foe. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Poultices

At 3rd level, you can spend 1 hour gathering herbs and treating bandages to create special herbal concoctions called poultices that have healing power comparable to some potions. You can create a number of such poultices equal to your Wisdom modifier, minimum 1. You can carry a number of poultices at one time equal to your Wisdom modifier, minimum 1. The poultices you create cannot be applied by anyone but you.

After 24 hours, any poultices that you have not used lose their potency. If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (rounded up).

Beginning at 9th level, poultices automatically remove one Wound. At 13th level, in lieu of healing, you can reattached severed limbs within one hour of amputation (or six hours if kept on ice).

Hunter Conclave

At 3rd level, you choose to emulate the ideals and training of a hunter conclave: the Beast Master Conclave, the Grand Conclave, the Irenic Conclave, the Steel Conclave, or the Walker Conclave, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Ability Score Improvement

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

Extra Attack

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

Greater Favored Enemy

At 6th level, you choose one additional favored enemy. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Natural Antivenom

Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.

SERONIA | CLASSES

Fade Away

Starting at 10th level, you can wrap yourself in the The Oversoul to function as the ultimate camouflage. You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Tireless Hunter

Starting at 13th level, your long periods away from the comfort of civilization have toughened you against the weariness of travel. Your exhaustion penalties are always 2 levels less than your present exhaustion level. In other words, you suffer a -1 to ability checks and attack rolls only when you’ve reached 3 levels of exhaustion.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Relentless Hunter

Starting at 17th level, when you roll initiative and have no uses of Hunter's Mark remaining, you regain 1 use.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened

Foe Slayer

At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Beast Master Conclave

Referred to as their conclave's namesake, members of the Beast Master Conclave develop a close bond with a beast, then further strengthen that bond through the The Oversoul or similar magic.

Animal Companion

Starting at 3rd level when you choose this subclass, you gain a beast companion. This beast can be either an existing beast, or one summoned to you through a special ritual during a long rest, but upon becoming your companion, gains a magical bond with you that grants it special powers. Your beast can have the appearance of any beast CR 1/2 or lower, but it's stats are determined by the stat block below and the traits selected.


Beast Companion

Medium beast, unaligned


  • Armor Class 10 + its Dexterity + its Proficiency.
  • Hit Points 5 + ([Beast's Constitution Modifier + 5] * Ranger Level)
  • Speed 30ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 4 (-3) 10 (+0) 6 (-2)

  • Skills Choice of two skills
  • Senses passive perception 12
  • Languages Understands ranger’s languages, but cannot speak

Actions

Attack. Natural Weapon: +4 (Strength or Dexterity + Proficiency) to hit, reach 5ft., one target. Hit 1d8 + 2 (Strength or Dexterity) + its Proficiency

__

SERONIA | CLASSES

You can add two of the following traits to the stat block:

Amphibious: Your Companion gains a swimming speed equal to it's movement speed, and the ability to breathe underwater.

Blindsight: Your Companion gains a Blindsight of 10 feet.

Charge: If your Companion moves 20 feet in a straight line toward a target, it use its action to perform the Shove action. At 11th level, it becomes a bonus action.

Flying: Prerequisite: selected beast's appearance must have have wings. Your Companion's size is Small, and it gains a flying speed equal to its movement speed.

Mimicry: Your companion can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Keen Senses: Your companion gains proficiency in the Perception skill.

Massive: Incompatible with Flying. Your Companion's size is Large, and it's Natural Weapon becomes 2d6 + it's Strength.

Pack Tactics: Your Companion has advantage on an Attack roll against a creature if at least one of the your Companion's allies is within 5 feet of the creature and the ally isn't Incapacitated.

Quick Your companion is particularly swift, it's movement speed becomes 40 feet.

Venomous: Your beasts attacks deal an additional 1d4 poison damage.

Companion’s Bond

Your animal companion gains a variety of benefits while it is linked to you.

  • At 3rd level, you can allocate a further two ability points to Strength, Dexterity, or Constitution to your Companion's ability scores. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. Your Companion has a maximum ability score of 20 for Strength, Dexterity, or Con, and 10 for Intelligence, Wisdom, or Charisma.
  • Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and damage rolls.
  • Your animal companion gains proficiency in two skills of your choice between Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Nature, Perception, Stealth, and Survival. It also becomes proficient with two ability saving throws of your choice.
  • While your companion is within 5 miles of you, your bond lets you know its direction and distance from you as well as its current hit points.
  • You can use a bonus action on your turn to command your companion to attack a target that you can see, or take the Dash, Disengage, Dodge, or Help action. Your companion can use its action to attack that target until it or your companion dies, you call off your companion (no action required), or use a bonus action in your turn to command your companion to attack a different target. If you are incapacitated or absent, your companion acts on its own, focusing on protecting you and itself. It does not require your command to use its reaction to make an opportunity attack. If you don't issue a command, the beast takes the Dodge action
  • When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
  • Your animal companion gains the benefits of your Favored Enemy feature, your Greater Favored Enemy feature when you gain that feature at 6th level, your Feral Senses feature at 18th level, and your Foe Slayer feature at 20th level (using your Wisdom for the feature). It uses the favored enemies you selected for those features.
  • Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The hunter who travels with me is a beloved companion for whom I would gladly give my life.”
d8 Personality Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
7 This is my job. I do mine so my master can do his. any enjoyment I get, is by being the top of the food chain.
8 The only thing I love more than my master is murdering what he tells me too.
d6 Flaw
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my master are strangers to me.
3 Any time is a good time for a belly rub.
4 I’m deathly afraid of water (substitue with DM's oversight)
5 My idea of hello is a flurry of licks to the face (or similar space invading).
6 I can be bratty when I haven't had enough physical or mental activity.
SERONIA | CLASSES

Soul Bond

At 7th level, you gain the following benefits:

  • Your companion’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • While you and your companion can see each other, when either you or your companion regains hit points through a spell, potion, or a similar magical effect, the other also regains hit points equal to half of the hit points restored.

  • If your companion dies, you can recall its spirit from the The Oversoul and cause it to reincarnate at the end of a long rest at full health.

Peerless Teamwork

Beginning at 11th level, you and your companion can each take one of the following options once per round:

  • When either you or your companion takes the Attack action and hits a creature with a weapon attack, until the start of the attacker’s next turn, the other can roll a d4 and add the result to its next attack roll against the same creature.

  • When either you or your companion takes the Attack action and hits a creature with a weapon attack, until the start of the attacker’s next turn, the other’s next attack against the same creature deals an extra 1d8 damage if it hits.

Protective Bond

At 15th level, the powerful bond between you and your companion lets you aid each other when facing danger. When you and your companion can see each other, you gain the following benefits:

  • When either you or your companion is attacked by a creature within 5 feet of the other that the other can see, the other can use their reaction to impose disadvantage on the attack.

  • When either you or your companion must make a saving throw, the other can use their reaction to give the target advantage on the saving throw.

Keeping Track of Proficiency

When you gain your animal companion at 3rd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls.

Why No Multiattack?

Multiattack is a useful design tool that keeps monsters simple for the DM. It provides a boost in offense, but that boost is meant to make a beast threatening for one battle—a notion that doesn’t mesh well with a beast intended to fight with the party, rather than against it. Project Multiattack across an entire adventure, and an animal companion runs the risk of outclassing the fighters and barbarians in the party. So in story terms, your animal companion has traded in some of its ferocity (in the form of Multiattack) for better awareness and the ability to fight more effectively in concert with you.

Expanding Companion Options

Depending on the nature of your campaign, the DM might choose to expand the options for your animal companion's traits (e.g. Blood Frenzy, Water Breathing, Fly By) or appearances. As a rule of thumb, a monstrosity can serve as an animal companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions (such as the Giant Poisonous Snake and Pteranodon).

SERONIA | CLASSES

Grand Conclave

Referred to as "Grandmasters," members of the Grand Conclave see hunting as more than a stylized pastime of the aristocracy. To them, it is an important arena for social interaction, essential training for war, and a measurement of nobility.

Master's Mark

At 3rd level, your training has taught you to see through your marked target's defenses. When you target a creature with Hunter's Mark, you immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If it is hidden from divination magic, such as by a nondetection spell you sense that the creature has no immunities, resistances, or vulnerabilities.

Assembly Leader

Also at 3rd level you gain proficiency with the Persuasion skill and may use your Wisdom modifier in place of Charisma on such checks. If you are already proficient with Persuasion, you gain proficiency in another skill of your choice selected from the list available to hunters at 1st level.

Additionally, you become more adept at leading your allies through silent paths and in ambushes. When you accompany a group of up to ten people, the entire party can move stealthily at a normal pace, and they gain advantage on attacks against any opponent who has not acted yet in combat.

Grand Defense

At 7th level, whenever the target of your Hunter's Mark forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

Coordinated Strike

At 11th level, you learn to coordinate your attacks with your allies on your quarry. When you use your Hunter's Mark, you can expend an additional use of your Hunter's Mark to choose a friendly creature within 60 feet of you. That creature's weapon attacks also deals extra damage equal to your Hunter's Mark die of the weapon's type to the marked target.

This effect ends if you fall unconscious, use your Hunter's Mark on another creature, or dismiss it as a bonus action.

Grand Counter

At 15th level, you gain insight into the tactics of your prey when they attack you. When you take damage from a creature, you can use your reaction to Dodge. If you do, you gain advantage on your next attack against the triggering creature on your next turn.

Irenic Conclave

Also known as "Irenarchs," members of the Irenic Conclave are enforcers of the Treaty of Ilbur, studying how to kill illegal magic users and dangerous magical creatures. They work in secrecy, striking when success is a certainty. When one wrong move could end in disintegration, there is no room for error.

Spellsight

You have learned to detect the innate arcane potential of others. When you target a creature with Hunter's Mark, you instantly learn its spellcasting ability (if it has one) and the level of the highest spell that it has the ability to cast. In addition, weapon damage dealt against Marked spellcasters is irreducible.

If the creature is hidden from divination magic, such as a nondetection spell, it appears as if it cannot cast spells.

Reflect Spell

Also at 3rd level, you can cast absorb elements at 1st-level, without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of this feature when you finish a long rest.

After you cast absorb elements, if your next melee weapon attack is against the creature whose spell you absorbed, you treat the absorb elements damage as its maximum amount.

Arcane Defense

Beginning at 7th level, whenever you are forced to make a saving throw to resist a spell or another magical effect, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).

Mage Breaker

You are a hunter of mages. Starting at 11th level, when you target a spellcaster with Hunter's Mark, you gain the following additional benefits:

  • Spellcasters that you threaten provoke opportunity attacks when casting spells in your presence.
  • Your Hunter's Mark damage against it is increased by an additional Mark die.
  • When you damage it, it has disadvantage on any saving throw it makes to maintain concentration on any spells.

Spell Mantle

At 15th level, your magical defense training has reached its apex. You are resistant to all damage from spells and other magical effects.

SERONIA | CLASSES

Steel Conclave

Known as Rangers, members of the Steel Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging beasts and hordes of goblings to towering giants and legendary bandits.

Ranger's Mark

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 marked creature with a weapon attack, you roll double the amount of mark die if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Blow for Blow. When a marked 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 against a marked creature, 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.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. You have advantage on saving throws against being frightened or charmed. You are immune to being frightened or charmed by your favoured enemy.

Multiattack

At 11th level, you gain one of the following features of your choice.

Flurry. Once on each of your turns when you miss with an attack, you can make another attack.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet 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.

Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Ranger's Defense

At 15th level, you gain one of the following features of your choice.

Evasion. You can nimbly dodge out of the way of certain area effects, such as a breath weapon or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to only take half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge. 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.

SERONIA | CLASSES

Walker Conclave

Members of the Walker Conclave guard Seronia against threats that originate from other planes or that seek to ravage the mortal realm with otherwordly magic. They seek out planar portals and keep watch over them, venturing to the Planes as needed to pursue their foes. These hunters can be friends or foes to various forces in the multiverse- especially supernals, fey, and elementals- working to preserve life and the order of the planes

Walker's Mark

At 3rd level, you can focus pure magical energy into your weapons. Your attacks against marked creatures is treated as force damage.

Portal Lore

Also at 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within a number of miles equal to your level. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn’t reveal them. See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.

Once you successfully use this feature to locate a planar portal, you must finish a short or long rest before you can use it again.

Phase Step

At 7th level, you gain the ability to step between the planes. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.

Dimensional Shackles

At 11th level, you gain the ability to thwart a marked creature's attempts at escape- including extraplanar travel. Once on each of your turns when you hit a marked creature with a weapon attack, you can have it make a Wisdom saving throw. On a failure, its gains the Restrained condition until the end of their next turn.

Additionally, when a marked creature attempts to use a planar portal or teleport within 60 feet of you, you can use your reaction to try to shackle it to your current plane of existence. The creature must succeed on a Wisdom saving throw or its attempts at extraplanar travel fails and is wasted.

Using this feature exhausts one of your uses of Hunter’s Mark. If you have no more uses of Hunter's Mark, you may end your current Mark to use this feature.


Dimensional Shackles save DC = 8 + your proficiency bonus + your Wisdom modifier


Spectral Defense

At 15th level, your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can slip into the planar boundary to give yourself resistance to that damage type until the start of your next turn.

SERONIA | CLASSES

Mercadier

(Variant Rogue)

Paid Precision

War in Seronia is not just a result of expanding population and royal initiative, but the changing needs of society and the growing sophistication of warfare. Together with a series of local environmental factors, this lead to the emergence of the mercadiers- the paid foreigner with both military expertise and experience, but also increasingly specialist talents.

The mercadier has fought and clawed their way out of the poor pastoral and urban areas of kingdoms, relying on underhanded talents deemed unfit for the highborn. They master paltry equipment, outdated both in materials and in the face of emerging technologies.

When nobles, kingdoms, or guilds need a job completed without fail they turn to a mercadier with a suitable set of skills. The right mercadier can open any lock, eliminate any target, and infiltrate any city, no matter how many obstacles and traps are in the way.

Class Features

As a Mercadier, you gain the following class features.

Ability Score Increase

Your Dexterity increases by two, and your Intelligence increases by 1.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, arquebus, blowguns, coat pistol, flintlock pistol, hand crossbows, scimitars, shortswords, rapiers, and whips
  • Tools: One set of tools of your choice
  • 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, (b) a scimitar, or (c) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack or (b) a dungeoneer's pack
  • boiled leather armor, two daggers, and a tool set of your choice

Multiclassing and the Mercadier

In addition to normal multiclassing requirements, the mercadier shares a special interaction with the armiger class.

Ability Score Minimum. As a multiclass character, you must have at least a Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a mercadier.

Proficiencies. If mercadier isn't your initial class, here are the proficiencies you gain when you take your first level as a mercadier: light armor, one skill from the mercadier class skill list, and one set of tools.

Expertise Die. If you have another class feature that grants you Expertise Die, add all of your dice together into one pool, and they all become the size of your largest Expertise Die. You can then use any of these Expertise Dice to perform any Maneuver or Talent you know from either source.

SERONIA | CLASSES
SERONIA | CLASSES
The Mercadier
Level Proficiency Bonus Features Sneak Attack Expertise Dice Expertise Die
1st +2 Sneak Attack, Knack, Palari 1d6
2nd +2 Cunning Action, Devious Talents 1d6 2 d4
3rd +2 Mercadii Specializations 2d6 2 d4
4th +2 Ability Score Improvement 2d6 2 d4
5th +3 Uncanny Dodge 3d6 3 d6
6th +3 Cunning Action Improvement, Knack 3d6 3 d6
7th +3 Specialization Feature 4d6 3 d6
8th +3 Ability Score Improvement 4d6 3 d6
9th +4 Evasion 5d6 3 d6
10th +4 Refined Skill 5d6 3 d6
11th +4 Improved Sneak Attack, Knack 6d6 4 d8
12th +4 Ability Score Improvement 6d6 4 d8
13th +5 Specialization Feature 7d6 4 d8
14th +5 Blindsense (10 feet) 7d6 4 d8
15th +5 Knack, Slippery Mind 8d6 4 d8
16th +5 Ability Score Improvement 8d6 4 d8
17th +6 Specialization Feature 9d6 5 d10
18th +6 Elusive 9d6 5 d10
19th +6 Ability Score Improvement 10d6 5 d10
20th +6 Blindsense (30 feet), Fated Outcome, Knack 10d6 5 d10

Sneak Attack

Beginning at 1st level, you learn to exploit the weak points of your enemies. Once per turn when you hit a creature with an attack with a finesse or ranged weapon, you deal a bonus 1d6 damage, so long as one of the following conditions is met:

  • You have advantage on your attack roll.
  • An enemy of your target (other than you) is within 5 feet of your target, and the other enemy isn’t incapacitated.

You don't gain the benefits feature if you have disadvantage on your attack roll, even if the other conditions are met.

The bonus damage of your Sneak Attack increases as you gain levels in this class, as shown in the Sneak Attack column of the Mercadier table above.

Knack

You have come to master a specific set of skills and abilities. Also at 1st level, choose any two skill proficiencies, any two tool proficiencies, or one skill and one tool proficiency. If you were not already proficient, you gain proficiency with the two chosen skills or tools. If you were already proficient in those skills or tools, you can add double your proficiency bonus to any check you make with the chosen skills or tools.

As you gain levels in this class, you are able to specialize with additional skills. Another skill or tool proficiency of your choice gains this benefit at 6th, 11th, 15th, and 20th level.

If you already add double your proficiency bonus to a skill or tool, you cannot select it again for this feature.

Palari

To conceal your illegal activities and hide from hostile forces, you learned to speak, understand, and leave messages in the secret language of Palari. At 1st level, you learn Palari. You can use this secret mix of slang, cant, and code that allows you to hide messages in normal conversation that can only be understood by other mercadiers.

You can also use your knowledge of Palari to write and understand secret signs and symbols that convey short, simple messages. You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

SERONIA | CLASSES

Cunning Action

Beginning at 2nd level, your reflexes allow to you to move and adapt quicker than most. Choose two of the following combat actions: Aim, Dash, Disengage, Hide, or Use an Object. You can use either of these actions as a bonus action on each turn.

Upon reaching 6th level in this class, you can use any five of the actions above as a bonus action on each of your turns.

Devious Talents

At 2nd level, you learn to utilize various tricks which enhance your particular set of skills, both on and off the field of battle. They are fueled by a pool of special Expertise Dice.

Expertise Dice

The Mercadier table shows how many Expertise Dice you have to perform your Devious Talents. To use a Talent, you must expend one of these Dice. You can only use one Talent per attack, ability check, or saving throw and you regain all expended Expertise Dice when you finish a short or long rest.

Your Expertise Dice begin as d4s, and increase in size as you gain levels in this class, as indicated in the Mercadier table.

Preparing and Using Talents

You prepare the list of Talents that are available for you to use, choosing from the Mercadier Devious Talents list. When you do so, choose a number of Maneuvers equal to your Intelligence modifier + your proficiency bonus.

For example, with an Intelligence of 16, your list of prepared Talents can include any combination of five Talents. Using the talent doesn't remove it from your list of prepared Talents.

You can change your list of prepared Talents when you finish a Long Rest. Preparing a new list of Mercadier Talents requires time spent physically maintaining, upkeep on your tools of the trade, referring to prepared plans or meditating on the task ahead.

Saving Throws

If a Talent requires a creature to make a saving throw, your Talent saving throw DC is calculated as follows:


Talent Save DC = 8 + your proficiency bonus +

your Strength or Dexterity modifier (your choice)

Mercadii Specializations

At 3rd level, you choose the Specialization that best reflects your particular skills: Assassin, Barber-Surgeon, Duelist, Dukazni, Reaver, Servant, or Thief.

Your Specialization grants you features at 3rd level, and again when you reach 7th, 13th, and 17th level in this class.

Specialization Talents

Each Mercadii Specialization includes a list of Talents that all mercadiers of the Specialization learn at the levels in its description. These Talents don't count against your prepared Talents, and they can't be unprepared. If you don't meet the prerequisites, you learn them regardless.

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 two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.

Uncanny Dodge

Beginning at 5th level, your finely honed reflexes allow you to dodge, minimize, and absorb the damage of blows that would devastate a normal warrior. When a creature that you can see hits you with an attack, you can use your reaction to halve the damage you would take from that attack.

Evasion

Starting at 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as the acid breath of a black dragon or a lightning bolt 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.

Refined Skill

You have refined your particular set of skills so they approach perfection. Beginning at 10th level, when you make an ability check that uses a skill or tool that you are proficient with, you can treat a d20 roll of 9 or lower as a 10.

Improved Sneak Attack

You can exploit even the smallest weaknesses of your foes to great effect. Starting at 11th level, when you hit a creature with an attack that deals Sneak Attack bonus damage, you can reduce that bonus damage to use a Talent you know as part of that attack, without expending an Expertise Die.

When you do so, you reduce the bonus Sneak Attack damage by a total number of d6s equal to the degree of the Talent you wish to use as part of that attack.

For example, if you use this feature to use dirty hit, as part of a Sneak Attack, you would reduce the bonus damage of Sneak Attack by 2d6 since dirty hit is a 2nd-degree Talent.

Whenever you use a Talent in this way, you roll a d6 in place of any Expertise Dice you would normally roll.

Blindsense

Your senses have been honed to supernatural levels. Starting at 14th level, if you can hear, you are aware of the location of any invisible or hidden creature within 10 feet of you.

At 20th level the radius of this feature becomes 30 feet.

Slippery Mind

You have acquired immense mental strength, rivaling that of supernal beings. Starting at 15th level, whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you gain a bonus to your roll equal to your Expertise Die.

SERONIA | CLASSES

Elusive

It is nearly impossible for your foes to gain the upper hand. Beginning at 18th level, so long as you are not incapacitated, no attack rolls against you can be made with advantage.

Fated Outcome

You have supernatural luck for finding success when you need it most. Upon reaching 20th level, when you miss with an attack roll within range of your weapon, you can turn that attack into a hit. Alternatively, if you fail an ability check you are proficient in, you can choose to treat the d20 roll as a 20.

Once you use either of these features you must finish a short or long rest before you can use either feature again.

Mercadii Specializations

Assassin


You have chosen to specialize in the grim art of death. As an Assassin, you make use of stealth, poisons, and disguises to attack your foe when they least expect it. For those who walk this path, they find work as killers, spies, and bounty hunters.

Assassin Talents

You learn certain Talents at the mercadier levels noted in the table below. These don't count against your total number of prepared Talents and can't be unprepared.

Mercadier Level Talent
3rd blinding debris, mithridatic medicine
5th craft minor poison, grasp of night
9th craft greater poison

Assassin's Strike

You are at your deadliest when foes don't see you coming. At 3rd level, you gain the benefits below:

  • You have advantage on any attack rolls you make against creatures that have not yet acted in combat.
  • When you hit a creature that is Surprised with an attack, your attack becomes an automatic critical hit.
  • When you score a critical hit and roll a 1 on any of your damage dice for that attack, you can re-roll those dice. You must use the new roll, even if you roll another 1.

Infiltrator

Also at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit. Whenever you make an ability check that uses either tool, you gain a bonus to your roll equal to your Expertise Die.

Moreover, when you make a Charisma (Deception) check while wearing a disguise you created with your disguise kit, you can treat a roll of 7 or lower on the d20 as an 8.

Stolen Identity

Starting at 7th level, you can fool others with your skills in disguise. Over the course of 1 hour, which can be during a short or long rest, you can craft a disguise of a dead or unconscious humanoid, so long as you have a disguise kit and its body. You can also perform this as a Camp action.

A creature can attempt to see through your disguise by making an Intelligence (Investigation) check, contested by your Charisma (Deception) check. On a success, it realizes that you might not be who you appear to be.

Over an 8-hour period, you can use this disguise to assume the life of the slain humanoid. After which, others believe you to be that humanoid until given an obvious reason not to.

Impostor

At 13th level, the skill with which you adopt other creatures' identities is nearly supernatural. Whenever you make a check to thwart a creature trying to see through a disguise or Stolen Identity you gain a bonus to your roll equal to your Expertise Die.

Master Poisoner

Also at 13th level, your skill with poisons reaches new heights. You can use any Talent you know that allows you to craft a poison, and apply that poison to a weapon, as a bonus action.

You also learn the craft advanced poison Talent, but it doesn't count against your total number of prepared Talents.

Death Strike

At 17th level, you have become a master of instant death. When you hit with an attack that meets the conditions for Sneak Attack, you can choose for the attack to be an automatic critical hit.

Once you use this feature you must finish a short or long rest before you can use it again.

SERONIA | CLASSES

Barber-Surgeon

You are a specialist in battlefield surgery, indispensable in lowborn armies often without academic physicians or magical healing.

Barber-Surgeon Talents

You learn certain Talents at the mercadier levels noted in the table below. These don't count against your total number of prepared Talents and can't be unprepared.

Mercadier Level Talent
3rd first aid, precision strike
5th grasp of night, suppressing strike
9th discombobulate

General Practice

When you choose this archetype at 3rd level, you gain proficiency in (Wisdom) Medicine and the disguise kit if you don't already have it. You may substitute Strength or Dexterity for Wisdom when making Medicine checks that rely on manual and instrumental techniques.

Additionally, choose one during a short rest to help revitalize your allies:

  • Barber's Practice. You help maintain the hygiene of your party. If you or any friendly creatures within 30 feet of you regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures gains temporary hit points equal to your Expertise die + Dexterity modifier, as you shave and tidy your allies. These temporary hit points last until the start of your next short or long rest.
  • Surgeon's Practice. You tend to your party's injuries. If you or any friendly creatures within 30 feet of you regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points equal to your Expertise die + Dexterity modifier, as you carefully wrap bandages and stitch your allies.

Swift Surgery

Starting at 3rd level, you know how to quickly patch up wounds. As an action, you can tend to a creature you touch. You roll half of your Sneak Attack damage, adding your Expertise Die to it. The creature regains hit points equal to the total. The creature can’t regain hit points from this feature again until it finishes a short or long rest.

Additionally, you may use your Dexterity modifier in place of Intelligence to determine the DC of a Surgery Healing Action.

Triage

At 7th level, you know how to use your medical knowledge quickly in the chaos of battle. When you use the Dash or Disengage combat action, you can grapple and carry a willing creature or corpse no larger than you without needing to expend extra movement.

Additionally, when you use the Use an Object combat action to make use of a potion that restores hit points, grants temporary hit points, or similar effect, you roll the results with advantage.

Universal Surgery

From 13th level, your advanced knowledge of anatomy allows you to strike with extreme precision against all living creatures. So long as a creature is not an Ooze, Construct, Undead or Elemental, you no longer need advantage or an ally within 5 feet of the target to qualify for Sneak Attack damage. You must be wielding a dagger, garrote wire, short sword, or other similar weapon (i.e. one with finesse and light).

Practiced Hands

At 17th level, your procedures have become short work for you. When a creature benefits from your Swift Surgery feature, treat any 1s and 2s rolled on your Sneak Attack die as 3's.

Additionally, any critical hit that benefited from your Universal Surgery feature deals maximum damage. Once you have dealt damage in this way, you cannot do so again until you finish a short or long rest.

SERONIA | CLASSES

Duelist

You have focused your skills on mastery of the blade. Where most mercadier strike from the shadows, you prefer to face your enemies head-on. Your skill in battle resembles an elegant performance that relies on your speed, grace, and skill.

Duelist Talents

You learn certain Talents at the mercadier levels noted in the table below. These don't count against your total number of prepared Talents and can't be unprepared.

Mercadier Level Talent
3rd disarm, riposte
5th glancing blow, redirect
9th discombobulate

Classically Trained

Beginning at 3rd level, you gain proficiency with medium armor, and you gain 1 additional Expertise Die.

Also, as part of a Cunning Action or a bonus action, you can mark a creature within 30 feet as your Adversary. While you are within 10 feet of your Adversary you gain the following benefits:

  • Your attacks with finesse and ranged weapons against your Adversary qualify for Sneak Attack so long as you don't have disadvantage on your attack roll.
  • Once per turn, when your Adversary targets you with an attack, you can grant yourself a bonus to your Armor Class equal to your Expertise Die against the triggering attack. The creature remains your Adversary for 1 minute, or until you mark another Adversary.

Fighting Style

Also at 3rd level, you learn a Fighting Style of your choice from the following: Dual Wielding, Dueling, Eruanno, Imperium Fencing, or Thrown Weapon Fighting (see Armiger). You cannot learn a Fighting Style more than once, even if another feature allows you to learn another Fighting Style.

When you gain a level in this class, you can switch your Fighting Style for another option from the list.

Sharp Reflexes

You have honed your reflexes so as to never be caught off guard in battle. At 7th level, you gain a bonus to your initiative rolls equal to your Expertise Die, and when you roll initiative you can mark a creature of your choice as your Adversary before combat begins.

Counterattack

You have trained to go blow for blow with your opponents, never giving quarter. When a creature you can see hits you with a melee attack, you can use your reaction to make a melee weapon attack against the creature that attacked you.

When you use this reaction to attack your Adversary, you can use one Talent you know as part of your attack, without expending an Expertise Die.

Master Duelist

Your mastery and dedication to the art of single combat lets you draw failure from success. Once per turn when you miss with a melee weapon attack against your Adversary, you can immediately repeat the same melee weapon attack with advantage against it.

Finally, when you roll initiative with no Expertise Dice remaining, you immediately regain one of your expended Expertise Dice.

SERONIA | CLASSES

Dukazni

You have focused your skills on the empty-hand submission sport from Kor'dren origins known as dukaz. With scarcely any rules, a dukazni uses boxing and wrestling techniques, but also others such as kicking and holds, locks and chokes on the ground. Your skill in the mental and physical aspects of the sport translates to the brutality of battle.

Dukazni Talents

You learn certain Talents at the mercadier levels noted in the table below. These don't count against your total number of prepared Talents and can't be unprepared.

Mercadier Level Talent
3rd menacing shout, sweeping strike
5th dirty hit, grasp of night
9th discombobulate

Art of Dukaz

Starting at 3rd level, your dedication to the art of Dukaz has granted you the following benefits:

  • You can use your Sneak Attack with any melee weapon in which you are proficient, including unarmed strikes, so long as it does not have the heavy or two-handed properties.
  • You gain proficiency in Intimidation, and you can use your Strength, instead of Charisma, for Intimidation checks.
  • You can use your Cunning Action to make a grapple attack (provided you have a free hand) or an unarmed strike as a bonus action on your turn.
  • You don't need advantage on your attack roll to use your Sneak Attack if you are targeting a creature that is currently Grappled or Restrained by you.
  • You can use your Constitution, instead of Dexterity, to calculate your Armor Class in light and medium armor.

Shakedown

Also at 3rd level, your training has granted you reliability in related skills. When you make a Charisma (Intimidation) check, or a Strength (Athletics) check to grapple, maintain a grapple, or shove a creature, you gain a bonus to your roll equal to your Expertise Die.

Staredown

You can strike fear into the hearts of the weak willed. Starting at 7th level, you can use a bonus action to make a Charisma (Intimidation) check against a target within 30 feet of you, contested by the target's Wisdom (Insight) check. If you succeed, the target is Frightened of you until the start of your next turn, and you have advantage on the first attack roll you make against that target before the start of your next turn.

You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

Nerves of Steel

Fear in combat is for cowards and the weak willed, and you are not so easily intimidated. Beginning at 7th level, you are immune to the Frightened condition.

Dukaz Clench

You can twist the force of your enemies' blows against them. Starting at 13th level, when a Large or smaller creature within your reach misses you with a melee attack, you can use your reaction to force them to make a Dexterity saving throw. The save DC is equal to 8 + your proficiency bonus + your Strength modifier.

On a failed save, you choose whether the creature is knocked prone and has its speed reduced to 0 until the end of your next turn, or is Grappled by you. You must have at least one free hand in order to grapple a creature with this feature.

Master Dukazni

At 17th level, you are a true student of Dukaz and gain the following benefits:

  • You end the Grappled and Restrained conditions on yourself when you take the Disengage action.
  • Your Sneak Attack damage die increases to d8 with unarmed strikes and dukaz blades.
  • When you hit a creature that is Frightened of you with a melee attack, you can choose to treat the attack as an automatic critical hit. You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

SERONIA | CLASSES

Reaver

The Isles of Iniquity have many bravos, but none are more monstrous then those known as reavers. The butchers of the Orkaan, reavers enhance their significant skills with suicide magics granted by Malen, The Saint of Annihilation. By sacrificing their own vitality, they gain access to sinister abilities beyond the skill of other mortal warriors.

Reaver Talents

You learn certain Talents at the mercadier levels noted in the table below. These don't count against your total number of prepared Talents and can't be unprepared.

Mercadier Level Talent
3rd crippling strike, menacing shout
5th suppressing strike, surprise attack
9th discombobulate

Dread Strike

You can sacrifice your own vitality to empower your attacks with destructive magic. Beginning at 3rd level, when you hit a creature with a weapon attack, you can expend one of your Hit Dice to empower the attack with the following benefits:

  • You do not need advantage on your attack roll for this attack in order to use your Sneak Attack.
  • The damage from your Sneak Attack becomes necrotic.
  • If the attack reduces the target to 0 hit points, you regain the Hit Die you expended to use this feature, and you gain temporary hit points equal to your Mercadier level.

Death From Below

You have undergone horrific rituals at that resulted in terrifying scars and modification. Also at 3rd level, you gain proficiency in Intimidation. Whenever you make a Charisma (Intimidation) check, you can treat a roll of 7 or lower on the d20 as an 8.

Additionally, you gain a swimming speed equal to your walking speed. If you swim at least 10 feet while underwater, then emerge within 5 feet of a creature one size larger then you or smaller, you can expend an Expertise Die as an action to force it to make a Strength saving throw against your Talent Save DC. On a failure, you knock the target Prone and deal 2d6 + your Sneak Attack damage, even if it doesn't meet the requirements for Sneak Attack.

With DM's approval, this attack can also work when successfully hidden underneath targets in non-aquatic environments, provided you can sense the target and break through any obstacles between you and the target.

Sadism

You are able to draw life and energy from the pain you inflict. Starting at 7th level, when you score a critical hit with a weapon attack, you can use your reaction to regain an expended Hit Die.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

The Flesh Transcends

You are able to consume life to draw upon Malen's fortitude. Beginning at 13th level, once per turn when you hit a creature with a Dread Strike, you can expend an Expertise Die to gain temporary hit points equal to your Expertise Die + the damage dealt. This can also be performed as a non-combat action, typically as an act of ritual sacrifice or feasting upon an enemy. When doing so, your attack deals normal damage

Herald of Annihilation

You are a chosen servant of Malen, wielding magic comparable to the monstrosities birthed from below. Starting at 17th level, you can use Dread Strike at will, without expending your Hit Dice to fuel the ability.

Additionally, your Dread Strike ignores resistance to necrotic damage (but not immunity).

SERONIA | CLASSES

Servant

You have focused your skills on a path of servitude, supporting the party you chose with elegance and grace.

Servant Talents

You learn certain Talents at the mercadier levels noted in the table below. These don't count against your total number of prepared Talents and can't be unprepared.

Mercadier Level Talent
3rd first aid, quick quip
5th exposing strike, soothing speech
9th survey settlement

Sharply Dressed

Starting at 3rd level, your appearance conceals your lethality. While you are wearing no armor and not wielding a shield, your AC equals 12 + your Dexterity modifier, or 13 + your Dexterity modifier instead if you are wearing fine clothes.

Additionally, you can conceal up to two daggers or any objects of a similar size in your clothes. While concealed, these objects gain the Covert weapon property, and both can be drawn with a single object interaction.

By Your Side

At 3rd level, you stand at your companion's side. As a bonus action, choose a friendly creature within 5 feet of you. Until the start of your next turn, whenever the creature moves or is moved, you move to stay within 5 feet of it. If an attacker you can see targets the creature with an attack, you can use your reaction to cause the attack to target you instead.

The effect ends if you choose to end it (no action required), if the creature moves to a location you can't reach, if you move more than twice your movement speed, or if your speed is reduced to 0. When you gain the Uncanny Dodge feature, you can use it as part of the same reaction.

Gentle Care

Starting at 7th level, you tend to your companion's health. Whenever you use your first aid Talent, you may use Cunning Action to do so as a bonus action on your turn. Additionally, you can roll a d6 and use it instead of expending an Expertise Die.

Starting at 13th level, tending to your companion bolsters your spirit. You gain temporary hit points equal to the amount the creature regained.

Finally, when you reach 17th level, this d6 becomes a d10.

Prepare Item

Starting at 13th level, you answer your companion's whims. If you have a pack or a similar container, you can expend an Expertise die to withdraw any item (including modular crating items; CAO, pg. 106) worth up to 50 bp that would fit inside, even if you don't have the object.

If the object is a dagger, potion or an object of a similar size, you can instead withdraw the object from your clothes. You must spend an amount of currency equal to the cost of the object to withdraw it.

Once you use this feature, you must finish a short or long rest to use it again.

As You Wish

Starting at 17th level, you grant your companion's wishes. After you use your By Your Side feature, the first time the chosen creature makes an attack, you can immediately make a weapon attack against the same target, adding your Expertise die to hit. If this attack benefits from your Sneak Attack, the extra damage from it is halved.

Examples of Servants

The following are some common servants in Seronia

Almoner A person whose function or duty is the distribution of alms on behalf of an institution, a royal personage, a monastery, etc.

Butler The chief servant of a household, usually in charge of serving food, the care of silverware, etc. a servant having charge of the wines and liquors. A page is a butler that primarily deals with handling communication within a city and great house.

Cook The duties of a cook vary enormously depending on the size of the household and the number of assistants that they have to help. Regardless, a cook prepares the food and oversees the assistants to help. Specific sorts of cooks also exist, such as cellarist (butter and wine), confectioners (sweets), ewers (fresh water), saucerer (sauces), and spicerer (spices).

Dapifer One who brings meat to the table; hence, in some countries, the official title of the grandmaster or steward of the king's or a noble's household.

Doorward An office whose hereditary holders had the responsibility of being warden of their master's door, i.e. protecting the master's property.

Gentleman/ Gentlewoman of the Chamber An important office in Levantine, the duties of the office involved waiting on their masterwhen he ate in private, helping him to dress, guarding the bedchamber and closet, and providing companionship.

Herald A royal or official messenger who arranged tournaments and other functions, announced challenges, marshaled combatants, arrange processions, funerals, etc.

Lady-in-Waiting/Maid of Honor A lady who is in attendance upon a queen or princess. An unmarried lady attending a queen or princess is referred to as a Maid of Honor specifically.

Majordomo A servant in charge of a great household, as that of a sovereign; a chief steward.

Squire Squires served as assistants to knights both in the castle and on the battlefield.

SERONIA | CLASSES

Thief

You have honed your skills in the larcenous arts. While not all Thieves are criminals, most find employ as burglars, bandits, cutpurses, and treasure hunters. Your set of skills grants you increased agility and stealth, but also abilities that are helpful for delving into dangerous ruins and using ancient artifacts.

Thief Talents

You learn certain Talents at the mercadier levels noted in the table below. These don't count against your total number of prepared Talents and can't be unprepared.

Mercadier Level Talent
3rd aerial maneuver, roguish charm
5th reinforce lock, survey dungeon
9th forgotten knowledge

Sticky Fingers

You are adept at pilfering pockets, especially when your mark has its guard down. When you hit a creature with a melee weapon attack that meets the conditions for Sneak Attack, you can forgo the bonus damage to instead make a Dexterity (Sleight of Hand) check with advantage, contested by the target's Wisdom (Perception) check

On a success, you are able to remove an object of your choice from the creature's pockets, bag, pouch, belt, or any other object it has on its person that it is not holding.

You can also use a bonus action on your turn to make a Dexterity (Sleight of Hand) check, or to use a set of tools.

Thief's Agility

Also at 3rd level, you gain a climbing speed equal to your walking speed, and you are able to climb difficult and sheer surfaces at half your normal speed without making an ability check.

In addition, you can use your Dexterity score, in place of your Strength, when calculating how far you can jump.

Supreme Sneak

At 7th level, you have an almost supernatural ability to avoid being seen when necessary. You have advantage on Dexterity (Stealth) checks while moving at half your speed, and you can attempt to Hide even when you are only lightly obscured.

Treasure Lore

Also at 7th level, you have a knack for uncovering useful and lost lore. Whenever you make an ability check relating to gathering information or assessing the inner workings or value of artifacts, enchanted items, treasure hoards, or traps, you gain a bonus to your roll equal to your Expertise Die.

Use Magic Device

Beginning at 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You can ignore all class, race, alignment, and level requirements on the use of magic items.

Quick Reflexes

At 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat, so long as you are not surprised or incapacitated. You take your first turn at normal initiative and your second turn at your initiative minus 10.

Devious Talents

Below are the Talents available to the mercadier. If a Talent has a prerequisite, like a minimum Ability Score or level, you can learn it at the same time you meet the prerequisites. You automatically qualify for a talent granted by your archetype.

Beginner Talents

Beginner Talents are minor techniques slightly more complicated than swinging a weapon. They can be learned by mercadiers with modest training and have no level prerequisite.


Aerial Maneuver.
Prerequisites: Dexterity of 11

When you fall, you can use your reaction to expend an Expertise Die to control your descent. You reduce any falling damage you would take by an amount equal to five times your level, and when you land, you can choose to land on your feet.


Blinding Debris.

As a bonus action, you can expend an Expertise Die and force a creature within 10 feet to make a Constitution saving throw. On a failure, it takes piercing damage equal to your Expertise Die and is Blinded until the start of your next turn.


Crippling Strike.

When you hit a creature with a weapon attack, you can expend an Expertise Die and force it to make a Dexterity saving throw. On a failure, it takes additional damage equal to your Expertise Die and its speed is 0 until the start of your next turn.


Disarm.

When you hit a creature with a weapon attack, you can expend an Expertise Die to force it to make a Strength saving throw. On a failure, it takes additional damage equal to your Expertise Die, and it drops an item of your choice it is holding.


Feint

When you make a melee weapon attack against a creature that can see you, you can expend an Expertise Die to attempt a feint as part of that attack. The target of your attack must succeed on a Wisdom saving throw, or you add your Expertise Die to both your attack roll and damage roll for that attack.


First Aid.

As an action, you can touch a conscious and willing creature and expend an Expertise Die to heal them. As a reaction, the target can expend a Hit Die to regain hit points equal to its Hit Die + its Constitution modifier + your Expertise Die.

SERONIA | CLASSES

Menacing Shout.

As a bonus action, you can expend an Expertise Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

The fear effect ends early for the target if the frightened creature sees you take damage of any kind.


Mischievous Spirit.
Prerequisites: Wisdom of 11

You have bound yourself with a minor spirit who is delighted to cause trouble with you. You learn the find familiar spell. It counts as a natural spell for you and you always have it prepared. When you cast this spell, you must expend a Talent die and your summoned familiar is always a fae creature.

Your familiar remains in your service until you dismiss it or it dies. However, you do not regain the Talent Die spent on this Talent until your familiar is dismissed or dies.


Mithridatic Medicine.
Prerequisites: proficiency with Poisoner's kit

At the end of a long rest, you can expend an Expertise die and use a poisoner's kit to create a potion of healing that is poisonous to anyone other than you. When you consume the potion, you gain an additional amount of healing equal to your Expertise die. It retains its potency for a number of days equal to your proficiency bonus, after which it spoils.


Precision Strike.
Prerequisites: Dexterity of 11

When you make a weapon attack, you can expend an Expertise Die and add it to the attack roll. You can use this Talent after you roll, but before you know if the attack hits or misses.


Quick Quip.
Prerequisites: Charisma of 11

While speaking, you can expend an Expertise Die to tell a short joke, quip, or another humorous anecdote. Creatures of your choice within 10 feet that can both hear and understand you forget everything you said during the 10 seconds proceeding this Talent, and instead only remember your quip.

Once you use this Talent on a creature, that creature is immune to the effects of this Talent for the next 24 hours.

Finally, any creature that is immune to the charmed condition is immune to the effects of this Talent.


Reposition.

As a bonus action, you can expend an Expertise Die to switch places with a conscious and willing creature within 5 feet of you, without either of you provoking opportunity attacks.

Moreover, the first one of you that gets hit with an attack before the beginning of your next turn gains a bonus to their Armor Class against that attack equal to your Expertise Die.


Riposte.
Prerequisites: Dexterity of 11

As a reaction when a creature you can see targets you with a melee attack, you can expend an Expertise Die and add it to your Armor Class against the attack. If the attack misses, you can immediately make a weapon attack against your attacker.


Roguish Charm.
Prerequisites: Charisma of 11

As an action, you can expend an Expertise Die and force a creature within 10 feet that can hear and understand you to make a Wisdom saving throw. On a failed save, it is charmed by you for 1 hour, and regards you as a friendly acquaintance for the duration. Though, it will not risk its life for you.

This effect immediately ends if you or your companions do anything harmful to the creature, and when the effect ends this way, the target realizes that it was deceived by you.

Once a creature succeeds on its saving throw against this Talent it is immune to this Talent for the next 24 hours.


Sweeping Strike.

When you hit a creature with a melee weapon attack, you can expend an Expertise Die to force it to make a Dexterity saving throw. On a failed save, it falls prone and takes bludgeoning damage equal to your Expertise Die. Creatures more than one size larger than you have advantage on their saving throw.


Trapper
Prerequisites: proficiency in smiths tools

As an action, you can set a hidden foothold trap in an adjacent 5-foot space. The first creature to move into the area must succeed on a Dexterity saving throw against your Talent Save DC or become restrained.

A creature repeats its saving throw at the start of each turn, ending the effect on a success. A creature can detect a trap by succeeding on an Intelligence (Investigation) check against your Talent Save DC. You can have a number of active traps equal to your Intelligence modifier (minimum of 1 trap).

Intermediate Talents

Intermediate Talents represent the absolute peak of mercadii skill that is achievable without dedicated training. Intermediate Talents can be learned by mercadiers of 5th level or higher.


Alchemical Oil.
Prerequisites: 5th level, proficiency with alchemist's supplies

As an action on your turn, you can expend an Expertise Die and use your alchemist's supplies to craft a vial of Alchemical Oil, choosing acid, cold, fire, or lightning for its damage type. This Oil retains its potency until the end of your next long rest.

A creature can take the Use an Object action to expend this vial and apply its contents to a weapon they are holding. For the next 10 minutes, that weapon deals the damage type you chose for that Alchemical Oil in place of its normal damage.

A creature can use its action to remove the Alchemical Oil.


Craft Minor Poison.
Prerequisites: 5th level, proficiency with poisoner's kit

As an action, you can expend an Expertise Die and use your poisoner's kit to craft a vial of Minor Poison, which retains its potency until the end of your next long rest.

A creature can take the Use an Object action to expend this vial and apply it to a weapon or piece of ammunition. On its next hit, the weapon or ammunition deals poison damage in place of its normal damage, and the target must succeed on a Constitution saving throw or be poisoned for up to 1 minute.

The poisoned creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

SERONIA | CLASSES

Dirty Hit.
Prerequisites: 5th level, Dexterity of 13

When you hit a creature with a weapon attack, you can expend an Expertise Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your Expertise Die, and until the start of your next turn it cannot take reactions and its speed is halved.


Dragon Round.
Prerequisites: 5th level

When you make a ranged weapon attack, you can expend an Expertise Die to light the ammunition aflame. On hit, the target takes additional fire damage equal to your Expertise Die.

If your target is a flammable object that is not being worn or carried, you can ignite it in place of dealing damage.


Exposing Strike.
Prerequisites: 5th level

When you hit a creature with a weapon attack, you can expend an Expertise Die to temporarily weaken it. The first attack made against it before the start of your next turn has advantage and deals extra damage equal to your Expertise Die.


Glancing Blow.
Prerequisites: 5th level

When you make a melee weapon attack and miss, you can expend an Expertise Die to immediately repeat your attack against another target within the reach of your weapon.


Grasp of Night
Prerequisite: 5th level, Wisdom of 13

In place of an attack, you can expend an Exploit Die and touch a creature, attempting to knock it out. Roll your Exploit Die six times. If the creature's remaining hit points are less than or equal to the amount you rolled, they fall unconscious for 10 minutes. They wake up if they take damage or another creature uses an action to wake them.

You can expend additional Exploits Dice to increase the potency of this Exploit. For each additional Exploit Die you expend, you roll your Exploit Die three additional times to determine the total number of hit points affected.


Improvised Skill
Prerequisites: 5th level

When you make an ability check that doesn't include your proficiency bonus, you can expend an Expertise Die and add it to your roll. You can use this Expertise die after you roll, but before you know if you succeed or fail.


Redirect.
Prerequisites: 5th level

As a reaction when a creature you can see misses you with a melee attack, you can expend an Expertise Die and force it to repeat its attack against a target of your choice within reach. On hit, it deals additional damage equal to your Expertise Die.


Reinforce Lock
Prerequisites: 5th level, proficiency with thieves' tools

As an action, you can expend an Expertise Die and use thieves' tools to make adjustments to a lock, latch, or other locking mechanism. The DC to pick or break the lock increases by 10, or equals your Talent save DC, whichever is higher.


Soothing Speech
Prerequisites: 5th level, Charisma of 13

As an action, you can expend an Expertise Die and attempt to soothe the emotions of any creature that can both hear and understand you within 20 feet, forcing them to make a Charisma saving throw. On a failed save, for the next 10 minutes, creatures become indifferent toward creatures of your choice they are currently 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. When the effect ends, the creature becomes hostile again.


Suppressing Strike.
Prerequisites: 5th level

When you hit a creature with a weapon attack, you can expend an Expertise Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your Expertise Die, and it is blinded, deafened, or muted (your choice) until the start of your next turn.


Surprise Attack
Prerequisite: 5th level, Intelligence of 13

When initiating combat or as an action on your turn, you can expend an Expertise Die to secretly signal a creature within 30 feet that can see or hear you to attack. The target immediately makes one weapon attack with advantage, adding your Expertise Die to the damage roll.


Survey Dungeon
Prerequisite: 5th level, Dexterity or Intelligence of 13

You can expend an Expertise Die to spend 10 minutes carefully examining a room you currently occupy. At the end of the 10 minutes, you gain knowledge about three of the following:

  • One trap in the area. This includes any mechanical or natural effect that was intended to harm an intruder.
  • One active spell in the area that was cast at a level equal to your proficiency bonus or lower.
  • One secret compartment, door, or passageway.

Once you use this Talent to survey a room you must finish a long rest before you can use it in that location again.


Trick Shot
Prerequisites: 5th level, Dexterity or Intelligence of 13

As a bonus action, you can expend an Expertise Die to make a ranged weapon attack with a finesse and thrown weapon.

This ranged attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target within range. If this attack would normally have disadvantage, it does not. On hit, you add your Expertise Die to the damage roll of the attack.

SERONIA | CLASSES

Journeyman Talents

These Talents are masterful acts of subterfuge and skill, and can only be learned by mercadiers of 9th level or higher. Each of these Talents can only be used once per short or long rest


Craft Greater Poison
Prerequisites: 9th level, proficiency with poisoner's kit

As an action, you can expend an Expertise Die and use your poisoner's kit to craft a vial of Greater Poison, which retains its potency until the end of your next long rest.

A creature can take the Use an Object action to expend this vial and apply it to a a weapon or piece of ammunition. On its next hit, the weapon or ammunition deals poison damage in place of its normal damage, and the target must succeed on a Constitution saving throw or be poisoned for up to 1 minute.

While poisoned in this way, the creature's speed is halved, it cannot take reactions, and it takes poison damage equal to one roll of your Expertise Die at the end of each of its turns.

The poisoned creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.


Discombobulate
Prerequisites: 9th level, Dexterity of 15

When you hit a creature with a melee weapon attack, you can expend an Expertise Die and strike in such a way as to send its mind reeling. The creature takes additional damage equal to twice your Expertise Die, and for the next minute the creature cannot take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 It uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face.
2-5 It does not move or take actions this turn.
6-8 It uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 It can act and move normally.

At the end of its turns, the creature can make a Wisdom saving throw. If it succeeds, this effect immediately ends.


Forgotten Knowledge
Prerequisite: 9th level, Intelligence or Wisdom of 15

You can expend an Expertise Die and spend the 10 minutes focused on a person you can see, an object you are holding, or a location you currently occupy. If you are uninterrupted you remember a piece of lore about the thing you focused on.

The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. The more information you have about the thing, the more precise and detailed the information you are able to remember about it is


Recruit Informant
Prerequisite: 9th level, Charisma of 15

You can expend an Expertise Die and spend 1 hour to recruit a humanoid Informant from a settlement you currently occupy. For this Talent to work, there must be a willing humanoid, such as an urchin, criminal, thief, spy, or other rapscallion in a settlement of significant size, as determined by the DM.

This Informant will not aid you in combat or risk its life for you, but it will loyally gather any information, rumors, news, and secrets from the settlement it is currently occupying.

During the course of each long rest, your Informant will seek you out and deliver this information to you.

Your Informant remains in your service until you dismiss it or it dies. However, you do not regain the Talent Die spent on this Talent until your Informant is dismissed or dies.

Having more than one Informant in a settlement increases the accuracy and secrecy of information they gather for you.


Stalker Sigils
Prerequisites: 9th level, Intelligence of 15

You have learned how to hide yourself with abjuration sigils. As an action, you can expend an Expertise die and gain the effects of the nondetection spell for 8 hours. While under the effects, you cannot be tracked, even by divination magic or magical means unless you wish to be.


Survey Settlement
Prerequisite: 9th level, Dexterity or Charisma of 15

You can expend an Expertise Die and spend 1 hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:

  • Any active factions and faction outposts within the area.
  • Prominent buildings, gathering places, and cultural sites.
  • Powerful (CR 1 or higher) politicians or military leaders.
  • Loyalties, beliefs, and fears of the local populace.
  • Secret alleyways, doors, hideouts, or storefronts.

Once you use this Maneuver to survey a settlement you must finish a long rest before you can use it in that location again.


Thunderous Shot
Prerequisites: 9th level, Dexterity of 15

In place of an attack, you can expend an Expertise Die and fire a piece of ammunition in a straight line, forcing creatures in that line out to the normal range of the weapon to make a Dexterity saving throw. Creatures take your weapon's normal damage plus piercing damage equal to twice your Expertise Die on a failed save, and half as much damage on a success.


Wild Spirit.
Prerequisites: Mischievous Spirit talent

The power of your fae spirit grows. When you cast find familiar, it can take the form of any beast of CR 1/2 or lower.

SERONIA | CLASSES

Expert Talents

Talents of this degree can only be learned by mercadiers of 13th level or higher, and each Expert Talent that you know can only be used once per short or long rest.


Agonizing Strike
Prerequisites: 13th level, Dexterity of 17

When you hit a creature with a melee weapon attack, you can expend an Expertise Die to strike with extreme precision as to inflict crippling pain in place of dealing damage. While it is affected by crippling pain it suffers the following effects:

  • Any speed it has can be no higher than 10 feet.
  • It has disadvantage on attack rolls and ability checks.
  • It has disadvantage on all saving throws other than Constitution saving throws.
  • If it tries to cast a spell, it must succeed on a Constitution saving throw, or the casting fails and the spell is wasted.
  • It can make a Constitution saving throw at the end of each of its turns, ending this crippling pain on a successful save.

It can make a Constitution saving throw at the end of each of its turns, ending this crippling pain on a successful save.


Craft Advanced Poison
Prerequisites: 13th level, proficiency with poisoner's kit

As an action, you can expend an Expertise Die and use your poisoner's kit to craft a vial of Advanced Poison, that retains its potency until the end of your next long rest.

A creature can take the Use an Object action to expend this vial and apply it to a a weapon or piece of ammunition. On its next hit, the weapon or ammunition deals acid damage in place of its normal damage, and the target must succeed on a Constitution saving throw or be poisoned for up to 1 hour.

A creature that fails the Constitution saving throw against this poison by 5 or more is also blinded for the duration.

As an action on its turn, the poisoned creature can repeat this saving throw. On a success, the effects of this poison end. On a failure, it takes acid damage equal to your Expertise Die.


Expert Determination.
Prerequisite: 13th level

As an action, you can expend an Expertise Die to focus your mind and temporarily sharpen one of your skills. Choose a skill or tool that you are proficient in. For the next hour, you can add your Expertise Die to any check you make that uses the chosen skill, without expending one of your Expertise Dice.


Fluid Movements.
Prerequisites: 13th level, Dexterity of 17

As a bonus action, you can expend an Expertise Die to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:

  • Your movement is unaffected by difficult terrain.
  • You can use a bonus action on your turn to gain the benefits of both the Dash and Disengage action.
  • Spells and other magical effects can neither reduce the your speed nor cause you to be paralyzed or restrained.
  • You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a grapple.
  • Swimming or being underwater imposes no penalties on your movements or your attack rolls.

Stupefying Critical
Prerequisites: 13th level, Strength or Dexterity of 17

When you score a critical hit, you can expend an Expertise Die to shatter the creature's focus. If it was concentrating on a spell or another effect, it automatically loses concentration.

For the next minute, the creature has disadvantage on Intelligence, Wisdom, and Charisma saving throws, and Constitution saving throws to maintain concentration.

The creature can make a Constitution saving throw at the start of each of its turns, ending this effect on a success.


Quick Draw.
Prerequisites: 13th level, Dexterity of 17

As a bonus action, you can expend an Expertise Die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For the next minute, or until you lose concentration, you can use a bonus action to make two ranged weapon attacks so long as you have ammunition.

This Talent's effects don't stack with the swift quiver spell.

Master Talents

Master Talents are devious feats that rival those of the most cunning archfae. These Talents can only be learned by mercadiers of 17th level or higher, and each Master Talent can only be used once per short or long rest.


Ambuscade
Prerequisites: 17th level, Intelligence of 19

When initiating combat or as an action on your turn, you can expend an Expertise Die to blitz your foe. A number of creatures of your choice up your Intelligence modifier within 30 feet that can see or hear you can immediately take the Attack action, or cast a spell of 5th-level or lower with a casting time of one action.

All attacks and spells that your allies use as part of this Talent must target the creature you designate.

SERONIA | CLASSES

Craft Masterwork Poison
Prerequisites: 17th level, proficiency with poisoner's kit

As an action, you can expend an Expertise Die and use your poisoner's kit to craft a vial of Masterwork Poison, that retains its potency until the end of your next long rest.

A creature can take the Use an Object action to expend this vial and apply it to a a weapon or piece of ammunition. On its next hit, the weapon or ammunition deals necrotic damage in place of its normal damage, and the target must succeed on a Constitution saving throw or be poisoned until greater restoration or a similarly powerful magical effect is used to neutralize the poison.

A creature that fails its saving throw by 5 or more is also Incapacitated and cannot move or speak for the duration.


Inconceivable Dodge
Prerequisites: 17th level, Dexterity of 17

When you take damage, you can use your reaction to expend an Expertise Die and move with supernatural agility, avoiding the triggering damaging effect as if it never affected you at all.


Storm of Arrows.
Prerequisites: 17th level, Dexterity of 19

In place of an attack, you can expend an Expertise Die to fire a volley of ammunition at a point you can see within the range of your weapon. Creatures of your choice within 30 feet of that point must make a Dexterity saving throw.
Targets take piercing damage equal to four rolls of your Expertise Die + your Dexterity modifier on a failed save,
and half on a success.

You must have enough ammunition to hit each target.

SERONIA | CLASSES

Merchant

The group sits at the ornate dining table of a noble, whose home is decorated with ornate tapestries, incredible sculptures and paintings which must have been the life's work of a masterful artist. After a social faux pax by a less cultured ally, the gnome strokes his beard and says, "If I might interject, would you like to make a deal?"

After raising a toast to the enacted treaty between two outlander tribes, a shout is heard from the agogi sitting a table away. The wine the diplomat's table was about to consume had too sluggish a viscosity to be the grog his tribe had traded so often. His insight thwarts an assassin's attempt at instilling hostility between two tribes and leading to war.

Whether they be an appraiser of rare Old World items, a peddler of illicit goods, or a bookkeeper for a noble, merchants are masters of exchange. They may invest in their allies to strengthen them or push coin to make sure the object of their ire has every skeleton dragged out of their closet for all to see.

The Power of Commerce

Crowns have been forged and broken based on their ability to trade and exchange goods. As such, the fantastic realm of Seronia makes the business of commerce to be one that requires more than just skills with a pen, but the strength to see the job done through dangerous lands filled with monstrous creatures, seas rife with torrential storms, hostile tribes and nations whose boundaries have been drawn and redrawn due to war, and more. Adventuring groups require funding and supplies to stay alive, and more often than not, the merchant acts as the intermediary between the rules of the sword and the rules of the pen. By keeping his group intact, well-equipped, and in high spirits, the merchant can continue to serve their interests while focusing on whatever their goal may be.

With the skillset require of a merchant to survive this world, they focus on the pursuit of intellect, wealth, and knowledge of the intrinsic nature of Seronia's inhabitants to maximize their chance at succeeding in business- and staying alive.

Creating a Merchant

When creating a merchant, think about what kind of business your character would have developed and why it would push them towards adventuring. How does your past fit into your current career? Perhaps you are searching for components to create the next big thing, or trying to accrue enough wealth through cons to fund your own thieves' guild. Perhaps you were the kindly innkeeper who was thrust towards adventure when the party dragged you into a quest. You could be seeking out curiosities from the Old World or trying to help fledging hamlets across the lands survive the cruel seasons and creatures.

Class Features

As a merchant, you gain the following class features.

Ability Score Increase

Your Charisma increases by two, and your Intelligence increases by 1.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: simple weapons, improvised weapons, coat pistols
  • Tools: Two tools of your choice, one gaming set of your choice, and a vehicle of your choice from either Land or Water.
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three from Arcana, Animal Handling, Deception, History, Insight, Investigation, Medicine, Performance, Perception, Persuasion and Survival

Equipment

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

  • (a) a cinquedea or (b) a brandistock
  • (a) a diplomat's pack or (b) an explorer's pack
  • An abacus, a merchant's scale, and one artisan's tool which you are proficient with
  • (2d4x10) bp worth of mundane items
  • Leather armor and a dagger

Guilds as a Story Narrative

If you would like to make your guild's presence a larger part of the game's narrative, it might be worth exploring making your own guild or joining a more defined one with your fellow party members. The rules for both are all detailed in Seronia: Cities and Outlands.

Additionally, the rules for creating modular structures can also serve as the guidelines for building your own guildhall as a base of operations for your adventuring party. You can treat any guildhall or outposts connected to your network you've constructed as a resupply station for your Inventory feature (provided the town or structure's independent wealth meets or exceeds the value of your merchant's Inventory).

SERONIA | CLASSES
The Merchant
Level Proficiency Bonus Features Bet Die
1st +2 Business Partners, Savoir Faire -
2nd +2 Wager, First Impressions d4
3rd +2 Merchant Guild, Inventory d4
4th +2 Ability Score Improvement d4
5th +3 Disarming Smile, Wager (Buy-in) d6
6th +3 Guild feature d6
7th +3 Polymath d6
8th +3 Ability Score Improvement d6
9th +4 Inventory (Legend Lore), Stakeholder (1) d6
10th +4 Guild feature d6
11th +4 Heuristic Technique d8
12th +4 Ability Score Improvement d8
13th +5 Stakeholder (2) d8
14th +5 Painful Wager d8
15th +5 Endless Supply d8
16th +5 Ability Score Improvement d8
17th +6 Stakeholder (3), Recurring Business d10
18th +6 Guild feature d10
19th +6 Ability Score Improvement d10
20th +6 Guildmaster d10

Multiclassing

Prerequisites. To qualify for multiclassing into the merchant class, you must met these prerequisites: Charisma 13 and Intelligence 13.

Proficiencies. When you multiclass into the merchant class, you gain the following proficiencies: one skill of your choice and one tool of your choice.

Math is Hard

To calculate the discount from the Savoir Faire feature, multiply the total of the agreed upon price by (d10 + proficiency bonus/100) and subtract that from the total.

Business Partners

Beginning at 1st level, your investment in your companions pays dividends. As a bonus action, you can designate up to three friendly creatures within 30 feet that can hear you to be Business Partners. You gain the following benefits:

  • You have advantage on Charisma checks and saving throws, as well as the Frightened and Charmed conditions while you have at least one Business Partner.
  • Collect/Donate. Whenever you or a Business Partner you can see damages a creature with an attack, you can use your reaction to roll a number of d8s equal to your proficiency bonus, as determined by your Merchant level. You or a Business Partner that can hear you (your choice) gain temporary hit points equal to the amount rolled.

You can't maintain Concentration while benefiting from Business Partners. The benefits of Business Partners lasts for 1 minute. It ends early if you or all of your Business Partners are knocked Unconscious. You can also end your relationship with any amount of Business Partners on your turn as a bonus action.

Once you have used Business Partners, you must finish a Long Rest before you can do so again. You may use Business Partners 2 times at 1st level, 3 at 3rd, 4 at 6th, and 5 at 12th.

Savoir Faire

At 1st level, your skills in haggling, fast-talk, and languages gives you the ability to influence trade. You gain the following benefits:

  • You gain proficiency in two non-secret languages of your choice.
  • When you make a Charisma check, you can treat a roll of 7 or lower on the d20 as an 8.
  • Whenever you purchase, sell, or negotiate financial terms to an intelligent creature, you may roll a d10 + your proficiency modifier. You gain a percentage discount or upcharge to the agreed upon price (your choice) equal to the amount rolled.

Wager

Starting at 2nd level, you can place binary bets against fate to try and gain advantages. You gain two Bet Dice. You regain both of your Bet Dice when you finish a short or long rest. Immediately after a creature you can see within 60 feet of you succeeds on an attack roll, an ability check, or a saving throw, you can expend a Bet die as a reaction.

Unless the creature is immune to being Charmed or uses Legendary Resistance, the creature rerolls the d20 and must use the lower roll. If the attack roll, ability check, or saving throw then fails, you regain the Bet die.

Starting at 5th level, if you have no Bet die left, you can buy-in by spending 200bp to give yourself one (no action required). You can do so only once per turn.

First Impressions

Also at 2nd level, you have a knack for making an impression even in combat. Add your Bet die to your initiative rolls.

In addition, you add your Charisma modifier to your AC during surprise rounds (maximum of your proficiency bonus).

SERONIA | CLASSES

Merchant Guild

At 3rd level you join or develop a merchant association, or guild, to have access to more goods and specialize in your services more efficiently. Choose from the Apothecaries, Carocrafters, Ministerial, Weaponsmiths, and Thieves Guild. Your guild choice grants you features at 3rd level and then again at 6th, 10th, and 18th level.

Inventory

When you reach 3rd level, your guild has granted you access to the Traditorum, an extradimensional trade network, to begin your personal business. You gain a special signet ring called a guild ring that allows you access to related guildhalls, bypass tolls and city entry taxes, and lift normal restrictions for selling or buying items normally unavailable to the general public.

As part of an Use an Object action, you may access the Traditorum using conjuration summae to perform one of the following:

  • Appraise. By placing an item within your storage pocket plane, you can expend 50 bp to have the item appraised by guild diviners (as per identify). Beginning at 9th level, you may instead expend 1 gp to have a complete forensic examination of the item (as per legend lore).
  • Deposit. You access a small pocket plane of storage (as per bag of holding). No one else can access this storage dimension unless they have the ability to plane shift and are able to locate your specific storage plane. Certain creatures and organizations with powerful magics may be able to access your storage plane through invasive evocation rituals, often involving attacking your mental fortitude. You and your associated guild know your full Inventory list at all times, but you only know the value of items if properly appraised, magically or otherwise.
  • Purchase. Roll a d20 + your Bet die + your proficiency bonus, as determined by your Merchant level. The Task Difficulty is dependent on the level of technology, rarity, the specificness of the item, and the overall cost. On a success, you produce the item from the Traditorum and may immediately Activate an Item (DMG, pg. 141). Additionally, if you succeed, you may expend additional coin to have the item wrapped or otherwise packaged (no additional check required). Finally, you can use your bonus action to hand allies items purchased from your Inventory within 5 feet of you.
  • Sell. You may sell items located within your storage pocket plane to the Traditorum network of merchants. When doing so, you may use your Savoir Faire class feature to gain a percentage upcharge to the fair market value.

Your weekly Inventory maximum you can purchase is 4000 bp. This increases by 1000 bp for each Merchant level beyond 3rd. You may only attempt to purchase a number of the same items equal to your proficiency modifier every 24 hours. The maximum cost for a single item is 10% of your weekly Inventory maximum.

Your Inventory allowance must be replenished once per week by depositing coin into the Traditorum from your or the party's funds (with player and DM approval), up to your weekly maximum. Otherwise, you lose access to the Purchase ability of this class feature.

You can produce items larger than you could carry, but you cannot produce items that would not be feasible to obtain on the Prime Material plane either based on dimensions, weight, or common sense (DM's discretion). With DM's permission, you may be able to spend unique currency such as gilt or Daken Al-Kimya's black coins to gain access to goods outside of this restriction, but doing so often involves dealing with dangerous and eldritch beings.

Disarming Smile

At 5th level, you can get rid of hostility or suspicion through using charm. Whenever a creature misses you with an attack, you may choose to gain a number of temporary hit points equal to the creature's attack roll plus your Charisma modifier (no action required). If the hostile creature had disadvantage on the attack, you instead gain a number of temporary hit points equal to the highest amount rolled plus your Charisma modifier.

You can use this feature three times, and you regain all expended uses when you finish a Long Rest.

Polymath

At 7th level, you can add half your proficiency bonus (round up) to any Intelligence, Wisdom, or Charisma check you make that doesn’t already use your proficiency bonus.

In addition, you become proficient in one musical instrument or gaming set of your choice.

Stakeholder

Starting at 9th level, your Business Partners benefit from your investments on the battlefield. When you designate your Business Partners, you may choose for one of them to gain the following Stakeholder benefits:

  • Your Business Partner immediately rolls your Bet die, adding the result to their initiative and moving them up the initiative order accordingly. If this would move them higher than you, they immediately take their turn after you finish this round.
  • If your Business Partner's equipped weapon isn't already a magical weapon, it becomes one for the duration.
  • Whenever your Business Partner successfully attacks a creature, they can roll your Bet die twice and add damage equal to the amount rolled. This damage is multiplied on a critical hit.

You may grant Stakeholder benefits to two Business Partners at 13th level, and three Business Partners at 17th level.

SERONIA | CLASSES
Utilizing Inventory

As a merchant, you have the ability to suddenly produce a variety of items from the Traditorum extradimensional trade network, individually tailored to the situation your adventuring party is currently in. This can be anything from basic items such as a crowbar or rope, to specialized items tailored to your guild. The Cities and Outlands book contains basic store lists each guild can utilize. Feel free to ask your DM if you feel a certain item would also be covered by your guild's grants.

E.g. An 10th apothercaries guild merchant (weekly Inventory of 1,200 bp, maximum item cost of 120 bp) encounters a winter wolf. They can attempt to produce a potion of resistance II (cold) (CAO, pg. 86) from their Inventory.

They must roll 1d20 + their Bet die (d10) + their proficiency bonus (+4). While this item normally costs 150 bp (which is over their maximum item cost cap), they receive 20% off the base cost of it due to their Inventory ability, reducing its cost to 120 bp.

As an Uncommon item, they would normally need to make an Inventory check with DC 15, but an apothercaries merchant reduces this by 5 due to their Druggist Grants class feature.

On a success, they retrieve the item. On a failure, the Traditorum comes up short, but they may attempt to retrieve the item again from another seller on their next turn (up to a maximum of attempts equal to their proficiency modifier).

Heuristic Technique

At 11th level, you approach problem solving with a practical method that is sufficient for reaching an immediate, short-term goal. At the beginning of your turn, you may choose to declare you are employing Heuristic Technique to take an extra turn after this one (no action required). If you do so, any time you would roll a d20 during both of your turns, you instead treat the result as though you had rolled a 8.

Once you use this feature, you can’t use it again until you finish a long rest.

Painful Wager

Beginning at 14th level, when the target of your Wager fails an attack roll, an ability check, or a saving throw because of the reroll, you can give the target vulnerability to one damage type of your choice until the start of your next turn.

Endless Supply

Starting at 15th level, your experience adventuring has taught you which items you should stockpile. You may roll percentile dice when you use a consumable purchased with Inventory. If you roll a number equal to or lower than 25, the item is not consumed.


Recurring Business

Beginning at 17th level, whenever you roll Initiative, you regain one use of Business Partners.

Guildmaster

Starting at 20th level, you gain the following benefits:

  • Your Charisma score increases by 4 and your maximum for the attribute increases to 24.
  • Your Inventory grant increases to a maximum of 50,000 bp.

Merchant Guilds

The network of merchants within a guild act as a source of education, supplies, and security in the dangerous business of trade- from both competitors and the monsters that cause economic turmoil.

Apothecaries Guild

Druggists of elixirs, potions, and tonics, merchants of the apothecaries guild specialize in the alchemical qualities of their wares. They are easily identifiable by their signature pomanders, burning alchemical reagents to protect the health of their clients.

Druggist Grants

When you join this guild at 3rd level, you gain access to the following Inventory reagents:

Alchemical Pomander

Also at 3rd level, you gain a pomander that exudes aromatherapy in an aura around you. You are immune to disease and the Poisoned condition.

Additionally, you can use your bonus action to make your pomander wrap your Business Partners in a hazy veil of smudging smoke. Your allies gain these immunities as well. Additionally, whenever a Business Partner makes an attack roll or a saving throw, they can roll your Bet die and add the number rolled to the attack roll or saving throw. This effect does not stack with bless, the gentry's Leadership class feature, or similar effects.

It lasts for one minute. After you use this feature, you cannot do so again until you finish a short or long rest.

SERONIA | CLASSES

Potent Reagents

At 6th level, you may infuse concoctions with more active, rare reagents. You gain the following benefits:

  • When you use an Inventory reagent with the Harm or Heal effect, you may roll your Bet die as long as you have one remaining and add the amount shown when the item is used.
  • You may swap out the damage type of a Bomb or Poison by expending one appropriate herb per level of the reagent as part of an Inventory Purchase action.
  • When you retrieve a Bomb with your Inventory feature, you may choose to swap the damage for an equivalent healing effect. After you use this feature, you cannot do so again until you finish a short or long rest.

Soothing Smoke

At 10th level, while using your Alchemical Pomander's smudging smoke feature, you and allies can suppress any effect causing a target to be Charmed or Frightened. When your smudging smoke dissipates, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Protective Reagents

Beginning at 18th level, your Alchemical Pomander becomes infused with powerful abjuration magics.

In addition, choose one creature type: aberrations, celestials, elementals, fey, fiends, or undead. Yourself and Business Partners gain the benefits of a protection from evil and good spell against that creature type. You can switch the creature type as an action, swapping out the reagents for ones that affect the new creature type.

Carocrafters Guild

Carocrafters are also known as "blood merchants," traders of biological materials from Old World creatures. They are trained in harvesting these materials for crafters dealing in mediums ranging from exotic leather to luxurious meats.

Blood Grants

When you join this guild at 3rd level, you reduce all Inventory checks to retrieve items from the Hunter/Leatherworker (Armor and Miscellaneous), Magic Store (Miscellaneous), Tailor/Clothing (Miscellaneous) and Inns and Taverns store list by 5 (CAO, pg. 13). Additionally, your Inventory storage pocket plane instead functions as a bag of colding (CAO, pg. 8).

Arcane Butchery

At 3rd level, you have learned how to infuse a minor amount of magic into your cleaning tools. Your Business Partner increase the damage die of their weapons by one step. Additionally, simple bladed weapons you and your Business Partners are wielding can use your Charisma instead of Strength or Dexterity for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. This effect ends if Business Partners ends or if you or your Business Partners let go of the weapon.

Starting at 5th level, when you hit a creature with the weapon, you can deal an extra 1d4 damage to the target. This damage increases by 1d4 when you reach 11th level (2d4) and 17th level (3d4).

Fresh Ingredients

Also at 3rd level, your skills in carocrafting means you can identify and harvest most organic resources. Whenever you make a skill check using Arcana, Nature, or Religion to harvest creature parts (CAO, pg. 70), you may roll your Bet die and add the amount shown to the total (no action required).

Butcher's Kit

Starting at 6th level, you have a variety of specialized magics for butchery. You may select one specialty for your weapons that qualify for Arcane Butchery. You may replace this specialty with another as a bonus action.

  • Boning. Your weapon scores a critical hit on a 19 or 20. When you score a critical hit with your weapon, the creature's speed is halved and receives a -2 to AC until the end of their next turn.
  • Cleaver. Your weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Your weapon also ignores resistance, but not immunity to its damage type.
  • Slaughter. When you reduce a creature to 0 hit points with your weapon, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature's Constitution modifier (minimum of 1 hit point).

Art of Cutting

Starting at 10th level, your arcane butchery technique has improved. You can attack with simple bladed weapons twice, instead of once, whenever you take the Attack action on your turn.

Once per turn when you hit a creature with your weapon enhanced by Arcane Butchery, you may roll your Bet die as long as you have one remaining. You deal extra force damage to the target equal to the amount shown plus your Charisma modifier.

Hearty Cuts

Beginning at 18th level, your butchery sustains both your customers and yourself. You regain hit points equal to half the amount of damage dealt by your and your Business Partner's Arcane Butchery weapons.

Weaponsmith's Guild

Merchants of the Weaponsmith's Guild are often masters of armories and employed by castles to run their forges. Some masters choose a more secluded life- one on the edges of the Outlands that demand they sometimes defend their chosen homes when all else fails.

Weaponsmith Grants

When you join this guild at 3rd level, you reduce all Inventory checks to retrieve items from the General and Blacksmith/Armory store list by 5.

SERONIA | CLASSES

Tradecraft

At 3rd level, choose a tradecraft of your guild: armsmith or gunnesmith. This choice dictates the abilities you gain from this archetype:

  • Armsmith Aura of Steel. You gain proficiency in martial weapons and medium armor. You and your Business Partners treat weapons with the versatile property as having their versatile damage die while wielded in one hand and enemies within 10 feet of you treat the terrain as difficult, plus cannot use reactions against you.

  • Gunnesmith Square Rounds. You gain proficiency in firearms. The first creature you or a Business Partner hits on each of your turns with a firearm attack takes extra piercing damage equal to 1d4 + your proficiency bonus and must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or have disadvantage on the next attack roll it makes from the pain of the square round. Creatures that cannot feel pain (Undead, Ooozes, Constructs) are immune to the secondary effects of Square Rounds.

Student of the Forge

Also at 3rd level, your mind for crafting serves you well when creating new and remembering old techniques. Whenever you make a skill check using Intelligence (History) or one tool of your choice chosen from Smith's tools or Tinker Tools concerning the creation of weapons, you may roll your Bet die and the amount shown to the total (no action required).

Tricks of the Tradecraft

When you reach 6th level, whenever you would make a Strength (Athletics) or Dexterity (Acrobatics) checks when defending against the Disarm action (DMG p.271), you are considered proficient in that skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.

Additionally, you gain one of the following benefits based on your tradecraft:

  • Armsmith. Enemies within your Aura of Steel at the start of your turn take your Strength or Dexterity modifier in damage of the same type as your equipped weapon.
  • Gunnesmith. You can use your bonus action to ignore the world and focus on a single target you choose. Against that target, you triple the damage from your Square Rounds. However, while this is happening, you can not make attacks against other targets, all attacks made against you have advantage, and you have disadvantage to all Perception-based checks.

Tradecraft Mastery

When you reach 10th level, you gain one of the following benefits:

  • Armsmith. The ringing of enemy steel against yours guides your retaliatory strike. You have advantage on your first attack against a creature who has dealt damage to you since your last turn.
  • Gunnesmith. Your eyes have been trained to observe minutiae with precision. You can take the Search action as a bonus action and the Aim action as a reaction.

Wealth of Practical Knowledge

Starting at 18th level, while in Savoir Faire, you can use one of the following abilities once per turn:

  • Bladesmith. When an enemy fails an attack roll against you or a Business Partner within your Aura of Steel, you can expend a Bet die as a reaction to make an attack against them, adding the Bet die to the attack roll. If this attack hits, you regain your Bet die.
  • Gunnesmith. When you or a Business Partner hit an enemy with a Square Bullet, you can expend a Bet die to add 10 to the damage, then maximize it (no action required). If this attack reduces the target to 0 hit points, you regain the Bet die.

Ministerial Guild

Members of the Ministerial Guild are often wandering merchants who sell information and provide news either through entertainment or cold efficiency. Unlike a bardic musician, ministers often act with the authority and protections offered by everything from royalty to a religious organization.

Bookkeeper

Your detailed inventory records help you plan and execute more efficient logistics. You may substitute Intelligence for your Charisma when using any Merchant class features. Additionally, you reduce your Inventory checks to produce items from the Library/Bookstore store list by 5 (CAO, pg. 20).

Cryptic Ledger

At 3rd level, you keep meticulous records for the Traditorum. You gain a ledger that serves as a spellbook and coded records. You can summon your ledger to you provided it is on the same plane of existence as an action. Additionally, you gain the following benefits:

  • You know the ritual spells of unseen servant, tenser's floating disk, and alarm. You don't need to provide a material component when casting these rituals when using your notebook as an arcane focus.

  • When you find a spell scroll, you can record it to your Cryptic Ledger if it's spell level is equal to or lesser than your Intelligence modifier (up to your proficiency bonus). You can record a number of spells equal to 6 + 2 for every Merchant level above 3. When you record a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level, adding your Bet die to the roll. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. All spells in your Cryptic Ledger are encoded, so others cannot learn or copy the spells from it.

SERONIA | CLASSES
  • While you hold your Cryptic Notebook in your off-hand, you can cast spells encoded in your Cryptic Ledger, ignoring normal spell restrictions, using either yourself or a Business Partner as the initial starting point. Doing so reduces your weekly Inventory allowance by an amount listed below, receiving the same Inventory discount granted by your Merchant level. Spells cast in this way do not require material components but increase the cost of that spell by an amount equal to those components. Spells have a caster level equal to the spell level, or 1st level in the case of cantrips.
Spell Level Cost
0 10bp
1 60bp
2 120bp
3 200bp
4 320bp
Spell Level Cost
5 640bp
6 1,280bp
7 2.560bp
8 5,120bp
9 10,240bp

Faster Transactions

At 6th level, you can quickly decipher the vast records of the Traditorum. You add your Intelligence modifier to your Purchase check when using your Inventory class feature.

Encoded Entries

Also at 6th level, you gain proficiency with calligrapher's supplies. You can choose to have any written materials created by you to be affected by the illusory script spell permanently. You don't need to provide a material component when casting this ritual when using your ledger as an arcane focus.

Additionally, you can write a message into your Cryptic Ledger appendix to cast sending without expending a spell slot once per day. You don't need to provide material components when casting this spell when using your notebook as an arcane focus. The target's response appears in your notebook as if it were written by you.

Ledgermain

Starting at 10th level, your ability to parse magical data makes you a master at using spell scrolls. When you cast a spell using a scroll or your Cryptic Ledger, you can use your level if it is higher than that of the scroll (similar to a caster using a staff). You must have already recorded the spell in your Cryptic Ledger.

Additionally, you no longer need to spend money from your weekly Inventory allowance to case cantrip spells from your Cryptic Ledger.

Arcane Assets

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level spell that are in your Cryptic Ledger. You can cast those spells at their lowest level without expending money from your weekly Inventory allowance. If you want to cast either spell at a higher level, you must expend money as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Thieves Guild

Merchants of the Thieves Guild act as fences, confidence men, and mountebanks. They are often retired criminals themselves, providing mutual support for the illegal endeavors of its members.

Guild Fence

When you join this guild at 3rd level, you reduce your Inventory checks to produce items from the General, Jeweler, and Thieving Supplies/Black Market store lists by 5. Additionally, you learn Palari, as per the Mercadier class ability.

Gang Tactics

At 3rd level, you gain advantage on the first Attack you make each turn when you attack a target that was hit by a Business Partner since your last turn. If it is a critical hit, you can add damage to the attack equal to your Merchant level.

Reckless Wager

Also at 3rd level, you always seem to find trouble from your schemes. When you use your Wager feature, you may apply an additional penalty to the targeted creature, up to your proficiency modifier. However, your Armor Class is reduced by the same amount until the start of your next turn.

Sneaky Bastard

When you reach 6th level, you may roll your Bet die any time you make a successful attack with advantage that qualifies for Gang Tactics. Doing so adds irreducible damage equal to your Bet die result + your Charisma modifier.

In addition, when you are in an area of dim light or darkness, you can use your action to become Invisible until you move or take an action or a reaction.

Gang Leader

Starting at 10th level, after a successful attack using your Gang Tactics, your Business Partners and allies within 5 feet of your target can spend their reaction to also make their first attack against that target with advantage.

Double-cross

Once per combat starting at 18th level, you can expend a Bet die as a bonus action to make one weapon attack. If this attack roll is successful, it is an automatic critical hit. If this attack misses, you regain the Bet die.

Once a targeted creature has been targeted by Double-cross, it is immune to the effect for 24 hours.

SERONIA | CLASSES
Inventory List

These are base adventuring items available through the Traditorum using the Purchase benefit of the Inventory class feature.


Overview (full rules on pg. 114)

  • Your weekly Inventory maximum you can purchase is 500 bp. This increases by 100 bp for each Merchant level beyond 3rd.

  • You may only attempt to purchase a number of the same items equal to your proficiency modifier every 24 hours.

  • The maximum amount you can spend for a single item is 10% of your weekly Inventory maximum.

  • Items purchased lose their effectiveness within one minute, and are easily identifiable as temporary items from the Traditorum to avoid reselling.

Reagent Effects (Bombs)
Effect Description Guild Requirement Cost
Bomb
Bomb I 5-foot radius, DC 10 Dexterity saving throw, 1d6 fire damage.
A successful saving throw halves the damage.
Any 25 bp
Bomb II 10-foot radius, DC 13 Dexterity saving throw, 3d6 fire damage.
A successful saving throw halves the damage.
Any 80 bp
Bomb III 15-foot radius, DC 15 Dexterity saving throw, 5d6 fire damage.
A successful saving throw halves the damage.
Any 325 bp
Bomb IV 20-foot radius, DC 17 Dexterity saving throw, 7d6 fire damage.
A successful saving throw halves the damage.
Any 1,200 bp
Fog
Fog I A dense fog appears in the area, blocking the vision for 1d4 rounds. Any 25 bp
Fog II A dense fog appears in the area, blocking the vision for 1d4 + 1 rounds. Any 80 bp
Impairing
Blinding I 5-foot radius, DC 10.
Any creature that fails the saving throw is blinded for 1 round
Any 25 bp
Blinding II 10-foot radius, DC 13.
Any creature that fails the saving throw is blinded for 1d4 rounds
Any 80 bp
Oil I 5-foot radius, DC 10 Dexterity saving throw. On a failure, creatures become prone. Any 25 bp
SERONIA | CLASSES
Reagent Effects (Poisons)
Effect Description Guild Requirement Cost
Harm Note: poisons remain active for one minute after you apply it.
Harm I DC 10 Constitution saving throw, 1d6 poison damage.
A successful saving throw halves the damage.
Any 100 bp
Harm II DC 13 Constitution saving throw, 2d8 poison damage.
A successful saving throw halves the damage.
Any 450 bp
Harm III DC 15 Constitution saving throw, 5d6 poison damage.
A successful saving throw halves the damage.
Any 700 bp
Harm IV DC 17 Constitution saving throw, 9d6 poison damage.
A successful saving throw halves the damage.
Any 1,500 bp
Disable
Vulnerability I Choose one damage type: The creature has vulnerability against that damage type Thieves 700 bp
Weakness I When the creature makes a saving throw, it must roll a d4 and subtract the number rolled to that roll Thieves 100 bp
Weakness II Choose one attribute: the creature has disadvantage whenever it makes a saving throw using that attribute Thieves 700 bp
Reagent Effects (Potions)
Effect Description Guild Requirement Cost
Combat
Archery I When you make a ranged attack roll, you can roll a d4 and add the number rolled
Weaponsmith 150 bp
Archery II When you make a ranged attack roll, you can roll 2d4 and add the number rolled Weaponsmith 450 bp
Melee I When you make a melee attack roll, you can roll a d4 and add the number rolled
Weaponsmith & Carocrafter 150 bp
Melee II When you make a melee attack roll, you can roll 2d4 and add the number rolled Weaponsmith & Carocrafter 450 bp
Defense
Fortify I When you make a skill check or saving throw, you can roll a d4 and add the number rolled to that roll Any 150 bp
Fortify II When you make a skill check or saving throw, you can roll with advantage Any 450 bp
Resistance I You gain resistance against one damage type Any 150 bp
Healing
Healing I When you drink this mixture, you regain 2d4 + 2 hit points Any 50 bp
Healing II When you drink this mixture, you regain 4d4 + 4 hit points Any 150 bp
Healing III When you drink this mixture, you regain 8d4 + 8 hit points Any 450 bp
Healing IV When you drink this mixture, you regain 10d4 + 20 hit points Any 1,350 bp
Utility
Darkvision I You gain darkvision out to a range of 30 feet Any 50 bp
Darkvision II You gain darkvision out to a range of 60 feet Any 150 bp
Water Breathing I You can breathe underwater for the duration of the mixture Any 150 bp
SERONIA | CLASSES

Outlander (Variant Barbarian)

A Kor'dren hillfolk stares down the charging Ursari, dressed in his great blanket and hefting his poleaxe. A Sagaz bandit draws his bow on horseback, chasing the remnants of a gobling scout unit. A Chilgo orc snarls as she snatches the flintlock carbine out the arms of the gnomish invader, clubbing them into a red ruin while ignoring the bullet wound she sustained. With rancor in his heart, an elven mercenary thrusts his spear into the face of his human prey, claming yet another life in revenge for his destroyed homeland.

As wars carved out new kingdoms and scattered former powers, the born and laid low alike would organize themselves into bands of outlaws to raid enemy domains in search of what their people needed to survive. After many generations of leading this new kind of life that they had been pushed into by invaders both monstrous and civilized, a genuine warrior spirit formed in these outlander communities.

Frontier Warriors

Outlanders are perfectly adapted to the remote areas of Seronia- from the rolling Kor'dren hills to the frozen mountains of Thule, from the grasslands of the Crescent Coast to the impenetrable jungles of Tamazga. Not all outlanders are born within their loose communities, as the outlander life can be the final refuge for adventurers in exchange for extreme risks and conditions. Regardless, outlanders are defined by their lifelong dedication to war, not just as a profession but as a way of life, with the majority of outlander remuneration based on monster hunting, looting, and the sale or rescue of prisoners.

A Cruel Culture

It must be emphasized that the outlanders are not exactly an army or horde, but formed from a very hard way of life, and they did not usually have any jobs. Outlanders are often small groups that take everything from their raids. In times of peace, they are a great nuisance for any nearby civilizations. For Outlanders, it is much easier to make a living through marauding a few days than by working hard for the whole year. In times of war, the kings and local nobles encourage these activities, taking a cut of the loot obtained in return for various favors and services.

Creating an Outlander

As you create your outlander character, consider where they hail from and why they are an outlander. Are they displaced by war? Are they hiding in the outlands from past crimes? Were they raised in the outlands and continue their family tradition? What skills and knowledge do they have to be able to survive the daily, constant struggle of being an outlander? What was gained in their former life to help? What was experienced growing up among the wildest lands. What sort of harshness was a part of their homeland that made it not provide many resources and they had to turn to the life of an outlander?

Multiclassing as an Outlander

To multiclass as an outlander, you must meet the requirement of Strength 13. You gain proficiency in Shields, simple weapons, and martial weapons.

SERONIA | CLASSES
The Outlander
Level Proficiency Bonus Features
1st +2 Cruel Steel, Unarmored Defense
2nd +2 Reckless Attack, Survival Instincts
3rd +2 Outlander Code
4th +2 Ability Score Improvement
5th +3 Extra Attack, Leap
6th +3 Code feature
7th +3 Stalwart
8th +3 Ability Score Improvement
9th +4 Brutal Critical
10th +4 Code feature
11th +4 Diehard
12th +4 Ability Score Improvement
13th +5 Brutal Critical
14th +5 Code feature
15th +5 Persistent Cruelty
16th +5 Ability Score Improvement
17th +6 Brutal Critical
18th +6 Indomitable Might
19th +6 Ability Score Improvement
20th +6 Legend of the Outlands

Class Features

As an outlander, you gain the following class features.

Ability Score Increase

Your Constitution increases by two, and your Strength increases by 1.

Hit Points


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

Proficiencies


  • Armor: light armor, medium armor, non-tower shields
  • Weapons: simple weapons, martial weapons, blunderbusses
  • 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) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • (a) a shield or (b) a random trinket worth up to 10gp
  • An explorer’s pack and four javelins

Alternatively, you can ignore the equipment from your class and background, and start with 2d4 x 10 bronze pence.

Cruel Steel

At 1st level, your cultural adherence to war allows you to tap into a battle trance that combines ferocity, skill at arms, and extreme conditioning.

On your turn, you can utilize Cruel Steel as a bonus action. While under the effects of Cruel Steel, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.
  • One handed. While you are wielding a melee weapon in one hand and no other weapons, you can use your reaction to make a melee weapon attack against a creature that misses you with a melee weapon attack. If this attack hits, you do not add your ability score modifier to the damage dealt.
  • Two handed. While you are wielding a melee weapon with two hands, you can use your action to attack up to three creatures that are adjacent to you. Each of these creatures must be adjacent to at least one other creature that you target with this attack. Starting at 5th level, creatures no longer need to be adjacent to each other, but must still be adjacent to you.
  • Dual wielding. While you are fighting with two weapons, you can add your off-hand weapon’s damage die to the damage you deal with opportunity attacks.
  • Thrown weapons. While you are fighting with weapons with the thrown property, you deal the maximum amount of damage instead of rolling the damage die on a successful ranged hit.
  • You gain resistance to ballistic, bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while utilizing Cruel Steel. Cruel Steel lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t dealt damage to a hostile creature since your last turn or taken damage since then. You can also end Cruel Steel on your turn as a bonus action.

When you finish a short or long rest, you regain your expended use of Cruel Steel. Beginning at 6th level, you can use Cruel Steel twice between rests, three times between rests at 18th level, and an unlimited amount of times at 20th level.

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 (but not a tower shield) and still gain this benefit. Unarmed Defense does not stack with similar abilities, such as the cantor's Chant.

SERONIA | CLASSES

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.

Survival Instincts

At 2nd level, You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Outlander Code

At 3rd level you choose an informal code that influences your conduct on the battlefield. Choose Iron Tongue, Sworn Baldric, or Painted Rune (all are detailed at the end of the class description). The speciality you choose grants you features at 3rd level, and again at 7th, 10th, 14th and 18th level.\

Extra Attack

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

Leap

Starting at 5th level, when a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn’t provoke opportunity attacks.

Stalwart

At 7th level, an outlander can use physical resiliency to avoid certain attacks. When you are subjected to an effect that allows you to make a Strength or Constitution 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. This ability can only be used if the outlander is not helpless and wearing light armor, medium armor, or no armor.

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.

Diehard

Starting at 11th level, you can keep fighting despite grievous wounds. Your maximum number of hit dice for healing during rests is equal to your level plus two. These two extra hit dice are d12s.

In addition, if you drop to 0 hit points and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you may expend 1 hit die. If the amount of hit points you regain would put you at 1 or above, you remain conscious. Otherwise, you automatically stabilize at your current hit point total.

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.

Persistent Cruelty

Beginning at 15th level, your Cruel Steel feature ends early only if you fall unconscious or if you choose to end it.

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.

Legend of the Outlands

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

SERONIA | CLASSES

Code of The Iron Tongue

You understand the language of the sword, making those that listen bleed as your iron tongue fills the air. Within the chaos of battle, The Singers dance the maddest, following their honed instincts at an incredibly pace with a sense of awareness beyond the mortal capabilities of most.

Morass of the Red Rain

Your focus and flow in combat allows you to utilize the bloodsoaked battlefield as part of your defense.

Starting when you choose this path at 3rd level, when you hit two or more different creatures during your turn you can increase your AC by 1 until the start of your next turn. Additionally, you do not provoke opportunity attacks when you leave the reach of an enemy you have dealt damage to this turn.

Gaze of Dying Embers

You close your eyes and become lost in song, perceiving the slightest discordant movements. Invisible foes and other hidden threats become as plain as day in the area of your heightened senses.

Starting at 6th level, as a bonus action on your turn, you may enter a trance like state that lasts until the start of your next turn. During this time, you gain blindsight within a radius feet equal to 5 times your Wisdom modifier (minimum 10 feet), but are effectively blind outside of this range.

While this effect is active, you gain vulnerability to thunder damage.

Melt Away The Moon

Your attacks are like a blur, overwhelming your enemies with a barrage of blows.

Starting at 10th level, if you hit a creature with two or more attacks on your turn you can use your reaction to shove that creature.

Lullaby of Obliteration

Your mastery of the hidden tempo of combat allows you to quickly strike at the slightest gap in your enemy's defense.

Starting at 14th level, when you are utilizing Cruel Steel and use your Extra Attack feature you can make three attacks instead of two. If all three attacks land on a single creature, that creature takes additional irreducible damage equal to three times your weapon's associated ability modifier.

Code of The Sworn Baldric

As apposed to a leader, The Sworn function more as servants in the name of their chosen group. They protect their fellow outlanders (or adventurers) from the front, bearing their namesake baldric that details their chosen group's exploits.

Challenge

Starting at 3rd level, while you utilize Cruel Steel, the first creature you hit with an attack on your turn becomes marked, which hinders its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if Cruel Steel ends.

Bulwark of Battle

Starting at 6th level, you are supported by the members of your fellowship when they focus the same targets as you. Creatures who are dealt damage by your allies the same turn you use Reckless Attack do not gain advantage to attack you.

Invoke the Baldric

Starting at 10th level, you can use your action to call witness to the bloody deeds of your chosen group to frighten up to 5 creatures of your choice within 10 feet of you who can see or hear you. The target must make a Wisdom saving throw against a DC equal to 8 + your Strength modifier + your Charisma modifier + your proficiency modifier. On a failure they are frightened of you for 1 minute.

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

Supreme Challenge

Starting at 14th level, while you utilize Cruel Steel, you gain temporary hit points equal to half the damage dealt by your first melee attack on your turn. Additionally, if damage from a target marked by your Challenge ability would consume all of your temporary hit points from this ability, you can use your reaction to make a melee attack against the attacker.

These hit points disappear at the start of your next turn.

Code of The Black Pipe

The Pipers are outlanders who have taken a liking to the brute force of explosives and scatter gunnes. Often armed with archaic pipe gunnes, they are known for beating their shell shocked victims to death after unloading their gunne.

Pipe Gunne

When you choose this Code at 3rd level, you receive a special blunderbuss called a pipe gunne, which you are proficient with. All creatures besides yourself attack with disadvantage when using your pipe gunne. A pipe gunne can only be sold for scrap (4d10 bp).

Buckshot Berserker

Starting at 3rd level, you gain proficiency in heavy armor and firearms. You can enter Cruel Steel while you are wearing heavy armor, but you cannot wield a shield while doing so.

Additionally, anytime you score a critical hit on a creature while you are raging, it has disadvantage on its next attack, or grants advantage on the next attack made against it, whichever comes first.

Deaf to Screams

Beginning at 6th level, you can't be charmed or frightened while utilizing Cruel Steel. If you are charmed or frightened when you use Cruel Steel, the effect is suspended for the duration of Cruel Steel.

Juggernaut

Starting at 10th level, you charge about the battlefield with frightening momentum. You can take the Dash action as a bonus action. Once during your movement during a Dash action, you may attempt a Shove as a reaction against a creature within 5 feet of you. You may use this Shove to attempt to end your movement in a space occupied by an enemy.

SERONIA | CLASSES

Empowered Cruelty

Beginning at 14th level, whenever you utilize Cruel Steel, you treat any roll on a firearm damage die of 3 or less as a 4.

In addition, you treat all firearms as having the Caliber property until Cruel Steel ends. This does not increase its reloading time to an action unless the firearm already had the Caliber property.

Code of The Painted Rune

Carving ancient runes of power into their skin, the Painted are outlanders who often enjoy great respect and fear. Through a lifetime of dedication and pain, they seize ancient powers from The Dream that resonate beneath their skin.

Runecarver

Starting at 3rd level, you gain proficiency in either the Arcana or Religion skill. In addition, you add your proficiency bonus to any ability check for crafting tattoos or similar scarification and flaying.

Runes of Power

Starting at 3rd level, you learn three of the runes listed below and may inscribe them on your body. You learn one new rune at 6th, 10th and 14th level. Whenever you use Cruel Steel, you may choose to bind yourself to the power of one of the runes you know and gain its benefits for the duration of Cruel Steel. Only your effective proficiency bonus from the outlander class counts towards these abilities.

Runes of Aptitude. You gain a bonus on all ability checks equal to your proficiency bonus.

Runes of Binding. The ground around you in a radius of feet equal to 5 times your proficiency bonus is considered as difficult terrain for your enemies.

Runes of Fortitude. You gain a bonus on all Strength, Dexterity and Constitution saving throws equal to your proficiency bonus.

Runes of Life Drain. When a creature within 5 feet of you is reduced to 0 hit points or suffers a critical hit, you regain a number of hit points equal to your proficiency bonus.

Runes of Mutual Suffering. Any creature that hits you with a melee attack immediately suffers an amount of necrotic damage equal to your proficiency bonus.

Runes of Power. Any time you hit a creature with a melee weapon attack on your turn, you may push it in a straight line away from you for a number of feet equal to 5 times your proficiency bonus.

Runes of Protection. Ballistic, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by an amount equal to your proficiency bonus.

Runes of Swiftness. Your movement speed increases by a number of feet equal to 5 times your proficiency bonus and your movement doesn't provoke opportunity attacks.

Runes of Warding. You may reduce any damage you take from spells and magical effects by an amount equal to your proficiency bonus.

Runes of Willpower. You gain a bonus on all Intelligence, Wisdom and Charisma saving throws equal to your proficiency bonus.

Runesmith

Beginning at 6th level, by spending at least one hour scribing runes with your blood, you gain the ability to imbue magic into a weapon, shield or set of armor. When you attack with a weapon affected by this feature and you have advantage or disadvantage on the attack roll, if both the dice show the same result higher than a 1, the attack is a critical hit.

While wielding a shield or wearing armor imbued with this feature and you are the target of an attack roll that has advantage or disadvantage, if both the dice show the same result lower than 20, the attack misses.

You may have only one item imbued with this feature at a given time. If you affect a new weapon, shield or set of armor, the enchantment on your previous item ends. These items retain their magical benefits only when wielded by you.

Runecaster

Starting at 10th level, you learn 3 spells with the Ritual tag from any spell list. The spells must be of 3rd level or lower. You may cast these spells as rituals, without providing material components. Once you use this feature to cast any of these spells a number of times equal to your Constitution modifier, you can't do so again until you finish a long rest.

Runelord

Attaining perfect equilibrium between the magic beneath your skin and your innate physical prowess, your power reaches new heights.

Starting from 14th level, you may gain the benefits of two of the runes you know whenever you use your Runes of Power class feature. Furthermore, you can have 2 items imbued by your Runesmith class feature at a given time.

SERONIA | CLASSES

Ovate

A wild looking orc lumbers through the forest, his arcane scarification glistening in the rays of light that penetrate the trees. A child from his tribe had reported that they saw gnomes cutting down ceremonial trees in their sacred grove. The orc smeared blood on the hilt of his large ceremonial maul. His weapon now pulsed with a deep green energy as he ventured forth to deal with the fools that would dare to profane the grove that was the resting place of their ancestors.

A hunched over, elderly goatling with a necklace made from the finger bones of previous ovates faces down a gnoll pack. Uttering a short prayer, he allows the spirits of his gobling clan to take charge of his body, and he moves with their aid. He has defended his people for uncounted generations, and if he should fall in battle his spirit would do the same, aiding their clan’s new champion.

A tiefling woman uses her primal connection to life-magic to conduct an ancient ritual on a stolen lock of hair. Far across town, a woman comes down with a mysterious illness and succumbs to the strange pox within hours. A bag of bones and fur are found under her mattress, her family begins to suspect dark magic was at play... The woman who had dared to insult the tiefling had paid for the transgression with her life.

Ovates are people who learn to open themselves to the natural energy that flows through all living things. Using their connection to this power, they are able to siphon off primal energy to enhance their bodies, place curses on foes, or heal the sick. Their connection to the natural world is intense, and they have little control over the flow of energy once they open themselves up to the primal powers of creation.

Soul Shamans

Unlike other spell casters, ovates don’t come to learn their magic by study, through meditation they learn to channel the raw power innate in all living things. Many who seek become ovates are overwhelmed and consumed by the life-energies around them, turning into new creatures from accidental reincarnation or plants vaguely reminiscent of humanoids. But for the few that survive the initiation rituals, they become conduits for the Oversoul that inhabits all things.

Primal Paragon

Due to their intensely close relationship with the forces that govern the natural world, ovates are often sought out for advice and help in times of trouble. Superstitious peasants and nobles alike find themselves turning to these users of life magic when all other options have failed them. Their skill on the battlefield, enhancing allies and hindering enemies, often leads to ovates finding themselves in positions of leadership and great power in Old World societies.

SERONIA | CLASSES
The Ovate
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Spell Level
1st +2 Spirit Journey, Primal Magic 3 3 1 1st
2nd +2 Channel Oversoul (1/rest) 3 4 2 1st
3rd +2 Journey feature 3 5 2 2nd
4th +2 Ability Score Improvement 4 6 2 2nd
5th +3 4 7 3 3rd
6th +3 Channel Oversoul (2/rest), Journey feature 4 8 3 3rd
7th +3 4 9 3 4th
8th +3 Ability Score Improvement 4 10 3 4th
9th +4 4 11 3 5th
10th +4 Primal Ward, Journey feature 4 11 3 5th
11th +4 Earth's Vast Haven 5 12 4 5th
12th +4 Ability Score Improvement 5 13 4 5th
13th +5 Primal Blessing 5 13 4 5th
14th +5 Journey feature 5 14 4 5th
15th +5 Spirit's Mercy 5 14 4 5th
16th +5 Ability Score Improvement 5 15 4 5th
17th +6 5 15 5 5th
18th +6 Channel Oversoul (3/rest) 5 16 5 5th
19th +6 Ability Score Improvement 5 16 5 5th
20th +6 Primal Vessel 5 16 5 5th

Class Features

Ability Score Increase

Your Wisdom increases by two, and your Charisma increases by 1.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Herbalism kit
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Perception, Nature, Religion, and Survival

Equipment

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

  • (a) any two simple melee weapons or (b) wooden shield and one martial melee weapon (if proficient)
  • (a) any simple ranged weapon or (b) any martial weapon (if proficient)
  • (a) boiled leather armor or (b) munition armor made of creature parts (if proficient)
  • an explorer’s pack and a totemic focus

Spirit Journey

Beginning at 1st level, your spiritual connection with the Oversoul sets you on your path throughout the shared soul. Your journey grants you features at 1st Level and again at 3rd, 6th, 10th, and 14th level.

In addition, you can speak, read, and write Primordial. You have advantage on all Charisma-based checks when interacting with spirits or elementals.

Primal Magic

As a medium of the elemental and spiritual realms, you can cast ovate spells. See chapter 10 in your player’s handbook for the general rules on spellcasting and the end of this document for the ovate class spell list.

Cantrips

You know three cantrips of your choice from the ovate spell list. You learn additional cantrips of your choice at higher levels, as shown on the Cantrips Known column of the ovate table.

Spell Slots

The ovate table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your ovate spells of 1st level or higher, you must expend a spell slot. You regain all of your spell slots when you finish a short or long rest.

Spells Known of 1st Level and Higher

At 1st level, you know three 1st-level spells of your choice from the ovate spell list. The Spells Known column of the ovate table shows when you learn more ovate spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Spell Level column for your level. Additionally, when you gain a level in this class, you can choose one of the ovate spells you know and replace it with another spell from the ovate spell list, which also must be of a level equal to or lower than your spell slot level.

Spellcasting Ability

Wisdom is your spellcasting ability for your ovate spells, so 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 a ovate 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


Spellcasting Focus

You can use a totemic focus as a spellcasting focus for your ovate spells in place of any material components that do not have a gold piece cost.

A totemic focus costs 1 bp and is made from your choice of a common metal, wood, stone, bone, coral, or mineral. The image depicted on your totem focus normally has personal significance and is tied to nature. Totemic focuses can also be harvested from creatures, provided the material equals a minimum of 1 bp.

Channel Oversoul

At 2nd level, you gain the ability to channel primal energy directly from the Oversoul, using that energy to fuel magical Effects. You start with two such effects: Healing Spirits and Charm Flora and Fauna. Some Journeys grant you additional Effects as you advance in levels, as noted in the Journey description.

When you use your Channel Oversoul, you choose which effect to create. You must then finish a short or Long Rest to use your Channel Oversoul again.

Some Channel Oversoul Effects require Saving Throws. When you use such an effect from this class, the DC equals your Ovate spell save DC.

Beginning at 6th level, you can use your Channel Oversoul 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.


Healing Spirits. As an action, you present your totemic focus and evoke Healing energy that can restore a number of Hit Points equal to five times your Ovate level. Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.


Charm Flora and Fauna. As an action, you present your totemic focus and draw upon the familial bonds shared through the Oversoul. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

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

Primal Ward

When you reach 10th level, you can’t be Charmed or Frightened by Elementals or Fey, and you are immune to poison and disease.

Earth's Vast Haven

At 11th level, you can call upon spirit helpers who act as guards and wards for ceremonies and your camp grounds. You can cast druid grove once without expending a spell slot. You cannot create a permanent grove with this class feature. You must finish a Long Rest before you can do so again.

SERONIA | THE ovate
SERONIA | CLASSES

Primal Blessing

At 13th level, you call upon the primordial power of the Oversoul to transform a creature into a primal version of itself. As an action, you endow yourself or another creature you can see within 30 feet with a Primal Blessing. If the creature is unwilling, it can make a Constitution saving throw. On a success, this feature has no effect.

For one minute, you gain the following benefits:

  • The creature's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature attains the maximum possible size in the space available. Any item dropped by an affected creature returns to normal size at once. Until the spell ends, the creature also has advantage on Strength Checks and Strength Saving Throws. The creature's Weapons also grow to match its new size and are infused with spiritual energy. While these Weapons are enlarged and enchanted, the creature's Attack with them deals an additional 2d4 force damage.
  • The creature’s AC can’t be less than 16, regardless of what kind of armor it is wearing.
  • The creature gains 25 temporary hit points. If any of these remain when the effect ends, they are lost.
  • The creature has resistance to nonmagical bludgeoning, piercing, and slashing damage, and any critical hit against the creature becomes a normal hit.

Because of its connection to the Oversoul, this feature does not function on Celestials, Constructs, Fiends, Undead, and summoned creatures.

Once you have endowed a Primal Blessing, you must finish a long rest before you can do so again.

Spirit's Mercy

At 15th level, you beseech the spirits to turn back The Wheel for yourself or another. As an action, you recover from all Wounds, diseases and poisons yourself or another creature you touch is currently suffering from. In addition, choose one of the following:

  • You end any one Condition or remove two levels of Exhaustion. If you end the Unconscious condition, the creature immediately becomes Stable.
  • You regenerate severed body parts, Damaged Limbs, and Damaged Organs.

Once you use this feature, you must finish a long rest before you can do so again.

Primal Vessel

At 20th level, you become a true conduit for the Oversoul, allowing you to create an inner reservoir of mystical power. You can spend 1 minute accessing this power to regain all your expended Spell Slots from your Primal Magic feature.

Once you regain Spell Slots with this feature, you must finish a Long Rest before you can do so again.

SERONIA | CLASSES

Journeys

The journey of the ovate is one of introspection, determining what spoke of The Wheel that turns the Oversoul they embody.

Guardian

Guradian ovates are often avengers of nature or protectors of Old World lands from the expansion of kingdoms. They draw on the spirits of battle and their ancestors for protection.

Guardian Primal Spells
Ovate Level Spells
1st arcane weaponEngineer, shield
2nd blur, enhance ability
3rd spirit guardians, haste
4th guardian of faith, staggering smite
5th circle of power, weapon of the aureolesEngineer

Woaden Warrior

Starting at 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

Blessing of The Ancestors

Also at 1st level, when you reduce a Hostile creature to 0 Hit Points, you gain Temporary Hit Points equal to your Wisdom modifier + your Ovate level (minimum of 1).

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from Búbmaz, Dual Wielding, Dueling, Great Weapon Fighting, or Protection (see Armiger). You can't take the same Fighting Style option more than once, even if you get to choose again.

When you gain a level in this class, you can switch your Fighting Style for another option from the list.

Extra Attack

Beginning at 6th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Fey Resilience

Starting at 10th level, you can choose one damage type when you finish a short or Long Rest. You gain Resistance to that damage type until you choose a different one with this feature. Damage from magical Weapons or silver Weapons ignores this Resistance.

Renewed Soul

Beginning at 14th level, when you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Wisdom modifier, and is blinded until the end of the current turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Witch

A witch ovate specializes in using the medicinal elements of the natural world to heal and harm.

Witch Primal Spells
Ovate Level Spells
1st protection from evil and good, witch bolt
2nd augury, dragon's breath
3rd bestow curse, remove curse
4th fabricate, private sanctum
5th animate objects, creation

Cauldron

At 1st level, you gain a cauldron, which can serve as your totemic focus, as well as any artisan’s tools you have proficiency with.

Dark Apothecary

Also at 1st level, you are a master of the cauldron. You gain proficiency with the brewer's supplies, cook's utensils and the poisoner's kit. Additionally, choose two of the following tools: brewer's supplies, cook's utensils, herbalism kit, and the poisoner's kit. Your proficiency bonus is doubled for any ability check you make that uses either of those tools.

Witch's Bottle

Beginning at 3rd level, you can perform a 10-minute ritual with your cauldron to create a potion called a witch's bottle, which is imbued with the power of one of your spells. Any creature that consumes this potion is affected by the spell as if cast by you. You can’t use that spell until the potion is consumed or rendered inert.

Only spells that can target self or touch can be distilled in this way. The potion remains potent until consumed or rendered inert by you (no action required). You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Channel Oversoul: Transmogrification

At 6th level, you can use your Channel Oversoul to create consumable items out of raw materials. You conduct an hour-long ritual that irretrievably coalesces raw materials and transforms them into a potion or poison of your choice. The creation is completed at the end of the hour, which can be extracted from your cauldron.

The potion or poison you create can be something that is worth no more than 500 bp. As part of this ritual, you must lay out materials such as harvested creature parts (including essence and gilt), plants, herbs, minerals, coin, and other similar natural materials (CAO, pg. 70) with a value equal to the creation.

Alternatively, you may steep fruits and other delicious edibles, transforming them so that when eaten, they have the same effect as the potion or poison. Steeping can affect up to 1 pound of food. The food is potent for 24 hours, and the effects cannot be transferred to other objects. The food tastes normal, but magic detects it as magic, and possibly poisonous.

Witch's Brew

Beginning at 10th level, you have learned how to distill the quintessence of your components. When you use your cauldron to brew a potion or poison, you may spend double the cost to create 2 identical potions or poisons that day instead of just 1. At 14th level, you may spend triple the cost to create 3 identical potions or poisons that day.

Cauldron Born

At 14th level, you can create inferior life using your cauldron. By combining 1,500 bp worth of raw materials that qualify for your Transmogrification class feature and a piece of that creature’s body, you can create a clone. This functions as per the spell simulacrum, except the creature is made out of Transmogrification materials and melts into a worthless coalescence of them upon death.

After you cast the spell with this feature, you can’t do so again until you finish a long rest.

Stargazer

The stargazer seeks to find themselves within the great cosmic pattern, traversing the celestial sphere and it's leylines of power. Rather than reading the asterisms used by hunters and other navigators, stargazers will use cards known as a triegin deck, tied to both the celestial bodies and the tarot.

Stargazer Primal Spells
Ovate Level Spells
1st color spray, faerie fire
2nd continual flame, see invisibility
3rd blink, hunger of hadar
4th divination, greater invisibility
5th conjure volley (cards), falling starNew

Bonus Cantrip

When you choose this journey at 1st level, you learn one extra Eidolon cantrip.

Cosmic Pattern

At 1st level, you can channel your primal magics through the grouping of creatures, enabling you to see the battlefield in the same way you see the stars in the sky. Whenever you cast a spell using an ovate spell slot, you can choose to cast the spell as though you were located in the space of an enemy or ally that you can see within 60 feet. When you cast from the space of an enemy, they take 1d6 radiant damage. When you cast from the space of an ally, they gain 1d6 temporary hit points.

The Deck

At 3rd level, you can summon a deck of cards using the cosmic magics. This deck can serve as your totemic focus and appears to be a triegin deck, customized to reflect your tastes.

When you make a spell attack while using your deck as a totemic focus, you may add your proficiency modifier to the damage the attack deals on a successful hit. This damage represents the card you drew being used in the attack in some form, such as being thrown at the target or invoking some form of damage based on the card's art.

Additionally, you gain proficiency in the triegin gaming set. If you are allowed to use your summoned deck during a game, you may choose which cards are dealt, as per charlatan's die (XGE, pg. 136).

Dawn Constellations

At 6th level, you gain a portion of the power from the stars, allowing access to their spirits. Choose two of the following Dawn Constellations:

  • The Chariot: When you take the Attack action, you can take the Dash action as a bonus action.
  • Death: You gain proficiency in death saving throws.
  • The Emperor: Fire, cold and lightning damage you deal ignores resistance (but not immunity).
  • The Fool: Whenever you cast a spell that does not deal damage, you can take the Disengage action as a bonus action.
  • The Hanged Man: You gain advantage on ability checks and saving throws to see through illusions.
  • The Lovers: You have advantage on saving throws against the charmed condition.
  • The Magician: Your spells of 1st level and higher ignore half and three-quarters cover so long as there is nothing between the sky and the target.
  • The Sun: You can cast feather fall at will without expending a spell slot, and you gain immunity to falling damage.
  • Temperance: You gain advantage on Wisdom (Insight) checks made to discern the motives of creatures.
  • The Tower: Damage you deal to unattended objects is tripled.
  • The World: You learn one cantrip on the maledictor spell list and it counts as an ovate cantrip for you. You can replace this cantrip with a different one from the maledictor spell list whenever you finish a long rest.

Under the Night Sky

At 10th level, whenever you finish a long rest, you can exchange your chosen Constellations for different ones. Additionally, you gain resistance to radiant damage.

Dusk Constellations

At 14th level, you have finally usurped the celestial spheres. You can choose two of the following Dusk Constellations and can exchange them using your Under the Night Sky feature.

  • The Devil: You have advantage on Persuasion checks.
  • The Empress: When you finish a short or long rest, you gain temporary hit points equal to half your ovate level.
  • The Hierophant: You can cast water walk at will targeting only yourself without expending a spell slot. You also gain resistance to fire and acid damage.
  • Justice: Whenever you cast a spell using a spell slot, you recover from all Wounds. Additionally, you regain hit points equal to the level of the spell slot expended.
  • The Moon: You can cast enlarge/reduce without expending a spell slot. Once you do so, you can’t do so again until you finish a short or long rest.
  • The Priestess: While this Constellation is selected, your hit point maximum increases by your ovate level.
  • The Star: As a bonus action, you can choose to end the charmed or frightened condition on yourself. Once you do so, you can’t do so again until you finish a short or long rest.
  • Strength: You count as one size larger when determining carrying capacity, lifting, grappling, and shoving.
  • The Wheel of Fortune: As a bonus action, you can create items worth 25 bp or less. They persist until you use this ability again.
  • The Gate: Choose one skill from Strength, Dexterity, or Constitution then choose one skill from Intelligence, Wisdom, or Charisma. You gain proficiency in these two skills of your choice.
  • Ylem: You gain knowledge of Primeval Speech, the tongue of the Ur-state. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Deceiver

As the The Oversoul is the world endowed with a soul, so comes with it the working memory of an intelligent being. The Deceiver is tied to the Oversoul's lies, expressed in the tactical deception found in the animal kingdom- from mimicry to camouflage.

Deceiver Primal Spells
Ovate Level Spells
1st disguise self, spider pounceNew
2nd invisibility, pass without trace
3rd nondetection, transmute blood to poisonNew
4th phantasmal killer, polymorph
5th dominate person, modify memory

Deceiver's Tongue

When you start this journey at 1st level, you gain proficiency in the Charisma (Deception) and Charisma (Persuasion) skills. In addition, you add the friends cantrip to your list of known spells.

Dark Influence

Starting at 1st level, you have a pool of d4s (known as Influence dice) that you can spend to affect the actions of your enemies. The number of dice in the pool is equal to half your ovate level rounded up. When a creature within sight of you makes an ability check or attack roll, you can use your reaction to spend one die from your pool and roll it. Reduce their roll by the amount shown. You must decide before the GM reveals whether the roll succeeds or fails to use this ability.

Your pool regains spent dice when you finish a short rest.

Web of Lies

Starting at 3rd level, you run your hands across The Hidden Loom, tugging at the strands of fate. You double your proficiency bonus with Charisma (Deception) and Charisma (Persuasion). In addition, whenever you spend an Influence die, you can cause the creature to have disadvantage on the roll instead.

Shroud

At 6th level, you weave shadowy magic around your body, protecting you from attacks. When you are hit with an attack, you can use your reaction to activate your protective shroud, which lasts until the start of your next turn. If you do, roll a d6 whenever an attack hits you, including during the triggering attack; on a 4 or higher, the attack instead misses you.

Once you have used this feature, you can't use it again until you finish a short or long rest.

Soul Molting

Starting at 10th level, you can deceive even the fabric of reality by shedding your astral form briefly. You can’t suffer disadvantage on saving throws. Additionally, you can cast mislead without expending a spell slot.

Once you do so, you can’t do so again until you finish a long rest.

Enthrall

Starting at 14th level, when you succeed a Charisma (Deception) or Charisma (Persuasion) check against a creature you can choose to enthrall them. You can communicate telepathically with them as long as they know at least one language, even if it is not one you know. They can communicate telepathically back to you. This effect lasts until you attack or target the creature with a harmful spell, the creature dies, or you choose to end the effect. For the duration you can command the creature to do your bidding. They will follow any command you give them to the best of their ability even if it means putting themselves in danger, however they will not cause themselves direct harm.

Once you use this feature you cannot use it again until you finish a long rest.

SERONIA | CLASSES

Blackthorn

Also known as "spriggans," Blackthorns are creatures who have had their heart replaced with a parasitic sapling to turn them into monsters of the Outlands. Blackthorns draw upon vampirism, the sickness of the Oversoul.

Blackthorn Primal Spells
Ovate Level Spells
1st arms of hadar, inflict wounds
2nd bloodcurdleNew, heartripperNew
3rd skewering vinesnew, vampiric touch
4th bloodthornNew, shadow of moil
5th destructive wave, enervation

Briar Armor

Beginning at 1st Level, your outer skin grows bark and woody, prickly vines. While you are wearing no armor and not wielding a Shield, your AC equals 14 + your Dexterity modifier.

Blackthorn Heart

Also 1st level, you have become infected with the vampiric blackthorn. Whenever you fail a death saving throw, life-stealing briars explode from your chest towards the nearest hostile creature. Make a melee spell attack against an enemy within 10 feet of you. On a hit, the creature takes a number of d6 magical piercing damage equal to your proficiency bonus, and you regain hit points equal to the damage dealt.

Once you successfully attack with this feature, you cannot use it again until you finish a short or long rest.

Blackthorn Blessing

Beginning at 3rd level, the blackthorn takes root in your organs, twisting them in protective briar. When you take bludgeoning, piercing, or slashing damage from a nonmagical weapon, you can subtract your ovate level from the damage you take.

Heart of Darkness

At 6th level, you can draw upon an unholy reserve of power from your blackthorn heart. Choose Strength or Dexterity. For one minute, the chosen score increases to 18. If the chosen score is already 18 or higher, this features instead grants a +2 bonus to the ability score. For the duration, all skill checks, saving throws, attack, and damage rolls that utilize the chosen ability are calculated with the new ability score modifier.

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

Spriggan's Curse

Starting at 10th level, the blackthorn heart allows you to siphon from living creatures connected to the Oversoul. Whenever you are dealt damage, you can use your reaction to curse their soul. That creature must make a Wisdom saving throw against your ovate spell save DC or become Cursed.

While the target is Cursed, the next successful attack or spell that deals damage to the target before the start of their next turn causes you to regain hit points equal to half the amount of damage dealt (minimum equal to your Wisdom modifier).

This features does not function on creatures without a soul such as most Undead and Constructs.

Channel Oversoul: Blackthorn Grove

At 14th level, you can corrupt the Oversoul to spread the Blackthorn Grove. As an action, you can expend a use of Channel Oversoul to create Difficult Terrain of blackthorn briars in a 30-foot-radius centered on a point within 60 feet.

When a creature enters the Blackthorn Grove's area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. A creature takes 3d10 slashing damage and 3d10 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to the amount of necrotic damage dealt. The Blackthorn Grove disappears at the start of your next turn.

Creatures without a soul such as most Undead and Constructs are immune to the necrotic damage dealt by the Blackthorn Grove. For each non Undead and Construct creature killed by your Blackthorn Grove ability, it lasts for an additional turn.

SERONIA | CLASSES

Ovate Spells

Cantrips (0 Level)
  • Acid Splash
  • Booming Blade
  • Cloak New
  • Control Flames
  • Create Bonfire
  • Dazzle New
  • Druidcraft
  • Frostbite
  • Guidance
  • Gust
  • Jolt New
  • Leech New
  • Lightning Lure
  • Magic Stone
  • Mending
  • Message
  • Mold Earth
  • Ovate's Strike New
  • Poison Spray
  • Primal Savagery
  • Produce Flame
  • Resistance
  • Shape Water
  • Shillelagh
  • Spare the Dying
  • Spriggan's Kiss New
  • Thunderclap
  • Venomous Strike New
  • Wind Slash New
1st Level
  • Absorb Elements
  • Alarm
  • Bane
  • Bless
  • Ceremony
  • Chromatic Orb
  • Cure Wounds
  • Detect Evil and Good
  • Detect Poison and Disease
  • Earth Tremor
  • Fog Cloud
  • Healing Word
  • Protection from Evil and Good
  • Searing Smite
  • Thunderous Smite
  • Thunderwave
  • Shape Limb
  • Snare
  • Spider Pounce New
  • Unseen Servant
  • Zephyr Strike
2nd Level
  • Animal Messenger
  • Augury
  • Bloodcurdle New
  • Continual Flame
  • Dust Devil
  • Darkvision
  • Earthbind
  • Enhance Ability
  • Find Steed
  • Find Traps
  • Flaming Sphere
  • Gentle Repose
  • Healing Spirit
  • Heartripper New
  • Lesser Restoration
  • Locate Animals or Plants
  • Maximilian's Earthen Grasp
  • Replenish New
  • See Invisibility
  • Skywrite
  • Spike Growth
  • Warding Wind
3rd Level
  • Transmute Blood to Poison New
  • Clairvoyance
  • Erupting Earth
  • Haste
  • Healing Leeches New
  • Lightning Bolt
  • Life Transference
  • Meld into Stone
  • Protection from Energy
  • Revivify
  • Skewering Vines New
  • Sleet Storm
  • Speak with Dead
  • Spirit Guardians
  • Tidal Wave
  • Thunder Step
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Bloodthorn New
  • Cage of Briars New
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Death Ward
  • Elemental Bane
  • Find Greater Steed
  • Fire Shield
  • Ice Storm
  • Locate Creature
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Awaken
  • Commune with Nature
  • Conjure Elemental
  • Constriction New
  • Contact Other Plane
  • Control Winds
  • Dispel Evil and Good
  • Falling Star New
  • Greater Restoration
  • Hallow
  • Insect Plague
  • Maelstrom
  • Planar Binding
  • Transmute Rock
  • Wall of Stone
  • Wrath of Nature

SERONIA | CLASSES

New Spells

Dazzle

Illusion cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

You create a flash of blinding light directly in front of a creature that you can see within range. The target is subjected to a Charisma saving throw. On a failure, it has disadvantage on its next attack, or grants advantage on the next attack made against it, whichever comes first. The target must be able to see in order to suffer these effects.

Jolt

evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Sparks fly from your fingertips, shocking a creature within range. If the target is unconscious and reduced to 0 hit points, they gain advantage on their next death saving throw, and any ability check made to aid them also gains advantage. If you target a hostile creature, they must make a Constitution saving throw. If they fail, they take 1d8 lightning damage.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Leech

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

As an action, you can touch a creature and spend 1 hit point, opening a wound where you touch. Make a melee spell attack against the target. On a hit, the target takes 1d12 necrotic damage. If this damage reduces the target to 0 hit points, you gain temporary hit points equal to half the damage dealt. These temporary hit points last for up to 1 minute.

The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Ovate's Strike

Evocation cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V
  • Duration: Instantaneous

Pure spiritual energy infuses your weapon and smites a creature within range. Make a melee spell attack with a simple melee weapon against the target. On a hit, the target takes 1d10 force damage and you may choose to push them 10 feet.

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Spriggan's Kiss

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 necrotic damage. You then gain temporary hit points equal to the amount of damage dealt for 1 minute. This spell has no effect on undead or constructs.

This spell’s damage increases by 1d4 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Venomous Strike

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a weapon or piece of ammo)
  • Duration: Instantaneous

As part of the action used to cast this spell, you embue a magical poison on a weapon or piece of ammo you touch and must make an attack with a it against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects plus 1d4 poison damage. If your attack roll deals critical damage, the target becomes poisoned until the end of its next turn. Targets resistant or immune to poison damage or immune to the poisoned condition do not become poisoned.

This spell deals an additional 1d4 poison damage when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).

Wind Slash

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous

A blade of wind flies from your outstretched hands in a straight line up to 15 feet in a direction you choose. If the blade would strike a creature, it must make a Dexterity saving throw. On a failed save, the target takes 1d8 slashing damage and then the spell ends.

This spell deals an additional 1d8 slashing damage when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).

Spider Pounce

1st-level necromancy


  • Casting Time: 1 reaction, made when an enemy falls prone within your reach
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You instantly leap at the creature that has fallen prone and make a single melee weapon attack or unarmed strike. If you hit, the target’s movement speed is reduced by 10 feet until the end of their next turn and they must make a Constitution saving throw or be poisoned until the end of your next turn.

SERONIA | CLASSES

Bloodcurdle

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a vial of salt and vinegar)
  • Duration: Concentration, up to 1 minute

You warp the target creature’s blood, impairing its function. It must make a Constitution saving throw. If it fails the saving throw, you must choose one of three types of effects to inflict on the target— attack, defense, or movement.

  • Attack. The creature has disadvantage on Attack rolls. In addition, they cannot score critical hits.
  • Defense. The creature has a −2 penalty to AC. In addition, they cannot use the Disengage action.
  • Movement. One of the creature’s movement speeds (chosen by you) is halved. In addition, they cannot use the Dash action.

Creatures without blood are immune to bloodcurdle (such as elementals, oozes, plants, gaseous or incorporeal creatures, and skeletons).

Heartripper

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

When you cast this spell, barbed thorns sprout from your fingertips. Make a melee spell attack roll against a creature within range. If you hit, the target takes 1d10 piercing damage and must make a Constitution saving throw. If they fail, you grasp a vital part of their anatomy and squeeze, inflicting an additional 3d10 piercing damage and stunning the target until the start of their next turn. If the spell attack roll resulted in a critical hit, the target has disadvantage on their saving throw.

At Higher Levels: When you cast this spell using a slot of 3rd level or higher, the piercing damage of the second phase of the spell increases by 1d10 per slot level above 2nd

Replenish

2nd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

When you cast this spell, you touch an allied creature that you can see. The target surges with vital force, gaining 2d6 temporary hit points. These temporary hit points are lost whenever the target finishes a short or long rest. The target is also cured of the poisoned condition.

At Higher Levels: When you cast this spell using a slot of 3rd level or higher, the temporary hit points gained increases by 1d6 per slot level above 2nd.

Healing Leeches

3rd-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You summon two magical leeches that exist for the duration. They can be given to willing creatures and placed somewhere on their skin. While attached this way, they proceed to suck out all forms of non-magical poison and toxins, rendering the creature immune to disease and poison effects for the duration.

Additionally, the creature becomes resistant to poison damage for the duration.

Skewering Vines

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

When you cast this spell, a mass of vines coils forth from the ground around you. When you cast this spell, and as an action on each of your turns while it remains, you can make a ranged spell attack against a target you can see within 30 feet of you. This attack ignores half and three-quarters cover. If you hit, the target takes 3d10 piercing damage and is lifted 5 feet into the air until the end of their next turn. They can use half their movement during their turn to free themselves of the skewering vines, returning to the ground.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d10 per slot level above 3rd.

Transmute Blood to Poison

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You reach out towards a living creature that you can see. The target must make a Constitution saving throw. If it fails, its body is filled with vile poison, and it takes 10d6 poison damage at the start of its next turn. If the target is reduced to 0 hit points before the start of its next turn, the poison explodes outward from it in a shower of disgusting bile. Creatures within a 10-foot radius of the target must make a Dexterity saving throw. If they fail, they take 10d6 poison damage, or half as much on a successful save.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of each phase of the spell increases by 2d6 per spell slot level above 3rd.

SERONIA | CLASSES

Bloodthorn

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of blackthorn briar)
  • Duration: Instantaneous

You imbue a single thorn with a deadly enchantment, hurling it out towards a creature that you can see within range. Make a ranged spell attack roll. If you hit, the target takes 5d10 piercing damage. If you hit, you can choose an additional target for the bloodthorn to seek, repeating the attack against a different target within 60 feet of the previous one and using the thorn’s new position to determine if a target would gain the benefits of cover. You can repeat this process up to three times or until the attack misses. A creature cannot be targeted more than once.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the piercing damage increases by 1d10 per spell slot level above 4th.

Cage of Briars

4th-level conjuration


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a small woven basket)
  • Duration: 8 hours

As you cast this spell, you create a cage of thorned briars that surrounds a 10-foot cube within range. The briars are thick and only allow a small amount of light and air to pass through, providing three-quarters cover to creatures within and total cover to creatures outside. You, and any others you designate, can pass through the cage at will. The briar cage has AC 10, 200 hit points, and vulnerability to fire. A creature that hits the cage with an unarmed strike or natural weapon, such as a bite or claw, takes 1d4 piercing damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the cage’s hit point total increases by 20 per spell slot level above 4th.

Constriction

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Your body becomes eerily serpentine and you strike forward, attempting to grasp a creature within range. Make a melee spell attack. If you hit, your grapple your target using the body part you attacked with and squeeze them, dealing 5d10 bludgeoning damage. Until the spell ends, the grappled target is also restrained.

As a bonus action on each of your subsequent turns while you have restrained the creature, you can continue to crush the target. The creature must make a Strength saving throw. If they fail, they take an additional 5d10 bludgeoning damage. If the target escapes the grapple, the spell ends.

Falling Star

5th-level evocation


  • Casting Time: 1 action
  • Range: 600 feet
  • Components: V, S
  • Duration: Instantaneous

You create a fraction of the celestial power of a star above a point within range and cause it descend, crashing into the ground in a 40-foot radius. All creatures within the area must make a Constitution saving throw. If they fail, they take 6d6 radiant damage, or half as much damage if they succeed. This spell creates bright light that shines in a 100-foot radius until the end of your next turn, and this light counts as natural sunlight.

SERONIA | CLASSES

Phagist

An elf inhales from a small box, eyes rolling into the back of his head as he starts to hover off the floor. His face breaks into a grin as lightning flickers between his fingers.
A human in noble clothes reaches across a gambling table towards a pile of gold, dragging it towards herself even as she explains she is never normally this lucky. She dabs her nose with a napkin, and her eyes shift momentarily to black as she looks through her opponents cards.

The gobling screams, eldritch fire sparking off her red flesh. She turns her hand towards a group of bandits who collapse into little more than dust, even as the feedback causes blood to dribble out the corner of her eyes.

Consumers of Magic

Phagists rely on snuff, the ground up remains of magical creatures, to unleash their powers. This turns their body into a conduit for the raw power of The Dream. Referred to as "vestige magic," the continued destruction of magical beings for consumption means that certain kingdoms of Seronia protect these species as some are slowly becoming extinct (after all, they might need to grind them down for their own troops in case of conflict).

Volatile Powers

Phagists must carefully balance the raw magical energy of The Dream within the limits of their bodies and minds or face catastrophic consequences as the magic affliction known as discord overwhelms them. As such, phagists are generally mistrusted and viewed with overwhelming scrutiny in certain kingdoms. Often times, phagists will wear a device called the sequestravisse, or The Vise, to put local minds at ease. Even with this device, the threat of Discord is always present.

Creating a Phagist

When creating an phagist think about how they were introduced to the magical energies of snuff. Did they find it while chasing their next high, were they offered it at a high society ball as the most exotic of pleasures, or did they seek it out to take its power for themselves. How do you feel about your use of snuff? Is it simply a tool, to be used when needed, is it a last resort option, taken only when there are no other options, or is it an addiction that can't be quenched by normal highs. What pushes you towards your fellow adventurers? Do you seek the adventuring life that was previously beyond your reach, or are you looking for more and more powerful creatures to consume to power your abilities?

Multiclassing

Prerequisites. To qualify for multiclassing into the phagist class, you must met these prerequisites: Constitution 13 and Charisma 13.

Proficiencies. When you multiclass into the phagist class, you gain no additional proficiencies.

SERONIA | CLASSES
The Phagist
Level Proficiency Bonus Features Spell Level
1st +2 Vestige Magic, Harvest Snuff (15 minutes) 1st
2nd +2 Arcane Approach, Spell Snuffing 1st
3rd +2 - 2nd
4th +2 Ability Score Improvement 2nd
5th +3 - 3rd
6th +3 Approach feature 3rd
7th +3 - 4th
8th +3 Ability Score Improvement 4th
9th +4 - 5th
10th +4 Approach feature 5th
11th +4 Harvest Snuff (10 minute) 6th
12th +4 Ability Score Improvement 6th
13th +5 - 7th
14th +5 Approach feature 7th
15th +5 - 8th
16th +5 Ability Score Improvement 8th
17th +6 - 9th
18th +6 Harvest Snuff (5 minutes) 9th
19th +6 Ability Score Improvement 9th
20th +6 Omniscience 9th

Class Features

Ability Score Increase

Your Charisma increases by two, and your Constitution increases by 1.

Hit Points

Hit Dice: 1d6 per phagist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier for phagist level after 1st

Proficiencies

Armor: none
Weapons: Daggers, darts, slings, quarterstaffs, shortbows, light crossbows
Tools: alchemist supplies
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, and Religion.

Equipment

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

  • (a) any simple weapon or (b) a light crossbow with 20 bolts
  • (a) a Explorer's Pack or (b) Scholar's Pack
  • (a) a book, ink pen, and ink bottle or (b) a book, merchant scales, and a hunting trap
  • alchemist supplies and a snuff box with level 1 snuff

Vestige Magic

Starting at level one, you gain the ability to harvest magical components, colloquially known as "snuff." Snuff is often comprised of the vestiges of magical creatures or materials such as bone dust or other easily pulverized remnants.

When ingested, you become a conduit for The Dream, the origin of magical power with duration depending on the potency of the magical source it originated from. There are six levels of snuff, each providing different durations of magical power, as seen below:

Snuff
Level Duration
1 1 minute
2 5 minutes
3 30 minutes
4 1 hour
5 12 hours
6 1 day

Snuff Box

Snuff may be ingested from a snuff box as an action during combat, or as a reaction outside of combat. Your snuff box is presumed to contain an unlimited amount of level one snuff, as well as having space for an unlimited quantity of higher level snuff. Your snuff box can be filled as an action from another container holding snuff.

SERONIA | CLASSES

Infused Spellcasting

Repeated consumption of snuff has infused raw magic in the phagist's essence, granting them the ability to produce known magical effects over and over while under the influence of snuff- always at the risk of magical discord (see below).

To cast spells, a phagist must be under the influence of snuff and all their spells end when it runs out. Phagist spells can be cast at will, without using components and without being prepared in advance. Phagists cannot use ritual spells unless they are granted by another class or feat, at which point they cannot use the effects of snuff to cast these spells. While under the influence of snuff, a phagist may cast Prestidigitation at-will without increase to their magical discord (see below) and use The Sight at will, which functions as per Detect Magic. While using The Sight, you can use the Arcana skill to determine the type of magic items a creature is attuned to and the Insight skill to determine if they are Bound (i.e. someone who gains magic from a patron such as a Cantor, Curseling, or Maledictor).

Spells Known of 1st Level and Higher

You know a number of 1st-level spells of your choice from the phagist spell list equal to your Charisma modifier (minimum of two spells). Additionally, as you gain levels in this class, you learn one additional spell per phagist level.

For example: If you’re a 3rd-level phagist, you know six spells, with a Charisma of 16. Your spells can include those of 1st or 2nd level, in any combination, chosen from your the phagist spell list. If you know the 1st-level spell Magic Missile, you can choose to cast it as a 1st or 2nd-level spell.

These spells may be exchanged after a short rest with any other spells from the phagist spell list. The Spell Level column of the Phagist table shows when you have access to higher level spells. For instance, when you reach 3rd level in this class, you can know spells of 1st or 2nd level.

Spellcasting Ability

Charisma is your spellcasting ability for your phagist spells. 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 phagist 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

Magical Discord

The overuse of snuff and the powers it bestows often has disastrous consequences referred to as discord. It is not uncommon for power-mad phagists to explode, befoul the land surrounding themselves, or even teleport themselves to another plane within minutes of taking a dose of snuff.

You have the capacity to handle discord equal to your phagist level plus your Charisma modifier, referred to as your “threshold”. Every time you cast a spell, you must add the level of the spell to your discord level (which starts at zero). When your discord level is greater than your threshold, you run the risk of your mortal form overloading from the magical energies you're conducting.

Each time you cast a spell when your discord is greater than your threshold, roll a d100 and add the amount you are currently above your threshold, then consult the Magical Discord chart to see the effects.

Whenever you take a short rest, you may decrease your discord by 2. This amount increases by 1 for every 5 levels in the phagist class. When taking a long rest, a phagist’s discord is fully removed.

Harvest Snuff

Starting at 1st level, phagists may harvest the corpses of magical beings, or beings that use magic, to produce snuff. It takes 15 minutes of work with alchemist supplies to extract 1 snuff dose. Only creatures of size tiny and above may be harvested.

The time to harvest snuff decreases to 10 minute at 11th level and 5 minutes at 19th level. Harvesting snuff can be done as part of a short or long rest.

Snuff Harvesting
Size Snuff Charges
Tiny 1
Small 5
Medium 10
Large 20
Huge 30
Gargantuan 100
Colossal 500
Snuff Level Challenge Level Rarity and Cost Per Unit (bp)
1 0-1 Common; 1
2 2-3 Uncommon; 20
3 4-5 Rare; 50
4 6-11 Very Rare; 100
5 12-22 Legendary; 500
6 23-30 N/A; 1000

Arcane Approach

When you reach 2nd level, your phagist technique is pursued with either reserved study or reckless abandon. You may choose an Arcane Approach, either Adherent or Dissident. Both are detailed at the end of the class description. Your choice grants you features at 2nd, 6th, 10th and 14th levels.

Spell Snuffing

Also at 2nd level, when determining either the spell attack roll or saving throw DC for a phagist spell you cast while under the effects of snuff, you may add a bonus modifier up to your proficiency bonus. Doing so increases your Magical Discord by the same amount minus your current level of snuff. This immediately ends the effects of your current snuff.

Once you use this feature twice, you cannot use it again until you complete a long rest.

SERONIA | CLASSES
Discord Damage and DCs

The damage and DC for discord effects are determined by your character level. No matter how long a phagist has been consuming snuff, the inherent danger of discord is always present and relevant.

When rolling on the Magical Discord table below, make a Constitution saving throw as well then consult the chart on the right. On a failure, you take the full damage listed and receive a Wound unless otherwise noted (e.g. Breaking Apart, Heart Failure, and Catastrophic Overload). On a success, you take half damage and do not receive an Wound. Secondary effects such as Coldsnap's difficult terrain still occur.

Character Level Damage DC for Saving Throws
1-2 1d12 13
3-4 2d10 13
5-6 3d8 14
7-8 4d8 14
9-10 6d6 15
11-12 4d12 16
13-14 9d8 17
15-16 5d12 18
17-18 8d8 19
19 6d12 19
20 8d10 19
Magical Discord
D100 Roll Effect
1-49 Breaking Apart. No damage. Make a Constitution saving throw. On a failure, you suffer a Wound Risk (pg. 138).
50-53 Formication You panic, suddenly noticing thousands of insects crawling beneath the surface of your skin. You dealing piercing damage to yourself as you attempt to pull the bugs out of your flesh.
54-57 Snuff Purge. You overheat, causing the snuff to purge from your body with violent pressure. You take thunder damage and lose the effects of snuff. If you take snuff again within a hour, you immediately gain your proficiency modifier in discord.
58-61 Coldsnap. Arctic winds blast forth from you. You take cold damage. The temperature plummets for an instant and a thin layer of frost covers everything within a 30ft radius, causing the terrain to become difficult.
62-65 Lightning Cage. Static electricity fills the air, causing your hair to stand on end as eldritch lightning surrounds you. You take lightning damage and must make a Dexterity saving throw. On a failure, you are restrained for one round.
66-69 Light of Elysium. You become a column of supernal energy, taking radiant damage. For one minute, you and creatures within a 30-foot-radius off you are Blinded as you radiate sunlight from your body.
70-73 Noxious Fumes. Vapors from the Mire of Tamtu billow out of every orifice. You take poison damage and everyone within a 20 foot radius of you must make a Constitution saving throw or be poisoned for 1d4 rounds.
74-77 Acidosis. Your biology partially shifts momentarily, turning your blood into acid. You take acid damage and must make a Constitution saving throw or be Incapacitated from the pain for 1d4 rounds.
78-81 Obtenebration. For one round, you are plunged into impenetrable darkness (as per the darkness spell, centered on you). You take necrotic damage as your life force is consumed by the hungry dark.
82-85 Invisible Horrors. You are mauled by an unseen force, taking slashing damage and knocked prone.
86-89 The Gibbering. Your unprepared mind briefly glimpses the Ur-state, taking psychic damage and requiring a Wisdom save or be stunned for 1d4 rounds, screaming and shouting uncontrollably in a random language.
90-93 Raging Conflagration. You explode into flames, taking fire damage. Until the start of your next turn, any flammable objects you touch catch on fire. When the effect ends, all flammable non-magical clothes, body hair, and non-magical equipment carried by the phagist are incinerated.
94-98 Chronoshift. You wink out of the timestream, taking untyped damage from being shunted outside of existence. If you survive, you reappear where you disappeared after 1 minute (or 10 rounds).
99-100 Heart Failure. The discord wreaks devastation on your internal organs, dealing irreducible damage. If this damage does not kill you, you become Incapacitated, clutching your chest. The incapacitation only ends when you succeed or fail at three successful death saving throws (dying in the case of the later). If your heart had been hit during combat ("Organ Damage," pg. 139), you make death saving throws at disadvantage. This causes a Festering Wound (pg. 185).
100+ Catastrophic Overload. Your body becomes an unstable portal into The Dream. Resolve every spell currently known by you at random targets, as well as rolling 2 more times on the Magical Discord table with +50 to the roll. Note that these rolls cannot generate more rolls on the Discord table. Discord explodes outwards from you, forcing all creatures within a 30 ft-radius of you to make a Constitution saving throw. Failure means they take force damage and are knocked prone, or half as much and resist being knocked prone. This causes 1d4 Festering Wounds.
SERONIA | CLASSES

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. You may take a feat instead of increasing your ability score.

Omniscience

When you reach 20th level, your mass consumption of snuff has granted you access to further wells of power within The Dream. You can cast any spell of your choice from the Phagist spell list while under the effects of snuff.

Phagist Archetypes

As a phagist’s use and tolerance of snuff grows, they tend to move down one of two paths. Either they seek to control the magical energy given to them by the snuff so they can better handle the power they unleash, or they let the power course through them with no thought for safety, desiring only maximum devastation.

Dissident

Dissidents care little for their own safety, caring only about the power that snuff gives them. By becoming an unstable conduit for raw magic, they allow discord to course through their very being.

Amplify Spells

When you choose this archetype at second level, you gain the ability to amplify your spells with the chaos of discord at the risk of your own safety.

As a reaction when casting a spell that deals damage, you may choose to amplify it. If the spell is successfully cast, it adds 2 + the normal amount of discord and deals an additional 1d4 of the spell's damage type per level of the spell. In case of multiple damage types, split the additional damage between them.

Consumptive Casting

Starting at 6th level, whenever you slay an enemy creature with an amplified spell, you may choose one of the following effects:

  • You immediately lower your Discord by 1.
  • You gain 1d10 + half your phagist level in temporary hit points for one hour.

Heedless Casting

Starting at 10th level, each time you roll damage for a spell when your discord is greater than your threshold, you can reroll a number of the damage dice equal to your Charisma modifier + the amount of Wounds and Wound Risks you currently have (minimum of two). You must use the new rolls.

In addition, when you cast a spell that has a casting time of 1 action, you can gain an additional amount of Discord equal to the spell’s level to change the casting time to 1 bonus action for this casting.

Unbridled Entropy

Starting at 14th level, as a bonus action you may add force damage equal to twice your current discord to the damage done by a spell cast by you. This bonus damage only applies to one creature.

You must immediately roll on the Magical Discord table after using this class feature.

SERONIA | CLASSES

Adherent

Adherents view snuff as a powerful tool, practicing caution to stop it from endangering them and the surrounding area. As part of their training to avoid the effects of discord, adherents craft or receive a device called a sequestravisse (colloquially known as The Vise) to assist them.

Controlled Chaos

At 2nd level, you can spend your reaction as part of a discord check to roll twice, choosing either result on the Magical Discord table. Once you use this feature, you cannot use it again until you complete a long rest.

In addition, you receive a sequestravisse, a neck slot magical item which cannot be removed voluntarily from your person once attuned. While attuned to a sequestravisse, you increase the amount of times you can use the Controlled Chaos feature by your Charisma modifier (minimum one).

Vent Discord

Starting at 6th level, you may reduce your discord level by your proficiency bonus.

Once you use this feature twice, you cannot use it again until you complete a short or long rest.

Absorb Spells

Starting at 10th level, you may choose to gain advantage on saves made against spells (no action required).

Each time you successfully save when using this ability, add half the spell level of the spell targeting you (rounding up) to your discord level.

Purging Blast

At level 14 you can expel your Discord in a powerful blast.

As an action, each creature in a 30-foot cone must make a Constitution save. A creature takes 2d6 force damage per point of Discord on a failed save, or half as much damage on a successful one. A creature killed by this ability is disintegrated.

In addition, you take irreducible Discord damage as determined by your level and your discord is reduced to 0.

Once you use this feature, you cannot use it again until you complete a long rest.

Disintergrated (updated)

A disintegrated creature and everything it is wearing and carrying, except Magic Items, are reduced to a pile of fine gray dust. This dust counts as a single dose of snuff, no matter the magical creature's size. The creature can be restored to life only by means of a True Resurrection or a wish spell

SERONIA | CLASSES

Phagist Spells

1st Level
  • Absorb Elements
  • Armour of Agathys
  • Arms of Hadar
  • Burning Hands
  • Catapult
  • Cause Fear
  • Chaos Bolt
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Disguise Self
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Fog Cloud
  • Grease
  • Hellish Rebuke
  • Ice Knife
  • Jump
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Sleep
  • Tasha's Hideous Laughter
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Acid Arrow
  • Aganazzar's Scorcher
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath
  • Earthbind
  • Enlarge/Reduce
  • Enhance Ability
  • Flaming Sphere
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Maximilian's Earthen Grasp
  • Melf's Acid Arrow
  • Mind Spike
  • Mirror Image
  • Phantasmal Force
  • Pyrotechnics
  • Ray of Enfeeblement
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Snilloc's Snowball Swarm
  • Spider Climb
  • Warding Wind
3rd Level
  • Animate Dead
  • Blink
  • Catnap
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fear
  • Fireball
  • Flame Arrows
  • Fly
  • Haste
  • Hungar of Hadar
  • Hypnotic Pattern
  • Life Transference
  • Lightning Bolt
  • Magic Circle
  • Melf's Minute Meteors
  • Protection from Energy
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Summon Lesser Demons
  • Thunder Step
  • Tidal Wave
  • Tongues
  • Vampiric Touch
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
4th Level
  • Banishment
  • Black Tentacles
  • Blight
  • Confusion
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Dominate Beast
  • Elemental Bane
  • Fire Shield
  • Greater Invisibility
  • Ice Storm
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Shadow of Moil
  • Sickening Radiance
  • Storm Sphere
  • Summon Greater Demon
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Animate Objects
  • Bigby's Hand
  • Cloudkill
  • Cone of Cold
  • Contact Other Plane
  • Conjure Elemental
  • Danse Macabre
  • Dominate Person
  • Dream
  • Enervation
  • Far Step
  • Hold Monster
  • Immolation
  • Infernal Calling
  • Insect Plague
  • Legend Lore
  • Mislead
  • Negative Energy Flood
  • Scrying
  • Steel Wind Strike
  • Synaptic Static
  • Telekinesis
  • Wall of Force
  • Wall of Light
  • Wall of Stone
6th Level
  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Conjure Fey
  • Disintegrate
  • Eyebite
  • Flesh to Stone
  • Freezing Sphere
  • Globe of Invulnerability
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Mental Prison
  • Otiluke's Freezing Sphere
  • Otto's Irresistible Dance
  • Scatter
  • Soul Cage
  • Sunbeam
  • Tenser's Transformation
  • True Seeing
  • Wall of Ice
7th Level
  • Crown of Stars
  • Delayed Blast Fireball
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Forcecage
  • Mordenkainen's Sword
  • Plane Shift
  • Power Word: Pain
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • Symbol
  • Whirlwind
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Antimagic Field
  • Demiplane
  • Dominate Monster
  • Earthquake
  • Feeblemind
  • Glibness
  • Illusory Dragon
  • Incendiary Cloud
  • Maddening Darkness
  • Mind Blank
  • Power Word Stun
  • Sunburst
  • Telepathy
  • Tsunami
9th Level
  • Astral Projection
  • Foresight
  • Imprisonment
  • Invulnerability
  • Mass Polymorph
  • Meteor Swarm
  • Power Word Kill
  • Prismatic Wall
  • Psychic Scream
  • Shapechange
  • Storm of Vengeance
  • Time Stop
  • Weird
SERONIA | CLASSES

Physician

The human’s medical kit opens with a snap, and he quickly starts removing instruments and vials as he looks over his patient, coming to a diagnosis as he observes her symptoms. Her condition is advanced, but not beyond his skills. As he administers the treatment, he glances up and sees his next patient coming through the door, nursing a bloody stump. He reaches into his bag for an alchemical ungent that blurs magic and science in order to reattatch the man's severed hand.

A kernegyn of the Oyl-parys clan stands at the head of a long caravan. A ruined monestary dots a nearby hilltop. She consults a leather-bound journal filled with notes on the customs of the site's dedicated faith and confidently motions the caravan forward. Unrolling a sheaf of parchment, she writes down a list of prayers and chants to perform in order to secure the otherwise vulnerable site from the evil that pursues them.

Great Minds

While summists dedicate their great minds to unraveling the mysteries of the divine or the arcane, physicians usually focus their intellectual efforts on the realities of those powers. They look to the physical world around them and marvel at the wonders it holds, hoping to understand it better in order to fil the gap left behind by disapeearing magics.

A physician's true devotion is to understanding. Real knowledge pushes beyond trivia, from the what to the why and how. This distinction is critical, a defining aspect of the curiosity that drives them to learn and to adventure. The wisest among them realizes that, while there may be no unsolvable mysteries, no single mortal can hope to solve them all. And so, for many, learning is a lifelong pursuit.

For the truly curious, the adventuring life is the only way to expand one's horizons of knowledge and build one's skill. Any physician worth his salt will agree that universities and hospitiums are excellent avenues for learning, but no books contain the knowledge still waiting to be discovered beyond the frontier or in the crucible of battle. The physician believes that every student reaches a point where the most effective path to higher learning is hands-on experience. The world is full of discoveries waiting to be made.

Scientific Authorities

While most physicians have broad intellectual interests, all of them view their sources of knowledge through different lenses- either as a power from the divine or the echoes of the arcane.

Typically, a physician will make their biggest contributions to an adventuring party outside of combat. Their knowledge, support expertise, and breadth of non-physical proficiencies make them valuable in a myriad of situations that otherwise combat-focused adventurers might be unprepared for.

SERONIA | CLASSES
The Physician
Level Proficiency Bonus Features
1st +2 Medical Practitioner, Areas of Study, Medical Kit
2nd +2 Casualty Care
3rd +2 Tradition of Medicine
4th +2 Ability Score Improvement
5th +3 Medical Emergency
6th +3 Areas of Study
7th +3 Resuscitate
8th +3 Ability Score Improvement
9th +4 Tradition Feature
10th +4 Ability Score Improvement
11th +4 Reliability in Research
12th +4 Ability Score Improvement
13th +5 Tradition Feature
14th +5 Preventive Care
15th +5 Medical Advances
16th +5 Ability Score Improvement
17th +6 Tradition Feature
18th +6 Urgency
19th +6 Ability Score Improvement
20th +6 Master of Medicine

Class Features

As a physician, you gain the following class features.

Ability Score Increase

Your Wisdom increases by two, and your Constitution increases by 1.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, heavy crossbows, short swords, rapiers, coat pistols
  • Tools: Herbalism kit
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose four from Acrobatics, Athletics, Deception, History, Religion, Insight, Investigation, Medicine, Perception, Persuasion, and Sleight of Hand.

Equipment

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

  • (a) a short sword or (b) any simple weapon
  • (a) a coat pistol and 20 musketballs or (b) a light or heavy crossbow and 20 bolts and a quiver scabbard
  • (a) a scholar's pack, (b) a priest's pack, or (c) a purification kit
  • a herbalism kit and arming doublet

Medical Practitioner

You know how to treat wounds and illness and poison. You have a pool of healing tricks and techniques that replenishes when you take a short rest. You have one Treatment Die (1d8) per level in the Physician class. If you can touch a creature, you may expend any number of Treatment Die (minimum one) as an action, instantly granting them hit points equal to 1d8 plus your Wisdom modifier, up to their maximum.

If instead you tend the creature for at least 10 minutes, binding their wounds, treating them with herbs and poultices, and offering soothing words, then you instead heal the maximum amount of hit points possible.

Alternatively, you can spend a Treatment Die to cure one disease, neutralize one poison, or remove one condition affecting a single target. Conditions are removed instantly, but poisons and diseases require the creature to take a long rest before they are removed.

The types of conditions you can cure are limited when you first gain this feature. At 1st level, you can remove the Frightened, Paralyzed, Stunned, or Unconscious conditions. At 9th level, you can remove a Wound and the Blinded, Charmed or Deafened conditions. Additionally, by expending three Treatment Die at 9th level, you may remove a Festering Wound, the Petrified condition or a level of exhaustion.

Once a creature has had a level of exhaustion or a Festering Wound removed from your use of this class feature, the creature must finish a long rest before it can do so again.

Medical Kit

You carry a specialized kit of remedies such as alchemical-infused honey, analgesic tree bark, cobwebs for wound packing, and blood moss. Your medical kit functions as a healer's kit that regains all charges after a long rest. Additionally, when you stabilize a creature, they regain 1 hp.

Areas of Study

At 1st level, choose one of the following areas of study. You gain the associated proficiencies:

  • Diagnostic Medicine. Insight and Investigation.
  • General Medicine. Medicine and the Herbalism kit.
  • General Surgery. Carpenter’s tools and Weaver’s tools
  • Nutritional Medicine. Survival and Cook’s utensils.
  • Sports Medicine. Athletics and Acrobatics.
  • Tropical Medicine. Nature and Cartographer's tools.
  • Xenos Medicine. Woodcarver's tools and Jeweler's tools.

If you are already proficient in the chosen skills or tools, your proficiency bonus is doubled for any ability check you make that uses them instead. At 6th level, you can choose another area of study and gain its benefits.

SERONIA | CLASSES

Casualty Care

At 2nd level, you have learned techniques to treat wounds while under fire. As an action, you can perform field surgery on a willing creature within 5 feet, allowing them to expend hit dice up to half your Physician level (rounded up). Each hit dice spent is rolled as normal, but you can add the higher value of their Constitution modifier or your Wisdom modifier.

Tradition of Medicine

At 3rd level you choose a tradition that determines the interpretation of your studies. Choose Academic, Hospitalar, or Osmalist (all are detailed at the end of the class description). The specialty you choose grants you features at 3rd level, and again at 7th, 10th, 14th and 18th level.

Medical Emergency

At 5th level, you've learned lessons from the battlefield on how to treat wounds quickly in combat. When you would use an action to heal someone using your Medical Practitioner class feature, you may add double your Physician class level to the amount of healing as a bonus action.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Resuscitate

Beginning at 7th level, your physician studies have revealed to you how to bring back patients from the threshold within a "platinum minute." As an action, you can touch a creature that has died within the last minute and expend four Treatment Die. That creature returns to life with 1 hit point. This ability can't return to life a creature that has died of old age, nor can it restore any missing body parts or damaged organs.

A creature can only be revived this way once before that creature finishes a short or long rest.

Reliability in Research

Starting at 11th level, your lifelong pursuit of medicine means you are unlikely to fail common procedures or questions in your associated fields. Whenever you make an ability check for any proficiency granted to you by your Areas of Study class feature, you can treat a d20 roll of 9 or lower as a 10.

In addition, you may reattach severed limbs with your Resuscitate feature within one "golden hour" of amputation (or six if on ice).

Preventive Care

Beginning at 14th level, you are adept at promoting healthy recovery. If you regain Hit Points by spending Hit Dice at the end of the Short Rest, you roll each die with advantage.

Medical Advances

Beginning at 15th level, you've perfected antiseptic practice in the treatment of injury, protecting you from illness. You gain immunity to disease and proficiency in Constitution saving throws.

Urgency

Starting at 18th level, war requires agility and adaptability and so does your medical response. You may declare you are moving with Urgency at the beginning of your turn (no action required). If you do, you may not take the Attack action, but your Movement is doubled and doesn’t provoke Opportunity Attacks.

Master of Medicine

At 20th level, your dedication to medicine and academia has honed you into a true visionary of your field. When you would normally restore hit points with your Medical Practitioner or Casualty Care class feature, you instead use the highest number possible for each die. Additionally, if you roll initiative and do not have any Treatment die remaining, you regain four Treatment die.

Traditions

Medicine in Seronia is rooted in the spread of medical texts through cutting edge academic advances, monastic tradition perfected over countless experimentation, and the fading arts of restoration magic.

Hospitalar

A hospitalar is knight of The Hospitium, the guild of healers and physicians in Seronia. The Hospitium is an agnostic, far reaching organization that is based in The Imperium but has many chapters in foreign lands. They are seen as the secular defenders of the weak, the sick, and the poor.

The Hospitium is separated into four "tongues," representing the dominant languages of each chapter (Common, Draconic, Sylvan, Maynek), and gives rise to their symbol of four swords forming a cross. The Hospitium also is the most common way lowborns can become recognized knights in various kingdoms, though sometimes referred to disparagingly in various ways, such as a "sick sword" or "pus knight."

Knight Medicus

When you choose this archetype at 3rd level, you gain proficiency in medium armor, non-tower shields, and martial weapons.

In addition, you can expend your Treatment dice to deal additional damage to a creature. Whenever you successfully deal damage to a creature with a weapon, you may expend any number of Treatment Die (up to your Proficiency modifier) as a reaction, instantly dealing additional damage equal to the amount shown. This additional damage is not multiplied on a critical hit.

Sentinel

Beginning at 9th level, you're invaluable as a watcher and a defender. You gain proficiency in the Strength (Athletics) and Wisdom (Perception) skill. If you are already proficient in one or both of them, your proficiency bonus is doubled for any ability check you make that uses them instead.

SERONIA | CLASSES

Sword of Silver

Starting at 13th level, whenever you expend Treatment Die to deal damage as a reaction, your weapon is treated as silver and magical. In addition, your Treatment die increases to a d12 when they are expended on a successful critical hit using Knight Medicus.

Field of Red

Starting at 17th level, whenever you spend a Treatment die to successfully deal additional damage to a creature, you receive healing equal to half of the additional damage dealt. If you are already at your hit point maximum, you instead gain this amount as temporary HP. These temporary hit points last until the end of combat.

Osmalist

Arcanology, despite the waning of magic from The Old World, still holds sway in certain kingdoms of Seronia. Osmalists blend snuff with medical serums to create volatile chemicals, believing the alteration to your physical constitution can lead to an alteration of magic's unifying power that comprises all living creatures.

Snuff Serum

When you choose this archetype at 3rd level, you gain proficiency with the Arcana skill and alchemist kit. As a bonus action on your turn, you can consume a dose of potent serum made of adrenaline stimulating reagents and snuff. Consuming this Snuff Serum increases your Strength and Dexterity ability score modifier by your Wisdom ability score modifier (up to a maximum of +6) for a number of rounds equal to your Constitution modifier, after which all effects of the serum fade at the start of your next turn. When the effect ends, your speed is reduced by half and you cannot benefit from Snuff Serum until the start of your next turn. While you are under the effect of Snuff Serum, you gain the benefits of heroism.

If you take an action to consume a potion, as part of the same action you can consume Snuff Serum. You can use this a number of times equal to your Constitution modifier (minimum 1) before you must take a short or long rest to be able to gain the effects from the serum again.

Arcane Adrenaline

Starting at 9th level, your body's adrenaline has been mutated by the micro dosing of snuff. You have advantage on saves against exhaustion and being frightened.

Life-Magic Manipulation

At 13th level, your studies of arcanology have unlocked the body's potential by adjusting the unifying balance. When you inject yourself with Snuff serum, you can spend 2 Treatment Die to cast dispel magic, haste, life transference, or remove curse on yourself, using Wisdom as your spellcasting modifier without providing material components. These effects do not require concentration but end when your serum wears off.

Serum Transformations

At 17th level, your snuff serum can trigger extreme biological mutations for a short period of time. while under the effects of Snuff Serum, you gain the following benefits:

  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make melee attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 damage on a hit.

Prosector

Prosectors are often found studying in universities, mastering the physical manipulation and dissection of a bodily structure. The prosector trains how to separate and eliminate as much as they diagnose and cure.

Divide Flesh

Starting at 3rd level, you know how to wield small blades with precision. Your finesse weapon attacks score a critical hit on a roll of 19 or 20. Once per turn, when you make a melee attack with a light finesse weapon against a humanoid, you gain advantage on the attack roll.

Academic Authority

Beginning at 9th level, you know how to use your medical knowledge to impress, confuse, convince, and threaten others. When you make a Charisma check that relates to your medical training, you can also add your Medicine bonus to the roll.

Advanced Anatomy

Starting at 13th level, your study of anatomy and violence extends to a specific type of creature in addition to humanoids. Choose one of the following creature types: Beast, Dragon, Fey, Giant, Monstrosity, Plant, or Undead. You have advantage on all checks concerning humanoids and your chosen creature type that use your Medicine skill bonus. In addition, you can now use your Divide Flesh feature against creatures of the chosen type.

Blood Letting

Starting at 17th level, you know the major arteries of the body, taking advantage of weakness and injury to deliver a fatal cut. As a bonus action you can choose a target and make a Wisdom (Medicine) check against a DC equal to their current Hit Points. On a success, your next successful attack against the target reduces them to 0 Hit Points.

SERONIA | CLASSES

Sarcologist

Sarcologists dabble with soul magic along with their studies of flesh and form to create instruments called golems to serve them. Many of their methods would be considered in violation of the Tome of Absolute Law, but are often turned to as black market healers- especially for those able to spend the coin to cheat death.

Profane Creation

At 3rd level, you learn one language of your choice: Ananke or Primordial, representing your focal study for creation and soul magic.

In addition, you forge a dark pact with a golem to carry out your orders and protect you. The golem is under your control, and understands the languages you speak, but does not speak. The Golem obeys your commands as best it can. On your turn, you can verbally command the golem where to move (no action required by you) and take an action, which requires your action to do. Additionally, you can use your reaction to direct it to take a reaction. The Golem acts on your commands during your turn. If you issue no action command to your Golem, it takes no actions. Your Golem's Proficiency increases when yours does. If the golem is killed, it can be returned to life via normal means, such as with the Resuscitate class feature.

In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with half (rounded down) its maximum hit point at the end of the rest during which you repaired it. If the servant is beyond recovery, you can reproduce the golem exactly as it was, with four days of work (eight hours each day) and 100 bp of raw materials.

Over the course of a short rest, you can restore hit points equal to your Intelligence modifier + your Physician level to your golem, or repair it to full health during a long rest.

The base statistics and features of your golem are detailed at the end of this tradition.

Fleshy Familiar

Beginning at 9th level, you experiment on creating an adorable critter...at least, adorable to you. You create - or modify - a CR 0 tiny creature. This creature serves as a familiar as per the find familiar spell, and you can resuscitate it (or rebuild it, as necessary) at the end of a short or long rest should anything untoward happen to it.

Instrument of Destruction

Starting at 13th level, as a reaction, you can expend a Treatment die. Until the end of your next turn, your golem can add your Wisdom modifier to all of its attack rolls, skill checks, and saving throws.

Reanimation

Starting at 17th level, your studies of flesh and the soul have granted you true power over life and death. By consuming 5000 bp of materials, you can cast raise dead without expending a spell slot. Using this feature taxes you greatly. Once you use this ability, you cannot do so again until you spend one week of Downtime Activity for Relaxation.

In addition, you can't be Frightened, as you've stared down some of the darkest magic known to mortals.


Sarcologist Golem Upgrades
Physician Level Upgrades
3rd 1
4th 2
5th 2
6th 2
7th 3
8th 3
9th 4
10th 4
11th 5
12th 5
13th 6
14th 6
15th 7
16th 7
17th 8
18th 8
19th 9
20th 9
Golem Shell

When you create your golem, you can add one prefix to its type in the form of which basic shell you use for the golem. For example, if you select Humanoid, your golem becomes a Humanoid Golem, and gains the Humanoid modifications to its base statistics.

Humanoid. Your golem is roughly humanoid, and comes with the robust flexibility and options that this form provides. Its base strength becomes 16 (+3) and it gains proficiency in shields, simple weapons, and martial weapons.

Its natural weapon is: Slam: +5 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d4 + 3 (Strength) bludgeoning damage.

Quadrupedal. Your golem takes on a quadrupedal design. Larger and more sturdy, it is more suitable to launch into the fray or carry its creator. Its base size becomes large, its base strength and constitution become 16(+3), its natural armor becomes 16, and its speed becomes 35 ft.

Its natural weapon is: Bite: +5 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d10 + 3 (Strength) piercing damage.

SERONIA | CLASSES

Winged. Your Golem is modeled off a flying creature. Smaller and lighter than most golems, it is kept aloft by intricate wings. Its base size becomes small and it gains a flying speed of 30 ft.

Its natural weapon is: Talon: +4 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) slashing damage.

Launcher. Your Golem becomes akin to a mobile turret, taking the frame of a ballista or other launching device. Its base Dexterity becomes 16(+3) and its speed becomes 25 ft.

Its natural weapon is: Shoot +5 (Dexterity + Proficiency) to hit, reach 60/240ft., one target. Hit 1d12 + 3 (Dexterity) ballistic damage.

Specialized. Your Golem defies all expectations, its design fueled by your own rampant creativity and cruelty. A little less robust and stable, it is far more extensible to your visionary plans. Your Golem starts with the basic statistics, but you can select 2 free base upgrades that do not count against your upgrade total.

Its natural weapon is: Slam: +4 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d8 + 4 (Strength) bludgeoning damage.


Golem

Medium Construct, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 5 + ([Golem's Constitution Modifier + 5] * Physician Level)
  • Speed 30ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 4 (-3) 5 (-3) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses passive perception 7
  • Languages Understands creator’s languages, but cannot speak

Bound. The golem is magically bound to its creator. As long as the creator and it are on the same plane of existence, the creator can telepathically call the golem to travel to it, and the golem knows the distance and direction to its creator.

Autonomous Creation. Starting at 5th level, you no longer need to spend your action or reaction to direct the golem to use its action or reaction, and it can act following mental commands communicated while it is within 60 feet of you. If the Golem is not directed to take any action, it will take the Dodge action in combat. Additionally at 5th level, your golem's natural weapons count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Golem Upgrades

Starting at 3rd level when you create your golem, you can add one upgrade to shell and gain the benefits listed in the description of the upgrade.

You select an additional Upgrade at 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level. You cannot select an Upgrade more than once, unless the Upgrade's description says otherwise. Whenever you level up, you can exchange one of your existing upgrades for another upgrade of the same level requirement as the replaced upgrade.

Base Upgrades

Arcane Resonance.

You craft a magical essence connector and fuse it into your golem's heart, allowing you and it to share certain magical effects. You can make any spell you cast that targets only you also target your golem.

Canid Brain.

You build in the mind of a dog or another loyal subject to defend its master. The golem gains the Protection fighting style.

Grappling Appendages

You graft an additional pair of appendages, taking a form of your choice. For the purposes of grappling, these serve as two additional free hands for your Golem. Additionally, your golem gains a climbing speed equal to its movement speed so long as it is not using these appendages to grapple.

Heavy Armor Plating

You can incorporate a suit of Heavy Armor into your golem allowing it to equip that suit of armor. Your golem's Armor Class becomes the Armor Class granted by the equipped armor. While incorporated with your golem in this way, the golem has Proficiency with that armor. You can change or remove the incorporated armor at any time once you have taken this upgrade, but it takes twice as long as normally equipping or unequipping the chosen armor type.

While equipped with Heavy Armor, your Golem has disadvantage on Dexterity (Stealth) checks.

Magical Essence.

You infuse a fragment of magical essence into your golem, allowing it to attune to one magical item. This follows all normal attunement rules.

Memories of Battle.

You graft in the vital essences of a former adventurer or soldier, allowing it to fight more effectively. Your Golem gains one Fighting Style of your choice from Deadeye, Dueling, or Great Weapon Fighting.

Unnatural Constitution.

You have reinforced your Golem with additional layers of flesh, bone, and other materials. Its Constitution ability score increases by 2, increasing its stability and durability. If, after taking this skill, the golem's Constitution is 16 or greater, it gains advantage on Death Saving Throws. If, after taking this skill, the golem's Constitution is 18, it gains proficiency with Constitution saving throws.

You can take this upgrade more than once. A golem's maximum Constitution ability score is 18.

Unnatural Dexterity.

Your golem's flesh and bones are rubbery and flexible. Its Dexterity ability score increases by 2, increasing its ability at tasks requiring fine motor skills. If, after taking this skill, the golem's Dexterity is 16 or greater, it gains proficiency with Thieves' Tools. If, after taking this skill, the golem's Dexterity is 18, it gains proficiency with the Stealth skill.

You can take this upgrade more than once. A golem's maximum Dexterity ability score is 18.

Unnatural Strength.

You improve your golem's muscles with harvested sinew and alchemical thread, as well as increase the output of the profane power source for your golem. Your golem's Strength ability score increases by 2, and increasing its ability at tasks requiring raw strength. If, after taking this skill, the golem's Strength is 16 or greater, it gains proficiency with Strength saving throws. If, after taking this skill, the golem's Strength is 18, it gains proficiency with the Athletics skill.

You can take this upgrade more than once. A golem's maximum Strength ability score is 18.

5th Level Upgrades

Lost Souls.

Your golem can expel some latent energy of the souls trapped within it, charged with profance power. As an action, the golem can cast magic missile as a 3rd level spell. When cast this way, it has no Verbal or Somatic components.

Once used, this upgrade cannot be used again until the Physician completes a short or long rest.

Camouflage Skin.

You graft a creature's essence that has natural illusion magic such as a fey or troglodyte into your Golem. Your golem can use this upgrade to cast invisibility on itself without expending a spell slot.

Once used, this upgrade cannot be used again until the Physician completes a short or long rest.

Bile Duct.

You install a burning bile duct into your golem, capable for reproducing powerful flames as a breath weapon. As an action, the golem can cast burning hands as a 3rd level spell.

The spell save DC is equal to your spell save DC. When cast this way, it has no Verbal or Somatic components.

Once used, this upgrade cannot be used again until the Physician completes a short or long rest.

Wall of Flesh. Prerequisite: Medium or Larger Golem, Golem Constitution of 18.

Your Golem now counts as three quarters cover for people within 5 feet (so long as it between them an the attacker) or riding it. Additionally, it cannot be moved against its will while in contact with the ground.

Master and Slave

After studying the fundamentals of demonic masochism and sadism rituals, you have gained insight on how they shield themselves using slaves, and can implement it in your own golem. Your golem gains the ability to cast warding bond without expending a spell slot. When cast in this method, it does not require material components.

Once the golem casts warding bond in this way, it cannot use this feature to cast it again until it completes a short or long rest.

9th Level Upgrades

Gluttony of Flesh.

You enlarge your golem, increasing its size category by one if possible, up to a maximum size of Large. If your golem is Large after taking this upgrade, it gains advantage on Strength checks and Strength saving throws and your golem's maximum hit points become 5 + ([Golem's Constitution Modifier + 6] * Physician Level).

During the process, you can determine if your golem will have the appropriate physiology to serve as a mount. You can take this upgrade multiple times, but cannot make a golem larger than Large.

Spark of Life. Incompatible: Launcher shell.

You have attained an understanding of vestige magic and crafted a Spark of Life, etching the rune on the forehead of your golem. It gains an Intelligence score of 10, a Wisdom score of 10 and a Charisma score of 8. This allows it to follow more complex commands without direct input, speak, and remember things.

Overdrive.

You build in a special upgrade allowing your golem go beyond its limitations, such as additional adrenal glands or a more chaotic power source. As your action, you can overcharge your golem with energy, granting it the effects of haste for a number of rounds equal to your Wisdom modifier. Once used, you cannot use this again until you complete a long rest.

Unnatural Speed. You may select this upgrade twice.

You improve your golem's charging speed, increasing its movement speed by 5 feet. If your golem's speed is 40 feet or more after taking this upgrade, it gains the ability to use a Forceful Slam after moving 20 feet or more in a straight line toward it before attacking; if the attack hits, the target must make a Strength saving throw with a DC of 8 + the golem's proficiency + the golem's strength modifier, being knocked prone on.

11th Level Upgrade

Wings.

You add intricate and powerful wings to your golem, granting it a flying speed. If your golem is Medium or smaller, it gains a flying speed is 30 feet. If your golem is Large or larger, its flying speed is 25 feet.

Multiattack.

Your golem gains multiattack. When your golem uses the Attack action, it can attack twice.

Thundering Stomp. Prerequisite: Golem of Large size

Your golem can leverage its increased size and magical nature to unleash a crushing stomp of magical energy when it brings down its foot. Your golem can replace any attack with the thunderclap spell using the Physician's level and spell save for casting the spell.

Transforming Golem.

Your golem can undergo an often sickening and terrifying transformation, allowing your golem to reduce its size. Your golem can collapse its size back down to one size smaller, but while in the collapsed mode any movement speed it has is reduced by 10 feet. The process takes 1 minute to invoke or revert.

15th Level Upgrade

Brutal Armaments.

You increase the effectiveness of your golem's natural weapons, allowing it to strike with lethal strikes. When your golem makes an attack, you can subtract is proficiency from the attack roll. When you do so, if the attack his, you can add double its proficiency bonus to the damage roll of the attack.

Higher Brain Function. Prerequisite: Spark of Life.

Your golem begins to apply its abilities to learn new things, gaining a class level in a class of your choosing. Your golem gains all the first level features of the chosen class. This does not include health or class proficiencies (for example, selecting Armiger grants only Fighting Style and Second Wind).

You can select this Upgrade multiple times, granting another level of features or the first level features of another class each time it is selected.

Shared Soul.

You bind your golem's power source to your own soul, allowing you to tap its power and it to tap your power.

  • As its action, your golem can expend a number of your Treatment die equal to your normal maximum to heal itself.
  • As an action, you can drain a number of hit points from the golem up to twice your Physician level, gaining that many temporary hit points.
  • Either you or your golem can give up your action to allow the other to take an additional action. This additional action can only be used to Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object.

Uncanny Strength. Prerequisite: Strength 18 or higher; you can take this upgrade twice.

After improvements to one of your arms and grip, your golem can hold a two handed weapon in one-hand in the upgraded hand.


Roleplaying a Golem

If you choose the Spark of Life upgrade, your golem becomes a sentient companion, capable of learning, thinking, and having opinions. Consider how this may impact your interactions.

Fundamentally, a golem with a Spark of Life is still entirely loyal to their creator, but they develop a personality and thoughts of their own.

SERONIA | CLASSES

Viromancer

Also known as "cancer mages," viromancers study and modify plague as both a weapon and a vaccine.

Viral Agent

When you choose this archetype at 3rd level, you become immune to diseases. Additionally, you become the incubator for a unique parasitic familiar known as a viral agent. As an action, you can touch a creature and expend a Treatment die to force it to make a Constitution saving throw equal to 8 + your proficiency bonus + your Wisdom modifier. On a failure, they become infected with your viral agent, bearing a diseased mark on their skin that informs others of the viral agent's presence. A willing creature may choose to fail this saving throw.

Your viral agent acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. While your viral agent is within a host 100 feet of you, it can take one of the special actions detailed below on its turn:

  • Lie Dormant. As an action, you can cause your viral agent to become dormant within a host. It disappears deep within the host, becoming Invisible and resistant to disease curing magic. When someone attempts to cure your target of your viral agent, they must make a Wisdom (Medicine) or ability check using their spellcasting ability. The DC equals 10 + your proficiency bonus. On a successful check, the viral agent is destroyed. As an action while it is dormant, you can cause your viral agent to become active again, reappearing in a host within 30 feet of you. Alternatively, you can dismiss it forever.
  • Secrete Signal. You can communicate with it telepathically. Additionally, as an action, you can see through the host’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the host has. During this time, you are deaf and blind with regard to your own senses.
  • Viral Infection. As an action, you can cause your viral agent to attack its host. You are proficient in this attack, using your Wisdom modifier on the attack roll. On a successful hit, roll a Treatment die. You deal necrotic damage equal to the amount shown plus your Wisdom modifier. You have advantage on this attack if you are within 30 feet of the host.
  • Viral Reproduction. When you would use your Medical Practitioner class feature, you can use your reaction to command your viral agent to deliver the healing to its host as if it had used the feature itself.

A viral agent disappears after a long rest, after the host has moved farther than 100 ft from you, or when a host is affected by a disease curing spell such as lesser restoration. In either situation, the viral agent disappears, leaving behind no active virus to be harvested.

Evolutionary Perspective

Beginning at 9th level, your study of diseases has lead to an understanding of avoidance behavior in intelligent creatures. You gain proficiency in the Wisdom (Insight) skill. If you are already proficient in Wisdom (Insight), your proficiency bonus is doubled for any ability check you make that uses it instead.

Additionally, when you make a damage roll for your Viral Agent, you ignore resistance to necrotic damage.

Infect Wounds

Starting at 13th level, your Viral Agents are stronger and can cause unique Festering Wounds. The damage for Viral Infection is increased to three Treatment die.

Additionally, if you score a critical hit with Viral Infection or a creature willingly accepts infection, the host receives a Virulent Wound, a unique Festering Wound that decreases their maximum hit points by your Treatment die's maximum value. While they are suffering from this Virulent Wound, they are considered to always be a host for your Viral Agent as long as you are within 300 ft of them. Additionally, your Viral Agent can only be cured by greater restoration or higher while they suffer from a Festering Wound.

You may have a number of Virulent Wounds active on creatures equal to your Wisdom modifier.

Viral Ally

Starting at 17th level, your Viral Agent gains new actions, described below:

  • Alter Host. As an action, you can expend five Treatment Die to create a behavior-altering virus within an affected host. The viral agent gains control of its host as per the dominate person spell, except the host does not get a saving throw to avoid the effect. This lasts for one minute or until the host becomes cured of the Viral Agent.
  • Viral Destruction. As an action, you can cause your viral agent to mimic the effects of most major diseases as per the contagion spell. Choose one of the spell's listed diseases. Your Viral Agent forces the host to make another Constitution saving throw. On a failure, your viral agent applies the chosen disease's effects until the beginning of your initiative the following round.
SERONIA | CLASSES

Summist

Her animated weapons a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of goblings on the other side. She whirls among them, her summoned arsenal cutting them down until at last she stands alone.

Taking a deep breath, a human covered in tattoos runs across the surface of the lake, propelling himself off the water onto the deck of the burning boat.

They called the old agogi a dinyode, a keeper of mystic warrior arts. As the bandits approached, she summoned a spectral warrior that overlapped her frail body. Both her and the warrior started separate prayers- one for the living and one for the dead.

Whatever their studeo, summists are united in their ability to magically harness the energy of sacred geometry. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a summist does.

Magical Contemplatives

Summists practice settling the mind, introspection, visualization, emotional insight, contemplation of Truespeech, or concentration on philosophical, ethical, or mystical ideas. Through the centuries, these practices have been developed into many different sorts of movement known as sigils, the physical manifestation of the complex, organized structures comprising the building blocks of existence. All summists voraciously study summae while contemplating the studeo from which it manifests, gradually peeking through the doorway to The Dream. While some younger students hope of one day awakening themselves through their summae, many experienced summists would tell you this isn't likely, for they know that it's not enough to just mimic the gestures of a sigil to awaken. Regardless, many summists become adventurers with the hope of encountering new energy structures to gleam the path to self-actualization- or at the very least, make a name for themselves among the philosophical elite by discovering and transcribing new sigil patterns for later generations.

Class Features

As a summist, you gain the following class features.

Ability Score Increase

Your Wisdom increases by two, and your Dexterity increases by 1.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: simple weapons, one-handed martial weapons
  • Tools: Choose one from calligrapher's supplies, painter’s supplies or any musical instrument
  • Saving Throws: Intelligence, Wisdom

  • Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Performance, and Sleight of Hand

Creating a Summist

As you create your summist character, consider where they hail from and why they are studying sigils. Are they on a quest for personal power? Do they have a family tradition to uphold, or are they the first to be able to perceive them for some reason? Are they searching for an answer that requires a life-long undertaking? Were they classically trained in a university or did they learn from an unorthodox mentor? Was there an event in their past that drew them to become a summist? How will the skills of a summist serve their work, their adventuring career, their families, their relationships?

Multiclassing

The prerequisites for multiclassing into a summist are either a Strength or Dexterity score of 13 and a Wisdom score of 13. When you multiclass into summist, you gain proficiency in simple weapons and one-handed martial weapons.

SERONIA | CLASSES
SERONIA | CLASSES
The Summist
Level Proficiency
Bonus
Features Summa
Points
Studeo
Known
1st +2 Studeo, Sigil Defense 1
2nd +2 Contemplative Education, Summae 2 2
3rd +2 Curriculum Vitae 3 2
4th +2 Ability Score Improvement 3 2
5th +3 Extra Attack, Universal Patterns 4 3
6th +3 Cognizance 4 3
7th +3 Curriculum feature 5 3
8th +3 Ability Score Improvement 5 3
9th +4 Visualization Arts 6 4
10th +4 Ability Score Improvement 6 4
11th +4 Curriculum feature 7 4
12th +4 Ability Score Improvement 7 4
13th +5 Use Any Item 8 4
14th +5 Curriculum feature 8 4
15th +5 True Contemplation 9 4
16th +5 Ability Score Improvement 9 4
17th +6 Accent Mastery 10 4
18th +6 Curriculum feature 10 4
19th +6 Ability Score Improvement 10 4
20th +6 The Great Design 10 4

Equipment

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

  • (a) two one handed martial weapons
  • (a) two javelins or (b) three daggers
  • (a) an explorer's pack (b) a priest's pack or (c) a scholar's pack
  • (a) any tool (if proficient) or (b) any musicial instrument (if proficient)
  • a manuscript, a set of pens, and an inkhorn.

Alternatively, you can ignore the equipment here and in your background, and buy 4d4 × 10bp worth of equipment.

Studeo

Starting at 1st level, a summist's path begins with choosing their fields of contemplation called studeo. Studeo is personalized research, far beyond the general studies of arcanology. Each studeo is centered on a core sigil for the summist to continuously research in order to decipher more power from.

At 1st level, choose one studeo, detailed at the end of the class description. When you gain certain summist levels, you gain knowledge of new studeo, as shown on the Studeo Known column of the Summist table.

Additionally, when you gain a level in this class, you can choose one of the studeo you know and replace it with another studeo.

Creating Sigils

Because of the mental focus and precise gestures required to replicate complex Core and Accent sigils, you must be proficient with the armor you are wearing and must have free use of at least one hand to perform these gestures. You are otherwise too distracted and physically hampered.

Core Sigils

Each studeo has an associated Core Sigil, each with a foundational ability for the studeo. You can use this feature to invoke the effects of the Core Sigil for a studeo you know. If you use a Core Sigil that has a duration while already under the effects of a Core Sigil, the first Core Sigil immediately ends.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Accent Sigils

Each studeo has a list of accent sigils─modifications to its core sigil─that you gain at the summist levels noted in the studeo's description. These accent sigils require you to spend summa points to use which you gain at 2nd level.

Some accent sigils modify a specific attack. You can only use one such accent sigil per attack.

Summae Abilities

Your ability to utilize summae is tied to your research and ability to replicate complex sigils; as such, Wisdom is the key ability for studeo. Some of your studeo features require for your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Summae Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Manuscript

You have a specialized spellbook called a manuscript containing all of your studeo research. If you lose your manuscript, you can recreate it using a 1-hour ritual, destroying the previous manuscrpt as failsafe sigils burns the manuscript to ashes. This also occurs upon the death of a summist.

Update to the War Caster feat

Summists who have the War Caster feat (PHB, pg. 170) may create Core and Accent sigils even when you have weapons or a shield in one or both hands.

Sigil Defense

Beginning at 1st Level, you can project sigils to protect yourself. While you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Additionally, while wearing light armor and not wielding a shield, you may determine your AC with Wisdom instead of Dexterity.

Summae

Starting at 2nd level, you gain the ability to modify your studeo's core sigils with arcane geometery that utilizes the power in specialized effects, called summae. Your access to this mystical energy is represented by a number of summa points. Your summist level determines the number of points you have, as shown in the Summa Points column of the Summist table.

You can spend these points to fuel various accent sigils granted by your studeo. When you spend a summa point, it becomes unavailable. When you take the Dodge action, you can use your bonus action to retrace your arcane geometery and regain any expended summa points.

Contemplative Education

Also at 2nd level, your introspection and experimental learning of magical theory grants you a breadth of knowledge on your chosen subject. Choose one skill from Arcana, History, Nature, and Religion. You gain proficiency in the chosen skill, and can add your Wisdom modifier to ability checks that use that proficiency.

Curriculum Vitae

At 3rd level, your life's work guides and informs you as you pursue the personal journey of a summist. Choose to study the Curriculum of the Artist, the Curriculum of the Collector, the Curriculum of the Divine, or Curriculum of the Warrior Poet. Your choice of Curriculum Vitae grants you features at 3rd level, and again at 7th, 11th, 14th, and 18th levels.

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.

Extra Attack

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

Universal Patterns

Also at 5th level, you have enough experience studying various arcane geometric patterns to solve most mystical cyphers easily. You gain the following abilities:

  • You can identify (as per the spell) any spell scroll you touch with a Use Object action. You can add spells from scrolls and tomes you find to your manuscript (treat as Scribing a Spell Scroll, CAO pg. 74). You cannot cast these spells, but they are treated as among your known spells for the purposes of Scribing a Spell Scroll or the Spellscript feat (pg. 136).
  • You have advantage on ability checks to spot and disable magical traps, including doors affected by the arcane lock spell and similar effects.
  • By interacting with an object for one minute, you can detect false aura and masking spells on an object, as defined by nystul’s magic aura.

Cognizance

At 6th level, you can add your Wisdom modifier to initiative rolls and you can't be surprised while you are conscious.

Visualization Arts

Beginning at 9th level, you are able to see the ephemeral structures created by the movements of even hidden creatures. You are aware of the location of any hidden or invisible creatures within 10 feet of you.

Use Any Item

By 13th level, you can see all parallel and corresponding proportions between magic items. You ignore all class, race, and level requirements on the use of magic items.

True Contemplation

Starting at 15th level, by viewing the complex system of symbols and structures involving space, time and form, you can risk your sanity to solve great mysteries. You can spend two summa points to cast contact other plane.

Once you've used this feature twice, you must finish a long rest before you can do so againn.

Accent Mastery

At 17th level, you regain all expended uses of your Core Sigils when you finish a short or long rest.

The Great Design

At 20th level, your lifelong research culminates with you becoming the master of a studeo. Choose any one studeo you study. Whenever you use an Accent Sigil from that studeo, you spend 1 less summa point than you otherwise would (minimum of 1).

SERONIA | CLASSES

Curriculum of the Artist

A single stroke of the brush or chord is oft more than it appears, and this is especially true for a summist that follows the Curriculum of the Artist. Artists are summists whose bodies have all but merged with the ripples around them like the ebb and flow of ink and sound. Their newfound magical senses drive them to seek out flexibility in the execution of their steps and techniques. Their precise, sweeping motions cut into the fabric of magic itself, infusing them with supernatural acrobatic ability and elegance in battle.

Vector Arts

When you choose this journey at 3rd level, your strikes are followed by precise, clean ripples without any loss of fidelity. Whenever you make a melee-weapon attack against a creature and miss, you can cause the creature to take force damage equal to your Wisdom modifier.

Additionally, 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 your turn.

Elegance

Also at 3rd level, you gain proficiency in the Performance skill if you don't already have it, and can add your Wisdom modifier to ability checks that use that proficiency.

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.

Accelerando

At 11th level, you add your Wisdom modifier (minimum of +1) to the damage of your melee weapon attacks. Additionally, you can take the Dash action as a bonus action.

Spatial Vectors

At 14th level, your mastery of your body's space allows you to defy natural limitation. You can use your remaining movement to determine the maximum distance you can jump (long or high), instead of the normal calculation. You can jump your full distance with or without a running start.

Additionally, you can move along vertical surfaces and across liquids on your turn without falling during the move.

Legato

At 18th level, your movements become smooth and flowing without breaks. Your movement is unaffected by difficult terrain, and spells and magical effects can't reduce your speed or cause you to be Paralyzed or Restrained. You can spend 5 feet of movement to automatically escape from nonmagical restraints.

Additionally, being underwater imposes no penalties on your movement or attacks.

Curriculum of the Collector

Most often the Curriculum of the Collector begins with similar recurrent dreams: a library filled with books, a battlefield littered with weaponry, or a museum filled with art- each across from all ages, without end. Within this infinite space, you can manipulate the landscape as you see fit, perpetually in pursuit of the perfect collection. This dream repeats, becoming more and more lucid until you awaken in your dreams, reflecting your control over your inner dimensions.

Bound Collection

Starting at 3rd level, you learn to call upon a collection of weapons you store within your mind. You must bind them to yourself in order to call upon them. If you hold a weapon and meditate for 1 hour over the course of a short or long rest, you can bind the weapon to your collection, causing it to disappear. When you summon your collection, this weapon is summoned within it while it is bound.

You can have a number of weapons bound this way equal to your Wisdom modifier plus your summist level. A weapon becomes unbound 24 hours after you die or unbind it with an action, causing it to appear within 5 feet of you. Sentient weapons must agree to be bound, and can choose to unbind themselves at any point.

Conjure Collection

Starting at 3rd level, you can conjure or dismiss your collection of bound weapons, which hover in your space, as a bonus action. The weapons that are part of this collection deal force damage instead of their normal damage type, and gain the thrown property range (20/60). Any thrown collection weapon immediately returns to your space after the attack.

Whenever you can make a weapon attack and are not wielding any weapons or shields, you can instead mentally direct any single weapon in this collection to attack as if you are wielding it (as if using your choice of one or two hands). You can engage in two-weapon fighting using the collection, provided the weapons you use meet its conditions.

Additionally, when you conjure these weapons, and as a bonus action on subsequent turns, you can put the weapons in one of the following geometric formations:

Sphere. Your weapons form a protective barrier. The first time you take damage after the start of each of your turns, it is reduced by an amount equal to your Wisdom modifier (minimum of 1).

Spiral. Your collection enters a frenzy. The area within 5 feet of you is difficult terrain for creatures of your choice.

Stellated. Your collection poises to attack. Ranged attacks made with your collection do not suffer disadvantage due to attacking at long range or being within 5 feet of a hostile creature and ignore half cover and three-quarters cover.

SERONIA | CLASSES

Weapon Reading

At 7th level, you can read into a weapon's history through mere touch. Over the course of 1 minute, you can analyze a weapon you are touching. At the end of the minute, you glean one of the following things (DM's choice):

  • A clear picture of the weapon's last wielder as it drew the weapon for combat.
  • A glimpse of a magical ability the last wielder used while wielding the weapon.
  • Whether the last wielder used the weapon with malicious, honorable, protective, or some other form of intent.
  • A glimpse of the last creature felled by this weapon.

Once you have used this feature, you can't do so again until you finish a short rest or long rest. This process drains the magical imprint left on the weapon, so once you have used this feature on a given weapon, you can't use it on that weapon again until it has seen use in combat.

Ultimate Collection

At 11th level, both your control and the quality of your collection have heightened, causing your formations to improve:

Sphere. The damage is reduced by twice your Wisdom modifier instead (minimum of 2).

Spiral. The weapons expand into the area within 15 feet of you instead of 5 feet.

Stellated. Any attack made with weapons from your collection deals an additional 1d8 damage.

Conjure Flight

At 14th level, you have learned how to manipulate your summoned collection to aid with movement. While you have your collection conjured, you gain a flying speed equal to your walking speed, which manifests visually as wing-like blades, riding a cloud of weapons, or a similar effect.

Conjure Arsenal

At 18th level, you can bring out the full force of your collection in an instant. As an action, you open a portal to your dimension within The Dream behind you and conjure 100 weapons all around you. Choose any number of creatures within 120 feet of you, and divide 100 projectiles among them (a creature can be targeted by up to 10 projectiles). Each creature must make a Dexterity saving throw, taking 1d8 force damage for each projectile launched at it, or half as much on a successful save. These weapons disappear at the end of your turn.

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

Curriculum of the Divine

A summist who follows the curriculum of the divine is often mistaken as a religious figure. Instead, the divine refers to "divine proportions," or the golden ratios of our dual existence in the Material and Ethereal plane. On the battlefield, these summists are spotted by the manifestation of their ethereal self fighting alongside them, often taking the form of spectral arms or a looming figure at their back. Legends speak of summists that attain definite control, and ultimately learn to harness the divine proportions that resides within them.

Ethereal Projection

When you choose this curriculum at 3rd level, you can call forth the part of your ethereal self that revels in the glory of battle. As a bonus action or when you roll initiative, you can manifest or dismiss two spectral arms that are connected to your upper body. When summoned, and on each of your turns thereafter, each arm can perform an object interaction, such as drawing a weapon. You can control these arms easily, and they act just like your other arms.

As an action, you can make a single attack with each melee weapon you and your spectral arms are wielding (up to 4 attacks). You don't add your ability modifier to the damage of these rolls, unless that modifier is negative. When wielding a two-handed weapon, your spirit arms must hold the weapon with both hands at all times.

At 5th level, you add your ability modifier to the damage rolls of weapons you are wielding with your hands (up to 2 attacks). At 11th level, you also add your ability modifier to the damage rolls of weapons your spirit arms are wielding.

Dimensional Presence

At 7th level, your connection to your ethereal self has granted you greater presence. When you make an Intimidation or Persuasion check, you can add your Wisdom modifier to the roll instead of your Charisma modifier.

Additionally, as an action, you can amplify your presence a hundred fold. Creatures of your choice within 60 feet of you must succeed on a Charisma saving throw against your summae save DC or become aware of your presence. For the next 10 minutes, you have advantage on all Wisdom and Charisma checks made against those creatures.

Once you use this action, you must finish a short or long rest before you can use it again.

SERONIA | CLASSES

Ethereal Relativity

At 11th level, your ethereal self becomes your vigil, as the shapes of faces can be traced around your head. Whenever you make an attack as a part of a reaction, you can make an additional attack with one of your spectral arms.

Additionally, once on each of your turns when you miss with a weapon attack, you can make an additional weapon attack with a weapon being wielded by your spectral arms as part of the same action.

Intersecting Lens

At 14th level, you can view both realms of existence through either of your selves. You can see clearly in normal and magical darkness out to 120 feet, as well as into the Ethereal Plane. You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within this range and within line of sight.

Cosmic Being

At 18th level, you have fully reconnected with your ethereal self, unlocking the cosmic power within it. You have resistance to damage from weapon attacks, and any damage you deal with a weapon attack or accent sigil ignores resistance and bypasses immunities.

You can no longer die from old age, and your soul cannot be stolen, trapped or destroyed, nor can you be unwillingly raised as an undead, except by divine intervention.

Curriculum of the Healer

The Curriculum of the Healer seeks to agitate the energy that has grown stagnate in one's body, seeking to alleviate physical pain and illness. By accessing the universal leylines of life in all living creatures called meridians, they can direct the flow of energy to create sacred geometery in the body. This reinforces not only the physical structure, but its ability to retain as a vessel for the universe.

Transcend Suffering

Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your summist level × 10.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. When you use your Extra Attack class feature, you can replace one of the attacks with a use of this feature.

Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it, and 25 to turn a Festering Wound into a Wound or remove a Wound. You can cure multiple diseases and neutralize multiple poisons with a single Sigil of Healing, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Meridian Connection

Also at 3rd level, you gain proficiency in the Medicine skill if you don't already have it, and your proficiency bonus is doubled for any ability check you make that uses.

Restore Meridians

Starting at 7th level, your hands can directly interact with the flow of energy in a living creature's meridians. You no longer need a Healer's, Herbalist's, or Surgeon's Kit to perform Healing Actions, and can perform First Aid and Surgery on yourself without suffering disadvantage.

In addition, whenever you perform a Surgery Healing Action, you can use your Wisdom modifier in place of your Intelligence modifier for determining the DC.

Conduit of Life

At 11th level, your alignment in the cosmos revitalizes your wounded allies during a Short Rest. If you or any friendly creatures regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains additional Hit Points equal to your Wisdom modifier.

Restructure Energy

At 14th level, your work on accessing the cosmic energy of meridians allows you to hear the consistent language between life and death. You can treat a 1 on a Death Saving throw as a 20.

Cosmic Emanations

At 18th level, you can open your form to the true consequences of existence. If a creature hits you with a melee attack while you are above 50% of your maximum Hit Points, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

In addition, as a bonus action when you have less than half of your maximum Hit Points remaining, you can regain a number of hit points equal to half your hit point maximum.

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

SERONIA | CLASSES

Curriculum of The Ylemist

The curriculum of the ylemist delves into the strange and horrific power of Ylem, the Ur-state. Perhaps you found a book of musical compositions said to bring monstrosities into our dimension, mathematical formulae that can be used to view Ylem, or uncovered information held within the recorded ravings of a psychopath...how this knowledge came to afflict you can vary. Regardless of how, your mind is seared with visions of patterns that don't follow the logic of the material plane, scarring both you and the living universe when invoked.

Break Symmetry

Beginning at 3rd level, the strange properties of Ylem cause your sigils to create an imbalance between life and death. If a creature has failed a saving throw against your accent sigils since the start of your last turn, you can use your bonus action to give it disadvantage on its next saving throw against one of your accent sigils or give yourself advantage on your next attack roll against that target.

Primeval Speech

Also at 3rd level, your mind learns to speak with the primeval tongue of the Ur-state. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Sigil of Decay

At 7th level, you can project a defensive barrier laced with energy from Ylem. When you are forced to make a saving throw against a spell or magical effect, you can use your reaction to give yourself advantage on that saving throw. If the saving throw is successful, the creature’s spell immediately fails and has no effect.

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


Scar The Mind

Starting at 11th level, when a creature fails a saving throw against an accent sigil that you cast on your turn, you can expend four summa points to cause them to briefly glimpse the Ur-state. At the start of that creature's next turn, it rolls on the Scar The Mind table and is affected by the condition rolled.

Once you use this feature a number of times equal to half your Summist level (rounded down), you cannot use it again until you complete a long rest.


d6 Scar The Mind effects
1 The horrors it experiences cause the creature to become Frightened of you until the start of it's next turn.
2 The creature suffers from the effect of the confusion spell until the start of it's next turn.
3 The horrifying visions dominate the creature's senses, rendering them Blinded until the start of it's next turn.
4 The raw torrent of aberrant stimuli overwhelms the creature's mind, becoming Stunned until the start of it's next turn
5 The creature is overcome by irrational terror by what they witness, suffering from a fear spell until the end of it's next turn.
6 The Ur-state gazed back, dealing 1d6 psychic damage to the creature, rendering them Prone and Incapacitated until the start of it's next turn.

Bizarre Geometry

Beginning at 14th level, your mental connection to Ylem opens up your mind to patterns normally incomprehensible. Choose one of the listed traits, gaining the associated benefit:

  • Enhanced Area. Your perception has become accustomed to viewing the Ur-state. Your Visualization Arts class feature improves to 30 feet.

  • Enhanced Length. Your summae-infused attacks can cause inexplicable gravitational collapse. Whenever you make a melee attack using an Accent Sigil, you may treat your reach as if it were 5 feet longer.

  • Enhanced Volume. Your protective sigils become super dense, like the weight of a dead star. Your Sigil Defense class feature improves to 11 + your Dexterity modifier + your Wisdom modifier.

Transport to Ylem

At 18th level, when you successfully affect a creature with Scar The Mind, you may choose to instead force them to make a Constitution saving throw against your summae save DC or disappear, instantly transported to Ylem. Creatures that succeed the initial saving throw are not transported. You may only attempt to transport a target to Ylem once per turn. Each use counts as a use of your Scar The Mind feature.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. It takes 12d12 untyped damage upon arrival, suffering from the horrors and abiosis of the Ur-state. If this damage would kill the target, they experience proton death and explode into bolts of destructive plasma. Six bolts leap from that target to as many as six other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Each target takes 12d12 lightning damage. Lightning damage dealt by Annihilate Symmetry ignores resistance and treats immunity to lightning damage as resistance to lightning damage.

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

Studeo

Studeo are collections of writings and research on specialized subjects. Within these studeo, there are core sigils that come up in the stories, observations, folk lore, and other historical archives of the subjects detailed. By piecing together research collected during adverturing and personal introspection, summist are able to draw the arcane geometry that powers their sigils. Feel to come up with your own name's for books and sigils found tied to the history of Seronia. Presented are studeo for powerful concepts that are represented by summist sigils.

Absurdity

"And with Their judgment, the secular Fey Courts ruled him a 'creature of blasphemy' for believing his words could be worth anything- yet, his price for freedom was to give the Courts 100 words he could never use again."

  • excerpt from Hunting The Mercurial Wolf.

How can one truly claim to be living when they adhere to the constraining lines of conventional thought? Summists that contemplate the studeo of absurdism value spontaneity and change, and as such their accents involve creating complicated and chaotic situations on the battlefield through illusions and trickery.

Ideal: Chaos. Stagnation is the enemy of growth, so it is up to you to make sure that the world is constantly changing. Adapt to the situations you bring about, and through that act you will find completeness.

Core Sigil: Quicksilver Host. As an action, you create an illusory duplicate of yourself. This effect lasts 1 minute and requires you maintain concentration as if concentrating on a spell. The illusion appears in an unoccupied space within 10 feet of you that you can see. A duplicate has the same AC as you and disappears whenever it takes any damage from an attack, spell or magical effect. As a bonus action on your turn, you can move any one duplicate created by this art up to 30 feet to a space you can see. A duplicate can only fly this way if you also have a fly speed. Alternatively, you can use your bonus action to destroy a duplicate and teleport to its space, provided you can see the duplicate.

The amount of duplicates you can make with this ability increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level.

Accents

Mirror Step (2nd Level). You twirl the world about a creature, disorienting its perception of your position. When a creature moves within 5 feet of you, you can use your reaction and spend 1 summa point to force that creature to make an Intelligence saving throw. On a failure, you can teleport to any space within 5 feet of the creature, and the next attack it makes against you before the end of the turn is made at disadvantage.


Inversion (5th Level). As an action, you can spend 3 summa points to force a creature you can see within 30 feet of you to make a Charisma saving throw. On a failure, you teleport into a space that creature occupies and cause that creature to teleport into your space. If there is no room for the you or the creature where the other stands, this technique fails.


Altered Perspective (11th Level). When a hostile creature misses you with a melee attack, you can use your reaction and spend 3 summa points to force that creature to repeat the same attack against a creature of your choice within range of the attack (other than itself).


Feywild Certainty (17th level). As a bonus action, you can spend 4 summa points and attempt to alter a creature's perception of the battlefield. A creature of your choice within 30 feet of your must make an Intelligence saving throw to see through the illusion you foist on it. On a failed saving throw, the creature can't make reactions until the start of its next turn, and immediately makes a melee weapon attack against a creature of your choice within its reach.

SERONIA | CLASSES

Enmity

"All I meant was you were yourself again- a true Sagaz, one who forgave himself, who learned love again to give it to an entire kingdom’s people…you never lost your sense of justice, you just wanted revenge more.'"

  • excerpt from They Eat The Horses Last.

An eye for an eye leaves the world blind, but no wrong ever truly escapes the gaze of the universe. Summists that contemplate enmity allow no slight against them or their compatriots to go unpunished. Accents of the studeo revolve around instilling fear in your assailants before bringing them down.

Ideal: Revenge. You have been wronged. If you haven't been, you will be. It is your charge to turn your ire upon those who sought to bring you down, and take from them that which you are owed. They tried to bring you to your knees, but now you are hoisted up by the black wings of vengeance.

Core Sigil: Shadowblind. As a bonus action, you can force a creature you can see to make a Wisdom saving throw. On a failure, the target's vision and hearing is overtaken by a swirling mass of shadows. Until the end of your next turn, it is deafened and perceives the area beyond a 10 foot radius around it to be magical darkness. If you start your turn outside of this radius, you can use your bonus action to teleport into an unoccupied space inside of it. If a target succeeds on its saving throw, the target has no hint that you tried to use this art on it.

Accents

Jettatura (2nd Level). When a creature you can see within 30 feet of you damages you or forces you to make a saving throw, you can use your reaction and spend 2 summa points to force it to make a Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn. At the end of each of your turns while a creature is frightened of you in this way, you can spend 1 summa point to force the creature to make another Wisdom saving throw. On a failure, the creature remains frightened of you until the end of your next turn.


Mortal Terror (5th Level). You can spend your bonus action and 2 summa points to teleport to a creature within 30 feet of you that is frightened of you. That creature must make a Wisdom saving throw. On a failure, it becomes paralyzed with fear until the start of their turn.


Crippling Strike (11th Level). Once on each of your turns when you hit a creature with a melee weapon attack, you can spend 1 summa point and have it make a Wisdom saving throw. On a failure, its speed is halved, and it has disadvantage on saves against becoming frightened until the end of their next turn.


Saitoh's Vengeance (17th Level). A black mass of shadows surges from you to enact your revenge. When a creature damages you, you can use your reaction and spend 4 summa points to cause that creature to lose hit points equal to the amount of damage you took (maximum of 40 damage).

SERONIA | CLASSES

Hedonism

"With this Rosette, I do so profess / To cherish, to protect and to stir your heart / As Inanna sets in the West and Mycelle rises in the East, so shall I follow you / Clothed in her radiance, I shall always come first with a rose / Humble as Thane, I shall praise you through word and deed / Until I stand before Them and relate our love."

  • excerpt from The Vow of Courtly Love.

To live life bored and discontent is to not really live life at all. Summists that contemplate the studeo of Ardor are fiery individuals who follow their whims and passions to the ends of the earth. Hedonism accents involve spreading radiant flames and gliding through the battlefield.

Ideal: Ardor. Your heart must burn like the desert sun. Do not live idly and let opportunities pass you by. Be invested in every action you choose to take, and use the fire in your eyes to guide you into the future.

Core Sigil: Pyroclastic Flow. As an action, you move up to your speed without provoking opportunity attacks, leaving behind a wall of fire that is 10 feet high and 1 foot thick along your path, lasting for 1 minute or until you lose your concentration (as if you were concentrating on a spell). You can move through creature's spaces for this movement, but you can't end your turn there. The wall lightly obscures vision. Any creature in the wall when it first appears, and whenever a creature enters the wall for the first time on a turn or ends its turn there, it must succeed on a Dexterity saving throw or take 1d8 fire damage.

This damage increases to by 1d8 at 5th level (2d8), and again at 11th, (3d8) and 17th levels (4d8).

Accents

Searing Lashes (2nd Level). You coat your weapons in searing flames. When you take the Attack action, you can spend 1 summa to increase your reach by 10 feet until the end of your turn. Your attacks deal fire damage instead of their normal damage type for the duration.


Leaping Flame (5th Level). Whenever you are damaged by a hostile creature within 60 feet of you that you can see, you can use your reaction and spend 2 summa to briefly turn into a wisp of flame and fly to an unoccupied space within 5 feet of them without provoking opportunity attacks.


Lempo's Kiss (11th Level). At the start of your turn, you can spend 2 summa points to engulf yourself in beautiful flames. Until the start of your next turn, you are immune to fire damage, and creatures take 1d8 fire damage any time they make a melee attack against you.


Bursting Sun (17th Level). When you hit a creature with a melee weapon attack, you can use your bonus action and spend 3 to 5 summa points to cause the target of your attack to explode in a blaze of glory. Every creature in a 10-foot radius, increased by 10 feet for every summa point spent above 3, must succeed on a Dexterity saving throw or take 6d6 fire damage. You are immune to this damage.

Heroism

"'Skillful-and-Wise' or 'Adroit-and-Perceptive' or 'Deft-and-clever'- regardless of how they were referred to, The Twins were born Kothar and Owoyt, the dwarven heroes who led the first revolution against their draconic enslavers"

  • excerpt from Myth of the Opener

The world is full of monsters and those that would exploit the weak. Summists who contemplate heroism take it upon themselves to become symbols of hope by bringing down great threats for all to see. The accents of this studeo focus on refining an indomitable will and bringing the mighty down.

Ideal: Courage. People deserve peace and happiness, and so you take it upon yourself to be a tool for their delivery. Overwhelming odds are a welcome challenge, for you must be a beacon of inspiration for as long as there is a soul left to be saved.

Core Sigil: Symbol of Hope. While you can see at least one ally, and you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

Each time you use this feature beyond the first after a long rest, you gain a level of exhaustion. When you finish a long rest, all exhaustion levels gained this way go away.

Accents

Topple (2nd level). You can forgo a weapon attack on your turn and spend at least 1 summa point to attempt to topple a creature within reach. The target must make a Strength saving throw. On a failure, the target falls prone and takes 1d8 bludgeoning damage for each summa point spent. If the target is Large or larger, it has disadvantage on this saving throw and instead takes 1d10 bludgeoning damage for each summa point spent.


Blinding Valor (5th Level). Whenever a creature attempts to frighten you or a non-hostile creature within 10 feet of you, you can use your reaction and spend 3 summa points to make it so every non-hostile creature within 10 feet of you can't be frightened until the start of your next turn.


Revolution (11th Level). As an action, you can spend 3 summa points and make a melee attack against every creature within 5 feet of you. If any of these creatures is Large or larger, it takes additional damage equal to your weapon's damage die.


Kingu's Downfall (17th Level). As an action, you can spend 5 summa points to cause a giant glowing weapon to appear. This weapon crashes down in a 60 foot-tall, 10 foot radius cylinder centered on a point you can see within 60 feet of you. Any creature in the area must make a Charisma saving throw or take 5d12 radiant damage, or half of that damage on a success. If a creature is Large or larger, it takes an additional 2d12 damage. You must concentrate on this effect.

Liberty

"His name is Malen, which meant 'to paint' or 'to stain'. Such a strange name for a monster I thought- until I saw the rocks in his domain which served as the canvas for man and ship alike."

  • excerpt from Among Bravos.

It is too often that people chain themselves to the earth and become prisoners of a life they never really enjoyed. Summists contemplating liberty put above all else the ability to decide for themselves their next path. Accents of this studeo focus on being hard to reach and pushing back oppressive advances.

Ideal: Freedom. Life is but a small breeze, fleeting upon the chaotic winds of the universe. Do not waste it carrying undue burdens that leave you crushed. Lift these burdens from yourself and those around you, and reflect on how much more joyous it is to live free.

Core Sigil: Gale Surge. As a bonus action, you whip a wild gust around your body and briefly become as the wind. This effect lasts 1 minute, or until you lose concentration (as if concentrating on a spell). For the duration, you have advantage on Dexterity saving throws, and whenever a creature misses you with an attack, you can move 5 feet without provoking opportunity attacks.

Accents

Driving Wind (2nd Level). You can use your action and spend up to 5 summa points to unleash a cone of rushing air from your weapon. The size of the cone is an amount of feet equal to 10 times the amount of summa points you spent. Creatures of your choice in the cone must make a Strength saving throw or be pushed backwards until they reach an unoccupied space at the end of the cone. A creature can choose to fail this saving throw.


Malen's Maw (5th Level). You can use your action and spend any amount of summa points to swing your weapon and unleash a blade of air forward. Pick up to 3 creatures you can see within 60 feet of you. If you target more than one creature, each target must be within 5 feet of at least one other target, and none of them can have cover from you. Each of these targets must succeed on a Dexterity saving throw. On a failure, a creature takes 1d8 magical slashing damage for each point of summa you spend, or half as much on a success.


Whisper Step (11th Level). As a bonus action, you can spend 3 summa points to become invisible and able to move through the space of any creature, as well as through spaces as small as 1 inch gaps without expending additional movement until the start of your next turn, or until you attack a creature or force it to make a saving throw.


Eye of the Storm (17th Level). As a bonus action, you can spend 3 summa points to create a 10 foot radius sphere of whirling air that follows you, which lasts until the end of your next turn. While within the sphere, creatures of your choice can ignore difficult terrain, and you can impose disadvantage on any ranged attack that targets a creature inside of the sphere. Additionally, if a creature starts its turn inside the sphere, you can increase its speed by 10 feet until the end of its turn.

SERONIA | CLASSES

Mysticism

"It is clear that drugs open up the user's mind to the cosmos but not to the supernals. Therefore, all inspiration that are results of alchemical enhancement are simply emanations from the universe, consequences of the supernal's existence."

  • excerpt from Continuity and Union between The Cosmos and Man.

Getting in balance requires a summist realigning themselves in all of your realities. Those who contemplate mysticism often meditate to seek that balance between what they desire and what the universe emanates. Accents of this studeo focus on manipulating those emanations to create utility.

Ideal: Balance. Your ability to generate energy for life in a vicious reality is one of the universal laws of survival. This pursuit in a space of imperfect symmetry is what produces vitality and realigns you with past, and future, selves.

Core Sigil: Harmony of Life. As a bonus action, you open yourself up the emanations of all living things. This effect lasts 1 minute, or until you lose concentration (as if concentrating on a spell). For the duration, you have advantage on Constitution saving throws. Additionally, you increase your Wound Threshold by your Wisdom modifier.

Accents


Glimpse Destiny (2nd Level). As an action, you can spend 2 summa points and roll a single d20, then record the result. At any point until the end of your next turn, you may use that roll for a single ability check, attack roll, initiative check, saving throw, or skill check, using the recorded result in place of a roll. This accent cannot be used to replace a roll that has already been made; the recorded result must be used instead of a roll.

You can’t have more than one instance of Glimpse Destiny active on you at the same time.


Heal Bloom (5th Level). You can use your action and spend any amount of summa points to blossom a seed of life from yourself. Pick up to 3 creatures you can see within 60 feet of you. If you target more than one creature, each target must be within 5 feet of at least one other target. Each of these targets regains 1d8 hit points for each summa point you spend. You take half of the total amount of healing received by the targets as irreducible damage.


Sudden Memories (11th Level). As a bonus action, you can spend 3 summa points to open your mind to the vast experiences of past lives in the hope of learning something pertinent about your current situation. The chance of successfully finding a memory that is pertinent is equal to 70% + your summist level. Failure indicates you merely have advantage on all Intelligence-based skill checks until the end of your next turn. You must concentrate on this effect.

For example, a summist might encounter a darkling in The Hollow, and finds that their magic weapon and spells seem to be useless against the creature. If they succeed on their percentile chance, they “remember” the proper type of weapons and spells that work against such creatures.


Perfect Symmetry (17th Level). As an action, you can spend 4 summa points to create an identical copy of you, along with everything you wear and carry, anywhere you choose within 30 ft; you exist in two places at once for one minute. You and the duplicate use the same statistics and share the same resources.

If the duplicate takes damage, for example, you deduct the damage from your hit point total. Similarly, if your duplicate expends a charge or daily use from a magic item you both wield, the charge or daily use is expended from the item you carry. If you or the duplicate drops or gives away something you’re carrying, the item disappears from the other body as well. This spell doesn’t duplicate items; any you possess remain on you.

You perceive sensory information from your body and that of your duplicate simultaneously. The spell enables you to process the sensations so you don’t find them disorienting.

When you take any action, you choose which of your bodies performs the action, but both bodies share the same pool of actions. For instance, if you take the Attack action, you can use either body as the point of origin, but the other body can’t also take an Attack action that round. Likewise, if your duplicate takes a reaction to make an Opportunity Attack, you couldn’t take a reaction as well. Both bodies can take any number of non-actions as usual; for example, both bodies could say different things or each drop a different item. If either body doesn’t move during the round, that body can move your speed as a reaction.

The two bodies are affected by attacks, spells, and effects as though they were one person, taking the worse effect when applicable (for example, if the bodies would be subject to differing effects due to being at different ranges). If both bodies are in the area of the same fireball, you would attempt the saving throw only once and take the damage only once. If one body is targeted by hold person, both would become Paralyzed on a failed save.

Both bodies count as a single creature for effects that target a specific number of creatures, and they can’t be chosen more than once for such effects. You do count your other body as another creature for most combat effects, such as flanking or determining cover. However, you don’t count as two unique creatures for the purposes of feats or effects you use that can target only creatures other than yourself.

Any magical effect with a duration affecting you has its duration halved while you’ve achieved perfect symmetry. For example, the hold person spell mentioned above would lose 2 rounds worth of duration per round until your duplicate disappeared.

If you were under an aid spell that had 1 hour remaining when you achieve perfect symmetry, the effect would end after 30 minutes instead of 1 hour. An effect shortened in this way lasts a minimum of 1 round total, and if an effect that lasts an odd number of rounds has 1 round remaining, it has its full effect on both of your bodies for that round.

When the spell ends, you decide whether you or your duplicate disappears. If you disappear, you become your duplicate. If you are carrying artifacts when you do this, they transfer with your consciousness.

SERONIA | CLASSES

Mercy

"Her vow of nonviolence did not forbid punishment, instead what was forbidden was punishment out of hatred. It was her refusal to be drawn into evil, to add to the hate, or to continue the violence that marked Mycelle Oren'stan's rule."

  • excerpt from The Eternal Queen.

Those that contemplate mercy renounce hatred while taking no stance on punishment. Mercy is said to be more difficult than compassion, as it is easier to regret the suffering of another, especially when you can feel their pain, than it is to reflect on the futility of hatred, especially when you have been maliciously harmed. Accents of this studeo focus on impeding wrongdoing.

Ideal: Absolution. Maybe you were wronged. Maybe you wronged another. No matter how the tit for tat of hate and harm first ensnared you, you've discovered that the only real escape is to move beyond and let go. When pain mounts and wrongs fail to cease, you find refuge through giving up all rancor and ire. They can hurt you no longer.

Core Sigil: Kinetic Suspension. As an action, you can use sigils to blunt a target's weapons. One creature you can see within 30 feet of you must make a Charisma saving throw. If it fails, it takes a penalty to its attack and damage rolls equal to your Wisdom modifier (minimum 1) for 1 minute or until your concentration ends, as if you were concentrating on a spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Accents

Olive Branch (2nd Level). You can spend 2 summa points as a bonus action to offer an exchange of mercy and reprieve. Until the beginning of your next turn, any creature that targets you with an attack or harmful effect must first make a Wisdom saving throw. On a failed save, it must choose a new target or lose the attack or spell. This accent doesn't protect you from area effects, such as an androsphinx's roar.

If you make an attack, deal damage to another creature, or force a creature to make an ability check or saving throw, this effect immediately ends.


Forbearance Over Fear (5th Level). As a reaction when a creature within 30 feet of you that can hear you fails a saving throw, you can spend 3 summa points to speak peace to it. The creature adds your Wisdom modifier (minimum +1) to its roll, possibly changing the failure to a success.


Cloak of Clemency (11th Level). You can spend 1 or more summa points as a reaction after a creature damages you. You gain 10 temporary hit points for each summa point spent, up to a maximum equal to the damage you took. These temporary hit points last until the end of your next turn.


Wings of Mercy (17th Level). Forgetting the past gives you the freedom to fly. You can spend 4 summa points as an action to jump into the air. Each creature of your choice within 15 feet of you when you do so gains 6d6 temporary hit points. Also, for the rest of the turn, you gain a flying speed of 60 feet, and your movement doesn't provoke opportunity attacks. If you are still airborne at the end of the turn, you gently descend to the nearest safe terrain.

Potency

"Each was a relic of a treasonous plot, now riddled with maggots or covered with flies. The remains were meant to remind us of the power of the Council of Roses- a greater and more ominous shadow behind the immediate authority of aldermen, local lords and judges of the court."

  • excerpt from Erodyl Lichenstein: In Service of Votan.

The path of the summist is full of rivals and obstacles. Those that contemplate potency make it their goal to shatter the competition and make it clear that their power is absolute. Accents of this studeo focus on demolishing the weak and ignoring attempts at stopping your advance.

Ideal: Power. It is not enough to merely defeat your enemies; you must overcome them and demonstrate the gap in your abilities. You must prove to yourself and to the world that your might is unrivaled.

Core Sigil: Conception of Space. As a bonus action, you can deform the dimensions in which you exist. You gain temporary hit points equal to your Wisdom modifier + half your summist level, which last for 1 minute (rounded up, minimum 1). For as long as you have these temporary hit points, whenever you make a Strength check or saving throw and you roll a number below half your Wisdom score on a d20, you can treat the roll as half your Wisdom score.

Starting at 5th level, for as long as you have these temporary hit points, your size increases to Large if you are not already Large or bigger. This means that your size doubles in all dimensions, and your weight is multiplied by eight. Your equipment grows to match your new size. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available.

Accents

Antean Strike (2nd Level). When you hit a target with a melee weapon attack, you can use your bonus action and spend up to 5 summa points. The target is pushed backwards 5 feet for every point of summa you spent.

If this movement would force the target to impact a creature, object, or structure, then it and whatever it collided with take 1d6 bludgeoning damage for every 5 feet of forced movement remaining (minimum of no damage).


Reprisal (5th level). Those who seek to mar you without facing you deserve a swift punishment. When a creature you cannot see hits you or a creature hits you with a ranged attack, you can use your reaction and spend 3 summa points to reduce that damage by 1d10 + your Wisdom modifier, and then force that creature to succeed on a Wisdom saving throw or take psychic damage equal to the amount you reduced.


Strength of Will (11th Level). At the start of your turn, you can spend 4 summa points to remove one of the following conditions from yourself: blinded, charmed, deafened, frightened, incapacitated, paralyzed, poisoned, or stunned.


Lateral Blast (17th Level). As an action, you can spend 4 summa points and slam your weapon into the earth. Every creature in a 15-foot cone in front of you must make a Constitution saving throw or be stunned until the end of your next turn.

SERONIA | CLASSES

Stoicism

"He rarely spoke to threaten, instead just pointing at his camel hide baldric. On it he'd slowly trace burned scenes of him killing a genie, severing all of a hydra's heads at once, and killing what the gnolls thought was a god...and then he'd tap the unburnt section awaiting them."

  • excerpt from Journey to Mashrek: The Account of Und'ray Valida.

Like the plates that shift about the world's surface, you leave a lasting impact on every person you encounter. Summists that contemplate stoicism put great thought that each spoken word and each action belonging to them is not glib. Accents of the studeo focus on using the earth to keep you centered, and landing decisive blows.

Ideal: Discipline. Expression is a powerful thing that is best not used frivolously. Speak and act when your words and actions further your path, and make sure each word strikes with the impact of a falling boulder.

Core Sigil: Tremorcube. As a bonus action, you cause a Medium, perfectly hexahedron chunk of earth to emerge in an unoccupied space within 30 feet of you, lasting for 1 minute or until you lose concentration (as if you were concentrating on a spell).

The tremorcube is a magical object that occupies its space. It has an AC of 13 + your Wisdom modifier, and a number of hit points equal to twice your summist level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). The area within 10 feet of the tremorcube constantly hums and pulses, and is considered difficult terrain. As a bonus action on subsequent turns, you can make the tremorcube move up to 15 feet.

If you summon the tremorcube within 5 feet of a creature, and as a reaction whenever a creature moves within 5 feet of it, you can cause the tremorcube to make a melee spell attack against that creature. On a hit, it deals an amount magical bludgeoning damage equal to 1d8 + your Wisdom modifier, and their speed is halved until the end of the turn.

Accents

Firmly Rooted (2nd Level). When an effect would knock you prone or move you against your will, you can spend 1 summa point to hook into the earth. Until the end of your next turn, you can't be be knocked prone or moved against your will, including against the original effect.


Hammer Strike (5th Level). When you hit a creature with a melee weapon attack, you can spend 2 summa points to embed it into the earth below it. The target must make a Strength saving throw. On a failure, the target is knocked prone. If the target is already prone, it is instead restrained until the end of its next turn.


Fractal Form (11th Level). As an action, you can spend 3 summa points to petrify yourself until the start of your next turn. While Petrified in this way, any damage you take is halved, and your form can't be changed.

Additionally, the earth around your feet attempts to encase those around you in fractal curves. Each creature within 15 feet of you must make a Dexterity saving throw. On a failure, that creature is restrained until the end of your next turn.


Recursive Tremors (17th Level). As an action, you can spend 5 summa points to generate a subdividing carpet of earth that originates from either you or your Tremorcube. All creatures in a 60-foot cone, which spreads around corners, must make a Constitution saving throw. On a failure, the creature's body is partially embeded in waist-high earth that moves with them until the end of your next turn. For the duration, the creature's speed is halved, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

Once per turn, when you hit a creature affected by with a melee weapon attack, you can force it to make a Constitution saving throw. On a failure, the earth erupts around the target, becoming Petrified until the end of your next turn.

Tranquility

"The most controversial element of the Sacred Hunter code is the tenet of mapathond, or "root pulling." It refers to the idea that evil can continue to infect if you do not remove all elements. To the common folk, dispassionate butchery is still butchery."

  • excerpt from The Last Death of Tajba.

Summists that contemplate the studeo of tranquility are renowned for their ability to remain calm in even the most dire of situations. Combat is an equation to be solved, and it is the practice of the summist to understand all of its elements. This view lends itself to a prescient combat style, where the practioner appears able to act in impossibly short spans of time.

Ideal: Order. Everything has a cause and an effect. The world may appear chaotic, but a clean layer of order underlies it all. The more you discover and understand this order, the greater a warrior and the more fulfilled an individual you will become.

Core Sigil: Primed. If you are not surprised, immediately after initiative is rolled, but before anyone acts, you can move up half your your speed and make a single weapon attack. This attack deals double damage to objects and structures.

If you are surprised, you can instead use this core sigil to no longer be surprised.

Accents


Prescient Counter (2nd Level). When you are hit by an attack, you can use your reaction and spend 2 summa points to gain an AC bonus equal to your Wisdom modifier against that attack, potentially causing it to miss.


Dead Calm (5th Level). As an action, you can spend 3 summa points and pick a hostile creature within 20 feet of you. You can teleport to an unoccupied space within 5 feet of that creature, and make a melee weapon attack against any creature in a 5-foot wide line from your original location to your new location.

If a creature damaged by this accent has an amount of hit points less than or equal to your summist level at the end of your turn, it drops to 0 hit points.

SERONIA | CLASSES

Votan's Watch (11th Level). When you take the Dodge action, you can immediately use your bonus action and spend 1 summa point to enter a time-slowing stance. Until the start of your next turn, you can't be knocked prone or moved, and whenever a creature within 5 feet of you makes an attack, you can instantly make a melee attack against it (no action required).


The Black Path (17th Level). As an action, you can spend 4 summa points to teleport up to 60 feet to an unoccupied space within reach of a target and make a single melee weapon attack against it. On a hit, this attack deals an additional 2d8 force damage. You can do this up to 5 additional times as a part of the same action, so long as each target you attack is different.

Unity

"Isluv stood in immaculate but battle proven armor and addressed them as equals, pacing the muddy riverbanks as she spoke. 'My armor, much like myself, took several thousand hits to be shaped the right way. Now, neither of us shall break in defense of our kingdom.'""

  • excerpt from Biographies of Queens-in-Waiting.

No true warrior fights in isolation; their friends, family, and all their allies follow them into every fight. Summist that contemplate the studeo of unity utilize the strength of their bonds to perform superhuman feats in combat.

Ideal: Camaraderie. Your allies are your family, and those bonds are more precious than anything the world can muster. Cherish them and look out for them, for they will make you your best self.

Core Sigil: Rally. As an action, you let out a riveting war cry that sends jolts through the bodies of your allies. Any allied creature within 30 feet can use their reaction to move up to their speed without provoking opportunity attacks.

This ability's range increases by 30 feet when you reach 5th level (60 feet), 11th level (90 feet), at 17th level (120 feet).

Accents

Warding Strike (2nd Level). When you hit a creature with a melee weapon attack, you can use your bonus action and spend 1 summa point to instill hesitation within them. The next attack it makes before the start of your next turn deals minimum damage if it is against someone other than you.


Bolstering Bond (5th Level). As an action, you can spend up to 5 summa points to bolster yourself and an ally. You and an ally of your choice within 30 feet of you gain 1d8 temporary hit points for each summa point you spent. These temporary hit points last 1 minute, until you use this technique again, or until you focus to regain your summa.


Unified Assault (11th Level). Whenever you hit a creature with a melee weapon attack, you can use your bonus action and spend 3 summa points to call in an assault. A single allied creature of your choice within 30 feet of you can use their reaction to make a weapon attack against that same creature.


Godtree's Gift (17th Level). Whenever you see a creature reduce an allied creature to 0 hit points, you can use your reaction and spend 4 summa points to move up to your speed and make an attack against the attacking creature. On a hit, the attack deals damage as normal, pushes the attacking creature 5 feet away, and the allied creature regains hit points equal to your level.

SERONIA | CLASSES

PART 4

Expanded Equipment
Armor
Armor Cost Armor Class (AC) Strength Stealth Properties Weight
Light Armor
Padded 5 bp 11 + Dex modifier - Disadvantage - 8 lb.
Boiled Leather 12 bp 11 + Dex modifier - - - 10 lb.
Arming Doublet 20 bp 11 + Dex modifier - - DR/2 ballistic 10 lb.
Jack of Plate 45 bp 12 + Dex modifier - - DR/2 ballistic 16 lb.
Brigandine 200 bp 13 + Dex modifier - - DR/2 ballistic 18 lb.
Medium Armor
Haubergeon 50 bp 13 + Dex modifier (max 2) - - DR/3 ballistic 20 lb.
Munition 50 bp 14 + Dex modifier (max 2) - Disadvantage DR/3 ballistic 45 lb.
Imperium rivet 400 bp 14 + Dex modifier (max 2) - - DR/3 ballistic 20 lb.
Cuirass 500 bp 14 + Dex modifier (max 2) Str 11; special Disadvantage DR/5 ballistic 30 lb.
Half plate 750 bp 15 + Dex modifier (max 2) Str 11 Disadvantage Resistance: ballistic 40 lb.
Heavy Armor
Hauberk 30 bp 14 - Disadvantage DR/3 ballistic 40 lb.
Mail and plate 75 bp 16 Str 13 Disadvantage DR/3 ballistic 55 lb.
Coat of plates 200 bp 17 Str 15 Disadvantage DR/5 ballistic 60 lb.
Plate 1,500 bp 18 Str 15 Disadvantage Resistance: ballistic 65 lb.
Vonyan plate 10,000 bp 18 Str 15 Disadvantage Resistance: ballistic 100 lb.
Sereg 3,500 bp 18 - - Resistance: ballistic 35 lb.
Shields
Buckler 8 bp +1 - - - 4 lb.
Tower Shield 15 bp +3 Str 13 Disadvantage DR/2 ballistic 30 lb.

Light Armor

Arming Doublet. Also called an aketon or gambeson, an arming doublet is typically worn under armor, particularly plate armor. It contains arming points for attaching plates and goussets sewn into the elbows and armpits to protect the wearer. In Levantine, the arming doublet has become civilian aristocratic fashion, as the garment suggests status and the chivalry of a knight.

Boiled Leather. Boiled leather was used for cheap and light armour, coated with a crushed mineral facing mixed with glue. Although it was much less effective than any standard metal armor, it has the unique advantage that it can, in extreme situations, provide some nutrition when actually boiled. Doing so destroys the armor and provides 5 days of difficult to chew trail rations.

Jack of Plate. A jack of plate, or "jack," is a type of armour made up of small iron plates sewn between layers of felt and canvas. Jacks are often made from recycled pieces of older plate armor, including damaged brigandines cut into small squares. It is the preferred armor of common soldiers and peasant militias.

Brigandine. A brigandine is a garment, generally heavy canvas or leather, lined with small oblong steel plates riveted to the fabric. The form of the brigandine is essentially the same as the civilian doublet, though it is commonly sleeveless.

Medium Armor

Cuirass. A cuirass is two solid plates, covering both the chest and back of the wearer. Instead of slowing movement speed, a cuirass imposes disadvantage on Strength (Athletics) and Dexterity (Acrobatics) checks unless you meet or exceed the armor's Strength requirement.

Haubergeon. A haubergeon is a shirt of thigh-length mail, with sleeves to the elbow and a split in the front and back to the groin so the wearer can ride a horse. It comes with leather gloves and a coif for added protection. It is a smaller version of a Hauberk.

SERONIA | EXPANDED EQUIPMENT

Munition. Munition armor refers to any mass-produced armor, stockpiled in armories to equip both foot soldiers and mounted cavalry. Munition armor's standard pattern features several interchangeable pieces for quick repair and reducing the cost to a fraction of tailored-made full plate armor.

Imperium Rivet. Imperium rivet is a type of flexible plate armour created by the Levantine military, utilizing overlapping plates sliding on rivets. It consists of a breast and backplate with a front plate reinforcement called a placcard often bearing a coat of arms or religious symbol.

Given the cost and tailoring requirements, this armor is usually reserved for the military's upper strata of society and officers.

Heavy Armor

Hauberk. A hauberk is a knee-length version of a haubergeon, featuring full arm-length sleeves, an incorporated chain hood, and full mail gloves.

Mail and plate. Also known as plated chainmail, mail and plate armor is a type of long-sleeved mail with small horizontal plates arranged in vertical rows without gaps, joined by rings, and embedded in mail. The sleeves featured embedded plates as well. This is the armor of choice for Mashreki soldiers, with their versions reinforced by large, round mirror plates.

Coat of plates. A coat of plates is a form of segmented torso armor consisting of overlapping metal plates riveted inside a leather garment. The plates number anywhere from eight or ten to the hundreds depending on their size. The plates overlap, usually enough to guarantee full coverage even when moving around and fighting. It is traditional worn as part of a full knightly harness, but is slowly being replaced by plate armour among the elite.

Vonyan Plate. Also known as emperor plate, Vonyan plate is a form of plate armor characterized by full-body steel plate without a surcoat (as Vonyan does not have coat of arms) and a complete lack of decorative trimmings.

Made from namesake Vonyan steel, any critical hit against you while you're wearing it becomes a normal hit.

Sereg. Sereg plate is a form of elven plate armor decorated with many flutings to aid in deflecting the points and blades of assailants and increasing the structural strength of the plates. Signature features of this armor are the death mask armet, small flower-shaped, narrow, and parallel etching covering most of the harness. Unlike traditional plate, it does not impose disadvantage on Dexterity (Stealth) checks or have a Strength requirement.

Shields

Buckler. This small metal shield is worn strapped to the forearm. You can wield a weapon in the same hand of the buckler, but you have a -1 penalty on attack rolls with the weapon in that hand.

Tower shield. A massive shield nearly as tall as a human, you can spend an action to use it as total cover until you make another action. The shield does not provide cover against targeted spells, and you can't use your shield hand for anything else. Due its weight, your speed is reduced by 10 feet. If you are also wearing heavy armor, you have a -2 on attack rolls.

Firearms

The firearms presented here possess a few properties and rules different from those presented in the Dungeon Master’s Guide or other sources.

Ammunition

As with bows or crossbows, all firearms require ammunition to make an attack. Ammunition might be musketballs, cartridges, or buckshot (see the Crafting Ammunition section pg. 120).

Firearm Properties

In most settings, firearms are a new technology, and even those practiced in their use have to work around a few unique limitations, as detailed below. For the purposes of rules text, firearms count as both ranged weapons and firearms, and are eligible for abilities that include ranged weapon attacks.

Aiming

Even with firearms proficiency, Seronia's level of firearm technology comes burdened with severe inaccuracy. In order to add your proficiency modifier to hit, you must use a bonus action to Aim with your firearm.

Reload

A firearm may be shot a number of times equal to its Reload score before it must be reloaded by using an action or a bonus action. Each Reload chambers one round for your firearm, regardless of the action expended. You must have one free hand to reload a firearm.

Misfire

Whenever you make an attack roll with a ranged weapon with the Misfire property and the attack roll is equal to or lower than the weapon’s Misfire value, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and clean or repair it.

To repair a firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + Misfire score). If your check fails, the weapon is unusable until the end of combat and may need to be mended out of combat at a quarter of the cost of the firearm (DM's discretion). Creatures who use a firearm without being proficient increase the weapon’s Misfire score by 1.

Caliber

Ranged weapons with the Caliber property deal additional damage when you shoot from an advantageous position, but require an action to reload. You deal 2 additional damage die when you successfully attack a target and exceed the target's AC by 5 or more. This damage does not stack and is not multiplied on a critical hit.

Scatter

When you fire a weapon with the scatter property at a target, you may simultaneously attack a second target that is within 5 feet of the first. Use the same attack and damage rolls for both targets.

SERONIA | EXPANDED EQUIPMENT
Firearms
Name Cost Damage Weight Properties Ammo
Sidearms
Coat pistol 125 bp 1d8 ballistic 1 lb. Range (10/30), Reload 1; Misfire 3, light, covert musketball
Flintlock pistol 150 bp 1d8 ballistic 2 lb. Range (15/60), Reload 1; Misfire 2, light musketball
Dragon pistol 275 bp 1d12 ballistic 4 lb. Range (15/30), Reload 1; Misfire 3, scatter buckshot
Pepperbox 350 bp 1d10 ballistic 4 lb. Range (40/120), Reload 3; Misfire 2 cartridge
Flintlock revolver 500 bp 2d4 ballistic 3 lb. Range (40/120), Reload 5; Misfire 2 cartridge
Imperium wheellock pistol 500 bp 2d6 ballistic 3 lb. Range (60/180), Caliber, Reload 1; Misfire 2, heavy cartridge
Longarms
Arquebus 150 bp 1d10 ballistic 12 lb. Range (30/90), Reload 1; Misfire 3, two-handed musketball
Hand mortar 250 bp per grenade 7 lb. Range (60/240), Reload 1; Misfire 4, two-handed grenade
Wheellock rifle 280 bp 1d10 ballistic 11 lb. Range (50/160), Reload 1; Misfire 2, two-handed musketball
Blunderbuss 400 bp 2d12 ballistic 10 lb. Range (15/30), Reload 1; Misfire 2, scatter, two-handed buckshot
Musket 480 bp 2d6 ballistic 10 lb. Range (70/200), Reload 1; Misfire 2, two-handed musketball
Flintlock carbine 600 bp 2d8 ballistic 7 lb. Range (60/180), Reload 5; Misfire 2, two-handed cartridge
Imperium huntsmen rifle 1000 bp 2d10 ballistic 20 lb. Range (80/320), Caliber, Reload 2; Misfire 2, heavy, two-handed cartridge
Ammunition and Explosives
Musketball (10) 2 bp - 1 lb. Requires 1 dose of powder for each load
Buckshot (10) 4 bp - 1 lb. Requires 1 dose of powder for each load
Cartridge (10) 4 bp - 1 lb. Requires 1 dose of powder for each cartridge
Powder horn 100 bp - 2 lb. 100 doses of powder
Powder keg 1000 bp - 20 lb. 1000 doses of powder
Bomb 150 bp 3d6 fire 1 lb. DC 13 Dexterity saving throw for half
Grenade, Miasma 480 bp special 0.5 lb. DC 15 Constitution saving throw to avoid
Grenade, Grapeshot 500 bp 5d6 piercing 0.5 lb. DC 15 Dexterity saving throw for half
Grenade, Seafire 720 bp 8d6 fire 1 lb. DC 15 Dexterity saving throw for half

SERONIA | EXPANDED EQUIPMENT
    Coat pistol
    Pepperbox
    Flintlock pistol
    Dragon pistol
    Flintlock revolver
    Imperium wheellock pistol

Sidearms

Coat pistol. A noble’s weapon, coat pistols are basic flintlock weapons designed to be easily hidden. They are, however, notably unreliable and short range.

Flintlock pistol. The first kind of pistol that didn’t require using an actual match, these are muzzle-loading, singleshot pistols. They are simple to build and the most common firearm around.

Dragon pistol. A blunderbuss in handgun form is called a dragon pistol, and it is from this that the term dragoon for mounted light infantry evolved.

Pepperbox. Named from its resemblance to household pepper shakers, a pepperbox is a tri-barrel repeating firearm which revolves around a central axis.

Flintlock revolver. The earliest true revolver in contrast to earlier pepperboxes which are multi-barreled guns. While the cylinder must be rotated by hand, it is self-priming: a compartment automatically releases gunpowder into the pan when the hammer is cocked.

Imperium wheellock pistol. At just over 2 feet long, the Imperium wheellock pistol is the sidearm of choice for the heavily armored pistoleers of Levantese army, carrying up to six in battle. It fires a .70 caliber cartridge.

Longarms

Arquebus. The most basic combination of barrel, stock, and trigger, arquebuses use actual burning matches to set off their powder charge. This makes them cumbersome to use and load, but also cheap to produce, and therefore quite common.

Wheellock rifle. The wheellock was the next major development in firearms technology after the arquebus. Its name is from its rotating steel wheel to provide ignition. A wheellock firearm has the advantage that it can be instantly readied and fired even with one hand, in contrast to the arquebus.

Blunderbuss. Blunderbusses are similar to muskets in that they are muzzle-loaded and must be reloaded after each shot. They are similarly flintlock weapons, but instead of a single ball they fre buckshot—a grouping of tiny pellets that spread out over a wide area.

Musket. Also known as the heavy arquebus, a musket is a smoothbore flintlock weapon. It is still slow to load, but has slightly better range, packs more of a punch, and weighs less.

Hand mortar. Often used as wall or naval defense weapons, a hand mortar requires the shooter to light a grenade's fuse, frontload it, then fire it at the enemy. However, given the accidents that occur if the weapon misfires with a lit grenade remaining in the barrel, it is not a popular weapon.



Imperium Huntsmen Rifle. The signature weapon of the Grandmaster Conclave, the Imperium Huntsmen Rifle is an accurate large caliber gunne equipped with double set trigger, used to great effect in heavily forested areas against big game targets.

Flintlock Carbine. Using a shorter barrel than a rifle or musket, the carbine's lightweight and smaller size are issued to high-mobility and non-infantry soldiers. A flintlock carbine uses the same true revolver technology as its sidearm counterpart.

SERONIA | EXPANDED EQUIPMENT

Ammunition and Explosives

Musketballs. A simple ball of lead, paired
with a dose of black powder when loaded into
a firearm.

Buckshot. A package of small lead pellets that scatter when fred, doing damage to creatures in a large area. In desperate situations, you can substitute gravel or sand for a load of buckshot, increasing your misfire chance by 2.

Cartridge. A bullet and dose of powder are
combined within a package of stiff, chemically
treated paper to form a cartridge. The paper and
powder burn away when fred, sending the bullet
forward on its own.

Powder horn. Often hung on a leather strap
for easy portability, a powder horn holds up to
100 doses of gunnepowder.

Powder keg. Less portable than a horn, a
gunnepowder keg holds up to 1000 doses of
gunnepowder and is often transported via horse or
wagon.

Bomb. A bomb is a unadorned sphere of thin iron designed to disintegrate when the powder inside it detonates. As an action, you may place the bomb on the ground, throw it
up to 20 feet, or launch
with a hand mortar.
Bombs do not go off
immediately, instead exploding at the beginning of your next turn. Anyone within a 5-foot radius of the bomb when it detonates takes 3d6 fire damage and, or half as much damage on a successful DC 13 Dexterity save.

Miasma grenade. Each creature that needs to
breathe within 30 feet of must succeed on a DC 15
Constitution saving throw or become unable to
breathe while sneezing uncontrollably. A creature
affected in this way is Incapacitated and
Suffocating. As long as it is conscious, a creature
can repeat the saving throw at the end of each of its
turns, ending the effect on a success.

Grapeshot grenade. A grapeshot grenade is a
mass of small metal balls or slugs packed tightly
into a canvas bag. When assembled, the
balls resembled a cluster of grapes, hence
the name.

Seafire grenade. An alchemical blend of quicklime and sulfur, seafire is a dangerous combustible compound typically used it in naval battles to great effect, as it continues to burn while floating on water. Bravos from the Isles of Iniquity have been known to use pressurized nozzles to deliver streams of seafire to enemy ships and boarding parties.

Creatures within a 20 ft.
radius must make a DC 15
Dexterity saving throw for
half. Seafire functions underwater and is not extinguished by non-magical water. As an action, a creature can annoint themselves in vinegar to gain advantage for one round on saving throws versus seafire.

Arquebus
Wheellock rifle
Blunderbuss
Musket
Hand mortar
Flintlock carbine
Imperium Huntsmen Rifle

SERONIA | EXPANDED EQUIPMENT


Expanded Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Brandistock 1 bp 1d6 piercing 4 lb. Covert, special, versatile (1d8)
Cinquedea 5 bp 1d6 slashing 3 lb. Finesse
Dukaz Blade 6 bp 1d4 slashing 2 lb. Finesse, light, adaptable (bludgeoning)
Garrote Wire 5 bp 1d6 slashing 1/4 lb. Finesse, light, special, two-handed
Agogi War Club 8 bp 1d4 bludgeoning 3 lb. Light, thrown (range 10/30), adaptable (piercing)
Sword Cane 45 bp 1d6 piercing 2 lb. Covert, finesse
Nunchaku 30 bp 1d4 bludgeoning 3 lb. Finesse, versatile (2d4)
Simple Ranged Weapons
Repeating Light Crossbow 300 bp 1d8 piercing 5 lb. Range (80/320), two-handed
Kunai 2 cp 1 piercing 1/10 lb. Finesse, light, thrown (range 10/30)
Pistol Sword Cane 100bp 1d8 ballistic 1 lb. Range (5/15), Reload 1; Misfire 3, light, covert, loading
Martial Melee Weapons
Kernegyn War Pick 20 bp 1d8 piercing 8 lb. Heavy, adaptable (bludgeoning)
Elven Leaf Spear 250 bp 1d8 piercing 10 lb. Finesse, reach, two-handed
Elven Warblade 350 bp 1d8 slashing 3 lb. Versatile (special)
Gnomish Gauntlet Gunne 750 bp 1d8 bludgeoning 1 lb. Caliber, light, Reload 1; Misfire 2
Gnomish Noble Blade 250 bp 1d8 slashing 1 lb. Light, adaptable (piercing)
Katana 350 bp 1d10 slashing 3 lb. Finesse, versatile (1d12)
Kopra Chain 300 bp 2d4 bludgeoning 5 lb. Finesse, reach, two-handed
Naginata 300 bp 1d12 slashing 6 lb. Heavy, reach, two-handed, adaptable (piercing)
Thulite Axe 300 bp 1d10 slashing 5 lb. Heavy, special
Yari 30 bp 1d10 piercing 12 lb. Heavy, reach, special, two-handed
Martial Ranged Weapons
Bladed Crossbow 65 bp 1d8 piercing 1 lb. Range (80/320), Reload 1; two-handed, special
Mazoi Greatbow 250 bp 1d8 piercing 6 lb. Range (150/600), special
Weapon Modifications
Cyclopean +16,000bp - +3 to hit and damage
Mastercrafted +300 bp - - +1 to all attacks with a mastercrafted weapon
Silvered +100 bp - - Effective against certain monster types
Sky Iron +300 bp - - Special
Stoneforged +700 bp x1.5 Special
True Metal +100 bp/lb x0.5 Special
Vonyan Steel +100 bp/lb - x2 Special
Zhar'klad +1,500 bp - - Special

SERONIA | EXPANDED EQUIPMENT

New Weapon Properties

Adaptable

This weapon features varied trauma points, allowing the wielder to substitute the weapon's primary damage type with the one listed in parentheses as a (no action required). The Morningstar from the PHB pg. 149 also counts as having adaptable (bludgeoning).

Covert

Weapons with the covert property grant advantage on checks made to conceal the weapon—whether on your person, under or in an object, or somewhere else. The DM has the final say on whether or not this property applies to a situation.

Expanded Weapons

Brandistock: This peculiar spear-like weapon is popular among the common folk and law enforcement. The brandistock's three-pronged head is retractable, which renders it indistinguishable from a quarterstaff (unless closely inspected). Extending the blades is a free action, but pulling them back requires you to spend an action.

Cinquedea: Known as a "Five Fingers Sword," it describes the width of the blade next to the guard. It is normally carried horizontally next to the buttocks so that it could be drawn laterally from the back.

Dukaz Blade: This curved knuckle knife leaves the hand free for grappling, climbing, and other similar activities, but not somatic gestures.

Garrote Wire: Garrote Wire cannot be used on any creature greater than 1 size larger than the user, and the user must have advantage against the target. On a hit the target is automatically grappled and restrained. Until the grapple ends, the target cannot breath and chokes. Creatures that do not need to breath are immune to a garrote wire's choke at the discretion of the DM. Choking creatures die after an uninterrupted number of rounds equal to their Constitution modifier. Critical hits from garrote wires cause Wounds rather than rolling on the critical chart (pg. 138).

Agogi War Club: Originally created from salvaged gnomish gun stocks, the typical agogi war club is carved from a specially chosen straight grain hard woods. The faceted stock forms a sharp diamond cross-section, and every edge and point creates a trauma surface. They hit with remarkable force and prove to be extremely lethal weapons as their power was often enhanced by the addition of a short lance point or one or more knife blades. It can also be thrown with fair accuracy.

Sword Cane: This slender light blade lies within a wooden container that serves as both its scabbard and hiding place. You can draw the blade from the cane as a bonus action.

Nunchaku: This weapon consists of two sticks connected at one end by a short chain or rope. The two sections of the weapon are commonly made out of wood, while the link is a cord or a metal chain.

Repeating Light Crossbow: The repeating crossbow combined the actions of stringing the bow, placing the bolt, and shooting into a one-handed movement, thus allowing for a much higher rate of fire than a normal crossbow. A top-mounted magazine containing a reservoir of bolts fed the crossbow through gravity, and the mechanism was worked by moving a rectangular lever forward and backward. This weapon cannot be selected as a free starting weapon.

Kunai: While a basic thrown weapon, the kunai could be used as a multi-functional weapon, popular before the wide spread of firearms. By attaching a rope to the ring in the handle, the user can gouge holes in walls or trees to climb them.

Pistol Sword Cane: The pistol attachment makes the nature of the weapon a little more difficult to hide. An observer must make a Perception check to realize that an undrawn sword cane pistol is a weapon rather than a walking stick; the DC decreases if the observer is able to handle the weapon. A sword cane pistol uses a musketball and a single dose of black powder as ammunition. The sword part of the weapon must be drawn in order to load the pistol part of the weapon. This weapon cannot be selected as a free starting weapon.

Kernegyn War Pick: A war pick resembles a heavy pick, but with a slightly longer shaft and a more massive head. The beak portion can be turned around to deal crushing blows with the back of the weapon's head.

Elven Leaf Spear: Behind this long pole weapon’s spearhead, several short branches project from the shaft at irregular intervals, each angled forward and tipped with a smaller leaf-like blade. This weapon cannot be selected as a free starting weapon.

Elven Warblade: This sword has a second, smaller blade extending from the pommel. If you are wielding this weapon two handed and you use the attack action to make a melee attack with it on your turn, you can use a bonus action to make a melee attack with the second blade as if you were two weapon fighting. This attack deals 1d6 slashing damage. This weapon cannot be selected as a free starting weapon.

Gnomish Noble Blade: Noble gnomish officers carry this blade. Sometimes called a “cut and thrust sword” or “side sword,” the gnomish noble blade is larger than a short sword, but smaller than a longsword. It consists of a straight, lightweight double edged blade, popular among those who favor speed & finesse over mere brute force. This weapon cannot be selected as a free starting weapon.

Katana: The Yueshi katana is characterized by its distinctive appearance: a curved, single-edged blade with a circular or squared guard and long grip to accommodate two hands. This weapon cannot be selected as a free starting weapon.

Kopra Chain: Utilized by slavers, the Kopra Chain serves as both an offensive weapon and a weighted grapple lock to secure prisoners. You can make a Dexterity (Sleight of Hand) check when restraining a creature with this weapon. The total of the check becomes the DC for the Dexterity (Acrobatics) or Intelligence (Sleight of Hand) to escape it. This weapon cannot be selected as a free starting weapon.

Naginata: The Yueshi naginata consists of a wooden or metal pole with a curved single-edged blade on the end; it is similar to the glaive. Similar to the katana, naginata often have a round handguard. Because of the length of the blade, it can be used for both slashing and piercing. This weapon cannot be selected as a free starting weapon.

Thulite Axe: Also known as a "bearded axe," the cutting edge of the Thulite axe extends below the width of the butt to provide a wide cutting surface while keeping the overall weight of the axe low. The hook, or "beard" of the axe is useful for pulling down a defender's shield, allowing users of this weapon to ignore any non-magical shield bonus to AC. This weapon cannot be selected as a free starting weapon.

SERONIA | EXPANDED EQUIPMENT

Yari: The Yueshi Yari are spears characterized by a straight blade that could are 3 feet or more in length. This weapon adds an additional 5ft to your reach, but makes attacks against targets within 5ft at disadvantage.

Bladed Crossbow: This weapon functions as a crossbow, except the ends of its stave are replaced by two sharpened blades. The construction of this crossbow is strengthened to withstand melee use. You may wield the crossbow as a melee weapon without penalty as such.

Mazoi Greatbow: The mazoi greatbow is exceptionally tall, standing 6 feet tall. This bow requires a Strength of 15 to use without disadvantage, allowing you to use either your Strength or Dexterity modifier for attack and damage rolls. This weapon cannot be selected as a free starting weapon.

Gnomish Gauntlet Gunne: Originally mining tools, the front of this gauntlet is fitted with a small pressure plate that when pushed back, fires two cartridges to propel an armored plate on a basic piston forward to devastating effect. The gauntlet gunne requires two cartridges as ammunition. Because of its awkward kickback, a gauntlet gun is always considered an off-handed weapon. This weapon cannot be selected as a free starting weapon.

Cyclopean: Legendary arms from the old world, cyclopean weapons are the finest to ever exist. They are treated as magical, and receive a +3 modifier to all attack and damage rolls. The secret of creating such weapons have been lost to time, and as such there are a finite amount of these weapons left in Seronia that exist outside a kingdom's royal armory.

Mastercrafted: This weapon has been flawlessly crafted. You gain a +1 bonus to attack rolls made with this weapon.

True Metal: True metal is a light, magical alloy of elvish make. True metal light armor can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the true metal version of the armor doesn’t. If a weapon does not have either the heavy or two handed property, the true metal version has the light property.

Sky Iron: When a sky iron weapon is used against Fey or Fiends, the weapon's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and it deals an extra 1d4 force damage.

Stoneforged: Kernegyn stoneshapers continue their namesake practice in current Seronia, making them masters of natural architecture as well as weapons that benefit from natural heft of their stoneforged arms and armor. Stoneforged heavy weapons deal an additional +1 damage while stoneforged heavy armor grants an addition +1 to AC.

Vonyan Steel. When you score a critical hit with the weapon you can add your ability modifier to the attack's damage twice. If the target of your attack is made of vonyan steel or has vonyan steel armor, then this bonus is not applied, but the attack is still a critical hit. Whenever you hit an object with this weapon, the hit is a critical hit.

Zhar'klad: Zhar'klad ("hell iron" in Common) is a metal of rusty, clotted coloring believed to be the result of the activation of the Kadonyow Gate. Fluids from the twin rivers of Xibalba rushed in when the gate was activated, infecting the crater's lake with demonic blood and pus. Despite purification efforts, the taint made its way into the earth and infected some veins of iron.

Metal weapons made from Zhar'klad count as magic and deal necrotic damage instead of their normal weapon type.

SERONIA | EXPANDED EQUIPMENT

Siege Equipment

This is an expanded list of siege equipment for use in Seronia.

Common Siege Equipment

These are weapons to be used in a setting where firearms and gunpowder are not prominent. Anything more advanced will be contained in the other category.

Heavy Cannon

Huge object
Armor Class: 20
Hit Points: 150
Damage Immunities: poison, psychic

A heavy cannon is a much larger device that uses gunpower to propel heavy balls of cast iron through the air at devastating speeds.

A heavy cannon requires a much wider support system to move it. Before a heavy cannon can be fired, it must be loaded and aimed. It takes two actions to load the weapon, one action to aim it, and one action to fire it.

Heavy Cannon Ball. Ranged Weapon Attack: +7 to hit, range 800/3,000 ft., one target. Hit: 55 (10d10) bludgeoning damage.

Advanced Siege Equipment

Gnomish Defense Gunne

Medium object
Armor Class: 16
Hit Points: 70
Damage Immunities: poison, psychic

The gnomish defense gunne is crew-served, manually-operated flintlock weapon with a manually operated revolving cylinder. It is typically used as an anti-boarding gunne for ships, but has also been retrofitted to serve as an anti-infantry gunne for land vehicles. Compared to cannons, they're far lighter and easier to move around, generally being supported by a small wheeled chassis or tripod mount.

Before it can be fired, a defense gunne must be loaded and aimed. It takes an action to load the weapon, a bonus action to aim it, and an action to fire it. A defense gunne has a total of 10 "shot" rounds in it, and each shot expends 16 musketball rounds.

Gunnefire. Ranged Weapon Attack: +6 to hit, range 200/1,000 ft., one target. Hit: 33 (6d10) ballistic damage.

Automatic Fire. You can force any creatures of your choice in a 30-foot square centered on a point within your gunne's maximum range to make a DC 14 Dexterity saving throw, taking 50 (10d10) ballistic damage on a failed save, and half that damage on a success. This action subtracts rounds from your gunne equal to the number of creatures affected.


Bombard Golem

Large object
Armor Class: 20
Hit Points: 250
Damage Immunities: poison, psychic
Immutable Form: The golem is immune to any spell or effect that would alter its form.
Magic Resistance: The golem has advantage on saving throws against Spells and other magical effects.
Magic Weapons: The golem's weapon attacks are magical.

The crowning jewel of the gnomish military, the bombard golem is a magical siege implement that fires huge cannonballs in a large arc that explode upon landing. These semi-sentient constructs are perfect for bombing fortifications, designed to have their rounds travel over high walls and cover.

Before it can be fired, a bombard golem must root itself, be loaded by two creatures and aimed by two others. It takes one action to root, two actions to load it, two actions to aim it, and one bonus action to command it to fire.

Bombard. Ranged Weapon Attack: +6 to hit, ignores cover, range 1,000/6,000 ft., one target. Hit: 20d6 bludgeoning damage and all creatures within an 60 foot radius sphere centered on the target must succeed a DC 15 Dexterity saving throw, taking 36 (8d8) fire damage on a failed saving throw, and half as much damage on a successful save.

SERONIA | EXPANDED EQUIPMENT

Crafting Firearms


Firearm Complexity
Item Availability Complexity
Coat pistol Modern Store Basic
Flintlock pistol Modern Store Basic
Dragon pistol Premium Store Moderate
Pepperbox Craftable Complex
Flintlock revolver† Craftable Intricate
Imperium wheellock pistol† Craftable Intricate
Arquebus Modern Store Basic
Blunderbuss Modern Store Basic
Wheellock rifle Premium Store Moderate
Musket Craftable Complex
Hand Mortar Craftable Complex
Flintlock carbine† Craftable Intricate
Imperium huntsmen rifle† Craftable Intricate
† At the DM's discretion, crafting these advanced firearms might require special training or reverse engineering first.

The effort and cost of creating a firearm from scratch is directly proportional to its complexity. More complicated guns require special components and experimentation to get right. Each firearm falls within one of four crafting categories: basic (10), moderate (15), complex (20), or extremely complex (25).

Basic firearms require materials costing one fourth the weapon’s base price, and need 16 hours of crafting to create.

Moderate firearms require materials costing one half the weapon’s base price, and need 56 hours of crafting to create.

Complex firearms require materials costing two thirds the weapon’s base price, and need 112 hours of crafting to create.

Intricate firearms require materials costing three fourths the weapon’s base price, and need 224 hours of crafting to create.

If the character fails their check, broken or wasted materials means they lose one quarter of the money they invested in the project, and the time is wasted. Once a character has failed a check once, however, they can learn from their mistakes. If a character makes a new attempt to make the same firearm within one month, they have advantage on all checks to build the weapon. This can occur even if the character has failed more than once, as long as they continue trying to make the same firearm.

Crafting Explosives


Explosives Complexity
Item Necessary Crafting Checks Time
Bomb DC 10 Dex-based Tinker’s Tools check, explodes on a result of 9 or less 1 hour
Grapeshot grenade DC 15 Dex-based Tinker’s Tools check, explodes on a result of 5 or less 4 hours
Miasma grenade DC 20 Int-based check with Alchemist’s Supplies and Dex-based Tinker’s Tools check, dud/explodes on a result of 9 or less 10 hours
Seafire grenade DC 25 Int-based check with Alchemist’s Supplies and Dex-based Tinker’s Tools check, dud/explodes on a result of 9 or less 24 hours

Bombs and grenades. Crafting bombs and grenades includes shaping the iron shell (although glass vials can be used as well), filling it with the correct amount of powder, waxing a fuse, and then sealing it within the neck. This process is time-consuming, as it must be done carefully. A bomb may be created in one hour as part of a Craft Item camp action with a successful DC 10 Dexterity-based check with Tinker’s Tools. On a result of 5-9, you fail to create the bomb, losing half the materials in the process. On a result of 5 or less, the bomb explodes as you are working on it, dealing its listed damage to you (although you may make a Dexterity save to halve damage as normal).

More complex grenades, especially those with alchemical components, also require an Intelligence-based check with Alchemist supplies. On a result of 9 or less, the grenade is a dud, meaning it does half damage and has a DC saving throw of only 10. The DM can choose to make this check in secret.

Creating a bomb or grenade requires the full cost in materials.

SERONIA | EXPANDED EQUIPMENT

PART 5

Character Options

Feats

Akimbo Master

You master the art of wielding two ranged weapons at once. You gain the following benefits:

  • You can draw or holster two sidearms when you would normally be able to draw or holster only one.
  • If you are wielding two ranged weapons with the Reload property, you do not need a free hand to reload them.
  • You can wield two one-handed ranged weapons at once, even if they do not have the light property.

Animal Friend

You gain the following benefits:

  • You gain proficiency with the Animal Handling skill. If you are already proficient in it, you instead gain Expertise.
  • You can control beasts up to CR 1/2 without any ability checks. In addition, when you and an independent mount roll initiative, you may choose to both go on the lowest initiative rolled.
  • You can select one beast that you have trained to be your friend. The chosen beast's hit points equals its normal maximum or three times your character level (whichever is higher) and adds your proficiency bonus to its AC while it remains your friend. You can only select one animal to be your friend at a time.

Ataraxia

Even in the middle of battle, you maintain a state of serene calmness.

  • At the end of your turn in combat if you have not made a weapon attack or cast a spell that dealt damage, you gain a +1 to AC, and both attack and damage rolls (up to a maximum of +3).
  • When you make an attack or cast a damaging spell this bonus resets to +0.
  • You cannot benefit from this ability outside of combat.

Bayoneteer

Prerequisite: Proficiency in a longarm
You gain the following benefits:

  • You gain a +1 bonus to damage rolls with bayonets.
  • Longarms with bayonets attached gain a reach of 10 feet.
  • When you take the attack action with a firearm that has a bayonet attached to it, you can use a bonus action to make a melee attack with the bayonet at a creature within melee reach of you.

Cheap Shot

You are adept at underhanded ranged attacks. You gain the following benefits:

  • You can use a bonus action to have advantage on ranged attack rolls against prone creatures instead of disadvantage until the start of your next turn.
  • If an ally within 15 feet of you uses a reaction to make an opportunity attack, you can also use your reaction to make a single attack with the ranged weapon you are holding.

Combat Medic

Your allies turn to you when injured in battle, feeling hope when they see you running towards them.

  • You gain proficiency with the Medicine skill. If you are already proficient in it, you instead gain Expertise.
  • As a bonus action, you can move up to your speed toward an allied Unconscious creature that you can see.
  • You can use a Surgeon's Kit or Herbalist's Kit to create a dose of anesthesia. A creature treated with anesthesia enters a pleasant and restful sleep during Surgery, granting the benefits of a Help action to the surgeon. After you use this trait, you can't use it again until you finish a long rest.

Engineering Student

You’ve learned some of an engineer’s inventiveness, granting you the following benefits:

  • You learn one cantrip of your choice from the engineer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells. Whenever you gain a level, you can replace one of these spells with another spell of the same level from the artificer spell list.
  • You can cast this feat’s 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
  • You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.

Freerunning

When you take the Dash action, if you are wearing light or no armor, you can run on vertical surfaces, along the edges of thin barriers, or hop from one outcropping to another as if you were traveling along normal terrain. If you stop moving while running across a wall, you begin to fall.

Fortify

  • You gain proficiency in the Athletics skill and add twice your proficiency on the Fortify Camp action.
  • When making temporary modifications to a campsite, battlefield, stronghold, or other area, you can add your proficiency bonus to checks related to construction or improvement of barriers, fortifications, or similar works. These works add your proficiency bonus to their armor class for the duration, and gain a number of temporary hit points equal to your level.
  • If a restraint or fortification you create has a DC to break, spot, or move past it (such as a blocked doorway or the Defendable and Hidden camp qualities), this DC increases by your proficiency bonus as well.

Gunnesmith

  • You gain proficiency and Expertise in tinker's tools
  • You gain proficiency in all firearms.
  • You gain one basic firearm of your choice, crafted by you for this feat's intent. You also gain a powder horn and a d8 ammo pouch.
SERONIA | CHARACTER OPTIONS

Historical Accuracy

Prerequisite: proficient in the History skill
When in a historically significant area, like a city, ruin, battlefield, or stronghold, or when preparing to enter one, you can spend 10 minutes regaling creatures around you with tales of the locale’s past; Until the next long rest, you and each creature that listens to the entirety of this lesson gains advantage on initiative checks while in the area.

In addition, you can choose a number of creatures up to your proficiency bonus or Intelligence modifier (whichever is higher) and give each of them a Historical Accuracy die (a d6). Once within the next 8 hours, the creature can roll the die and add the result to one ability check, attack roll, or saving throw it makes in the area. A creature can only have one Historical Accuracy die at a time and can’t use more than one per long rest per location.

Improved Natural Weapons

  • Increase your Strength score by 1, to a maximum of 20.
  • Your natural weapons are more vicious. Your natural weapons count as unarmed attacks and increase their damage die one step (up to a maximum of d12). In addition, your unarmed attacks deal +1 damage.
  • When you hit a creature with a weapon or unarmed attack while you have a free hand, you may make a single attack against that creature with your Natural Weapon as a Bonus Action.

Iron Will

Prerequisite: Wisdom 15 or higher
You have strengthened your mind, and you can overcome obstacles through sheer willpower

  • Your Wisdom score increased by 1, to a maximum of 20
  • You gain resistance to psychic damage.
  • You gain advantage on saving throws against the charmed and frightened conditions. Additionally, you gain advanatage on saving throws against spells and other magical effects that would force you to act against your own will, such as suggestion or geas.

Light Weapon Tactics

Prerequisite: Dexterity of 13 or higher
You use smaller weapons for speed and maneuvering on the battlefield. You gain the following benefits:

  • Light hammers and handaxes that you wield gain the Finesse property.
  • You gain a +1 bonus to AC while you are wielding a separate light melee weapon in each hand.
  • Whenever you hit a creature with a melee attack, you can move 5 feet without spending any movement. This movement may still trigger Opportunity attacks.

Magister's Might

Prerequisite: the ability to cast a spell of 1st level or higher
When a creature rolls a 1 on the d20 roll of a saving throw against a spell you cast that deals damage, they take the maximum possible damage from the dice, instead of the result you rolled.

Martial Prodigy

Prerequisite: Proficiency with a martial weapon
Your martial training has helped you develop a particular style of fighting.

As a result, you learn one Fighting Style option of your choice from the Fighter class. If you already have a style, the one you choose must be different. Whenever you gain a level, you can replace this feat’s fighting style with another one from the Fighter class that you don’t have.

Minimal Armor Master

You’re practiced in streamlined protection, granting useful measures. You gain the following benefits while unarmored or wearing light armor:

  • When you hit a creature that hasn’t taken a turn in combat yet, you deal an additional 1d6 damage.
  • When you make a standing jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
  • Any Initiative check result of yours that is lower than 8 + your Dexterity modifier is raised to that.

Poisoner

  • When you apply poison to a weapon, you can do so as a bonus action.
  • When you make a damage roll, you ignore resistance to poison damage.
  • You gain proficiency with the poisoner’s kit if you don’t already have it. As part of a Craft travel action using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus.

Power Attack

  • Before you make a melee attack with a heavy weapon with which you are proficient, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add a bonus to the attack’s damage equal to double your proficiency bonus.
  • Once per turn, when you take the Attack action and hit a creature with a heavy two-handed weapon or versatile weapon wielded in two hands, you can Shove the target 5 feet if the target is no more than one size category larger than you.

Savant Syndrome

Prerequisite: Intelligence 9 or lower
You may not be the smartest, but you demonstrate certain abilities far in excess of average. You gain the following benefits:

  • Choose one: Arcana, History, Medicine, Nature, Religion, or Survival. You gain proficiency and Expertise in this skill.
  • When you apply your attribute bonus to a roll with the chosen skill, treat your ability modifier as +2. This increases by 2 for every point of negative Intelligence ability modifier you have (maximum of +6).
SERONIA | CHARACTER OPTIONS

Spellscript

Prerequisite: 3rd level caster
You can prepare special ink-based tattoos called spellscript on your skin to cast spells much like scrolls. You can cast spellscript exactly like casting from a scroll; the ink vanishes when the spell is cast.

You do not need to be able to see your spellscript to use it. You have room on your skin for 18 total spell levels of spellscript, which you create using the rules for scribing scrolls (XGE pg.133) except at no risk of complications.

You cannot scribe spellscript to creatures or objects other than yourself.

Table: Spellscript Casting
Spell Level Save DC Attack Bonus
1 13 +5
2 13 +5
3 15 +7
4 15 +7

Smoke and Steel

You have mastered the art of dueling with gun and sword, and gain the following benefits:

  • When you use the attack action with a one-handed melee weapon, you can spend a bonus action to fire a light firearm you wield in your other hand. You can use this bonus action to attack with a one handed melee weapon if you use your attack action with a light firearm.
  • While wielding a light firearm and a one-handed melee weapon, you gain a +1 bonus to your AC.
  • Ignore the loading time and reload action for light firearms. You do not need a free hand to load in the ammunition.

Spelunker

You have spent extensive time in the darkness of The Hollow, deep caves, murky waters, or other dark and shadowy places of the world. You gain the following benefits:

  • You gain darkvision out to 60 feet if you do not have it already. If you do, you can sense objects and creatures within 5 feet of you, even if they are invisible or make no sound.
  • You can move while squeezed into a space smaller than yourself without spending extra movement.
  • You can’t become lost in subterranean, deep oceanic, or deep forest environments, except by magical means.

Survivor

You’re masterful at surviving in harsh environments and gain the following benefits:

  • You can choose to add your Wisdom modifier to one of your death saving throws. Once you do so, you can’t do so again until you finish a long rest.
  • When you’re dying, you don’t fall unconscious until you’ve failed at least one death saving throw.
  • If you succeed on 3 death saving throws, you regain 1 hit point.

Stage-fighting

You gain proficiency with rapiers, hand axe, scimitars, tridents, daggers, and darts. You can use your Charisma modifier in place of your Strength or Dexterity modifier for attack rolls with these weapons, but not the damage rolls.

In addition, when you score a critical hit with one of these weapons, you can use your reaction to take the Help action if there is an ally within 30 feet of you.

Unpitying

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you deal damage with a weapon attack to a creature that is Bloodied, you can reroll the weapon's damage dice once and use either total.
  • When you score a critical hit against a creature, you can reroll once on the critical chart and choose either result.

Versatile Weapons Master

You’ve mastered the flow of holding a weapon from one to two hands. You gain the following benefits:

  • Wielding a versatile weapon increases the damage die. A d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12 (This benefit has no effect if another feature has already increased the weapon’s damage die).
  • You can don or doff a shield as a bonus action.
  • The first time you make an attack using both hands with a versatile weapon after attacking with it with one, you roll the damage die twice and choose either result.

War Magic

Prerequisite: 1st level caster
You have developed a magical affinity with weapons. You gain the following features.

  • By spending 10 minutes mystically attuning to a simple or martial weapon or a shield, you can use it as an arcane focus or holy symbol. This does not count against the number of magic items to which you can attune.
  • You can add bonus damage to one damage roll of a cantrip you cast. This bonus is equal to the number of magic items to which you are currently attuned (maximum of +3).
  • When you deal acid, cold, fire, lightning, necrotic, poison, radiant, or thunder damage with a spell while holding a weapon to which you are attuned, the next time you deal damage with that weapon before the end of your next turn, you deal an additional 1d4 damage of that type.

Weightbearer

Prerequisite: Strength of 13 or higher
Through training and natural gifts, your strength exceeds your peers.

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • If your size is Small, using a Heavy weapon does not impose disadvantage on your attack.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, and lift.

Whip Master

You have learned how to keep enemies at bay with whips.

  • While you are wielding a whip, the damage is increased to 1d6.
  • You can use a whip to perform the Grapple and Shove action. When using the whip for this action, you can choose to use Dexterity (Acrobatics) instead of Strength (Athletics) for this check. If you succeed in knocking the target prone or grappling it, you may choose to pull it 5 feet towards you. You can only use this once per turn.
  • You can use your whip to perform
SERONIA | CHARACTER OPTIONS

Expanded Backgrounds

Background: Adventurer

Adventuring is nothing new to you. Due to the circumstances of how you were raised, you have been involved with wandering heroes for most of your life. Maybe you were part of an adventuring band previously, but split with them after a disagreement or tragedy. Or, perhaps you worked around heroes in a lesser role for most of your young life, and you are now ready to graduate to the front lines.


  • Skill Proficiencies: Athletics, Survival
  • Tool Proficiencies: One of the following: herbalism kit, navigator's tools, thieves tools
  • Languages: One of your choice
  • Equipment: 50 feet of rope, a small knife, a common monster part (such as an orc tusk or kobold claw) engraved with the name of an old adventuring buddy, a set of traveler's clothes, and a belt pouch containing 10 bp.

Adventuring Origin

You have either been adventuring or assisting other in adventuring since a very young age. To determine what circumstances caused this, roll a d6 or choose from the options on the table below.

d6 Origin
1 My parents are famous adventurers who trained me to follow in their footsteps.
2 I was an apprentice at an adventurer's guild.
3 A group of adventurers found me when I was a lost, abandoned child, and they raised me as their own.
4 I was trained to be a professional monster hunter.
5 An adventuring party saved my life, so I swore my loyalty to them and followed them around as a servant.
6 I set out in search of adventure when I was a bright-eyed, optimistic youngster and I never looked back.

Feature: Guild Membership

You are an established and respected member of an adventurer's guild, allowing you to rely on certain benefits that membership provides. If you are in a town with a headquarters for your adventurer's guild and you are in good standing with the guild, you will be allowed to look at the job postings and find adventuring work to earn money.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

Alternate Feature: Local Hero

Thanks to the past actions of you or your former adventuring party, you are considered a local hero in a certain town or city. While in this settlement, the locals will be willing to support you and your friends at a modest lifestyle, unless you have shown yourself to be a danger to them. They will help you in reasonable ways, but will not risk their lives for you.

Suggested Characteristics

Adventurers are well adjusted to life on the road. They are often comfortable doing dangerous things like dungeoneering and fighting and can stay level-headed in the face of danger, but they may not be so well adapted to other parts of life.

d8 Personality Trait
1 I can't bring myself to ignore a cry for help.
2 I hold onto every mildly interesting item I find, in case it comes in handy someday.
3 After all the weirdness I've seen on my travels, nothing can surprise me.
4 I spit and laugh in the face of danger.
5 Giving up is never an option for me.
6 I feel more at home in monster-infested dungeons than in civilized society.
7 I fill silence with wacky stories about my past misadventures, which may or may not be exaggerated.
8 My sense of humor is as dark and grim as the dungeons I explore.
SERONIA | EXPANDED BACKGROUNDS
d6 Ideal
1 Adventure. All I want is to travel the world and see amazing things. (Any)
2 Heroism. I am dedicated to helping people in need. (Good)
3 Order. I use my power to save the world from the forces of destruction and chaos. (Lawful)
4 Excitement. An ordinary life is boring, I'd rather travel around and find trouble. (Chaotic)
5 Power. The more powerful enemies I defeat, the stronger I become. (Neutral)
6 Aspiration. I want to go down in history as a brave, powerful hero. (Any)
d6 Bond
1 I carry with me a strange artifact that I found in a dungeon, but I don't know what it's for.
2 My adventuring party means the world to me.
3 I have sworn to hunt down the monster or villain who killed my former adventuring party.
4 I adventure in order to bring honor (or money) to my family.
5 There is a faraway place I've always wanted to visit, and I won't stop until I make it there.
6 All I want is to make the ones who trained me in the way of adventuring proud.
d6 Flaw
1 I default to solving problems with violence even when it's unwise or immoral.
2 I expect to be lavished with praise and attention whenever I do my job, and I get mad when no one acknowledges my heroism.
3 All members of "evil" races must be evil, so I will never trust them.
4 Waiting around makes me antsy. I'd rather do something stupid than do nothing at all.
5 My habit of looting dungeons makes me swipe things I shouldn't.
6 A monstrous enemy I faced in the past still leaves me quivering with fear.

Background: Beauty

You have the kind of face that can launch a thousand ships. everywhere you go, you turn heads whether you want to or not, and it has always been easy for you to scrape by on your appearance alone. Perhaps you worked a job where looking nice was the highest requirement, like selling clothing or attracting customers to a business; or perhaps you didn't work a profession at all, and were chosen to be a courtier, paramour, or trophy spouse of someone significant. And, perhaps you became an adventurer to get away from all of that.


  • Skill Proficiencies: Performance, Persuasion
  • Languages: Two of your choice
  • Equipment: A set of fine clothes, a hand mirror, a token of affection from an admirer, a makeup palette or shaving kit, and a purse containing 15 bp.

Uncommonly Stunning

While some are naturally beautiful, others gain their beauty from another source. Work with your DM to determine the nature of your beauty, or roll on the table below.

d6 Source of Beauty
1 I was given a divine blessing as a reward or tool to help me complete a quest.
2 I or my parents made a deal with a devil or other supernatural force.
3 A spirit granted a wish for me to be beautiful – but there was a twist.
4 My appearance was altered by a powerful spellcaster.
5 I am traditionally beautiful, but my exceptional talent with makeup and/or physical regimen elevates it.
6 Good genetics and dumb luck.

Feature: Enchanting Appearance

Your appearance causes people who aren't already aggressive or hostile towards you to treat you differently. They will be more willing to interact with you or give you special treatment, especially if they are inclined to be attracted to your gender or aesthetic.

However, your interactions are more likely to be misinterpreted as flirtatious. Those who are helping you may attempt romantic overtures, and might be upset if you reject them. Those who see your beauty as a threat may treat you with hostility.

Suggested Characteristics

Whether you revel in your own beauty or you are annoyed at the way others treat you, your appearance shapes the way you think and behave.

d8 Personality Trait
1 There’s no shame in using charm to get my way.
2 What with the impractical outfits or scents I wear into battle, it’s a wonder I’m still alive
3 I jump at the chance to give anyone a makeover.
4 I go to great lengths to disguise myself to stay unnoticed.
5 I’m worried my looks intimidate people. I don’t think I’m better than you, I swear!
6 I strike a pose at any opportunity, even in the midst of battle. I don’t realize I do this.
7 I am stubbornly oblivious about my own attractiveness.
8 I can’t stand grime, so I clean myself obsessively.
SERONIA | EXPANDED BACKGROUNDS
d6 Ideal
1 Beauty. I want to be the embodiment of all that is beautiful. (Any)
2 Fun. I want to see how much my looks will let me get away with. (Chaotic)
3 Control. I gleefully manipulate others to get my way. (Evil)
4 Inspiration. I want my presence to uplift those around me. (Good)
5 Expectation. I will be exactly what society wants and needs me to be, in fashion and behavior. (Lawful)
6 Aspiration. I want to be as beautiful on the inside as I am on the outside. (Good)
d6 Bond
1 I am a close consort to a monarch or noble and I will do whatever I can to honor them.
2 I am a representative of an organization, hired to advertise them across the known world.
3 No one takes me seriously as an adventurer because I’m so ‘high maintenance’. I will prove them wrong.
4 An evil person took advantage of me when I was young and naïve, and I want revenge.
5 I seek immortality so that I may stay young and beautiful forever.
6 A wealthy family only saved me from poverty because of my beauty, but I still owe them my life.
d6 Flaw
1 My looks are superior, so I must be superior in every other way.
2 Sometimes, my fear of soiling my beauty keeps me from taking risks and doing dirty work
3 I expect other people to do things for me.
4 I have been used too many times for trust to come easily.
5 I waste my money on luxuries and pampering.
6 I could stare at myself in the mirror all day.

Background: Brewess/Brewster

Sometimes you want to go where everybody knows your name and they’re always glad you came. As a brewess/brewster, you’re a charismatic fellow that knows how to deal with people and create a proper drink. Whether you’re the life of the party or simply an ear for someone who needs advice, people from all walks of life are drawn to your trustworthy nature.


  • Skill Proficiencies: Insight, Persuasion
  • Tool Proficiencies: Brewer's supplies
  • Languages: One of your choice
  • Equipment: Common clothes, brewer’s supplies, and a belt pouch containing 15 bp.

Feature: Social Lubricant

You have no trouble finding and getting into places that serve drinks. While drinking in a social establishment, strangers take a liking to you and feel comfortable enough to share gossip.

Suggested Characteristics

A brewess/brewster’s demeanor ranges from jovial to downright rude. Regardless, they all know how to take care of business – they break up fights, kick out drunk patrons, and offer honest counsel to people down on their luck.

d8 Personality Trait
1 I’m always looking for a good time with good company.
2 I earnestly enjoy offering advice.
3 Even in a social atmosphere, I always feel alone.
4 I live vicariously through the people I meet and the stories I hear.
5 I’m everyone’s outlet but sometimes I just want to punch them in their thoughtless faces.
6 If you’re looking for a fight, I’ll give you one.
7 I know how to calm down people just as much as I know how to rile them up.
8 It’s not all fun and games. Business needs to run smoothly, whatever that might be..
d6 Ideal
1 Cheer. Spreading joy is my passion. (Good)(Any)
2 Guidance. It’s our duty to help others. (Lawful)
3 Legacy. We have only one chance to write our story. Do what you will and make it count. (Chaotic)
4 Manipulation. Drunk people are the most vulnerable and can easily be taken advantage of. (Evil)
5 People. It’s always good to meet and connect with new people. (Any)
6 Honesty. If I call you an asshole, it means I like you. (Any)
d6 Bond
1 The tavern or alehouse means everything to me. It brings back important memories from my past.
2 Brewing is my craft. My art brings people together.
3 My regular patrons are like family to me.
4 I want to be successful. Whatever it takes.
5 Alcohol is all I need, and sometimes all I want.
6 I’ve met so many people while staying in the same place. I need my own story to tell.
SERONIA | EXPANDED BACKGROUNDS
d6 Flaw
1 I can always go for another round. The gutter is my second home.
2 I judge people that don’t drink to be antisocial and untrustworthy.
3 Drunkards and the morose make me feel bitter about my life.
4 Whenever life gets hard, I drink my problems away.
5 I need to know everyone’s story.
6 I curse more than a fucking sailor.

Background: Caregiver

You are a guardian of your society's youngest and most vulnerable members. As a parent, teacher, chaperone, orphanage worker, midwife, or bodyguard, you've learned to handle stress, working with others, and stay ever vigilant.

Work with your DM to determine the role children play in your life as an adventurer. what was the nature of your relationship? If your charges are still dependent on you, where are they now? If not, why? Were they privileged or poor, and did you share this lifestyle? Why do you venture into environments hostile to children?


Skill Proficiencies: Insight, Perception
Tool Proficiencies: One gaming set or musical instrument
Languages: One of your choice
Equipment: A set of fine or common clothes, a copy of the prophecy you are named in, a talisman of the god or other being that chose you, a journal, and a belt pouch of 10 bp.

Feature: Suffer The Children

Your ability to patiently handle minors sets you apart from most adventurers, and is disarming to strangers. You can easily extract child-related information from parents and educators. Those that witness you interacting with children will be more willing to offer aid or ask for your help, especially if they care for children themselves.

Suggested Characteristics

For better or worse, the lives of caretakers are defined by their relationships, especially with their charges.

d8 Personality Trait
1 I’m a hardened multi-tasker, and can quickly adapt to anything life throws at me.
2 I constantly police the language of others, and can’t stand vulgarity. Think of who could be listening!
3 People assume I’m a harsh disciplinarian, but deep down I’m as soft as butter
4 I reluctantly ‘parent’ my companions. Who else would be the responsible one?
5 Having spent years caring for the helpless, I tend to over-explain concepts and patronize others.
6 I believe I know what’s best for my child, and openly question the parenting decisions of strangers.
7 Youngsters flock to me but truthfully, I can’t stand them.
8 I love feeling like others depend on me.
d6 Ideal
1 Knowledge. We can learn as much from our young as they can from us. (Any
2 Freedom. I savor the time I don’t have to worry about others. (Chaotic)
3 Love. Nothing is more precious than the connection between parent and child. (Good)
4 Understanding. People are shaped by the environment they were raised in. No one is inherently good or evil. (Neutral
5 Responsibility. We must strive to create a safer world for our young. (Lawful)
6 Manipulation. Children’s minds are the easiest to mold and their hearts the easiest to leas astray. (Evil)
d6 Bond
1 My child was taken from me, and I won’t rest until I bring them back home.
2 Everything I do, I do to ensure my family leads a good life.
3 I regret all the years I wasted caring for ungrateful whelps. Now, it’s all about me.
4 I grew up an orphan. I will do whatever I can do to prevent others going through the same experience.
5 I’m haunted by the memories of the child that died in my care.
6 I abused my authority as a caretaker, and fear reprisal from the law.
SERONIA | EXPANDED BACKGROUNDS
d6 Flaw
1 Secretly, I enjoy taking out my frustrations on those who cannot fight back.
2 I will do, say, or promise anything to stop someone from crying.
3 If I’m asked a difficult question, I will give a simple lie instead of a complicated truth.
4 I have little respect for those who aren’t parents or child caretakers.
5 When I’m distracted, I’m liable to talk to adults as if they were children. Particularly if they’re short.
6 Whenever I’m freed of my responsibilities, I go wild.

Background: Chosen One

You are destined for something greater—at least, that is what everyone says. You were raised under the assumption that you are fated to fulfill some ancient prophecy. The pressure to meet the impossible expectations set upon you is immense. Many think that you are set on an inevitable path, but deep down you wonder if it is possible to fight fate. Whether or not you try is your choice.


Skill Proficiencies: History, Religion
Languages: Two languages of your choice (one of which is exotic)
Equipment: A set of common clothes, a copy of the prophecy you are named in, a talisman of the god or other being that chose you, a journal, and a pouch of 15 bp.

Predestined Quest

For some reason or another, people have decided that you are a perfect fit for a prophecy. Discuss with your DM how the prophecy will play into your campaign, or if it will at all, and consider what your character thinks about their mission. Choose from the tables below or roll on the table to determine what the prophecy foretells that you will do. The first table shows what you are destined to accomplish, and the second table shows how you will supposedly do it.

d6 I will...
1 Save the world from a dark, evil force
2 End a major war or other ongoing conflict
3 Free an oppressed people and raise them to up their former glory
4 Bring spiritual salvation
5 Cause the end of the world
6 The prophecy doesn't mention what I'll do
d6 Using...
1 An untapped ultimate power deep inside of me
2 An unstoppable weapon only I can wield
3 My cunning, skill, and/or determination
4 The power of some abstract virtue (love, honor, trust, etc.)
5 My own death
6 The prophecy doesn't mention how I'll do it

Feature: Mark of the Chosen

You have an unusual physical feature that marks you as being the chosen one, such as a strange birthmark, an oddly shaped scar, or an unnatural hair or eye color. It is in a highly visible place and will be noticed by most people who get a good look at you, unless you intentionally cover it up.

People who are familiar with the prophecy will recognize you immediately. If they believe in it and support your quest, they will be more willing to help you, as long as it doesn’t put them in danger. They can also be convinced to support you at whatever lifestyle they can reasonably afford. They may ask you to help them with their own problems using your supposed power. If they are against your quest, they will treat you with hostility, and may even attack you.

Suggested Characteristics

Chosen grow up with the weight of the world on their shoulders. Believing that they are destined for great things could either bolster their ego or plague them with doubts, depending on how they choose to cope.

d8 Personality Trait
1 As an important figure and potential role model, I must hold myself to high standards.
2 Destiny is on my side, why shouldn’t I be optimistic?
3 My quest is serious business. I have no time for games.
4 I carry myself with sureness and confidence, whether I feel that way or not.
5 They must have found the wrong person, I can’t be the chosen one.
6 I’ve been practicing dramatic speeches in preparation for my final confrontation.
7 I feel responsibility for the lives of everyone I meet.
8 I don’t like people knowing I’m the chosen one. It’s weird when they recognize me.
d6 Ideal
1 Destiny. will do whatever is foretold, no matter how difficult. (Lawful)
2 Heroism. I must help the world at all costs. (Good)
3 Fame. I am special, and I want everyone to know of my great deeds. (Any)
4 Free Will. Screw the prophecy, I do what I want. (Chaotic)
5 Power. When I acquire the power I am destined to wield, I will rule everything. (Evil)
6 Normalcy. I either avoid my quest or want to get it over with so my life can be normal. (Neutral)
SERONIA | EXPANDED BACKGROUNDS
d6 Bond
1 I do great deeds to bring honor to my family name.
2 I keep a copy of the prophecy close to me and study it every night.
3 If I don’t succeed, my homeland will be doomed.
4 My teacher gave everything to prepare me for my quest, and I will not let them down.
5 I will supposedly meet my soulmate on my quest. I look forward to it.
6 I place my life in the hands of the god or other being who chose me.
d6 Flaw
1 The great good (or evil) I do in the future will override out any evil (or good) I do now.
2 The prophecy is very vague, so I don't really know what I'm doing.
3 If I’m fated to do this great thing, nothing can kill me before then! Right?
4 I care more about taking advantage of my reputation than living up to it.
5 I fear I am too much of a coward to do what I must do in the end.
6 My quest is far more important than any of the petty goals my friends have.

Example Tropes

These are some common examples of Chosen One tropes:
Birthmark of Destiny Leeloo (Fifth Element)
The Chosen Many Green Lantern Corps (DC)
The Chosen Wannabe Boromir (Lord of the Rings)
The Chosen Zero Bilbo (The Hobbit)
It Sucks to Be the Chosen One Job (The Bible)
Legacy of the Chosen The Dalai Lama
Multiple-Choice Chosen Harry Potter
Only the Chosen May Ride Red Hare (Romance of the Three Kingdoms)
Only the Chosen May Wield King Arthur
The Poorly Chosen One Anakin Skywalker
The Unchosen One Hellboy


Alternate Feature: Artifact of Fate

You carry with you some magical item that is central to your prophesied quest. This item may have superficial arcane qualities, such as giving off a faint glow or floating an inch above your hand when you hold it, but it has no magic with extra combat applications or other obvious uses. The item may be a magical version of a piece of starting equipment you would have anyway, such as a weapon or some adventuring gear, but it will have the same stats and effects as usual. It can also be an item rolled from the trinkets table, or something else that fits the criteria.

Your prophecy states that this item is important and that you must carry it with you at all time. You may or may not know what it is for and where you are supposed to bring it. The item may gain more useful magical properties when certain conditions are met, or trigger a special event when brought to a specific place or person. Discuss with your DM how this item will play into the campaign.

Background: Clockmaker/Watchmaker

You are a cutting edge artisan, creating devices in an attempt to bring time to bear. Time cannot be stopped, but can be held to measure and consideration. The making of timepieces requires fine motor coordination and reading blueprints from the world over for numerous designs.

No matter which you choose, a clockmaker and watchmaker background is fairly rare among adventurers. Think of why you left your workshop and comfortable wages behind. Did you seek to impose order on more than time? Was your ordered world suddenly upturned? Did you seek to learn more of chaos, or travel abroad to learn more of intricate machinery uncommon to your area?


Skill Proficiencies: Choose two from History, Investigation, Perception, and Sleight of Hand
Tool Proficiencies: Tinker's tools
Languages: One of your choice
Equipment: clockmaker's tools, a Spherical clock or other timepiece of exacting design, traveler's clothes, and a belt pouch containing 15 bp.

Feature: Internal Clock

Your intimacy with timepieces has given you an innate understanding of time. You can immediately determine if a timepiece is slow or fast, and how to fix a problem should it exist. In addition, you do not need a timepiece to tell time, and you can determine with perfect accuracy the interval between two events.

Suggested Characteristics

Clockmakers and watchmakers are wrought by their fascination with regularity and mechanical substance.

d8 Personality Trait
1 I believe that for every event there is a cause and an effect.
2 When faced with a problem, I break it down to the constituent parts in an attempt to understand it.
3 I prefer my workshop and a fine timepiece to garish parties and other displays.
4 I am very aware of my own mortality.
5 I plan out my goals step by step, relentlessly pursuing them to their end.
6 My daily life is structured and scheduled so that I know what to do at every hour.
7 I’m quite tickled by riddles that have ‘time’ as the answer, and I keep a few tucked away for social occasions.
8 I’m a snob who looks down on those who can’t appreciate fine art.
SERONIA | EXPANDED BACKGROUNDS
d6 Ideal
1 Unity. When people freely work together and in concert, they can accomplish great things. (Good)
2 Accord. The world must be ordered and arranged, all the parts put into place. No matter how many people get in the way. (Evil)
3 Efficiency. Controlled actions performed at the right time are the best way to meet one’s goals. (Lawful)
4 Excellence. Quality and precision are the watchwords of any good life. (Any)
5 Destiny. There is a divine order to the universe, set in motion since the beginning of time. All people are but pieces in that order. (Lawful)
6 Elegance. True beauty builds upon substance and extends beyond that to intricacy, and splendor. (Any)
d6 Bond
1 I have constructed many town timepieces, and I hold myself responsible for the care of every one of them.
2 I have a sweetheart waiting for me in my hometown, but I know that they won’t wait forever.
3 I owe my mentor a great debt for forging me into the person I am today.
4 Like a great clock, the world is winding down. I left my workshop because it must be rewound once more.
5 The workshop where I learned of clockmaking is the most important place in the world to me.
6 There was a beautiful order to my world, until someone broke it. I will hunt them down and break them.
d6 Flaw
1 I am inured to emotions, and when others use them to make decisions I am unsympathetic.
2 I’m severely unnerved by disorder. I greatly prefer the regularity of cogs and grains of sand.
3 If I can’t see the deductive chain between two ideas, I dismiss all other methods of knowledge.
4 I treat the people around me like irregular clocks that need to be tuned.
5 I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.
6 I like to schedule out the activities for all the people around me, just so everything stays in its proper order.

Background: Cultist

Once, perhaps not too long ago, you served alongside your fellow initiates. You worshiped a dark creature or eldritch god, performed sacraments, and adorned yourself with the suitable tattoos or ceremonial scars. You basked in this dark glory, feeling the clarity of purpose that comes with service to a higher power.

you may still serve your cult, or you left them behind in your search for other things. In either case, you have been marked by your connection to the dark arts.


Skill Proficiencies: Deception, Religion
Tool Proficiencies: Poisoner's Kit
Languages: One of your choice
Equipment: Lightly tattered robes, a symbol of devotion, a blasphemous holy text, a curved ritual dagger, a poisoner's kit, and a small pouch containing 5 bp.

Change of Heart

Some adventurers used to be cultists, leaving behind that life in search of new or different things. Work with your DM to determine what caused you to break from your cult, or roll on the table below.

d8 Change of Heart
1 I witnesses a particularly gruesome rite and ran for my life.
2 I botched a ritual which slaughtered other members of my circle. Only I survived.
3 I asked the wrong kind of questions. The others planned to sacrifice me, but I escaped.
4 Adventurers hunted down my brethren, and only I was able to escape.
5 The other cultists disappeared through a portal to a land of unspeakable horrors. Terrified, I stayed behind.
6 The others took their own lives to ascend. I could not.
7 I no longer believed in what we were doing. It seemed wrong, somehow.
8 A friend or family member rescued me, taking me away by force.

Feature: Secret Signs

You know the secret symbology of your cult, which is used by members to identify themselves to fellow followers. Some influential persons or townsfolk may be members of your cult, and with a subtle gesture or hand sign you can discern who follows the ways of your dark patron.

Cloisters of your cult may be hidden in different towns. These signs can identify such cloisters, and if they are still active the followers there may feel obliged to provide you and your companions with food and lodging.

Suggested Characteristics

A cult washes away doubt and instills faith. This simple fact reverberates all throughout a cultist's life. Even if a cultist has forsworn their service, they are still deeply affected by their old life.

SERONIA | EXPANDED BACKGROUNDS
d8 Personality Trait
1 Everything is a sign of coming doom. Every. Single. Thing
2 The world outside is so exciting! Now I can do everything the dark lord forbid, like drinking wine, or wearing shoes!
3 If I’m not stopped, I will openly reminisce about my olds days in the cult all day long.
4 I can’t help but check my cult’s holy scriptures for advice about any given situation
5 It’s no big deal; it’s not the end of the world. That’s not for another five years, three months, ten days, twelve hours…
6 I’ll happily inform those I meet of the many ways in which they are being heretical.
7 I hate my cult for what they made me do and what they made me become.
8 The dark lord used to order us to do everything, and it’s a little hard for me to live without that structure.
d6 Ideal
1 Loyalty. One must commit themselves to their beliefs unwaveringly. (Lawful)
2 Redemption. I believe that evil deeds can be repented. I must believe. (Good)
3 Independance. I’ll never be bound in servitude again. (Chaotic)
4 Power. My dark patron holds power, but I plan to be stronger than they’ll ever be. (Evil
5 Secrets. The lore of my cult is historically important, and I must preserve it. (Neutral)
6 Revision. My cult’s holy book is wrong. I must learn about the outside world, and fix the book’s errors. (Chaotic)
d6 Bond
1 I must discover the truth behind the entity I worshiped, even if it kills me
2 I yearn to reconnect with the people from my life before the cult.
3 I must free other people from unwitting service to dark masters.
4 A monstrous, immortal guardian of the cult is hunting me. I pray it never finds its prey.
5 I sold my soul in service to dark powers, and now I seek to reclaim it.
6 The day of reckoning is coming, and my knowledge is the key to stopping it.
d6 Flaw
1 If I ever had the chance, I’d definitely rejoin my cult
2 I’m a little too into blood sacrifice.
3 Knowledge is more important than sanity.
4 I’m often more interested in than frightened of abominable eldritch monsters.
5 I’m too willing to follow orders without thinking.
6 Murder was significantly less frowned upon by the cult than it is in the outside world.
Cults in Seronia

The following is a list of some of the more prominent cults:
Cult of the Red Veil A cult based in Mashrek devoted to Nub and Yeb and their heralding event known as The Red Veil
Daken Al-Kimya A cult based in Bilad devoted to The Black Pharaoh and their pursuit of other worlds and arcane knowledge.
Malen's Maw A cult based in the Isles of Iniquity devoted to Malen, The Saint of Annihilation, that sacrifices their victims to a supernatural maelstrom.
The Apostasy A cult based in Levantine, anti-religious zealots who spread their truth with word and sword.
Progeny of Yig A cult based in Tamazga devoted to Yig, they seek to resurrect their decapitated god to fulfill a promise of civilization-ending revenge.
Anna of the Eight Pointed Rosette A cult based in Selvandi devoted to Mycelle, revered virgins who preside over the Rules of Courtly Love and Statute of Arms.

SERONIA |EXPANDED BACKGROUNDS

Background: Fallen

You were once a part of The Ascendancy and possessed power beyond what mortals imagine. You were prayed to for guidance and miracles, or had followers among many peoples. Then you fell- you angered a supernal, were retired by another member of The Ascendancy, touched a corrupted artifact, or underestimated a group of mortals. You are now reduced to a mere mortal once again, vulnerable and stripped of your once mighty powers to live alongside the creatures you love or despise.


Skill Proficiencies: Religion, one of your choice


Tool Proficiencies: One of your choice


Languages: One of your choice


Equipment: A symbol or script of veneration (related to yourself), a set of common or traveler's clothes, robes, and a belt pouch containing 10bp.

Former Portfolio

When you were powerful, you held supernatural influence over a domain of action and thought. Consider what your powers entailed, and how that shaped you to be the mortal you are today. Choose your portfolio or choose from the table below.

D20 Portfolio
1 Knowledge
2 Life
3 Light
4 Nature
5 Trickery
6 War
7 Death
8 Pleasure
9 Animal (choose one)
10 Education
11 Insanity
12 Beauty
13 Protection
14 Music
15 Portals
16 Magic
17 Death
18 Forge/Invention
19 Politics
20 Martyrdom

Feature: Old Ruins

You know the locations of abandoned places of worship dedicated to you. Aside from being completely abandoned, there is no food to be found, and there's very few or no objects aside from furniture. Although these places are in varying stages of decay, they remain intact enough to be used as shelter.

D8 Personality Trait
1 I don’t mind telling people who I really am. They won’t believe me, anyway
2 I try to make people convert their faith to the worship of my former portfolio (or myself)
3 I sound like I know everything, because I do
4 I always perk up or get curious when I hear my domain of power come up in conversation.
5 I dress to blend in (or stand out).
6 It irks me that mortals are so weak. It doesn’t help that now I’m the same.
7 I accept (or condemn) people of other faiths. I try to get along (or argue) with them.
8 I am attempting to adjust to a mortal life. I have trouble socializing with mortals and remembering mortal tasks.
D6 Ideal
1 Responsibility. Being stripped of my power does not make me any less bound to my duty. It’s still my responsibility to guide and watch over mortals. (Good)
2 Compliance. I must get along with mortals and live by their rules if I wish to exist with them. (Lawful)
3 Liberty. Now that I have lost my power, I can pursue a new passion and do as I wish. (Chaotic)
4 Tyranny. Being stripped of my power will not stop me from lording over mortals. (Evil)
5 Secrecy. I must keep my identity a secret if I wish to avoid real trouble. (Neutral)
6 Restoration. Someday I will get my power back. (Any)
D6 Bond
1 I will not rest until I’ve finally confronted those who took my power
2 When my ascended family abandoned me, the mortals took me in. I'd choose them over The Ascendancy any day
3 My followers are valuable to me. They are the only ones I have left
4 Despite my circumstances, I will do anything to protect other ascended from suffering the same fate I have suffered
5 I have come to appreciate the peaceful, quiet life of a mortal. Anyone who disturbs it will pay
6 I will do anything for the mortal I fell in love with.
SERONIA | EXPANDED BACKGROUNDS
D6 Flaw
1 Admitting failures and mistakes is a thing mortals do.
2 I don’t understand the value of a weak mortal life
3 My temper makes me forget that I am no longer a powerful being.
4 I hardly feel sorry after doing something ‘wrong’ to anyone.
5 I feel miserable when my friends do better than me
6 I will do anything to get my power restored to me. Anything.

Variant Fallen: Forgotten

Your name and role is ancient, lost to history. Fewer and fewer came to be faithful or followers to you, and others gained dominance. You have become a faded memory. You now live your life as a mortal.

Variant Feature: Protection of the Faithful

You have little problem convincing those that followed you that you are the saint they revered. You can achieve this by showing extensive and personal knowledge of the stories, artifacts, and symbols associated with yourself. You also know the names of your clerics and a brief summary of their lives before you anointed them.

After convincing someone of your true identity you gain their protection from hostile members of other faiths that seek to harm you, as long as you are within the city or town where a former place of devotion is located. They will resort to violence as a means of protecting you. If you ask them to, they will cover your tracks or delay your pursuers. They will not attack powerful foes or otherwise get into a situation more than they feel they can handle.

SERONIA | EXPANDED BACKGROUNDS

Background: Famed Descendant

You are related to a notable figure in your kingdom's history. Maybe you grew up with firsthand accounts of kingdom-renowned artists or thinkers. Conversely, your own name might be under the dark shadow of misdeeds committed by a relative you never even met. Depending on who the person was and what they did, being the descendant of a historical figure can either be a blessing or a curse.


Skill Proficiencies: Persuasion, History


Tool Proficiencies: One type of musical instrument, artisan's tools, or gaming set related to your descendant.


Equipment: An explorer’s pack, a signet ring or locket, a written composition from your famed descendant (eg. a journal, book, manual, or similar composed work), and a pouch containing 25 bp.

Historical Figure

Farmers of all types are scattered across the land. You can select the type of farm you grew up on from the Farm Type table or roll randomly. If you wish to come from a more exotic type of farm, work with your GM to determine your origin.

D12 Figure Type
1 Renowned Artist
2 Dethroned Royalty
3 Great Thinker
4 Master Thief
5 Feared Warrior
6 Powerful Magic User
7 Daring Explorer
8 Religious Leader
9 Impactful Merchant
10 Common Folk Hero
11 Legendary Crafter
12 Romantic Figure (Gambler/Lover/Performer)

Feature: Power of Names

Many people recognize your name. By invoking it, you are able to secure an audience with nobles and other people of import, or influence others to believe you will act in accordance with your name's reputation. You can also hear first hand accounts of your famed ancestor from interesting people. Additionally, you are likely to have deeply ingrained relationships with at least one organization or kingdom in the world- work with your DM to determine the nature of that relationship.

Suggested Characteristics

Famed descendants can have a wide spectrum of attachment to their name- from resentment and anger to pride and entitlement. They often carry chronic feelings towards their name not simply in what it does to their relationship with the world, but how it affects their relationships with partners, friends, even their children.

SERONIA | EXPANDED BACKGROUNDS

D8 Personality Trait
1 My family's reputation has not inhibited my ability to feeling relaxed and trusting others.
2 Because I have so much experience with others treating me differently, expecting that is a hard habit to break.
3 I feel embarrassed and guilty when people are nicer to me or pay more attention to me than my fellow adventurers.
4 I’m torn between using my family’s name or essentially discarding it until I achieved my own fame, on my own merits.
5 I will never get out of my famous ancestor's shadow, and no one else will ever understand this burden.
6 I will do whatever I can to outdo my famed ancestor and make my name usurp theirs.
7 I can't compare myself or others to my famed ancestor's achievements. I've seen enough of the adventuring life to have realistic expectations and empathy for my peers.
8 Don't you know who I am?!
SERONIA | EXPANDED BACKGROUNDS
D6 Ideal
1 Responsibility. I must live up to my family's name. I don't want to disappoint them nor those that have an image about them. (Lawful)
2 Fame. I've seen what fame can bring. And I'll do anything to get all that for myself. (Neutral)
3 Generous Pride. Watching another enjoy the fruits of your labor is one of life's luxuries. (Good)
4 Freedom. My name is a prison. I grew up without privacy and now I cherish it dearly. (Chaotic)
5 Power. My ancestor got me ahead in this world by attaining power and I must hold onto it with all my might. (Evil)
6 Fairness. Everyone helps around the farm from a young age, favorite child or not. The family is strong when everyone does their part. (Lawful)
D6 Bond
1 I consider every member of my famed ancestor's circle of friends or related organizations to be family.
2 I have a responsibility to the people in the land that my famed ancestor is from.
3 I am traveling to start life anew. My new family and/or profession is the only thing that is truly mine and will protect it at all costs.
4 I am dedicated to the ideals my famed ancestor believed in and will continue their work.
5 My famed ancestor was betrayed by a specific kingdom or organization. I will get revenge for them and our family name.
6 With me as the face of the group, I will elevate my fellow adventurers to fame as well.
D6 Flaw
1 My lack of similar talents to my famed ancestor makes me feel worthless.
2 You don't know what I'm going through. You never can.
3 You. Fetch my cloak. And maybe rub my feet for a while.
4 My comrades are brave, but I must defeat this threat alone to prove my worth.
5 Oh, yeah, that spell? Named after my parent's best friend. Let me tell you about them.
6 I have to look out for myself. No one else can be trusted.

Background: Farmer

The most vital citizen of every land is the grower and provider of food. The farmer produces food in the form of crops and livestock. He works the land from before dawn to after dusk. He sets aside enough to pay taxes and save a little for his children. The farmer starts off at a young age, helping with minor chores until he grows into the harder tasks around the farm. In coastal regions, the fisher goes out on the water early to cast their nets, tending to their tools on land. Wherever you're from, many stories and legends start with a farmboy, taking him off the land (or sea) he'd been raised on and into a grand adventure. But unlike the folk hero, the farmer proves themself on their journey rather than before it.


Skill Proficiencies: Animal Handling, Nature


Tool Proficiencies: Vehicles (Land), Either Carpenter's Tools or Weaver's Tools


Equipment: A pitchfork or shovel, a set of common clothes, an iron pot, a winter blanket, a small pouch containing 5 bp, and one of the following: three chickens, a goat, or three pounds of flour.

Simple Folk

Farmers of all types are scattered across the land. You can select the type of farm you grew up on from the Farm Type table or roll randomly. If you wish to come from a more exotic type of farm, work with your GM to determine your origin.

D10 Farmer Type
1 Grain Farmer
2 Orchard Farmer
3 Rice Farmer
4 Vegetable Farmer
5 Vineyard Grower
6 Horse Breeder
7 Cattle Rancher
8 Shepherd
9 Poultry Farmer or Fisherman
10 Black Earth Farmer

Feature: Farmer's Almanac

Thanks to a lifetime growing food in every imaginable condition, you are able to provide simple information and goods for your companions. You can accurately predict the weather in your area for the next week. You know what food is really worth, and you can often haggle a better price for produce.

Additionally, when looking for shelter in farmlands, the common folk are always willing to offer aid. Your hosts will provide shelter and a modest lifestyle, so long as you offer aid around the property. The hosts will not shelter you from the law if it would bring harm to themselves.

SERONIA | EXPANDED BACKGROUNDS

Suggested Characteristics

Farmers are humble folk, but strong folk. With simple values, they look at life through an optimistic lens. They have a strong work ethic and emphasize communal ties.

D8 Personality Trait
1 The wisdom of my ancestors gives me a unique outlook on life.
2 As a child, I played hero. Now I'm of age, I'm determined to become one.
3 Nothing is more important than a job well done.
4 I've never backed down from a barnyard brawl.
5 I may not be the best thinker, but there's a simple solution to everything.
6 I celebrate the little things in life because I don't know when hard times will hit.
7 Honesty is my greatest virtue, but sometimes I'm too blunt in my delivery.
8 I'm hard to bore. There's always something I can do to improve myself.
D6 Ideal
1 Diligence. Don't put off for tomorrow work that can be done today. Laziness is a vice. (Lawful)
2 Preparation. Like the seasons, life changes frequently. Prepare for change and you'll come out on top. (Neutral)
3 Generous Pride. Watching another enjoy the fruits of your labor is one of life's luxuries. (Good)
4 Freedom. The landlord can't see everything that goes down in the stables. Enjoy life's little opportunities to let loose and have fun. (Chaotic)
5 Pecking Order. Every animal has a social hierarchy. I'm the strongest, so what I say goes. (Evil)
6 Fairness. Everyone helps around the farm from a young age, favorite child or not. The family is strong when everyone does their part. (Lawful)
D6 Bond
1 I set out to earn riches for my family so they don't have to live harvest to harvest.
2 I've worked the land, I love the land, and I will protect the land at all cost.
3 Bandits pillaged my hometown. I will destroy those bandits some day.
4 My landlord is kind to his people. I will pay back that kindness and make him proud to be my liege.
5 I was born a slave but earned my freedom. I will become rich enough to free my family.
6 I am in love with a friend. I will do anything to protect their perfect smile.
D6 Flaw
1 I distrust and dislike meeting new people. Most people weren't raised right.
2 I only know country-manners, and don't know proper behavior in civilized settings. I ain't no city boy.
3 I was born and raised a slave. I find it hard to stand up to authority figures.
4 I'm a gullible and naive countryboy. It's easy for people to con me.
5 I'm a bit too fond of alcohol, and I don't hold my liquor well.
6 I got a girl pregnant, and ran from the crossbow-wedding. I often regret that decision, and worry about my unknown child.
SERONIA | EXPANDED BACKGROUNDS
SERONIA | EXPANDED BACKGROUNDS

Background: Judge

Your duty is to uphold the law. Before becoming an adventurer you resided over a court or tribunal, managing proceedings and sentencing criminals to punishments fit for their crimes. Your job required a deep understanding of the law which you used to resolve conflicts both clear-cut and morally grey.

The legal system in the kingdom or country where you worked has a large effect on how you view the law. Was it a court system where a jury gave the final verdict and you simply organized the proceedings, or did you have absolute authority over who was declared guilty and what punishment they received? Was it a fair legal system with plenty of checks, balances, and integrity, or was it rife with abuse and corruption? Did you work on criminal cases, civil law, or something even more specific? Perhaps instead of working for a government you were a judge in an internal tribunal for a temple or military organization.

Consider what compelled you to leave your old occupation behind and begin adventuring. Maybe you seek to bring an evil force beyond the scope of ordinary law to justice, or maybe you have lost faith in the legal system altogether and have turned to a vigilante approach.


  • Skill Proficiencies: History, Insight
  • Languages: Two of your choice
  • Equipment: A scroll declaring your legal authority signed by a king or other government official, a book of law, a formal uniform you wear to court, a set of common clothes, and a belt pouch containing 15 bp.

Suggested Characteristics

A judge's career is centered on issues of right, wrong, and punishment, so they will approach adventuring through a similar lens. They are used to being respected and in control, leading many of them to struggle with wild, chaotic situations.

d8 Personality Trait
1 I quote the law like a religious fanatic quotes scripture.
2 I bang my weapon like a gavel whenever I want a rowdy group's attention.
3 I remain impartial when making decisions, even when I should have biases and loyalties.
4 Evidence is necessary to back up any claim.
5 I insist on settling all party disagreements through fake court proceedings.
6 I have to hear all sides of a story, but I secretly hate listening to people whine about how unfairly they're treated.
7 I am happy to make sacrifices for the sake of fairness.
8 I will not attack a person unless someone can prove they are doing something wrong.
d6 Ideal
1 Law. I will follow the letter of the law always, no matter what I believe. (Lawful)
2 Justice. My duty is to fight for the disenfranchised underdog. (Good)
3 Reform. Laws can be corrupt, and I strive to free people from the bad ones. (Chaotic)
4 Punishment. I will punish all those who have committed great evils. (Any)
5 Control. I enforce the law only where it benefits myself. (Evil)
6 Stability. The purpose of the law is to keep civilization from collapsing. That spirit of that goal is more important than the letter of the law. (Neutral)
d6 Bond
1 A dangerous criminal is on the loose, and I plan to hunt them down.
2 All those who strive to uphold the law are my allies.
3 I have sentenced an innocent man to a horrible punishment, and the guilt still haunts me.
4 There is an ethical cause that I would give my life for.
5 I dream of memorizing the laws of every civilization.
6 I am enamored with the legal system of my own culture, and want to spread its tenets everywhere.
d6 Flaw
1 Mercy is a foreign concept to me.
2 I am unwilling to admit when I am wrong.
3 I become unreasonably enraged at even the slightest injustice.
4 I expect others to adhere to the law, but I act like i am above it.
5 If there isn't a law in the books to handle a moral dilemma, I can't make a decision.
6 The punishments I deal are cruel and unusual.
SERONIA EXPANDED | BACKGROUNDS
Variant Judge: Barrister

You lived in a place with a legal system that gives prosecutors and defendants the right to hire a legal specialist to argue their case. You know the law as well as any judge, but your job was to use it to prove that your client was innocent or in the right. Maybe you strived to defend the innocent and make the world a better place, or maybe you took whatever case would make you the most money, even if it meant letting a criminal run free or sending an innocent man to the gallows.

If you take this variant, replaced your proficiency in History with a proficiency in Persuasion.


Background: Philosopher

You have dedicated yourself to the pursuit of answers to life's most difficult questions, ones of existence, morality and meaning, and you have made a name for yourself doing so. Perhaps you were privileged and classically trained, inheriting your theories from the world's greatest minds and making them your own. Or maybe you started the quest for truth from nothing, forming your philosophy by debating with any friend or stranger who would entertain you, and your conclusions have only recently received wide attention and acclaim. After spending a lifetime in the realm of thought, it may be surprising to see you pursue the active and practical life of an adventurer.


Skill Proficiencies: Persuasion, Insight
Languages: Two of your choice
Equipment: A book of your thoughts, a quill, a jar of black ink, an small trinket that once gave you a philosophical revelation, a set of common clothes, and a pouch of 10 gp.

Personal Philosophy

After spending a lifetime asking and pondering, you have developed a personal philosophical stance. Choose one from the Philosophies table or roll on it to determine what your character is mainly focused on.

Feature: Debate Ethics

Among those who study philosophy, including cultured nobles, academics and other philosophers, there is a chance that they have heard of your work. Those who respect philosophy will assume you to be a reasonably wise and intelligent person, and they will be more likely to listen to your advice. Using your reputation and experience in debate, you may be able to convince these people that an act which seems at odds with their alignment's ethos at first glance is, in fact, perfectly fine. While they are not guaranteed to agree with you, they are more likely to give your arguments serious consideration.

Suggested Characteristics

Philosophers are highly concerned with thoughts, theories, and abstract concepts, and tend to view the world in a way that is tinted by this fixation. They may embrace the world around them as a fascinating manifestation of the universe's inner workings, or they may shun it in favor of their internal experience.

Philosophies
d20 Philosophy
1 Solipsism. Knowledge of anything outside one’s own specific mind is unjustified. The external world and other minds cannot be known and might not exist.
2 Determinism. Every event, including thoughts and behavior, decision and action, is determined by an unbroken chain of prior occurrences.
3 Utilitarianism. The moral worth of an action is solely determined by its contribution to overall utility, meaning whatever create the most net happiness.
4 Hedonism. Pleasure is the only intrinsic good. Actions can be evaluated in terms of how much pleasure they produce.
5 Positivism. Knowledge can only come from positive affirmation through a strict scientific method.
6 Absurdism. Any effort to find meaning in the universe will ultimately fail (and, hence, is absurd) because no such meaning exists.
7 Objectivism. Certain acts are objectively right or wrong.
8 Relativism. No belief can have absolute truth, having value only within a certain context or frame of reference.
9 Nihilism. Life is without objective meaning, purpose, value or truth.
10 Existentialism. All philosophical thought must begin with the experiences of the individual, and it is up to them to give meaning to their own existence.
11 Rationalism. The criterion of the truth is not sensory, but intellectual and deductive.
12 Stoicism. Emotional and physical self-control leads to inner peace and strength, allowing one to live a happier life.
13 Aestheticism. Our main efforts in life should be on creating and enjoying beauty, in all of its forms.
14 Collectivism. The greater good is more important than any individual.
15 Egalitarianism. All individuals should be treated as equals.
16 Constructivism. Reality, and the methods we use to understand it, are subjective constructions rather than an objective reading of events.
17 Naturalism. The supernatural and the natural are indistinguishable and can be studied with the same methods.
18 Finalism. Any event is defined by a pre-set final outcome, and all events leading up to the outcome are shaped by it.
19 Cynicism. Selfless qualities like altruism, honest and virtue do not exist. People are only driven by self-interest.
20 I haven't settled on a philosophy.
SERONIA | EXPANDED BACKGROUNDS
d8 Personality Trait
1 I never stop asking questions. Ever.
2 I am absentminded and easily distracted.
3 I spend several hours each day in quiet introspection.
4 I love seeing how other respond to paradoxes and strange thought experiments.
5 The philosophical conclusions of common people are just as valuable as those from established academics.
6 I enjoy the challenge of explaining complex philosophical concepts in terms that a layman can understand.
7 I am unflappable in the face of tragedy, analyzing the situation in a calm, academic manner.
8 Everything can be seen as a metaphor for the deeper meaning of life.
d6 Ideal
1 Truth. There are answers out there and I intend to find them. (Any)
2 Indoctrination. I won't be happy until everyone believes exactly what I believe. (Lawful)
3 Virtue. What good is a moral system if you don't put it into practice? (Good)
4 Justification. I use philosophy to excuse my cruel impulses. (Evil)
5 Rebellion. I like thinking and believing differently than everyone else. (Chaotic)
6 Aspiration. I want to be like the great philosophers that I look up to. (Any)
d6 Bond
1 I have written a book, paper or manifesto on my philosophy and I want to promote it.
2 I need to find meaning in my life.
3 There is a living philosopher that I look up to more than anyone, and I dream of meeting them.
4 My philosophy is just one way that I show my deep devotion to the god I worship.
5 I owe my theories and success to the school of philosophy that trained me.
6 I am always on the hunt for evidence that my philosophy is the correct one.
d6 Flaw
1 I get so caught up in thought experiments that I don't pay attention to the real world.
2 My philosophy comes with implications that trouble me deeply, and I fear accepting them.
3 I get offended when my views are challenged.
4 I'm a hypocrite who can't follow my own beliefs.
5 Practical problems always stump me.
6 I'm not wrong, I think on such a high abstract level that no one else gets it.
SERONIA EXPANDED | BACKGROUNDS

Background: Tribal Nomad

You were born into the world floating like a leaf in the wind; your people, nomadic travelers, wandering throughout their homelands, feet falling softly leaving no track and bringing all that one has along on the road. Tribal Nomads are seldom fully welcomed by larger, more static societies, which view them as outsiders and fear their otherness (unless they are skilled artisans, performers, or itinerant healers).

Skill Proficiencies: Insight
Languages: Two of your choice
Equipment: A set of tribal clothes, a keepsake of your home (e.g. gift when you came of age or left your people), a small hunting knife and flint, and a belt with a pouch containing 5bp.

Feature: Well Traveled

Your unceasing travel of the world has allowed you to glean insights and connections into settlements you travel to. Work with your DM to determine where you have traveled in your past, if only generally. When you visit a settlement you have visited before, you know one local who can point you toward a good place to stay a night.

When you visit a settlement you have not visited before, you may spend 10 minutes observing the new location. If you do, the DM provides you with one significant observation about the location's culture. You may glean one new piece of information each day.

Suggested Characteristics

Tribal Nomads are continually at the outside of larger society, which separates them from many conventional social norms and customs. Your lifestyle is characterized by your activities, which determines a second proficiency provided by this background. Below are examples; you may work with your DM to create a different tribal nomad type as needed.

d8 Tribal Homeland
1 Arid Desert
2 Grassy Plains
3 Alpine Mountains
4 Frozen Tundra
5 Tropical Jungle
6 Treacherous Marshlands
7 Windswept Steppe
8 Evergreen Forest
d10 Type
1 Pastoralist (Animal Handling
2 Hunter-gatherer (Survival)
3 Performer (Performance)
4 Healer (Medicine)
5 Raider (Athletics)
d10 Type
6 Crafter (one artisan's tools)
7 Con Artist
(Deception)
8 Elder (Persuasion)
9 Prophet (Religion)
10 Chronicler
(History)
d8 Personality Trait
1 I travel light and only take what I need... That includes people.
2 I place no stock in wealthy or well-mannered folk. High-minded values and ideas teach you nothing about the world as it is.
3 I’m full of witty aphorisms and have a proverb for every occasion.
4 I follow the foreign and seek the undiscovered... But at my own pace.
5 I travel incessantly because no place could bear to keep me for very long.
6 I feel that I must share my gifts with all places in the world, not just one land or kingdom.
7 Everything I have and have achieved is a result of my own work and I take great pride in my self-sufficiency.
8 I enjoy traveling to new lands and making new friends over a flagon of ale.
d6 Ideal
1 Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
2 Tradition. The long standing traditions of my people must be honored and upheld. (Lawful)
3 Creativity. The world is in need of new ideas and bold action. (Chaotic)
4 Cooperation. By supporting each other and caring for each other, the world can progress and evolve, and we can live in harmony. (Good)
5 Supremacy. It is my duty to show the people the way to glory, disposing of any who would dare oppose me. (Evil)
6 Loyalty. I do not give my word of friendship easily, but when I do it is for life. (Any)
d6 Bond
1 The tribe leaves no one behind and I won't either. No matter the risk.
2 I seek to discover new lands in the hope that, one day, I can return home and tell my people of the world and my adventures and bring to them many wonders.
3 I am on the run from a greater power than myself, and if I stop moving then they might find me.
4 No one else should have to endure the hardships I’ve been through.
5 I have been searching my whole life for the answer to a certain question.
6 No matter where I am, the honour of my family must be upheld and our enemies must be destroyed.
d6 Flaw
1 I’ll never fully trust anyone other than myself.
2 I turn tail when things look bad.
3 Out in the wilderness we move with the winds, never settling in one place. I still can't shake the habit.
4 All the new sights and sounds of the outside world have rendered me less aware than a deaf, blind deer foal.
5 I disdain the laws of other societies, and I have no compunctions against breaking them at a whim.
6 I feel at home wherever I am. Sometimes too at home…
SERONIA | EXPANDED BACKGROUNDS

Background: Watchmen

You have dedicated your life to pursuit, revelation, and apprehension. Your training has taught you how to determine the truth of a matter through steady analysis and firm inquiry.

As a watchmen, determine how you apply your skills in the world. Unlike a constable, watchmen are often paid by organizations such as guilds, banks, kingdoms, and even nobles with enough coin. What caused you to take up the broader mantle of adventurer?

Skill Proficiencies: Investigation, and one from Insight or Perception
Tool Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: A set of common clothes, a traveling longcoat, official watchmen's documents, a piece of evidence or memento from a cold case, a notebook, and a belt pouch containing 10bp.

Feature: Watchmen's Declaration

As a watchmen, you may declare your profession, identifying yourself as one who is determined to ascertain truth. When proclaimed, this can give a civilized creature pause, encourage them to flee, or cause them to be more willing to talk to you. This declaration may be accompanied by an invoked sigil or official paperwork which permits you to operate within the bounds of your government or organization.

Suggested Characteristics

A watchmen who takes up the life of an adventurer expands their sphere of concern to the greater world, but still applies an investigative ethos in their travels.

d8 Personality Trait
1 I cannot abide injustice, and I will act out against it even when facing unfavorable odds.
2 I am always on the lookout for criminal activity.
3 I consider the facts carefully before I make any decision.
4 I have a fixation on determining the motives and psychology of others, even my closest friends.
5 My investigations have shown me enough of the world to know that I want no part of it.
6 I am used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
7 I like to reserve all my knowledge until the most dramatic moment, so I can display it to others and dazzle them with my brilliance.
8 I don’t know much, but my hunches have never led me wrong in the past.
d6 Ideal
1 Community. All acts must be in the interest of strengthening the welfare between people. (Good)
2 Greater Good. Punishment of evil is the highest good. Procedure too often only plays the role of shackles and an excuse for inaction. (Chaotic)
3 Prestige. Everything I do is targeted at increasing and showing my power – it’s all anyone can depend on. (Evil)
4 Logic. There are no coincidences because everything can be explained. (Lawful)
5 Truth. Lies always obscure beauty, and finding truth is like the clear peal of a bell. (Neutral)
6 Challenge. Wit, strength, and intelligence mean nothing until matched to trials of comparable power. (Any)
d6 Bond
1 There is a criminal in my past that got away, and I have sworn to bring them to justice.
2 I became a watchmen to prevent a certain crime that I was the victim of in the past.
3 I’ve discovered the crime of a powerful person, and I’ve hidden the truth – for now.
4 I firmly believe in the guiding precepts of my organization.
5 My town or city is my home, and I will fight to defend it.
6 I owe everything to another detective who taught me everything I know.
d6 Flaw
1 I know the common people are criminals, and it is only by my harsh hand that they are controlled.
2 I enforce the law stringently, with no room for personal concerns or individual circumstance.
3 I’m not averse to accepting a bit of money on the side for my hard work.
4 I obsess over my current case, to the detriment to all other aspects of my life.
5 I would commit almost any crime to get to the bottom of a case.
6 I overlook simple solutions in favor of complicated ones.
SERONIA | EXPANDED BACKGROUNDS
Variant: Wounds and Disabilities

While Seronia's world features emerging medical technology and potent alchemy, the scarcity of healing magic means injuries from combat are often more deadly and persistent.

Wounds

As apposed to the traditional abstract loss of hit points in Dungeons & Dragons, Wounds represent pain, suffering and eventual death if left untreated.

Creatures suffer Wounds in one of three ways:

  • If you take damage exceeding 12 + your Constitution Modifier (Wound Threshold) from a single attack, ability, spell, or trap that deals lethal damage, you suffer a Wound Risk. At the end of each combat turn during which you suffered one or more Wound Risks, make a Constitution saving throw at DC 12 + 2 for each Wound Risk. If you fail, you suffer a Wound. Critical success always resists, while critical fumbles always result in suffering the Wound.
  • Any time you take damage that is higher than two times your Wound Threshold value in one attack, you automatically fail the save and always suffer a Wound.
  • Certain critical hits apply Wounds as noted.

When you suffer a Wound, your Wound Level increases, reducing the value of your Hit Dice by one step for each Wound you have suffered (down to the minimum value possible). E.g. if an Outlander receives two Wounds during combat, their Hit Dice are reduced to a d8 (down two steps from a d12).

Wound Level Hit Dice Reduction
1-4 One step, down to a maximum of d4
5 Minimum value possible (d1)
6+ Knocked Unconscious (see below)

Falling from Wounds

If you have more Wounds than half your Player Level, rounded up, plus your Constitution modifier (minimum of 6), you are immediately knocked unconscious. If not stabilized beforehand, in 2d4 hours you regain consciousness and remove one Wound.

Recovering from Wounds

Wounds can be removed with a successful DC 15 Wisdom (Medicine) skill check and expending one use of a healer’s kit (contains 10 uses). A Wound can also be removed with any kind of rest and the expenditure of a Hit Die. This die does not grant hit points however, it only removes the Wound. Certain class features also remove a Wound (see next page for a list).

Festering Wound

When you take a long rest and have any Wounds, they risk becoming festering. Make a Constitution saving throw at DC 12 + number of Wounds you have. If you fail, you suffer a Festering Wound. A Festering Wound cannot be removed by spending Hit Dice. A successful DC 15 Wisdom (Medicine) check at the end of a long rest turns a Festering Wound into an ordinary Wound. The greater restoration spell also removes a Festering Wound completely, as well as certain class features.

SERONIA | WOUNDS AND DISABILITIES

While you have a Festering Wound, you suffer from the following effects:

  • Your maximum hit dice recovered from a Long Rest is reduced by one for each Festering Wound. Your maximum hit dice returns to normal when you take a long rest with no Festering Wounds.
  • While you suffer from any amount of Festering Wounds, your Death Saving Throw DC is increased to 12.

NPC Wounds

Monsters do not suffer Wounds, only damage. For NPCs, apply their proficiency modifier instead of half their player level to their max number of Wounds. Creatures that are immune to critical hits are also immune to receiving Wounds.

Devastated Limbs and Amputation

As part of certain critical hits, limbs can be struck in combat. A limb that is struck once in a single combat is considered Devastated, suffering the base Disability features for One Arm or One Leg respectively (pg 140 and 141). This persists until subject to a successful Surgery check (see pg. 187). If a Devastated limb is hit in combat, it is considered Amputated. Amputated limbs can only be restored by the greater restoration spell, Wish magic, and certain class features. You qualify for prosthetics if a limb has been amputated.

Limb Chart†
Roll Area
01 Right leg
02, 05 Left leg
03, 06 Right arm
04 Left arm

† If the target has a shield, roll a 1D6; otherwise, roll a 1D4. Reverse left and right results for left-handers

Damaged Organs

In addition, vital organs can be struck during specific critical hits. The first time an organ is struck, the target suffers the effects as detailed on the table below and has a permanently Damaged Organ. Each time a Damaged Organ besides your heart is struck, you gain a permanent Festering Wound which can only be removed after the organ is repaired from Surgery (see pg. 138), Wish magic, the greater restoration spell, or certain class features such as Spirit's Mercy and Transcend Suffering. Each time a heart suffering from the Damaged Organ condition is struck, you are additionally reduced to zero hit points with one failed death saving throw.

Roll Effect
01 Lung; cause a Wound, gain two levels of exhaustion
02 Nick Heart; cause a Wound, damage +2W MAX
03 Kidney; cause a Wound, damage +1W
05 Spleen; cause a Wound, damage +2W
06 Stomach; cause a Wound, Incapacitated for 1 round
Classes with Wound Features

The following classes have features that specifically affect the Wound system:

Fighter. Influence of Peace (Envoy archetype)
Gentry. Faith Healing (Clerical bloodline)
Hunter. Poultices, Master Herbalist (Herbalist Conclave)
Outlander. Diehard
Ovate. Spirit's Mercy
Phagist. certain Discord effects, Unbridled Entropy (Dissident approach)
Physician. Medical Advances, Resuscitate
Rogue. Art of Dukaz, Excise Infection (Barber-surgeon archetype)
Summist. Harmony of Life, Transcend Suffering (Healer curriculum)

SERONIA | WOUNDS AND DISABILITIES

Realistic Healing


In Seronia, players must rely on healing kits and natural healing since precious little magic is available to them. These rules introduce new uses to the healing kits.

Healer's Kit


5 bp, 3 lbs. This kit is a leather pouch containing bandages, salves and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

With Healer's Kit you can use the First Aid, Long Rest Care and Resuscitate actions.

Herbalist's Kit


5 bp, 3 lbs. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. The kit has 10 uses. Proficiency with this kit lets you add your proficiency bonus to any ability check you make to identify and apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.

With Herbalist's Kit you can use Treat Poison and Treat Disease actions, as well as the Long Rest Care.

You can refill one use of the Herbalist Kit with a Wisdom (Nature) check gathering herbs from their environment, with the DC value dependent on their availability.

Surgeon's Kit


100 bp, 10 lbs. This kit contains scalpels, scissors and saws, grasping forceps, and vials of alcohol. You must be proficient in Medicine to use Surgeon's Kit. This kit lets you use the First Aid action and benefit from advantage to the Wisdom (Medicine) check. Also, you can attempt the Surgery action.

A Surgeons Kit can be reused when all uses are spent, and can be refilled with 10 uses for 40 bronze pence.

Healing Actions

First Aid

By spending a use of Healer's or Surgeon's Kit, you attempt to tend to an injured person until full medical treatment or rest is possible. Make a Wisdom (Medicine) check against DC equal to 5 + twice the Wounds of the treated creature. If you provide First Aid to yourself, you suffer disadvantage to the roll. On success, you remove one Injury. If you roll an unmodified 20 on the Medicine check, you remove an additional Injury.

Once you attempt a First Aid on a creature, you cannot attempt again until the creature completes a long rest.

Long Rest Care

By spending one use of Healer's or Herbalist's Kit, you can ease the suffering of one injured creature during its long rest. While spending Hit Dice to recover hit points during the long rest, the creature can choose one of the dice and change it to the maximum value of the die. Also, the creature benefits from an advantage to its next Constitution saving throw made during the long rest. In addition, the creature's Wounds are immune to Festering effects (see pg. 185).

Revive

By spending a use of Healer's Kit, you attempt to stabilize and return creature to life despite clinical death. A dead creature can still be returned to life within number of combat rounds equal to 1 + the number of successful death saves it scored before dying. Attempt a Wisdom (Medicine) check against DC 30 - 5 for each successful death save the creature had before dying.

If you succeed, the creature can immediately repeat one of its death saves with advantage. If it succeeds on it, it can repeat another death save with advantage. It can continue to do this until it scores one failure. Upon scoring one failure, it dies and can not be Revived again. A creature may not be Revived more than once until it finishes a long rest.

Treat Poison

By spending a use of Herbalist's Kit, you provide immediate assistance against the effect of poison. The creature gains resistance to the next damage it receives from the poison and can immediately repeat the saving throw against the effect of poison. You can also spend another use and make a Wisdom (Medicine) check against the Poison's DC. If you succeed, the creature gains advantage to its saving throw. You cannot Treat Poison again until the creature completes a long rest.

Treat Disease

By spending a use of Herbalist's Kit, you provide relief from a disease and prevent is further spreading. The creature can immediately repeat the saving throw against the effect of disease. You can also spend another use and make a Wisdom (Medicine) check against the Disease's DC. If you succeed, the creature gains advantage to its saving throw. In addition, any check against contracting the disease from the sick creature is made with advantage. You cannot Treat Disease again until the creature completes a long rest.

Surgery

By spending a use of a Surgeon's Kit, you perform a complex procedure on a creature to repair a Damaged Organ or Devastated Limb. Attempt a Wisdom (Medicine) check against DC 30 - 2 for each point of Intelligence modifier the treating creature has. The procedure requires minimum of 1 hour of uninterrupted work, plus another hour and an extra use of the Surgeon's Kit for each 5 points of DC. A creature proficient in Medicine can attempt to Help by spending an additional use of the Surgeon's Kit.

On success, the Damaged Organ or Devastated condition is removed. On failure, the Condition remains the same. If you fail by 5 points or more, for each point below DC the creature suffers one Injury and may become dying during surgery.

Once you attempt a Surgery on a specific Damaged Organ or Devastated limb, you cannot attempt again for one week. You can however attempt Surgery on another Condition on the same creature.

SERONIA | WOUNDS AND DISABILITIES

Disabilities

Roleplaying can provide an escape from real life, but it can also give a fresh perspective on a familiar world. These rules are meant to offer more ways for players to experience their adventures, creating characters that don't often get to star in the action of fantasy stories.

Disabilities are a hindrance, not a final sentence. They create challenges, but never roadblocks. Disabilities can be mastered through time and effort, and they can be supplemented or eased with prosthetics and Joynts Cant, a tactile language created by monks on vows of silence that is now used by the deaf. Some adventurers were born with their disabilities, others become disabled from some grievous injury in the midst of their journeys, but an adventurer’s determination pushes them to overcome such obstacles and even to learn from them.

Challenges and Rewards

Each Disability comes with its own challenges and its own rewards for overcoming those challenges. When you live and train in a body that is not typical, you gain abilities that are not typical. Some of these abilities are magical, granted from the The Oversoul. These are the features gained from your disabilities, and the effort it will take to earn them.


Base features: effects of a disability given to a character as soon as they gain the disability. Learned and Mastered features supersede base features if they contradict each other.


Learned features: effects or abilities awarded characters who began an adventure with a familiarity of their disability, or those who have struggled in the midst of their adventuring and succeeded at coming to an understanding with it. A character gains the Learned features of their disability if they had the disability at 1st level, or if they have gained 1,000 experience points while having their disability. Mastered features supersede learned features if they contradict each other.


Mastered features: effects or abilities awarded characters who have adventured long enough with their body to learn new and seemingly impossible powers from it. A character gains the Mastered features of their disability if they have gained 50,000 experience points while having their disability.


Shapeshifting: Magical effects can change the basic form of a creature, but some characteristics will remain. Disabilities are one of those characteristics. A character who is shapeshifted, such as with the polymorph or shapechange spell keeps all features associated with their disability while shapeshifted.

Blindness

Your character has either complete blindness or is visually impaired to the point that no glass nor lens can clarify their sight.


Base: You permanently have the blinded condition, as described in Appendix A of the Player's Handbook. This condition can only be ended by Wish magic or the greater restoration spell if the blindness was not from birth. When a spell or feature requires that you must see the target(s), you instead need only to be aware that they are within range (using hearing, smell, touch or some other sense), and the target(s) cannot be behind total cover.


Learned: You have advantage on Wisdom (Perception) checks that rely on hearing. If you are also deaf, you instead gain advantage on Wisdom (Perception) checks that rely on touch or smell.


Mastered: You gain blindsight out to a range of 30 feet if your character does not have the Spellcasting or Pact Magic feature. If your character has The Sight, you can instead gain blindsight out to a range of 15 feet, and you can have your blindsight reach into the ethereal plane out to 15 feet at will.

Deafness

Your character has either no hearing, or is hard of hearing to the point that the discernment of sounds becomes nearly impossible.


Base: You permanently have the deafened condition, as described in Appendix A of the Player's Handbook. This condition can only be ended by Wish magic or the greater restoration spell if the deafness was not from birth.


Learned: When a creature that you can see is speaking, you understand their surface level emotions and intentions by studying their body language and expressions, whether they are attempting to be kind or mean, helpful or inquisitive, etc. You also gain advantage on Wisdom (Insight) checks made on creatures you can see. If your character is also blind, you instead gain advantage on Intelligence (Investigation) checks that rely on touch or smell.


Mastered: You gain advantage on perception checks relying on sight. You also gain darkvision out to a range of 60 feet. If you already have darkvision, increase its range by 30 feet. If your character is also blind, you instead gain advantage on all checks you make with tools that you are proficient with.

Amputation

Your character may be missing some or all of a limb, so that they cannot effectively use the limb. You may also use these rules for characters with debilitated limbs. It should be noted that the greater restoration spell can restore severed limbs, but not limbs that never formed in the first place (which requires Wish magic). Make sure that the origin of a character's amputation is well established during character creation. If a severed limb is restored in any way, the character pauses all progress towards their appropriate Learned or Mastered features. They do not lose any benefits already earned.

SERONIA | WOUNDS AND DISABILITIES
One Arm

Base: You cannot wield two-handed weapons, and you cannot benefit from the versatile property of any weapons. You cannot wield bows or longarms. You also have disadvantage on Strength (Athletics) checks.


Learned: You can use bows and longarms, developing a special harness that allows you to use your mouth or your shoulder while firing. Only you and others with this feature can use the harness.


Mastered: You can effectively wield two-handed weapons and you always benefit from the versatile property of a weapon in your one hand, so long as you are proficient with the weapon you are wielding. You no longer have disadvantage on Strength (Athletics) checks.

Both Arms

Base: You cannot hold objects or weapons. You can ignore the somatic components of a spell if you are wearing your arcane or divine focus and use a pomander-styled component pouch on your body (treat as a exquisite necklace costing 5 bp) . You also have disadvantage on Strength (Athletics) checks.


Learned: You can hold objects and weapons with your feet, so long as they do not have the heavy or ammunition property. When you do so, your speed becomes 0, and you can’t benefit from any bonus to speed.


Mastered: Your speed increases by 10 feet, and your jump distance is tripled.

One Leg

Base: With a crutch, staff, or similar support, your base speed is reduced by 15 feet. Without such support, your base speed is 5 feet. You have disadvantage on Dexterity (Acrobatics) checks.


Learned: With a support, your base speed is reduced by 10 feet. Without such support, your base speed is 10 feet. You no longer have disadvantage on Dexterity (Acrobatics) checks.


Mastered: With a support, your base speed is not reduced. Without a support, your base speed is 20 feet. You gain advantage on all Dexterity (Acrobatics) checks.

Both Legs

Base: Your base speed is reduced to 5 feet. You have disadvantage on Dexterity (Acrobatics) checks.


Learned: If you are not holding anything in your hands then you can use your hands to move. If you do so, your speed becomes 20 feet.


Mastered: When you use your hands to move, your speed becomes 30 feet, and you gain a climb speed of 30 feet. You also gain advantage on any Strength checks that use your arms.

Prosthetics

Adventurers with amputations may elect, if they have the coin, to outfit themselves with a prosthetic. Basic Prosthetics usually cost 10 bp, and characters that begin their campaign with an amputation can start with a basic prosthetic. Basic prosthetics can be found in most cities, built and sold at Blacksmith/Armory and Magic Stores while supports are also sold at Adventuring Supplies stores. Upgraded versions of prosthetics require a more specialized touch and can require either a Modern or Premium store (see Seronia: Cities and Outlands pg. 10 for more info). Vendors of that sort can be found in major cities. Magical prosthetics can enchanted and crafted wherever magical items are crafted. They can be upgraded at specialized vendors just like Upgraded prosthetics.

While wearing a prosthetic, an adventurer ceases all progress towards the Learned and Mastered features of their amputation disability. They do not lose any features if they have already earned them.

Basic

A prosthetic made of wood and metal. You can don or doff this prosthetic as an action. If your prosthetic is a prosthetic arm, you can pick up, drop, and hold objects in your prosthetic hand. You cannot be proficient with any weapons or tools you hold in your prosthetic hand. You can only wield a buckler, not normal or tower shields on your prosthetic arm.

If your prosthetic is a prosthetic leg, it counts as a support while you have it equipped for the one-legged features. If both of your legs are prosthetic, your base speed becomes 20 feet.

If a creature would disarm you of or destroy an item with a feature or attack, they can instead remove your prosthetic. It falls to the ground at your feet.

Upgraded

Your prosthetic can now wield weapons with proficiency. Upgraded Prosthetics usually cost 50 bp and require at least an Urban store type. Your prosthetic can also be upgraded with one of the following options, none of which add to your encumbrance:

SERONIA | WOUNDS AND DISABILITIES

Prosthetic Upgrades
Upgrade Cost Weight
Arcane/Divine focus 20 bp 5lb.
Aspergillum 6 bp 4 lb.
Climbers 15 bp 5 lb.
Grappling hook 10 bp 8 lb.
Hidden compartment 20 bp 1 lb.
Hidden gunne 150 bp 1 lb.
Lantern 10 bp 3 lb.
Scizore 20 bp 5 lb.
Weapon 10 bp 5 lb.

Arcane/Divine focus. If your character uses an arcane or divine focus you can have that focus inlaid into your prosthetic. You can cast spells using the inlaid focus as though you were holding it in your hand.


Aspergillum (arms only). An aspergillum is a mace-like tool used to sprinkle holy water. It has a light head and a metal plug to fit the hollow's neck. When you hit a creature with this mace, holy water sprinkles out through tiny holes throughout the weapon’s head; creatures subject to damage from holy water take 1d4 radiant damage in addition to the normal effect of being struck by the mace (a nonmagical aspergillum can deal holy water damage to an incorporeal creature in this manner, even if the mace itself deals no damage). After 3 hits, the aspergillum is empty and needs to be refilled.

Filling it with holy water is an action that provokes an attack of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, otherwise the holy water leaks out as the weapon moves.


Climbers. You have retractable climbers that make climbing easier for you. Climbing does not cost you extra movement.


Grappling hook (arms only). You have a visible hook attached to 20 feet of rope, made of hemp or silk. You may detach the hook to become less conspicuous. Doing so requires an action.

Your prosthetic can shoot the hook up to 20 feet away. To aim and fire the hook at a ledge requires an action. The hook automatically hits and grabs the ledge until a creature spends an action unlodging the hook.

As an action, you can aim and fire the hook at a creature within 20 feet of you. They must succeed a DC 10 Dexterity saving throw or take 1d4 bludgeoning damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.


Hidden compartment. You have a secret compartment in your prosthetic. If you are a Small creature, you may hide objects weighing 1 lb. or less in this compartment. If you are a Medium creature, you may hide objects weighing 2 lb. or less. If you have the “Powerful Build” feature, you may hide objects weighing 5 lb. or less. A creature may spot the hidden compartment with a successful DC 15 Intelligence (Investigation) check.

Items hidden in your prosthetic add to your encumbrance. The object(s) must be of a size that fits inside the prosthetic.


Hidden gunne. A hidden gunne functions as per a pistol sword cane. The prosthetic must be removed in order to be reloaded.


Lantern. You have a visible glass lantern placed into your prosthetic. The lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.


Scizore (arms only). The scizore is a hardened tube that fits over the forearm, ending in a semicircular blade (treat as a simple weapon that deals 1d8 piercing damage). The scizore grants a +1 shield bonus to AC, but if you attack with the blade, you lose the AC bonus that round and take a –1 penalty on attack rolls with the scizore. While wearing a scizore, you cannot use that hand for anything else.


Weapon. You attach a weapon to your prosthetic that is analogous to a club, dagger, handaxe, light hammer, mace, sickle, or sling. The weapon uses the same stats as its analogy, except that it loses the “thrown” property if it had the "thrown" property. Your character is proficient with the attached weapon.

You can have the weapon be hidden and retractable in your prosthetic. Doing so increases the cost of this upgrade by 10 gp and gives the weapon the Covert property. Sheathing or unsheathing the hidden weapon requires a bonus action.

SERONIA | WOUNDS AND DISABILITIES

Magical Prosthetic Upgrades

Your prosthetic arm has an arcane nature to it and must be attuned to. You can no longer be disarmed of your prosthetic. You can now be proficient with weapons, tools, and shields that you wield with this prosthetic. Magical prosthetics usually cost 1,000 bp.

In addition, it can have one of the following magic upgrades:

Infused cantrip. Choose cleric, druid, or wizard. Your prosthetic is infused with one cantrip of your choice from the class’s spell list. You can cast this spell so long as you are wearing and attuned to this prosthetic. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice). This upgrade costs 500 gp each time and replaces the previously infused cantrip.

Magic weapon. You attach a magic weapon to your prosthetic. The weapon doesn't add to your encumbrance, and you become proficient with the weapon while it is attached in this way. You can have the weapon disappear and appear at will (no action required). To attach a magic weapon to your prosthetic costs 500 gp.

Wondrous item. Your prosthetic is infused with the effect of a wondrous item. Choose a wondrous item that you own. A craftsman skilled in the creation of magic items can upgrade your prosthetic with the effect of the chosen item by transferring the magic. The item loses its magical properties at the end of the upgrade process, and your prosthetic physically changes to accomodate the effect. If the original item required a command word to activate, then your prosthetic only changes when you speak the command word.

The price and time required for the transfer is detailed below:

Magic Item Transfer Cost by Rarity
Rarity Cost Time Required
Common 10 bp 1 day
Uncommon 40 bp 1 week
Rare 200 bp 1 month
Very Rare 2,000 bp 2 months
Legendary 5,000 bp 3 months

If you replace this upgrade with a new one, the magical effect is lost and cannot be restored.

Moving Chairs

There is a specialization amongst vehicle craftsmen that can be found in urban and premium Transportation stores. Among these are a select few who have dedicated their skills to the creation of single-person vehicles meant for those who have difficulty walking on their own. These constructions are called Moving Chairs that can be made with or without magic depending on the users needs and wants.

Specialists can be found in most major cities, though some make their homes in the more rural and rougher parts of civilization where permanent injuries are common, and their skills are more necessary. Regardless, a basic Moving Chair costs 100 bp, and the cost of their various upgrades are listed below. A gentry or merchant who begins their campaign with a leg amputation can begin with a basic Moving Chair.

Base Features

Every Moving Chair has these base features:

Armor Class. You chair has an AC of 15.

Hit Points. Your chair has 30 hit points. If reduced to 0 hit points, the chair breaks and cannot be used. It can be repaired with carpenter's, smith's, or tinker's tools and an hour of work by someone proficient with one of those tools.

Joined. If you succeed on a Strength or Dexterity saving throw, so does your chair. Also, if you would be teleported by a spell or feature, you can bring your chair with you.

Size. Your chair is betweeen 3 and 6 feet tall. Its size can be Small, Medium, or Large.

Upgradeable. Your chair can be upgraded by a craftsperson for a cost detailed in the table below. A Moving Chair cannot have more than three upgrades at one time.

Wheels. Your chair has wheels powered by your arms. While you have two hands free, you can use your arms to move the wheels, giving yourself a speed of 30 feet. If you have one hand free, you can use it to give yourself a speed of 20 feet. If you move over difficult terrain using the wheels, each 5 feet of movement costs you 20 feet instead of the normal 5 extra feet.


Moving Chair Upgrades
Upgrade Cost Weight
Armored 100 bp 100 lb.
Gunne mount 15 bp 5 lb.
Lantern 10 bp 8 lb.
Levitation 1000 bp 1 lb.
Magic movement 300 bp 1 lb.
Refined chair 200 bp 5 lb.
Shield 10 bp 3 lb.
Storage 20 bp 5 lb.

Armored. Your chair has been fitted with metal plating. It gains a + 5 bonus to AC, and it has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Shield. You have a shield mounted to the front of your chair. The shield grants you half cover against attacks and effects that don't originate from above you.

Gunne Mount. A mount where you can place and secure a longarm, light, or heavy crossbow as an action. This allows you to let go of your weapon and use both hands to move (no action required).

Lantern. You have a visible glass lantern placed on a part of the Moving Chair. The lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Storage. Your chair has a 2 cubic foot compartment that can hold up to 50 lbs of gear.

SERONIA | WOUNDS AND DISABILITIES

Magic Movement. As a bonus action you can give your chair the benefits of your choice of the spider climb, water walk, or feather fall spell for 1 hour per day. You can only have one spell active at a time. If your chair is under the effects of one spell, and you activate another spell, the original spell effect ends.

Levitation. Your chair gains the ability to fly. As a bonus action, you can give your chair a flying speed of 30 feet for 1 hour per day, and you can mentally command it to move (no action required by you). Your chair cannot fly more than 10 feet above the ground. Your chair can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 15 feet or more, nor can it fly above water.

Refined chair. This minor enchantment keeps the chair in pristine condition: cushions are always comfortable, dirt and grimes never seem to stick, and the materials always look polished. At dawn each day, your chair gains 30 temporary hit points.

New Spell

Shape Limb

1st-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (1 cubic foot of organic material)
  • Duration: 8 hours

You take up to a 1-foot cube of the material components and form it into an appendage on your body. This appendage grants the benefits of a Base Prosthetic.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the appendage grants the benefits of an Upgraded Prosthetic, and you can choose one upgrade on the Upgrade List to apply to the appendage for every slot level above 2nd. Any DCs associated with the chosen upgrade are replaced with your spell save DC.

SERONIA | WOUNDS AND DISABILITIES
Variant: Cinematic Critical Chart

As apposed to the traditional critical hits of Dungeons & Dragons, the Cinematic Critical Chart is meant to represent the horror of war and devastating effects that injuries have in key moments of an adventure.

Each proposed critical hit is just a guideline in terms of the description of the injury- feel free to change this as you will, but certain effects have been chosen based on the probability of rolling them. Do your best to match the effects to whatever you change the cinematic elements to.

In these charts are a normal of shorthand codes to help with formatting, which are detailed below:

Chart Shorthand Full Meaning
+X die Adds additional die to the critical hit roll equal to the type used in the spell or item. If there are multiple dies of damage, choose whichever one is the largest. This damage is not multiplied.
+X W Adds additional die to the critical hit damage roll equal to the weapon's damage dice. e.g. +2W for a greatsword would add +4d6, while +2W for a dagger would add +2d4. This damage is not multiplied.
MAX Maximizes the damage for the attack. If prefaced by die or W, it instead maximizes just these dice and not the entire damage roll.
LIMB Roll on the limb chart on pg. 186. The random limb is Devastated. If a limb that is already Devastated rolls this effect, the limb instead suffers permanent Amputation (pg. 189)
ORGAN roll on the Damaged Organs chart on pg. 186
1/2W This critical hit deals standard attack damage, as it often has a utility effect
Normal damage Deal standard 5E critical damage (roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal)
ACID and NECROTIC
D100 Roll Effect
1-40 Devastated limb. see DISABILITIES
41-60 Strike vital area. damage +1 die
61-70 Ruin shield. loses half of it's maximum hit points (magic shields make a Constitution saving throw equal to 10 + your spellcasting modifier
71-77 Ruin container. destroy a random potion, flask, waterskin, or similar container
78-82 Blind in one eye. see DISABILITIES
83-90 Blind in both eyes. see DISABILITIES
91 Ruin skin. cause an Wound, damage +2 die
92-99 Ruin face. cause an Wound, damage +2 die, disadvantage on Charisma checks until end of short rest
100+ Ruin body. target is reduced to 0 hit points

COLD
D100 Roll Effect
1-40 Devastated limb. see DISABILITIES
41-50 Sunder items. destroy 1d6 items (magic items lose hit points equal to your spellcasting modifier)
51-60 Severely frozen. speed halved until end of encounter
61-70 Go into shock. Incapacitated for 1 round
71-75 Completely numb. Poisoned until end of encounter
76-88 Severe frostbite. cause an Wound, damage +2 die
89-99 Flash frozen. damage MAX and Restrained for 1d4 rounds
100+ Blood crystallized. target is reduced to 0 hit points

FIRE and RADIANT
D100 Roll Effect
1-09 Strike vital area. damage +1 die
10-40 Detonate items. cause an Wound, all oil, alcohol, or other flammables explode, damage +2 die
41-45 Burn armor. If the target is wearing metal armor, flesh burns for 5 (1d10) fire damage; If not, take 5 (1d10) fire damage at the start of each of its turns until they use an action to make a DC 10 Dexterity check to extinguish the flames. Someone can also take an action to douse the fire (MM 125); both cause a Wound
46-50 Sunder items. destroy 1d6 items (magic items lose hit points equal to your spellcasting modifier)
51-54 Blind in one eye. see DISABILITIES
55-60 Blind in both eyes. see DISABILITIES
61-66 Smoke in the eyes. disadvantage on attack rolls and Wisdom (Investigate and Perception) checks for 1d6 rounds
67-74 Smoke inhalation. Incapacitated for 1d4 rounds
75-80 Seared to armor cause a Wound, damage +3 die
81-99 Ruin face. cause a Wound, damage +2 die, disadvantage on Charisma checks until end of short rest
100+ Inhaled flame. target is reduced to 0 hit points
FORCE and THUNDER
D100 Roll Effect
1-50 Kinetic blast. roll on HAMMER, STAFF, and MACE table, with damage +1 die
51-57 Ruin armor. If the target is wearing heavy armor, reduce its AC bonus by 1; If light armor, it loses half of it's maximum hit points (magic heavy and light armors make a Constitution saving throw equal to 10 + your spellcasting modifier to avoid)
58-67 Devastated limb. see DISABILITIES
68-73 Stunning blow. pushed 10 feet away and Stunned for one round
74-77 Burst eardrums. damage +1 die, Deafened permanently
78-83 Disorientation. targets have Half Cover (+2 bonus to AC and Dexterity saving throws) and you have disadvantage on Wisdom (Investigate and Perception) checks until end of encounter
84-88 Crack rib. damage +1 die, gain one level of exhaustion
89-94 Awesome blow. pushed 20 feet away, knocked prone, and Stunned for one round
95-99 Organ hit. see ORGAN chart
100+ Discord devastation. target is reduced to 0 hit points


POISON and PSYCHIC
D100 Roll Effect
1-40 Temporary dementia. Confused until the end of your next turn (PHB 224)
41-49 Persisting dementia. Confused until the end of encounter (PHB 224)
50-59 Lingering effects. target suffers effects again after the end of the encounter
60-79 Short-term madness. target suffers short-term madness for 1 minute (DMG 259)
80-97 Long-term madness. target suffers long-term madness until end of long rest (DMG 260)
98-99 Hemorrhage. cause a Wound; disadvantage on Wisdom (Medicine) checks to close
100+ Unique effect. target is reduced to 0 hit points
LIGHTNING
D100 Roll Effect
1-20 Devastated limb. see LIMB chart
21-40 Convulsions. Incapacitated for 1 round
41-46 Change alchemical structure. All carried potions and flasks carried make a Constitution saving throw equal to 10 + your spellcasting modifier to avoid being changed; on fail, roll d%: 1-90 useless, 91-100 turns into assassin's blood poison (DMG 257)
47-52 Cauterized to armor. If the target is wearing metal armor, 5 (1d10) lightning damage; If not, 10 (2d10) lightning damage and cause a Wound
53-65 Completely numb. Poisoned until end of encounter
71-80 Seizures. reduce Dexterity modifier by 1 until end of long rest
81-85 Memory loss. reduce Wisdom modifier by 1 until end of long rest
86-90 Cognitive loss. reduce Intelligence modifier by 1 until end of long rest
91-93 Temporary amnesia. you are considered Surprised until the end of your next turn
94 Long term amnesia. you are considered Surprised until the end of encounter
95-98 Temporary dementia. Confused until the end of your next turn (PHB 224)
86-90 Persisting dementia. Confused until the end of encounter (PHB 224)
100+ Strikes heart. target is reduced to 0 hit points

HAMMER, STAFF, and MACE (E.g. Club, Quarterstaff, Mace, Morningstar, Maul)
D100 Roll Effect
1-3 Strike throat. damage +2W, gain one level of exhaustion
4 Crush throat. damage +2W, gain two levels of exhaustion
5-21 Devastated limb. roll on LIMB chart
22-27 Crack skull. cause a Wound, Stunned for one round
28-29 Devastated spinal cord. Prone until end of long rest unless they succeed on a Constitution saving throw, DC of 10 or half the damage they take, whichever number is higher.
30-36 Crack rib. damage +1W, gain one level of exhaustion
37-42 Crushing blow. If the target is wearing heavy armor, they are crunched inside for +1W; If light armor, +2W plus Prone
43-46 Solid blow. If the target is wearing heavy armor, they are crunched inside for +1W; If light armor, +2W
47-50 Organ hit. see ORGAN chart.
51-57 Bell rung. Incapacitated for 1d4 rounds, normal damage.
58-63 Blow to the face. Damage +1W, disadvantage on Charisma checks until end of encounter.
64-65 Helm hit. Helm loses half of it's maximum hit points (magic helms lose only 1 hit point), Incapacitated for 1 round.
66-73 Shield hit. Helm loses half of it's maximum hit points (magic shields lose only 1 hit point).
78-83 Sternum strike. damage +2W
84-85 Crush pelvis. move at half speed until end of long rest.
86-90 Crush jaw. damage +2W, cannot consume a potion or use somatic components without making a Constitution saving throw equal to 10 + your Strength or Dexterity modifier (whichever dealt damage) until end of short rest.
91-94 Crush nose. cause a Wound, damage +2W, disadvantage on Charisma checks and loss of scent-based abilities until end of long rest
95-99 Crush orbital bone. damage +2W, targets have Half Cover (+2 bonus to AC and Dexterity saving throws) and disadvantage on Wisdom (Investigate and Perception) checks until end of long rest.
100+ Crush skull. target is reduced to 0 hit points.
HEAVY BLADE and AXE (E.g. Bastard Sword, Long Sword, Greatsword, Axes)
D100 Roll Effect
1-9 Hit vulnerable area. normal damage
10-12 Strike vital area. damage +1W
13-20 Sunder. destroy 1d4 items (magic items save with a roll of 2 or higher), damage 1/2W
21-22 Slit throat. cause a Wound, cannot consume a potion or use somatic components without making a Constitution saving throw equal to 10 + your Strength or Dexterity modifier (whichever dealt damage) until end of short rest
23-55 Devastated limb. see LIMB chart
56-60 Hit face. damage +1W
61-63 Scalped. cause a Wound, disadvantage on Charisma checks until end of short rest
64-65 Remove nose. cause a Wound, damage +2W, disadvantage on Charisma checks and loss of scent-based abilities until end of long rest
66 Remove left ear. cause a Wound, 20% chance of deafened until end of long rest, disadvantage on Charisma checks until end of short rest
67 Remove right ear. cause a Wound, 20% chance of deafened until end of long rest, disadvantage on Charisma checks until end of short rest
68-70 Blind in one eye. see DISABILITIES
71-72 Blind in both eyes. see DISABILITIES
73-77 Gut wound. cause a Wound, Incapacitated for one round
78-79 Devastated spinal cord. Prone until end of encounter unless they succeed on a Constitution saving throw, DC of 10 or half the damage they take, whichever number is higher
80-88 Organ hit. see ORGAN chart
89-95 Remove weapon. target is Disarmed. Normal damage unless natural weapon (claws or teeth cause a Wound)
96-98 Amputated leg. see DISABILITIES
99 Amputated arm. see DISABILITIES
100+ Perfect slash. target is reduced to 0 hit points

LIGHT BLADE and PICK (E.g. Dagger, Gnomish Noble Blade, Dwarven War Pick)
D100 Roll Effect
1-9 Hit vulnerable area. normal damage
10-12 Strike vital area. damage +1W
13-15 Pierce neck. damage +1W MAX
16-30 Devastated limb. see LIMB chart; cannot Amputate if light weapon
31-36 Blind in one eye. see DISABILITIES
37 Blind in both eyes. see DISABILITIES
38-44 Organ hit. see ORGAN chart
45-47 Stuck in bone. cause a Wound; the weapon is stuck in the creature until removed (bonus action for attacker, Grapple check for defender);
48-51 Blind in one eye. see DISABILITIES
52-62 Stuck in vital area. cause a Wound, damage +1W MAX, Bleed when removed by attacker (bonus action)
63-69 Sunder item. destroy 1 item (magic items save with a roll of 2 or higher), damage 1/2W
70-78 Mutilate chest. cause a Wound, damage +2W
79-90 Gut wound. cause a Wound, Incapacitated for one round
91-99 Blade sinks deep. cause a Wound, damage +3W, gain two levels of exhaustion
100+ Strike perfect blow. target is reduced to 0 hit points
POLEARM (E.g. Glaive, Halbred, Yuri)
D100 Roll Effect
1-9 Hit vulnerable area. normal damage
10-12 Strike vital area. damage +1W
13-18 Mutilate chest. cause a Wound, damage +2W
19-24 Horrific gash. cause a Wound, damage +2W, gain one level of exhaustion
25-40 Devastated limb. see LIMB chart
41-43 Hit face. damage +1W, disadvantage on Charisma checks until end of encounter
44-47 Sunder armor. If the target is wearing heavy armor, reduce its AC bonus by 1 (magic items save with a roll of 2 or higher); If light armor, it loses half of it's maximum hit points (magic armors lose only 1 hit point)
48-51 Blind in one eye. see DISABILITIES
55-62 Remove shield. rip shield from grasp (treat as Disarmed), damage 1/2W (if no shield, +1W)
63-71 Organ hit. see ORGAN chart
72-78 Gut wound. cause a Wound, Incapacitated for one round
79-80 Blade sinks deep. cause a Wound, damage +2W, gain two levels of exhaustion
81-88 Remove weapon. target is Disarmed. Normal damage unless natural weapon (claws or teeth removed for damage +1W)
89-94 Sunder items. destroy 1d4 items (magic items save with a roll of 2 or higher), damage 1/2W
95-99 Hack out. cause a Wound, damage +3W, disadvantage on Charisma checks until end of long rest
100+ Cleave skull. target is reduced to 0 hit points

RANGED and THROWN (E.g. Bows, Crossbows, Firearms, Kunai)
D100 Roll Effect
1-9 Hit vulnerable area. normal damage
10-12 Strike vital area. damage +1W
13-23 Blind in one eye. see DISABILITIES
24-30 Projectile stuck in bone. MAX weapon damage again when removed by healing
31-36 Hit hand. useless until the target receives healing equal to your Strength or Dexterity modifier (whichever dealt damage)
37-40 Pierce neck. cause a Wound
41-45 Hit limb joint. use LIMB chart, useless until projectile is removed (bonus action) and target receives healing equal to your Strength or Dexterity modifier (whichever dealt damage)
46-50 Devastated limb. see LIMB chart; only gunnes and similar can Amputate
51-59 Pass entirely through body. cause a Wound, damage +2W, gain one level of exhaustion
60-68 Gut wound. cause a Wound, Incapacitated for one round
69-77 Puncture throat. cause a Wound, cannot consume a potion or use somatic components without making a Constitution saving throw equal to 10 + your Strength or Dexterity modifier (whichever dealt damage) until end of short rest.
78-84 Organ hit. see ORGAN chart
85-93 Projectile sinks all the way in. cause a Wound, damage +2W MAX, gain one level of exhaustion
94-98 Projectile lodged in bone. cause a Wound, must be removed as an action before Open Wound can be closed
99 Struck in ear. Deafness; see DISABILITIES
100+ Perfect shot. target is reduced to 0 hit points.
SLING (E.g. Sling stones, improvised thrown blunt weapons)
D100 Roll Effect
1-30 Concussion. cause a Wound, Stunned for one round
31-50 Blind in one eye. see DISABILITIES
51-70 Devastated limb. see LIMB chart; cannot Amputate unless Large or bigger weapon
71-80 Broken limb. see LIMB chart and +1W MAX; cannot Amputate
81-99 Crack rib. damage +1W, gain one level of exhaustion
100+ Shatter skull. target is reduced to 0 hit points

SPEAR (E.g. Brandistock, Spear, Lance, Pike)
D100 Roll Effect
1-9 Hit vulnerable area. normal damage
10-12 Strike vital area. damage +1W
13-20 Crack skull. cause a Wound, Stunned for one round
21-29 Pierce face. Damage +1W, disadvantage on Charisma checks until end of encounter
30-36 Pierce neck. cause a Wound
37-41 Devastated arm. see LIMB chart
42-46 Devastated leg. see LIMB chart
47-48 Impaled. Restrained unless they make a Strength saving throw equal to 10 + your Strength or Dexterity modifier (whichever dealt damage). On success, cause a Wound. On failure, the weapon is stuck in the creature, dealing automatic weapon damage each round until removed (bonus action for attacker, Grapple check for defender)
49-55 Sticks in shield. makes both shield and spear useless until removed (bonus action for attacker, Grapple check for defender)
56-60 Crack rib. damage +1W, gain one level of exhaustion
61-70 Blind in one eye. see DISABILITIES
71-79 Half shaft stab. roll on LIGHT BLADE table
80-83 Sunder item. destroy 1 item (magic items save with a roll of 2 or higher), damage 1/2W
84-87 Massive facial laceration. cause a Wound, damage +2W MAX, disadvantage on Charisma checks until end of long rest
88-94 Gut wound. cause a Wound, Incapacitated for one round
95-99 Pass entirely through body. cause a Wound, damage +2W MAX, gain two levels of exhaustion
100+ Pierce heart. target is reduced to 0 hit points
UNARMED (E.g. Monsters, Unarmed Humanoids, Gauntlets)
D100 Roll Effect
1-9 Hit vulnerable area. normal damage
10-12 Strike vital area. damage +1W
13-31 Devastated limb. see DISABILITIES; cannot Amputate unless Large or bigger creature
32-35 Crack rib. damage +1W, gain one level of exhaustion
36-38 Organ hit. see ORGAN chart
39-54 Knockdown. target becomes Prone
55 Blind in one eye. see DISABILITIES
56 Blind in both eyes. see DISABILITIES
57-65 Gut wound. damage +1W MAX, plus Incapacitated for one round
66-75 Blunt force trauma. roll on HAMMER, STAFF, and MACE table
76-79 Hit face. damage +1W, disadvantage on Charisma checks until end of encounter
80-99 Exceptional blow. cause a Wound, damage +3W
100+ Remove throat. target is reduced to 0 hit points

Variant: Dice Games for Player Gambling

Highest Points (Simple) 2d6, 2 players: each roll both dice and the highest sum wins. This gambling game is simple and straightforward – often used by those that don't know the rules of other games or a catch-all when two players do not share a common language.


Past-Ten. (Easy) 3d6 is rolled: 10 and above wins double the stake, below loses the stake; after each roll the bank passes to the next seated player.


Pence. (Medium) Each player uses a set of 5d6. Bet levels are based on the players. The goal of the game is to roll the strongest hand in two out of three hands. Place your bet then roll the die. Choose whether to raise the bet (to a maximum of ten times the starting bet). Select any dice you wish to re-roll. The player with the highest-ranking hand wins.

If (after both re-roll decisions) both hands match, the highest face-value prevails: e.g. if you have a trips and your opponent has dups of 4s, you lose. 'Extra' dice (in the case of dups, trips, or quads) are only considered if matching hands are identical: e.g. if each player has quad 6s, your fifth die is a 3 and your opponent's is a 1, you win. If both players end with all five dice matching, it's a draw; this adds another chance to raise the stakes and re-roll, and though rare, can happen more than once per game, dragging it out until one hand exceeds the other.


Nick-Nab. (Hard) Multiple players/betters are at the table but only one rolls each time. Roller specifies a number from 5 to 9 (called the "loot" number) then rolls 2d6. If he throws the exact number he called, he “nicks the loot” and wins; if he throws any other number (with a few exceptions, which will be mentioned), he neither wins nor loses.

The number which he threw becomes his “chance,” and if he can succeed in repeating the “chance” again before then throwing his “loot”, he wins; if not, he loses (or gets "nabbed").

E.g. suppose the roller places on the table a stake of 10 bronze pence; it is covered by an equal amount from the bank, and he then calls 7 as his loot. The roller, however, throws 5; the dealer at once calls aloud, “5 to 7”– that means, 5 is the number to win and 7 the number to lose. The roller now continues throwing until the event is determined by the turning up of either the loot or the chance.

During this time, however, a most important feature in the game comes into operation–the laying and taking of the odds caused by the relative proportions of the loot and the chance. These are calculated with mathematical exactness, are proclaimed by the dealer, and are never varied (see Nick-Nab Odds to the right).

In the above instance, as the roll stands to win with 5 and to lose with 7, the odds are declared to be 3 to 2 against him, as there are three ways of throwing 7, and only two of throwing 5. As soon as the odds are declared, the roller may increase his stake by any sum he wishes, and the other players may cover it by putting down (in this instance) two-thirds of the entire sum, to await the turning up of either main or chance. If a roller “bails” (throws neither the “loot” nor the “chance”) three times in succession, the dice passes to the next person on his left, who at once takes up the play. He may, however, “throw in” without interruption until someone wins "nicks" or losses "nabbed".


Pence Ranking of Hands (Lowest to Highest)
Null five mismatched dice
Duo two dice showing the same value.
Dups two pairs of dice, each showing the same value.
Trips three dice showing the same value.
Full trips of one value and duos of another.
Quads four dice showing the same value.
Quins all five dice showing the same value.

Nick-Nab Ruleset
Main Nicks Nabs Chance
5 5 2, 3, 11, 12 Anything else
6 6, 12 2, 3, 11 Anything else
7 7, 11 2, 3, 12 Anything else
8 8, 12 2, 3, 11 Anything else
9 9 2, 3, 11, 12 Anything else
Nick-Nab Odds
Chance: 4 5 6 7 8 9 10
Loot 5: 4/3 - 4/5 2/3 4/5 1/1 4/3
Loot 6: 5/3 5/4 - 5/6 1/1 5/4 5/3
Loot 7: 2/1 3/2 6/5 - 6/5 3/2 2/1
Loot 8: 5/3 5/4 1/1 5/6 - 5/4 5/3
Loot 9: 4/3 1/1 4/5 2/3 4/5 - 4/3
SERONIA | VARIANT RULES
Artist Credits

In Order of Appearance:

Cover: Riccardo Moscatello "Empire General"

Table of Contents: Anna Podedworna "Eldain"

Lorenzo Mastroianni "Prince Stennis"

Rhys Giffiths "Medieval Town"

WOTC official art "Tome of Foes"

Chris Freeman "Seronia's Currency"

Bryan Sola "Nilfgaardian Slave Infantry"

Alex Boca "Dwarf Slayer concepts"

Si Woo Kim "Elf"

Unknown Artist "Gnome"

Sangmin Park "Female Hunter"

Rhys Giffiths "The Foreign Market"

Unknown Artist "Orc"

Anna Podedworna "Aedirnian Mauler"

Bartlomiej Gawel "Princess Pavetta"

WOTC official art "Book of Vile Darkness"

WOTC official art "Book of Exalted Deeds"

Marcel Mercado "Tyranny2 Chapter3"

Rui Li "Priestess"

Craig J Spearing "Shoggoth"

Bartlomiej Gawel "Clan an Craite Greatsword"

Unknown Artist "Female Swashbuckler Knight"

Li Xingchi "Swordsman"

Gianluca Rolli "Ottoman Arquebusier"

Ubisoft official art "Bombs"

Ubisoft official art "Edward Kenway"

Dominik Mayer "Ambush"

Kim Junghun "For Honor Warden Fanart"

Dominik Mayer "Yellow Charge"

Joakim Duell "Dark Cleric"

Unknown Artist "Warrior Facing Dragon"

Unknown Artist "Skyrim Fan Art Ranger"

Miao Zi "Dwarf Hunter with Bear"

Admira Wijaya "The Wolf Hunter"

WOTC official art "Mortar"

Imad Awan "Rangers of the North"

Anna Podedworna "Xarthisius"

Marat Ars "Bella 1"

Unknown Artist "Eskel"

Stephen Stark "Volk: The Merchant"

Guan Yu Chen "Piri Reis"

Lamin Martin "Longshot"

Joseph Meehan "Warchief"

Even Mehl Amundsen "Ink and Blood"

Sebastian Horoszko "Falka"

Alain Troung "Picture of Snuff Box"

Riccardo Rullo "Cast Into The Darkness"

Taylor Ingvarsson "Psyker"

Simon Pape "Sorca, Magus of the First Seal"

Lorenzo Mastroianni "Shani"

Eric Belisle "Alchemist"

Akeiron "Alkenstar Arms Dealer"

Ubisoft official art "Antoine Rol"

Sergey Samarskiy "Magic Sign" (Edit by Rsquared)

Diege de Almeida "Fringilla"

WOTC official art "Teleport Circle 5E"

Kent Davis "Vindicated"

Grafit Studio "Field Marshal Duda Agitator"

The Creative Assembly official art "The Art of Total War"

Ekaterina Burmak "Angban"

Darren Tan "Battle of Kutná Hora"

All Guns by Rock Island Auction

Dmitriy Masaltsev "Medieval Armory Relight"

Godfrey Escota "Orc Blacksmith"

Moon Child "Bombard"

Rusty "Smoke Bombs"

CD Projekt official art "Redanian Knight-Elect"

Sungryun Park "Old Man"

WOTC official art "Dragonclaw Cultist"

Unknown Artist "Female Elf Eldritch Knight"

WOTC official art "Farmer"

Paizo offical art "Merchant"

Picture of antique pipe, no credited photographer

Lamin Martin "Teh'ya"

Anna Podedworna "Aglais"

Diege de Almeida "Field Medic"

Bogna Gawronska "Restoration"

CD Projekt official art "Biting Frost"

Marek Madel "Gwent: Triss Merigold"

Grafit Studio "Derran"

Nemanja Stankovic "King Radovid V"

Berkay Karahan "Vernon Roche"

Pawel Burza "Whoreson Junior"

CD Projekt official art "Alzur's Thunder"

The Renaissance came with a cry: those that kill and others we killed.

Lands are mercilessly stripped for resources as wars rage. Aristocracies and hagiocracies clash when the nature of the divine is exposed. Discord threatens our safety as magic becomes volatile. Old World races brood and plan revenge or struggle to integrate, desperately holding onto their cultural identities while living in a world dominated by those that continue to destroy it. All the while, otherworldly powers plot to bring us into the Age of Ylem- a return to the Ur-state of the universe.

Industry marches ever forward in Seronia as kingdoms carve out their sovereignty with the gunnepowder conquest of The Old World. The fantastical races and monsters in the Outlands move ever closer to extinction, while the few remaining artifacts of magical power are gathered as deterrence for continued conflict.

Who will be the next to join Those That Were?