Tom's Collected Creations

by Tomer

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Character Options in Runetalras

Contents

Races of Runetalras

detailed here is a number of subraces which can be found throughout the known world.

Prismatic Dragonborn

The prismatic dragonborn are an ethnicity which is constantly increasing its relative percentage of the population of the Infernal-Draconic Ascendancy, as they are the result of multiple generations of dragonborn of different colouration breeding with one another. The prismatics view themselves as the future of the dragonborn races, while the true dragonborn view them as the result of deviancy. The nature of the prismatics is somewhat of a taboo subject, and while they do not face overt racism, true dragonborn mock the prismatics for their colouration, speak in hushed tones when one enters a room, and true dragonborn employers tend to favour their true counterparts.

Physical Description

If one were colour bind it would be practically impossible for one to see the difference between the prismatic and true dragonborn; as they stand on average around 6'2" – 6'8" (1.88–2.03 meters), and weigh between 220–320 lbs (100–145 kg). It is only the scale colouration that truly sets them apart. The scale colouration of the prismatics have perhaps a limitless number of combinations, with some being a mixture of metallic tones, others chromatic tones, other muted reds, crimsons, scarlets, and browns, ultimately there continues to be new colourations hatched each day. Curiously, it seems that the prismatic are less prone to the genetic mutation that leads to dragonborn growing wings.

Homelands

The prismatic dragonborn are predominantly found within the dragonborn-tiefling majority kingdom, the Infernal-Draconic Ascendancy, where they face mild racism. As a result of this discrimination the prismatic increasingly make their homes outside of the Ascendancy, primarily within the Kasari Dominion and the Free States; though they can also be found within the Velgan Empire, Thaxnoria, Yhess Kingdoms, and Atarsid Isles.

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

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

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

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

Speed. Your base walking speed is 30 feet.

Prismatic Breath Weapon You can use your action to exhale destructive energy. You determine the which breath weapon you use with the size, shape, and damage type of the exhalation being shown in the Prismatic Breath Weapon Table. Additionally, you can change which type of breath weapon you are able to use to another detailed in the Prismatic Breath Weapon Table as a bonus action.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by you. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.

Prismatic Breath Weapon Table

Damage Type Breath Weapon
Acid 5 by 30 ft. line (Dex. save)
Cold 15 ft. cone (Con. save)
Fire 5 by 30 ft. line (Dex. save)
Fire 15 ft. cone (Dex. save)
Lightning 5 by 30 ft. line (Dex. save)
Poison 15 ft. cone (Con. save)

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

City Dwarf

The city dwarves are considered, by the other mortal races, as the most civilised, refined, and oppressed of the dwarven ethnicities. The city dwarves are primarily found within the human kingdoms functioning as merchants, bankers, crafters, and physical labourers. Within the human kingdoms the city dwarves face varying degrees of discimination and racism, but rarely worse that the elves, as the dwarves, and more so the city dwarves, adapt and conform to human society. The city dwarves are considered the most sociable and charismatic of the dwarven ethnicities.

Physical Description

City dwarves are still stout and tough by the standards of other races, but less so than many of their dwarven cousins.the city dwarves are in average 4" (1.2 meters) tall, and typically weigh the same as a fully grown human. City dwarves have tended to take on skin tones similar to those of the human within which cities they dwell, a combination of interbreeding and their skin's melanin adapting over generations; as a result, they have dark tones in the Yhess Kingdoms, and pale tones in the Kasari Dominion and Velgan Empire.

Homelands

The city dwarves are the most numerous of their races, and can be found within virtually every human and dwarven city in the known world, while being a common sight in those of the elves, dragonborn, and tieflings.

Ability Score Increase. Your Charisma score increases by 1.

Tool Proficiency. You gain proficiency with an artisan tool or gaming set of your choice.

The Word is Mightier than the Mob. You gain proficiency in the Persuasion skill.

People Person. You can speak, read, and write one extra language of your choice.

Sea Dwarf

The sea dwarves are an oddity amongst the dwarves, they have forsaken their ancestral ways of old and renounced their connection to the earth of Runetalras; instead the sea dwarves have built a culture upon the seas of the known world. The sea dwarves have also renounced their lawful was, instead valuing strength, cunning, and ability. The sea dwarves are both raiders and hard workers, with even the greatest of their raiders holding professions outside of raiding as to contribute to their clans when at home.

Physical Description

The sea dwarves have the darkest skin tones among the dwarven ethnicities, ranging from copper to a dark ebony. The hair tones of sea dwarves are similarly dark, with both males and females capable of growing facial hair. While the sea dwarves are strong and stout, they also possess a dexterous nature uncommon to most other dwarven ethnicities.

Homeland

The sea dwarves have traveled far and wide, and are most commonly seen within harbours throughout the known world from the Atarsid Isles in the north to the icy lands of the palemen in the south. The only majority sea dwarven kingdom, the Kingdom of Sarvartar, is found within the Atarsid Isles where the majority of the sea dwarven population can also be found.

Ability Score Increase. Your Dexterity score increases by 1.

At Home on the Deck. You have proficiency in vehicles (water).

Born at Sea. You lose your Stonecunning Trait, and instead your speed when swimming is equal to your movement speed.

Island Weapon Training. you have proficiency with the rapier, scimitar, trident, and net.

Wild Dwarf

Ability Score Increase. Your Wisdom score is increased by 1.

Survivalist. You are proficient in the survival skill.

Sure Footed. Your base walking speed increases to 30 feet.

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

Blade Elf

The Blade elves are the most recent offshoot of the elven peoples, only coming to be after the Second Sundering of the Elves in 43:Contempt. The Blade elves are a highly militaristic people and the only of the elven ethnicities to tend towards lawful over chaotic.

Physical Description

Blade elves appear much like high elves; typically fair-skinned, though they have been known to range from darker tones, to ebony, to copper, and even a faint violet. Their hair equally ranges in colouration, with black, silver, and blonde being the most common, while brunette, and copper hues not being uncommon. Blade elves, unlike high elves, wear their hair short, or wear their hair tied back. Blade elves are, typically, the largest and heaviest of the elven ethnicities; 5'7" – 6'2" (1.70 –1.88 meters) and 150 –190lbs. (68 – 86 kg) on average. Blade elves are also the most muscular of the elves, while most retain an athletic appearance, they are capable of a muscular form rivaling even the most muscular of humans.

Homelands

The Blade elves almost exclusively dwell within the Kingdom of Legarvren, a result of the recent nature of the ideological conflict between the blade and high elves. While not often found with high elven kingdoms, blade elves are not uncommon features with the Kingdom of Elnuria, and Caedvin. Blade elves have also been known to take up residence amongst oppressed elven groups within the human kingdoms, attempting to form or organise resistance.

Ability Score Increase. Your Strength score increases by 1.

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

Elven Mantle. You have proficiency in all armour

Blade of the Elves. You know the Green-flame blade cantrip, Charismatic is your spellcasting ability for it.

City Elf

City elves are the most numinous of the elven ethnicities, and the smallest of them. Most city elves live within human cities, in ghettos walled off and found in the poorest, more crime-ridden parts of the city, while elves in villages are often homeless or live in shacks. The city elves are typically impoverished and survive by taking menial and unrewarding tasks or even begging. In the most desperate cases, they might enter a life of crime, or sell themselves into slavery or indentured servitude to support their families.

Though overall treatment varies kingdom to kingdom, city elves are universally second-class citizens. Elves are, by law or prejudice, unable to join most organizations or hold decent jobs, and the law often turns a blind eye to their abuses. The extensive abuse has resulted in city elves falling into one of two categories; the first attempting to hold onto whatever elven culture they can and resisting human efforts to absorb them into their culture, the second conforming to human culture as to best fit in and minimise the abuse and violence.

Physical Description

City elves are, typically, the smallest of all elven ethnicities, usually as a result of endemic malnutrition and cramped living space; city elves which live in the Kasari Dominion, a number of Free States, and the kingdoms of the elder races do however, grow equal in size to wood elves. City elves have similar skin tones to humans, ranging from pale to dark ebony, though they are capable of possessing a wider range of hair and eye colours ranging through human colourations through to metallic tones.

Homelands

The city elves possess no great, or even lesser, kingdoms of their own, instead the vast majority have made their homes within the human kingdoms. While the majority are found within the human kingdoms, they can also be found within the kingdoms of the elder races, where some seek to regain their heritage while others see it as the best hope of equality.

Ability Score Increase. Your Charisma score increases by 1.

Makeshift Weapon Training. You are proficient with the battleaxe, light crossbow, flail, shortsword, and hand crossbow.

Escape Artist. Your climbing speed is equal to your movement speed

Protective Community. you have proficient with light and medium armour.

Wandering Elf

Like most of the elven ethnicities, the wandering elves are defined by the shared elven past. The Fall of the Elventine hit perhaps the wandering elves the worst, and it is this shared trauma that drives every aspect of their culture. The wandering elves search for any aspect of the old Elventine and it's far flung colonies. The wandering elves are very much aloof from the rest of Runetalras, refusing to permanently settle until the mists of the past have been dispersed.

The wandering elves travel Runetalras in clans ranging in five between five thousand at the largest and slightly below one hundred elves. The wandering elves, generally, choose not to live within permanent settlements and instead travel in great wagons, known as aarthels, pulled by evails, wild haired, large built horse like creatures, with antlers. The clans themselves are formed of multiple family units and lead by a Restorer, with Chroniclers, Sentinels, and Saevherne playing important roles in the clans defence and education.

The goal and purpose of the wandering elves is The rediscovery, restoration, and reclamation of elves history and culture; it is this propose that has driven them to their nomadic lifestyle. Their nomadic lifestyle leads to conflict, as when the wandering elves enter a region they exert and drain on the region's food and water supply; additional, as many human settlements are built upon those of the elves, the wandering elves have a tendency to damage human settlements in their search for elven artifacts. Both factors have lead to the clans of wandering elves being considered by the kingdoms of both humans and the elder races as little more than pests.

Physical Description

Wandering elves are lean even by elven standards, but still retain the typical even athletic build. They towards bronze, dusky, and darker skin tones, a result of generation spent in the wilds of the world, however lighter skin tones are not uncommon. Similarly the eyes and hair of wandering elves tend towards darker tones, but are also capable of lighter colours.

Homelands

The wandering elves have forsaken all homelands until they are capable of restoring their history, religion, and culture. Currently the majority of wandering elves are found within Undead, Atarsid Isles, and Wild Isles, although clans of various sizes can be found throughout the known world. The only permanent settlement exist with the Kingdom of Legarvren

Ability Score Increase. Your Intelligence score increases by 1.

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

Knowledge of the People. You have advantage on Intelligence (History) checks you make relating to the Elves

The March Must Continue. You know the mending cantrip.

Wild elf

Wild elves are a relatively rare ethnicity of the elven peoples, being, boardly, localised to the Wild Isles. The wild elves are an extremely insular people who are loathed to interact with outsiders when it is unnecessary. The wild elves are a stealthy and semi nomadic people, who travel often to avoid unnecessary attention. They are considered, by the other elven ethnicities, feral, uncivilised, and above all wild.

Physical Description

Wild elves have darker skin than elven races, other than wandering elves, ranging from light brown to dark brown. An average male is 5'8" (173 cm) in height and weighs 150 lbs (68 kg), while an average female is 5'3" (160 cm) and 130 lbs (60 kg). Their hair can be anything from black to light brown, and it grays and turns to white with old age. They prefer to wear as little clothing as possible and choose instead to adorn themselves with other decorations like tattoos, feathers or body paint. They can make and wear complicated and intricate beadwork. Males are usually larger than females, sometimes by as much as five inches or twenty pounds, but wild elves differ little in size from other elves.

Wild elves, like other elves, are nimble and agile in body, but they are commonly thought of as less intelligent than their elven brethren, due in part to their aversion to civilization

Homelands

The Wild Isles are the only known location that the wild elves dwell in any significant numbers. The cities of the wild elves do not typically last long before they are voluntarily disassembled, however, the wild elf majority city of Deirinn is now to have existed since at least the Age of Conquest.

Ability Score Increase. Your Wisdom score increases by 1.

Survivalist. You are proficient in the survival skill.

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

Naturalist. You know the druidcraft cantrip

Fae Gnome

Ability Score Increase. Your Charisma score increases by 1.

Skeptical Nature. You are proficient in the Insight skill

Fae Tongue. You can speak, read, and write Sylvan.

Dryad

Dryads, also known Aen Woedbeanna in elven, are the nymphs of woods, concentrated primarily in their forest realm of Caedreon. Born through sexual contacts with other races or transformed by Water of Caedreon they are exclusively female and their descendants remain so for many generations even without bathing in the Water of Caedreon.

Physical description

Dryads tend to have a slender and small build, more similar to elves than humans. In most cases it is very difficult to distinguish between a naturally born dryads and naturalised dryads known as hamadryads.

The skin tones of dryads are typically olive, but can range from green, to chestnut, to marron. Atypically a dryads may possess the same skin tones as humans, and it is also not uncommon for hamadryads to have human-like skin tones. It is highly common for dryads to paint their skin with thick camouflage paint, and wear leaves as camouflage, if they wear clothes at all as most dryads prefer to wear no clothes at all.

It is not uncommon for hamadryads and the rare natural dryad to be mistaken for a human, due to their similarities. Dryads typically have darker shades of hair with blonde hair and blue eyes being rare among natural dryads, but not uncommon among hamadryads.

Lifespan and maturity

Dryads have a lifespan similar to elves, typically living up to five hundred years on average. Dryads reach full maturity at the age of twenty, and beyond this dryads retain their youthful appearance and vitality until their death. Dryads possess two methods of creating new dryads, firstly, though sexual procreation with males of other species, secondly, by transforming young girls of other races in the waters of Caredreon.

Dryad Abilities

The dryads are a naturally dexterous and stealthy races, excelling in archery and hit and run tactics. The dryads also have an affinity for using natural herbs for healing, and posions to defeat those who attack their homelands. The dryads connection to the arcane nature of the Weave grants them a resistance to magical effects, allows them to communicate with creatures of the woods, and effectively teleport short ranges between trees.

Personalities

Dryads are typically regarded as distant, aloof, and restrained, they rarely act on emotions and become reckless. The dryads are far more likely to spend weeks contemplating a decision before acting upon them, when the dryads do they are ruthless and single minded in carrying them out.

Dryads are typical a highly racist races, having trouble differentiating the actions of an individual from the actions of a race; though when they spend enough time with a member they can grow a fondness for them. The dryads look more favorably upon races who respect nature, such as the elves, gnomes, and firbolgs, while despising the races that seek only to exploit nature, like the humans and dwarves.

Subraces

There are two subraces of the dryads, based upon their creation, and in most cases it is difficult to tell a natural dryad apart from a hamadryad

Natural Dryads The natural dryads who are born as dryads, it is they that have a deeper connection to nature

Hamadryads The hamadryads are those who have been transformed into dryads at a young age, hamadryads are more likely to retain traits of their natural race, like human-like skin tones.

Kingdoms

Kingdom of Caedreon The Kingdom of Caedreon is the sole remaining kingdom of the dryads in the heart of the Elnurian Forest, which is a stronghold against human encroachment.

In other kingdoms

Dryads can, in exceedingly low numbers, in the primordial or deep forests throughout the known world, being present in the Kasari Dominion, Thaxnoria, Velgan Empire, and the Wild Isles.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Dryads reach maturity at roughly the same rate as humans, reaching adulthood during by their 20s. they typically live to be around 500.

Female Race. all dryads are female, and must procreate with males of other races, or transform females of other races into hemodryads.

Alignment. Dryads tend towards both neutrality and a chaotic nature, though outliers exist towards good, evil, and lawful.

Size. Dryads 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.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Innate Magic. You know the druidcraft cantrip. When you reach 3rd level, you can cast the healing word spell once per day. When you reach 5th level, you can also cast the barkskin spell once per day. Wisdom is your spellcasting ability for these spells.

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

Subrace. you select one subrace from the list below.

Natural dryad

Ability Score Increase. Your Wisdom score increases by 1.

Forest Stealth. You can attempt to hide as a bonus action when in a forest, jungle, or wooded environment.

Remain Hidden. When making ranged weapon attack you may make a Dexterity (sight of hand) check against a creature’s passive Wisdom (perception) to remain in stealth.

Hemodryad

Ability Score Increase. Your Charisma score increases by 1.

Adapted Stealth. When you attempt to hide you may add you Charisma modifier to Dexterity (stealth) Check.

Deceptive Nature. You have proficiency with the Deception skill.

Weave Stricken

Ability Score Increase. Your Intelligence score increases by 2.

Age. Weave stricken are live as long as elves, but reach maturity around their twentieth year.

Alignment. Weave stricken tend towards neutrality, with neither good nor evil being common.

Size. Weave stricken stand at roughly the same high of the races they are descended from, with some being no larger than a gnome, and other reaching the high of half-orcs.

Speed. Your base walking speed is 30 feet.

Darkvision. You are accustomed to the dark of the Weave, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.

Living Weave. Your body was long ago stripped away by the winds of the Weave. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. You still require sleep.

Weave Incarnate. You are resistant to force damage.

Weave Master. Once per round when you deal force damage you can re-roll one force damage die of your choice.

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

Subrace. There are two known subraces of weave stricken, the conduits and warders, chose one subrace.

Conduit

Ability Score Increase. Your Charisma score increases by 1.

Master of the Arcane. You are proficient in the arcana skill.

Skilled. You gain proficiency with the tool kit of your choice: Alchemist’s supplies, Cartographer’s tools, Jeweler’s tools, Herbalism Kit, or Poisoner’s Kit.

Well Spoken. You know one additional language of your choice.

Warder

Ability Score Increase. Your Strength score increases by 1.

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

Path of the Raider

The Path of the Raider is not just a fighting style but also a lifestyle, you are above sowing the land, or mining, you are a true warrior who takes what you want for the peoples who are weaker than you. Raiders focus on wielding two weapons at a time, vicious attacks, and fighting on or around longships and water.

Dual Wielder

At 3rd level, while you are raging and engaging in two-weapon fighting you add your Strength modifier to your AC (minimum 1).

Seafarer

At 3rd level, you gain proficiency in vehicles (water), and your swimming speed is equal to your movement speed.

Endless Aggression

Starting at 6th level, while you are raging when you reduce a creature to 0 hit points you can make a single weapon attack against a creature within range.

Iron Will

Starting at 10th level, while you are missing at least 25 hit points you gain temporary hit points equal to half your barbarian level + your Constitution modifier (minimum 1), these temporary hit points disappear at the start of your next turn.

Reap Vengeance

Starting at 14th level, while you are raging, and a creature hits you with a melee weapon attack you can use your reaction to make a melee weapon attack against that creature.

Path of the Fiendish Reaver

The Path of the Fiendish Reavers are considered crazed men and women who have drank or drink of the blood of demons and devils. These warriors throw themselves into the fray with little concern for themselves, and gain a number of the abilities from the fiends who ichor they drink. Also, when first drinking the blood of a fiend those who follow the Path of the Fiendish Reaver may undergo a physical transformation, growing horns, fangs, or even changing the colour of their skin red, blue, purple, or black hues.

Flame of the Lower Planes

At 3rd level, while you are raging, you gain resistance to fire damage. Additionally, when you deal damage with a melee weapon attack you add fire damage equal to your proficiency modifier.

Fiendish Corruption

Starting at 6th level, when you are raging, you have Darkvision out to a range of 60 feet, if you already have Darkvision it is increased by 60 feet. Additionally, while raging, you gain resistance to poison damage and immunity to the poisoned condition, and you can deal poison damage instead of fire damage as your additional damage when you make melee weapon attacks.

Relentless Attacker

Starting at 10th level, when a creature hits you with a melee weapon attack you can use your reaction to headbutt the creature that hit you with the attack. Make a melee weapon attack dealing 1d4+ your Strength modifier on a hit, additionally you decrease the damage dealt to you by the damage dealt to the attacker.

Cold Blooded

Starting at 14th level, when you are raging, you gain resistance to cold damage, you can also choose to deal cold damage instead of fire damage as your additional damage when you make melee weapon attacks. Additionally, also while raging you gain immunity to the the frightened and charmed conditions, if you are charmed or frightened when you enter a rage the condition is suspended for the duration of your rage.

Collage of the Free Folk

Bards of the Collage of the Free are hardy and volatile people, you sing songs of violence and trickery and live out a similar life. They consider themselves free, kneeling to no lord or king, following no laws but the laws they choose to live by. They keep alive the grand oral traditions of the races, and sing of victories in war and battles past, but also the war and battles they will be victorious in, and believe that future free bards will sing of them.

Bonus Proficiencies

When you join the College of the Free Folk at 3rd level, you gain proficiency with medium and heavy armor, shields, and martial weapons.

Wounded Inspiration

Also at 3rd level, you learn to inspire others to keep going in a fight. A creature that has a Bardic Inspiration die from you can roll that die when they take damage, and reduce the damage taken by the number rolled + your proficiency modifier. Alternatively, when an attack roll is made against the creature with a bardic inspiration die from you, it can use its reaction to roll its Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Song of Vengeance

Starting at 14th level, when a creature uses your bardic inspiration to either reduce the damage they take, they can use their reaction to make a single weapon attack against the creature that dealt damage to them. Similarly as part of a creature’s reaction to spend a bardic inspiration die to increase their AC they may make a single weapon attack against the creature which triggered the use of the bardic inspiration die.

Additionally when you use your action to take the attack action, you may use your bonus action to use a shield bash, making a melee weapon attack against a target, dealing 1d4 + your Strength modifier on a hit.

Flame domain

The flame is the warmth that creates life, and the flame destroys the unworthy and purifies the world. The clerics of the flame are a pragmatic bunch who are adept at both subterfuge and martial combat, and it is the flame of their deities that are capable of burning away heathens. They are also inclined to othering - creating an enemy group to justify their radical actions - be they other races, monstrosities, or undead, to invigorate themselves as crusaders against evil and the only faith with the will and righteousness to do what is necessary to destroy the great evils of the world. Most of all the deities of flame present themselves as the saviours of the world and the sword that will destroy the darkness whatever form it takes. The deities of flame include R'hllor (A song of Ice and Fire) and the Eternal Flame (The Witcher).

Flame Domain Spells

Cleric Level Spells
1st Brand of Fire, Faerie Fire
3rd Alter Self, Detect Thoughts
5th Fear, Fireball
7th Glamour, Summon Shadow
9th Flaming Vortex, Immolation

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.

The Flame Burns Eternal

Also at first, when you take damage from a creature you can see you can use a reaction, you reduce the damage of an attack by 1d8 + your Cleric level.

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.

Channel Divinity: Fiery Heart

Starting at 2nd level you can use your Channel Divinity to bring the radiant flames of the gods down upon the heathens and sinners. When you roll fire or radiant,

you can use your Channel Divinity to deal maximum damage, instead of rolling.

Channel Divinity: Kiss of the Red God

Starting at 6th level, you can use your Channel Divinity to return the dead to life.

As an action, you give a creature that has died within the last hour the Kiss of the Red God. The creature returns to life with hit points equal to your Wisdom modifier + half your cleric level (rounded up). Both you and the targeted creature gain two points of exhaustion. A creature can only benefit from Kiss of the Red God once every 24 hours.

Variant: Lasting Damage

It is my recommendation that a creature that benefits from the Kiss of the Red God suffers lingering damage, be that psychological, physical, or to their memory; examples being a fear of something that had killed them, the loss of an eye, or forgetting the person they are betrothed to. It is best to discuss this with a player character should it happen to them, otherwise integrate it to an NPC.

Holy flame

At 8th level, you gain the ability to infuse your weapon strikes with fiery energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage fire damage. When you reach 14th level, the extra damage increases to 2d8.

When you use this feature you ignite your melee weapon with flames providing bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally you can keep your sword burning indefinitely providing it remains in your hands.

Flame’s Avatar

At 17th level, you gain resistance to fire and radiant damage. Additionally when you take fire damage you gain 5 feet of movement on your next turn. You can only gain 5 feet of movement once per round.

Image Credit

Red priestess performing the night ritual by Jen Zee

Bright Sword

The Bright Swords are the famed and notorious military order which guards, hunts, and imprisons mages in the Arcane Bastilles throughout Runetalras. The Bright Swords excel at combating mages and those capable to using magical abilities.

Spellbreaker

When you choose this archetype at 3rd level, when a creature casts a spell within range of your melee weapon you may use your reaction to force the creature to make a Constitution saving throw ability equal to 10 + your proficiency modifier, on a failed save the creature's spell slot is expended and the spell fails.

You may use this feature equivalent to your Charisma modifier, (minimum 1) you regain all uses of this feature after you finish a short or long rest.

Antimagic

Starting at 7th level you know the spells, hold person, silence, counterspell, and dispel magic. Additionally you learn the hold monster spell at 19th level.

Spell Slots

The Bright Sword Spellcasting 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 Antimagic Spells of 1st Level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a Short or Long Rest.

For example, when you are 13th Level, you have six 4th-level Spell Slots. To cast the 3rd-level spell counterspell, you must spend one of those slots, and you cast it as a 4th-level spell.

Spellcasting Ability

Charisma is your spellcasting ability for your spell . You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier
Bight Sword Spellcasting
Fighter Level Spell Slots Spell Level
7th 4 3rd
8th 4 3rd
9th 4 3rd
10th 5 3rd
11th 5 3rd
12th 5 3rd
13th 6 4th
14th 6 4th
15th 6 4th
16th 7 4th
17th 7 4th
18th 7 4th
19th 8 5th
20th 9 5th

Disconnect the Weave

Starting at 10th level, when fighting creatures who draw on the weave to use their magical abilities you can attempt to disconnect them from the weave and prevent them from using their arcane abilities.

When you deal damage with a melee weapon attack, to a creature that possesses a spellcasting ability, innate spellcasting ability, or the ability to otherwise use magical abilities you can attempt to temporarily prevent them from using their abilities. The target must make Wisdom saving throw. On a failure the creature takes an additional 2d10 psychic damage and is unable to cast spells or use their magical abilities for one minute or the effect ends, on a successful on save the creature takes half as much damage and is not subjected to the remainder of the feature. A creature that failed on its saving throw can repeat the saving throw at the end of their turn to end the effect of this feature.

You can use this feature equivalent to your Charisma modifier, you regain all uses of this feature after you finish a short or long rest.

Prepared for Magic

Starting at 15th level, you are always prepared to deal with the terror of mages. If you roll initiative and have no spell slots remaining, you regain one spell slots

Honed Attacks

You have become a master of combating those who have chosen the unwise arts of magic.

Starting at 18th level, you gain advantage on the first attack roll you make against a creature that possess a spellcasting ability, innate spellcasting ability, or the ability to otherwise use magical abilities during an encounter.

Additionally you deal an additional 1d6 psychic damage to creatures that are concentrating on a spell with melee weapon attacks.

The Elder Blood

According to some, it is a powerful elven curse passed from generation to generation. Those in whose veins the infamous Hen Ichaer flows are said to carry death and destruction within them, to sow hatred and disdain in the hearts of men. It was from this contaminated blood that Ithlinne prophesied an avenger would be born, a destroyer of nations and worlds.

Others claim the Elder Blood is an extremely rare inherited talent, granting control over space to a degree unattainable even to elven Sages. Sadly, few bearers of this gift have been able to control it in full. Partial mastery inevitably leads to sudden outbursts of the Power that take the form of unpredictable, uncontrollable and thus extremely dangerous explosion. Behind the dark legends about the Curse of the Elder Blood lies the truth of these tragic cases.

Bearers of the Elder Blood gene are exceedingly rare, and when they appear they are subject to great interest of the might rulers of the world and mages alike. Prophecies are formed around them, and there are those who seek to harness their powers or even add these powers to their own family lineage.
Regardless, those who learn to harness the powers of the Elder Blood become incredibly powerful and capable of manipulating space itself.

Warrior of the Elder Blood

The archetypal Warrior of the Elder Blood focuses on drawing on the innate power that flows with in their veins. Those who possess the Elder Blood within them use their powers to teleport and slash down their enemies, and unleash powerful psychic screams.

Reactive Jump

At 3rd level after you have hit an opponent with an attack you may use a bonus action to disengage and teleport yourself to an unoccupied space that you can see up to your remaining movement speed.

Psychic Scream

Starting at 7th level, as an action you unleash a tremendously loud and powerful scream. All creatures within a 30-foot-radius of you must make a Strength saving throw. A creature takes 4d6 Psychic damage and is knocked 10-feet in a straight line away from you and falls prone on a failed save. On a successful one a creature takes half as much damage and is pushed back 5-feet.

You may use this feature equivalent to your Constitution modifier before you finish a long rest. The number of damage dice increases by 1d6 at 10th, 15th, and 18th fighter level.

Combat Jump

At 10th level you may use a bonus action to make a Combat Jump before you make an attack, you are also able to travel an additional 15-feet when jumping.

When you teleport behind a creature the first attack you make against that creature on the same turn is made with advantage.

Rapid Jumps

At 15th level, as an Action you can focus your energy and lash out against up to five creatures within in a 30-foot-radius of you. Choose up to five creatures you can see within range and make a melee attack against each target. On a hit, a target takes an additional 3d8 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

When using Rapid Jumps you do not gain advantage for jumping behind a target.

You may use this feature once before you finish a short or long rest

Long Jump

At 18th level you can focus all of your energy to cast the teleport spell once before you finish a long rest.



Art credit: Anna Podedworna for Gwent

Way of the Faceless

Monks of the Way of the Faceless venerate death, not just a deity of death but all deities of death and the concept itself, they believe that death is both a gift and price that can be paid. The faceless excel in providing the gift of death to those they choose and those they are paid to kill, to this end they have become master assassins and experts in deception, changing their appearance, and stealth.

Faceless Technique

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deceitful arts of disguise or forgery. You gain the following benefits:

Faceless Weapons. Choose two types of weapons to be your faceless weapons. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your faceless weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a faceless weapon for you, following the criteria above.

Agile and fast. When you hit a creature with a melee attack on your turn you can use a bonus action to take the disengage action.

Martial Prowess. You can use a bonus action on your turn to make melee weapon attacks with faceless weapons stronger. When you do so, any target you hit with a melee weapon attack using a faceless weapon deals an extra 1d4 of the weapon’s damage type. You retain this benefit until the end of the current turn.

Path of Deceit. You gain proficiency with your choice of the disguise kit or forgery kit.

Facechanger

Starting at 6th level, you are able to change not just your face but your entire form, allowing you to look exactly like a humanoid, changing your height, skin tone, voice, and even allowing you to replicate broken teeth or other injuries. Starting at 6th level, you have a pool of five dead humanoids, of your choice, that you can transform into, you are also able to perform a magic ritual on a creature that has been dead for no longer than twelve hours. The ritual involves pouring a thick bloody potion on a dead humanoid’s face, using a special dagger to remove the humanoid’s face, and preserving the humanoid’s face with magical spells, the ritual takes 30 minutes to perform. As an action you can transform into a perfect copy of the dead humanoid, however, your clothing and other equipment don’t change.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

There is no limit to the number of humanoids faces you can keep as a pool to transform into, however, the faces must remain intact. A creature can use an action to destroy a face should it fall into it possession, when a preserved face is destroyed you can no longer transform into that creature. The preserved face can be an unlimited distance away from you, and even on a different plane of existence and still allow you to transform.

Faceless Ki

Starting at 11th level, you gain the ability you ki to enhance your abilities, you can spend ki in the following ways.

Hidden in Shadows. You can spend 1 ki point to use a bonus action to take the hide action.

Martial Expert. You can spend 2 ki points, when you don’t have disadvantage, to gain advantage on a weapon attack with a faceless weapon, should you have disadvantage you can spend 2 ki point to make your attack without disadvantage.

Knife in the Dark. You can spend 3 ki points when you hit on a melee weapon attack, that you either have advantage on, if the creature is surprised, or if one of your allies is within 5 feet of the target. When you do so you add 3d6 damage of the same kind of damage as your weapon damage.

Like the wind.

Starting at 17th level, you can cast the invisibility spell without material components as a bonus action, while you are invisible your movement increases by 5 feet. You use this feature equivalent to your wisdom modifier (minimum 1),you regain all uses of this feature after you finish a short or long rest. Additionally, the damage dealt by your unarmed strikes, monk weapons, and faceless weapons increases to a d12 instead of a d10.

Oath of Eternal Flame

The Oath of the Eternal Flame binds paladins to be the righteous and zealous fire that burns corruption and evil away from the world. They are bound to bring about their teachings as they shall bring the worlds to their salvation. The Oath also binds paladins to protect the downtrodden and smallfolk of the world from the dangers of monstrosities, magic, and others (be the others ethnic groups, different races, or other religious practitioners) when possible, but if they need to be sacrificed to destroy their greatest enemies then that is a worthy and noble trade, though it may still be a difficult one, and is a heavy burden for the paladins to bare having to decode when it is appropriate to sacrifice innocents. The paladins of the Oath of the Flame tend towards neutrality rather than good.

Tenants of the Eternal Flame

The tenants of the Eternal Flame can vary based upon the denomination of the religious sect that the oath is attached to.

Throw Down the Heathens. All those who worship the false gods must see the error of their ways.

Destroy the Abominations. All monstrous races must be destroyed as they are an anathema to the cultured races.

Burn Away Corruption. Corruption, outside of your church, be it political, financial, or the more sinister monstrous kinds cannot be tolerated and must be burned away by holy flame.

Protector of the Downtrodden. The Flame teaches that the less fortunate must be protected from both abusers and the foul monsters of the world.

Dangers of Magic. Magic and those who practice it in a reckless manner must be destroyed as they are a danger to the smallfolk, the world, and even themselves.

The Great Enemy. The most important of the tenants of the Eternal Flame, and supersedes all other oaths, your church's existential enemy must be combated at every opportunity, with collateral damage being of no concern when combating the great enemy.

Oath Spells

you gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd brand of Fire, burning hands
5th hold person, scorching ray
9th clairvoyance, dispel magic
13th wave of fire, fire shield
17th cleansing fire, scrying

Channel Divinity

When you take this oath at 3rd level, you gain the following three Channel Divinity options.

Holy Flame. You can use your Channel Divinity to wreath yourself in swirling radiant flames. As an action, each aberration and monstrosity within 30 feet that can see you must make a Wisdom saving throw against your paladin spell save DC. In a failure, the creature is turned for 1 minute.

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

Relief of the Flame. You can use your Channel Divinity to channel the warm glow of the Eternal Flame to heal yourself and those around you. As a bonus action, you and your allies within 30 feet of you each regain not points equal to 1d4 + your Charisma modifier + Paladin level (minimum of 1).

Burning Fire. You can use your Channel Divinity to empower your weapon with holy fire. When you deal damage with a melee weapon as a reaction you increase the damage dealt by 1d10 radiant damage.

Pure and Radiant

Starting at 7th level you have an aura of warmth that you can focus on an enemy. When a creature within 10 feet of you deals damage to you or one of your allies you can use your reaction to cause the creature to make a Constitution saving throw. The creature takes 1d10 fire or radiant damage (your choice) on a failed saving throw, and half as much damage on a successful one. The range of this aura increased to 30 feet at 18th level.

Fiery Soul

Starting at 15th level you gain resistance to your choice of either fire or radiant damage.

Additionally you have advantage on all saving throws against being frightened.

Flame Incarnate

At 20th level, you become an avatar of the Eternal Flame itself, your appear as if you are aflame yourself, eminent heat and light, and are almost blinding to look upon.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • All creatures of your choice within 10 feet of you, when you active this transformation and at the beginning of their turn must make a Consitution saving throw against your Paladin spell save DC or take 2d6 fire damage.

  • You gain advantage on all attack roll, saving throws, and ability checks made against aberrations, monstrosities, and creatures capable of casting magic.

  • You gain resistance to all nonmagical damage.

Conclave of the Watcher

While others rangers are solemn and isolated folk you are a member of an order dedicated to the protection of the civilised world, you hold back hordes of monsters and savages sacrificing your life for the good of others. Your order takes no part in the petty politics of the realms, instead serving to protect all.

Watcher Magic

Starting at 3rd level then again at 5th, 9th, 13th, and 17th level you gain access to additional spells.

Once you gain a watcher spell, it counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.

Ranger Level Spells
3rd heroism
5th magic weapon
9th feign death
13th dominate beast
17th legend lore

Conclave Oath

At 3rd level, you gain one of the following features of your choice.

Shield That Guards the Realms. When a creature makes a melee attack against you and deals damage, while you are wielding a shield, you can use a reaction to decrease the damage by 1d10 + your proficiency modifier.

Sword in the Darkness. While you are within 10 feet of an ally you deal one additional weapon damage die.

Watcher on the Wall. While you have half cover, three-quarters, or total cover and an enemy has no cover you have advantage on your ranged weapon attacks.

Resistant as a Wall

Starting at 7th level you have become an expert in bracing yourself against the environment and deftly leaping out of the way of incoming danger, when you make a Dexterity or Constitution saving throw you add 1d4 to the saving throw.

Deft and Agile

Starting at 11th level, you can use a bonus action to take disengage action. Additionally your movement increases by 5 feet.

Opportunism

Starting at 15th level, when an enemy misses an attack against you, you can use a reaction to make a single weapon attack against that target.

Conclave of the Witch Hunter

To call the witch hunters a group would be wholly disingenuous; witch hunters only agree on two things, that magic and mages are dangerous and that common folk should be protected from them. Witch hunters themselves range from corrupt men who hate all things magical to those who give up their lot to protect good folk from maleficarum and magical monstrosities, unfortunately the latter are far too common. Whatever the witch hunter may be, they excel at hunting and fighting mages and witches.

Witch Hunter Magic

Starting at 3rd level then again at 5th, 9th, 13th, and 17th level you gain access to additional spells.

Once you gain a witch hunter spell, it counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.

Ranger Level Spells
3rd cause fear
5th hold person
9th counterspell
13th eilhart's technigue
17th hold monster

Hatred of Magic

When you are targeted by a spell or cantrip, or forced to make a saving throw by a spell or magical effect, until the end of your next turn you may make a weapon attack as a bonus action.

Know 'em when I see em'

When you make a Wisdom (insight) check on a creature you learn if that creature is able to cast spells. If they are able to cast spells you learn the spell level of the highest level spell they can cast, and what their spellcasting ability is.

Strong of Will

Starting at 7th level when you make a saving throw against magic you may add 1d6 to your saving throw. You may use this a number of time equal to your wisdom modifier.

Charge the Caster

Starting at 11th level, When you are targeted by a spell or cantrip, or forced to make a saving throw by a spell or magical effect, until the end of your next turn your speed is increased by 5 feet and you do not provoke attacks of opportunity.

They're Casting

Starting at 15th level, as a reaction when a creature cast a spell within 30 feet of you may make a single weapon attack after they cast their spell.

Water Dancer

Your training has focused on the art of water dancing, a fast, agile, and graceful fighting style that favours the use of rapiers. The water dances are as agile as cats, strike as fast as snakes, and have the keen slight of eagles. Water dancers favour combat against humanoids, being able to see them for what they truly are, and being able to strike at their vulnerable areas.

Lonesome Duelist

Starting at 3rd level, you also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no allied creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Swift Speed

When a creature uses a reaction to make an attack of opportunity against you, you can use your reaction to parry and dodge out of the way of the attack. If it is still your turn when you use your reaction you gain an additional 5 feet of movement and gain the benefits of the disengage action.

Dancer's nature

Starting at 9th level, while you are wearing light armour and have one free hand your mastery of the sideways stance of the water dancers allows you to add your proficiency modifier to your AC.

Additionally, at 9th level your perceptive training allows you to add your Intelligence modifier to Wisdom (insight) and Wisdom (perception) checks.

Dualist

Starting at 13th level, when a creature makes a melee weapon attack against you can use your reaction to your intelligence modifier to your AC for the purpose of that attack. If the creature still hits you with its melee weapon attack, you must as part of this reaction make a single melee weapon attack against the creature that triggered this ability.

Dance Master

Starting at 17th if there is nothing imposing disadvantage on you you have advantage on your attacks, if there is something imposing disadvantage on you you make your attacks without disadvantage. Additionally your sneak attacks against humanoids deals an extra 2d6.

Elder Blood Source

Your innate magic comes from the Elder Blood gene that you carry within you. While others who possess this gene may use its abilities, you have truly learned to master them; you learn to empower spells, teleport yourself, and eventually unleash a destructive scream.

Font of Pure Magic

Starting at 1st level you gain resistance to force damage, proficiency in the arcana skill, and when you cast a spell or cantrip that deals force damage you add your Charisma modified to the damage.

Defensive Jump

Also at 1st level when take damage from a melee attack you may use a reaction to disengage and teleport yourself to an unoccupied space that you can up to a distance no more than 5 times your Charisma modified (minimum 5 feet) feet away from you.

Channel Force

Starting at 6th level, as a bonus action you may disengage and teleport yourself to an unoccupied space that you can see up to your remaining movement speed

You also learn to bend magic to suit your inherent arcane nature. When you cast a spell that does damage, you can spend 2 sorcery points to change the damage type to force.

Focused Jump

Starting at 14th level you are able to call upon your blood to teleport yourself short distances. As a bonus action, you can teleport yourself up to 45 feet to an unoccupied space you can see. Additionally any creature within 5 feet of your target and original location takes 2d4 force damage.

Channelled Psychic Scream

Starting at 18th level, as an action, you expend 5 sorcerer points you unleash a horrific scream affecting all creatures of your choice within the affected area. All creatures in 45-foot-radius of you must make a Strength saving throw. A creature takes 5d8 Psychic damage plus 5d8 force damage and is knocked 10-feet in a straight line away from you and falls prone on a failed save. On a successful one a creature takes half as much damage and is pushed back 5-feet.

Pain and Suffering

It is not just powerful bloodlines that can awaken arcane abilities, the pain and suffering either physical or psychological that you have experienced has not broken you, but instead made you stronger allowing you to draw strength from it. Your connection to pain allows you to succeed where others would fail, temporarily keep yourself in a battle, and even throw the damage a creature dealt to you back at them.

Resilient Blood

Starting at 1st level your strength and resilience which flows within you markedly increases your vitality. Instead of adding your Constitution modifier to your Hit Dice instead of your Constitution modifier when calculating your hit point maximum and recovering hit points.

Failure is Not an Option

Also starting at 1st level, when you would miss an melee or spell attack you can choose to add 1d4 and add it to your total.

You can use this feature number of times equal to your Charisma modifier until a long rest.

Salvation through suffering

Starting at 6th level, when a creature would hit you with an attack you can inflict damage to yourself to increase your AC for the purpose of that attack, for every 3 points of damage your AC is increased by 1. Additionally when you fail a saving throw you can inflict damage to yourself to increase your roll, for every 3 points of damage you inflict to yourself your roll is increased by 1. You can use this feature equal to your Charisma modifier, before a long rest.

Temporary Vitality

Starting at 14th level, as a bonus action, when you deal damage to a target you may expend 2 sorcery points to gain temporary hit points equal to half the damage dealt.

Stored Anguish

Starting at 18th level, as a reaction when you take damage, you may expend 4 sorcery points to store damage that you have dealt. When you do so you may add damage equal to the damage stored to a spell attack against a single target, the additional damage type is force. You can store damage for up to 1 minute, and can only have one source of damage stored at a time.

Elemental Warlocks

the Elemental Planes hold a great number of powerful creatures within them, and even the Planes themselves can seem alive at times. these powers from time to time grant a fraction of their powers to those willing to bargain with them in return for bringing the forces of the Elemental Planes to the Prime Material.

The Flame

Your patron embodies the very flames of the Elemental Plane of Fire, they are warm, beautiful, and invariably dangerous. Your patron may be the embodiment of the burning flames of the Plane itself, a supernaturally powerful Efreeti, great Elder Elemental, or a Primordial a creature with god-like powers.

Expanded Spell List

The Flame lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Flame Expanded Spells
Spell Level Spells
1st brand of fire, burning hands
2nd aganazzar's scorcher, flaming sphere
3rd fireball, daylight
4th korath's breath, wall of fire
5th flaming vortex, immolation

Acolyte of flame

Starting at 1st level, when you deal fire damage you can use a reaction you reroll any number of fire damage dice of your choice. You can use this feature a number of times equal to your proficiency bonus, until you finish along or short rest.
Additionally, you can speak, read, and write Ignan.

Flames' Blessings

Also starting at 1st level, as a bonus action, you grant a creature resistance to fire damage until the end of your next turn. You can use this feature a number of times equal to your Charisma modifier, until you finish along or short rest.

Quicked Flame

Starting at 6th level, when you cast a spell which deals fire damage you can use your bonus action to cast the firebolt cantrip. You can use this feature equal to your Wisdom modifier, until you finish a long or short rest

Fire Incarnate

Starting at 10th level, you gain resistance to fire damage. Additionally, as a reaction, when you take damage, you erupt into flame causing all creatures within 15 feet to make a Dexterity saving throw, on a failed saving taking 2d10 fire damage, or half as much on a successful one.

Firescape

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target to the Elemental Plane of Fire

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target does not have resistance to fire damage or is otherwise immune to the effects of extreme heat, it takes 2d8 fire damage and must make a Constitution saving throw against your spell save DC or gain 1 point of exhaustion.

You use this feature equal to half you Warlock level (rounded down), until you finish a long or short rest

The Ice

Your patron embodies the bitter cold of the Elemental Plane of water, they are harsh, cold, but malleable. Your patron may be the embodiment of the bitter frost of the Plane itself, a supernaturally powerful Marids, great Elder Elemental, or a Primordial a creature with god-like powers.

Expanded Spell List

The Ice lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Ice Expanded Spells
Spell Level Spells
1st create or destroy water, ice knife
2nd carys' hail, ice slick
3rd ice shroud (rhewi), tidal wave
4th control water, ice storm
5th cone of cold, maelstrom

Armour of Ice

Starting at 1st level, you learn the Armor of Agathys spell. It counts as a warlock spell for you, but does not count against your number of spells known. Additionally, the casting time of Armor of Agathys becomes 1 bonus action for you.

Light as Ice

Also starting at 1st level, you are able to walk upon the surface of water as if it were difficult terrain. Additionally, difficult terrain caused by ice cannot cause you to slip and is not considered difficult terrain for you.
Additionally, you can speak, read, and write Aquan.

Touch by Frost

Starting at 6th level, to gain resistance to cold damage. You learn the Frostbite cantrip. It counts as a warlock cantrip for you, but does not count against your number of cantrips known (if you already know the Frostbite cantrip choose another cantrip). Additionally, when you reduce a creature to 0 hit points you can cast the frostbite cantrip as a bonus action.

Ice Shift

Starting at 10th level, when you are the target of a spell attack you can change the target you can use your reaction to change the target of the spell to a creature within 30 feet of you that you can see. Additionally, if the spell deals damage the damage becomes cold damage.

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

Freezing wave

Starting at 14th level, as an action, you can choose a number of creatures equal to 1 + your Charisma modifier that you can see within 60 feet of you. Targets must make a Constitution saving throw against your warlock spell save DC. On a failed save the creature takes 8d6 cold damage and is Paralyzed as it is frozen in ice until the end of your next turn, on a successful one the creature takes half as much damage and is not Paralyzed.

The Stone

Your patron embodies the very Stone of the Elemental Plane of Earth, they are strong, enduring, and uncaring . Your patron may be the embodiment of the infinite stone of the Plane itself, a supernaturally powerful Dao, great Elder Elemental, or a Primordial a creature with god-like powers.

Expanded Spell List

The Stone lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Stone Expanded Spells
Spell Level Spells
1st earth tremor, grease
2nd dust devil, rock blast (cenlly graig)
3rd blinding dust, erupting earth
4th stone shape, stoneskin
5th stammelford's earth shatter, wall of stone

Stone Touched

Starting at 1st level, while you are not wearing armor your AC becomes equal to 10+ your Charisma modifier. Additionally Your hit point maximum increases by half your charisma modifier (rounded up, minimum 1), and it increases by the same amount every time you gain a level.
Additionally, you can speak, read, and write Terran.

Stone Glide

Starting at 6th level, as an action, your patron grants you its innate connection to the stone. For one minute you can burrow through nonmagical earth and stone. While doing so, you don’t disturb the material it moves through. Once you use this feature you cannot use it again until you have finished a short or long rest.

Stoneskin

Starting at 10th level, as a reaction before you would take damage, you can cast the Stoneskin spell without material components. Additionally, while you are under the effects of the Stoneskin spell your AC increases by 2.

Stone’s Endurance

Starting at 14th level, when you would be reduced to 0 hit, you can instead drop to 1 hit point. When you choose to do so you gain temporary hit point maximum + your Warlock level. Once you use this feature you cannot use it again until you have finished a short or long rest.

The Storm

Your patron embodies the never ending storms of the Elemental Plane of Air, they are fast, harsh, and batter down all those in their path.Your patron may be the embodiment of the lightning and thunder that fills the Plane itself, a supernaturally powerful Djinni, great Elder Elemental, or a Primordial a creature with god-like powers.

Expanded Spell List

The Storm lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Storm Expanded Spells
Spell Level Spells
1st feather fall, thunderwave
2nd bronwyn's gust, static storm
3rd call lightning, thunder step
4th alzur's lightning, Storm Sphere
5th cloudkill, control winds

Stormbringer

Starting at 1st level, when you deal lightning or thunder damage, as a reaction you can choose to deal an additional 1d6 of the same kind of damage.

you can use this feature a number of times equal to your Charisma modifier, until you finish along or short rest.

Starting at 6th level the damage increases to 2d6. Starting at 10th level the damage increases to 3d6. Starting at 14th you can use this feature an unlimited number of times.
Additionally, you can speak, read, and write Auran .

Thunderous resonance

Also starting at 1st level, your patron infuses your voice with a thunderous roar. You can choose to add 1d6 and add the result to a Charisma check roll of your choice. You can use this feature a number of times equal to your proficiency bonus, until you have finished a short or long rest.

Lightning Jump

Starting at 6th level, as an action your patron temporarily transforms into lightning energy allowing you to teleport to an unoccupied within 45 feet of you that you can see. Each creature within 5 feet of your starting location and target destination must make a Dexterity saving throw taking 3d6 lightning damage on a failed save, or half as much on a successful one.

Lightning flows through you

Starting at 10th level, you gain resistance to lightning and thunder damage. Additionally, when you take damage from a source you can see you can choose to use a reaction shock a number of creatures equal to 1+ your Charisma modifier (minimum 1) that you can see within 60 feet of you. Each creature must make Constitution saving throw equal to your spell save DC, on a failed save the creature is Stunned for 1 minute. The creature can repeat it's saving throw at the end of its turn to end the effect of this feature.

Once you use this feature you cannot use it again until you have finished a short or long rest.

Chain Burst

Starting at 14th level, when you reduce a creature to 0 hit points with lightning damage, you can use your bonus action to cause the creature to burst into lightning energy. Two bolts of lightning shoot out to two creatures of your choice that you can see within 30 feet of creature you reduced to 0 hit points. Two bolts then leap from that target to as many as four other targets, each of which must be within 60 feet of the creature you reduced to 0 hit points. Each creature must make a Dexterity saving against your Warlock spell save DC, taking 8d6 lightning damage on a failed save, or half as much on a successful one.

Eldritch Invocations

Elemental Master

Prerequisite: 15th level
You can cast conjure elemental once using a warlock spell slot, and the casting time is reduced to 1 action. You can’t do so again until you finish a long rest.

Minor Elemental Summoner

Prerequisite: 7th level
You can cast conjure minor elementals once using a warlock spell slot. You can’t do so again until you finish a long rest.

Tongue of the Elementals

You can speak, read, and write Aquan, Auran, Ignan, and Terran.

The White Frost

Your patron is a mysterious entity that brings bitter cold with merely the thought of it. Your patron could be an incorporeal embodiment of winter, a power entity from the Elemental Planes, a creature that embodies the harshness, bitterness, and striff of the cold, or the existential and extraplanetary threat that devours whole worlds.

Expanded Spell List

The White Frost lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

White Frost Expanded Spells
Spell Level Spells
1st chromatic orb, ice knife
2nd carys' hail, snilloc's snowball swarm
3rd ice shroud (rhewi), sleet storm
4th ice storm, storm sphere
5th cone of cold, maelstrom

Chilling Cantrips

Starting at 1st level, you learn the Chill Touch and Ray of Frost cantrips. They count as warlock cantrips for you, and they don’t count against your number of cantrips known.

Weapons of Winter

Starting at 6th level when you cast a spell which deals cold damage you add your charisma modifier to your role.

Additionally, when you deal damage with a melee or ranged weapon attack you deal an additional 1d4 cold damage, this damage increases to 1d6 at 10th level, and finally to 1d8 at 14th level.

Cold’s embrace

Starting at 10th level when you take damage you wreath yourself in the cold armour of your patron. As a reaction, before you would take damage you gain temporary hit points equal to your warlock level + your proficiency modifier.

Additionally, you gain resistance to cold damage and ignore the effects of extreme cold as described on page 110 of the DMG.

The White Frost Incarnate

Starting at 14th level, you can unleash the bitter cold of the white frost upon all surrounding you. All creatures of your choice within 30 feet of you must make a Constitution saving throw against your spell save DC taking 10d10 cold damage on a failed save, or half as much on a successful one.

Additionally, when you use this feature you gain immunity to cold damage for 1 minute. Once you use this feature you cannot use it again until you have finished a long rest.

The Dead

Your patron is death, they hold great sway over the necrotic forces that are ever present throughout all the planes of existence. Your patron has unlocked the secrets of undeath and unnaturally extending life at a cost, they have incredible abilities to raise undead legions, and share a small portion of their power with their warlocks. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; the deathless wizard Fistandantalus, and the Demon Lord Orcus Prince of the Undead.

Expanded Spell List

The Dead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Dead Expanded Spells
Spell Level Spells
1st false life, inflict wounds
2nd blindness/deafness, silence
3rd animate dead, speak with dead
4th death ward, evard's black tentacles
5th contagion, danse macabre

Necrotic Mantel

Starting at 1st level, you learn the toll the dead cantrip, which counts as a warlock cantrip for you. Additionally, you can use a reaction you reroll any number of necrotic damage dice of your choice. You can use this feature a number of times equal to your Charisma modifier, until you finish along or short rest.

Undead Kin

Also starting at 1st level, you become closer to the undead and the nature of your patron. Wisdom (Perception) checks made by undead creatures to see you have disadvantage. Additionally, you also have advantage on saving throws against any disease.

Create Clawers

Starting at 6th level, when you reduce a creature to 0 hit points you can use your reaction to animate the hands of the creature to fight for you. Providing the creature you reduced to 0 hit points has appendages you can animate two of them, whatever the appendage you animate it has the statistic of a Crawling Claw (MM p.44). You can command the two claws with a bonus action, commanding it to both move and make attacks.

The crawling claws remain animated for 1 hour or until they are reduced to 0 hit points.

Undeath

Starting at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. You also have resistance to necrotic damage and immunity to being poisoned.

Additionally, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Servants in Undeath

Starting at 14th level, when you cast a spell that animates or creates undead you can use your bonus action to empower them. When empowered the undead creatures gain the following benefits:

  • The creature's hit point maximum is increased by an amount equal to your warlock level.
  • The creature adds your Charisma modifier to its weapon attack and weapon damage rolls.
  • The creature’s AC is increased by half of your proficiency bonus (rounded down).

You can use this feature once, until you finish along or short rest.
Additionally, you gain resistance to poison damage.

Eldritch invocations

Necromantic Force

Prerequisite: 9th level
When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Superior Thralls

Prerequisite: 9th level
Undead creatures under your control lose any vulnerabilities they have, and gain resistance necrotic damage if they do not already have it.

Undead Exemplar

Prerequisite: 15th level
You can cast create undead once without expending a spell slot. You can't do so again until you finish a long rest.

School of Fiendology

The school of fiendology is perhaps the only school of magic with a worse reputation than the school of necromancy. Fiendologists utterly devote themselves to the study of the various demons and devils that make their homes in the lower planes of existence. The study of such evil lore, dealing with fiends, and fighting them leaves a distinct and sometimes horrid effect on a fiendologist’s mind, body, and soul.

The vast majority of fiendologists are madmen, sadists, and power hungry wizards who have turned to most evil creatures in all the known planes of existence for power. While the majority are evil, there are fiendologists who seek to use the powers of fiends against the Nine Hells and Abyss; they believe that the sacrifice of their bodies and souls are a small price to pay to gain power to drive off greatest threat to the material plane, demons and devils.

Fiendish Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell which deals fire damage and a spell which summons or conjures a fiend into your spellbook is halved.

Flame of the Lower Planes

Also starting at 2nd, you control over hellish flame has greatly increased. Once per round you can reroll one fire damage die. When you reach 6th level you can reroll two fire damage dice, at 10th level three fire damage dice, and at 14th four fire damage dice per round.

Fiendish Form

Starting at 6th level, you take on a portion of the natural abilities of the fiends. You gain resistance to fire and poison damage. You also gain immunity to the charmed and poisoned conditions. Additionally, when you reduce a creature to 0 hit points with a spell to gain temporary hit points equal to half your wizard level (rounded down) + spell level used to reduce the creature to 0 hit points.

Master Summoner

Starting at 10th level, any spell that you cast which has the effect of summoning or conjuring a fiend, the spell is treated as if it were cast from a spell slot of one level higher than the spell slot expended.

Additionally, when making Charisma or Intelligence (arcana) ability checks against fiends you add your Intelligence modifier to the roll.

Dominate Fiend

Starting at 14th level, when you summon or conjure a fiend they must make a Wisdom saving throw against your spell save DC. On a failed save the fiend is under the effect of the dominate monster spell for 1 minute.

School of Hedge Magic

The School of Hedge Magic is not truly a school, but rather a classifying term for those wizards who are able to teach themselves magic without the instruction of true wizards or even glancing upon spell scrolls. Hedge Magic has a number of miraculous abilities to it which other, more learned wizards, have failed to replicate, these abilities have also led others to describe it as natural magic a combination of wizardry and druidism.

Natural Learner

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell found in both the wizard and druid spell list is halved. Additionally you may learn spells from willing creature, to do so you must be able to learn the spell, the time both you and the creature teaching you must expend is equal to twice the time it would take you to copy the same spell into your spellbook, the creature teaching you would typically ask for the same amount of gold you would expend to copy the same spell into your spellbook as payment, and finally you and the creature that is teaching you must share a language or be able to communicate telepathically for the duration of the training; upon completion of the training the spell appears written in your spellbook.

Nature’s Blessing

Starting at 2nd level, when you cast a spell found within both druid spell list and the wizard spell list, you can siphon off a portion of the magic to give a creature that you can see within 30 feet of you a number of temporary hit points equal to the spell slot expended + your wizard level.

Monstrous Shapechanger

Starting at 6th level you can assume the shape of a monstrosity or beast with a challenge rating 1/4 or lower that doesn't have a flying speed. At 10th level this increases to a challenge rating 1/2 or lower beast or monstrosity that doesn't have a flying speed, and again at 14th level to any challenge rating 1 or lower beast or monstrosity.

You can use this feature twice before you finish a Long rest.

Expanded Spell List

Starting at 10th level you gain access to a number of spells and cantrips based on your Wizard level. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells or cantrips you can prepare each day or know. All spells count as Wizard spells for you

Expanded Spell list

Wizard Level Expanded Spell List Spell Level
10th Resistance Cantrip
10th Wild Cunning 1st
10th Moonbeam 2nd
10th Speak with Plants 3rd
10th Conjure Woodland Beings 4th
10th Antilife Shell 5th
11th Primordial Ward 6th
13th Freya’s Bravery 7th
15th Animal Shapes 8th
17th Storm of Vengeance 9th

Monstrous Spellcaster

Starting at 14th level, you can cast spells 1st level spells while in your shapechanger form, this increases to 2nd level spells at 17th level, and 3rd level spells at 20th level.

Additionally, when you cast a spell of 3rd level or lower found on the druid spell list you may add your intelligence modifier to your damage roll.

Highest of the Highborn

You come from a noble family, but not just any noble family you are from one of the most powerful noble families in the realms; you may be from among the richest, most savvy political players, most military powerful, or they may be Lord Paramounts or even closely related to a royal family. As such your name carries weight, power, and even risk. All those within your family's native Kingdom, and the knowledgeable in other kingdoms, know your family's name and may fear, love, loath, respect you.

Work with your DM to choose, or create, a noble family that you belong to, and a Kingdom that your family are from. Are you the heir to your family? Has your family hidden any secrets that allowed them to rise to the top of the political game? What is the standing of your family in the world? and decide which type of power your family name carries.
Skill Proficiencies: History, Persuasion
Languages: Two of your choice.
Equipment: A set of fine clothes, a signet ring, letters of correspondence between you a a person in a high political position, and a coin pouch containing 50gp.

Power of a Name

chose one of the following features to determine the power your family name holds.

Feature: Gold, Riches, and Vanity

Your family is known for their obscene wealth. Low and high born alike may do much to please in hopes of gaining just a fraction of your wealth, supporting you even when you do not deserve it, or lending their swords to your cause, though if they receive little recompense for their efforts they are unlikely to continue this show. While many may flock to there are those who assist you to gain a fraction of your wealth, there are those who may seem to extort, steal, beat, or ransom the coin out of you.

Feature: Honour and Inflexibility

Your family is known to be of the most honourable, true, noble, and inflexible of the noble families. All who know your family name treat your word as good as deed, unless you repeatedly fail to uphold it, and are willing to take your word that, for example, you will pay a debt,return a favour, or even provide you with a reward before you perform a task. Criminals, brigands, and the like are unlikely to surrender to you, should they know your name, knowing that you are inflexible in your approach and that you will force the full weight of the law upon them.

Feature: Political Manipulators

Your family are known to be keen political artists, full of ambition, capability, cunning, pragmatism, and a willingness to step on others to climb up the ladder. You know courtiers in every court throughout the realms, and many even be able to bring them on board with your political machinations, out of fear or a belief that it will also help them climb their way up. While you see smiles and friends everywhere the people you use know they cannot trust you knowing that you may try to tear them down next, making these tools a risky prospect.

Feature: Righteous and Lacking Learning

Your family are keen supporters of the faith, pious, and regarded highly among the religious of the realms. Members of your extended family can be found throughout many of the religious church of the lands and will be willing to offer you and your companions shelter and meal free of charge, for a reasonable time. They may also be willing to offer you a discount on temple goods and services. The zealty has also earned your family the disdain of those who put their faith in academic learning and those lacking faith.

Feature: Patrons of Learning

Your family have been great patrons of learning throughout the kingdoms. You, by virtue of your family name, have the respect of some, but the thanks of the men and women of the institutions of learning your family supports. Through the use of your name you are able to gain access to even the most guarded areas of learning institutions, learned peoples are more inclined to provide you with information, and may even provide you a discount on goods and services. While those more academic may thank you, the smallfolk believe you are high minded and waste money that could better be spent improving roads or feeding the poor, earning their contempt more than most.

Feature: Patrons of the Arts

Your family have indulged many a poet, singer, and mummer, and provided them with many a coin to tell the stories of your family's deeds, and embellish them greatly. You are able gain many a favour from these folk, having them infiltrate courts or sing songs to the common folk to have them look more favourably upon you. However these folk are easily brought and may be more than willing to betray you or sell information to those offering coin.

Suggested Characteristics

Highborn are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.

d8 Personality Trait
1 My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2 The common folk love me for my kindness and generosity.
3 No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
4 I take great pains to always look my best and follow the latest fashions.
5 I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.
6 Despite my noble birth, I do not place myself above other folk. We all have the same blood.
7 My favor, once lost, is lost forever.
8 If you do me an injury, I will crush you, ruin your name, and salt your fields.
d6 Ideal
1 Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
2 Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
3 Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
4 Power. If I can attain more power, no one will tell me what to do. (Evil)
5 Family. Blood runs thicker than water. (Any)
6 Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
d6 Bond
1 I will face any challenge to win the approval of my family.
2 My house’s alliance with another noble family must be sustained at all costs.
3 Nothing is more important than the other members of my family.
4 I am in love with the heir of a family that my family despises.
5 My loyalty to my sovereign is unwavering.
6 The common folk must see me as a hero of the people.
d6 Flaw
1 I secretly believe that everyone is beneath me.
2 I hide a truly scandalous secret that could ruin my family forever.
3 I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
4 I have an insatiable desire for carnal pleasures.
5 In fact, the world does revolve around me.
6 By my words and actions, I often bring shame to my family.

Highborn Bastard

You are both highborn and lowborn, a part of the world of nobles and the world of the common folk, but you are truly accepted by neither. You have the privileges of a noble birth, a life not lacking in luxury, training at arms where appropriate, and an education, though you lack the love of both the Lord and Lady of the noble family, one who likely scorns you for the infidelity you represent in their partner.

Do you know both of your parents? Does your noble parent love you, or are you more a duty? What kind of relationship exists between you and your lowborn parent? What relationship do your parents have? What is your relationship with the partner of your respective parents? Do you have any half-siblings are what is your relationship to them?

Feature: A Person of Both Worlds and Neither

The Highborn of the realm know your name and will be more inclined to hear your words or pleas, though almost all of them look down upon you as if your presence in their hall is an insult. The commoners and lowborn pay particular deference to your words and commands, though they call you Lord to your face they call you bastard behind your back. Skill Proficiencies: Deception, Insight
Languages: Two of your choice.
Equipment: A set of fine clothes, a memento for your common born parent, a memento for your highborn parent, and a coin pouch containing 25gp.

d8 Personality Trait
1 I am adept at flattery, sincere or not.
2 I am known for my unusual affinity for the common folk and their plight.
3 I have no title, but I treat everyone as if they are of lower birth than me.
4 I take great pains to always present myself as the perfect example of nobility to compensate for my illegitimate status.
5 I am willing to get my hands dirty, and will do things for my family that others will not.
6 I have no illusions about how others see me and make no attempt to hide it—I flaunt it.
7 I know how to work the system my lack of title or name.
8 I never forget an injury or slight, and I will have my day.
d6 Ideal
1 Respect. A person’s value is not determined by their birth. (Good)
2 Responsibility. It is my duty to serve and advance my family’s name at the expense of my own ambitions, even if they don’t acknowledge me. (Lawful)
3 Independence. I will prove myself by making my own name and earning my own glory in spite of my birth—not because of it. (Chaotic)
4 Power. I will do anything to claim what is owed me. (Evil)
5 Loyalty. My family are the people I choose to trust, regardless of their birth. (Any)
6 Noble Obligation. It is my duty to protect and care for the people that serve my house. (Good)
d6 Bond
1 I will face any challenge to win the approval of my family.
2 My birth and identity are a secret maintained at all costs to protect the name and interests of my family.
3 Nothing is more important than the members of my family.
4 I am in love with someone I can never be with due to my illegitimate birth.
5 I must locate my non-noble parent and discover what became of them.
6 The well-being of my non-noble parent depends on my never meeting them or discovering who they are.
d6 Flaw
1 I secretly believe that everyone is beneath me.
2 I hide a truly scandalous secret that could ruin my family forever.
3 I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
4 I have an insatiable desire for carnal pleasures.
5 I believe I am unworthy of my privilege and deserve to be an outcast.
6 In my desperation to prove myself, I often bring shame to my house.

Master-at-Arms

Through training and hard work you have established yourself as a trainer of soldiers and young nobles within the stronghold or manor of a noble family. You excel in both martial prowess and your ability to train others; you have trained many a soldier, guard, and even a few nobles.

Feature: Martial Brotherhood

Your time training men and highborn has allowed you to make contacts far and wide. You can find a man you trained, or a close friend has train who may be willing to take on mild risk, loss of goods or gold, or provide you with information to help you in your tasks.

Skill Proficiencies: Athletics, Intimidation
Languages: One of your choice.
Tools: One Gaming set of your choice, vehicles (land) Equipment: An insignia of the House you serve, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp

d8 Personality Trait
1 I’m always polite and respectful.
2 I'm stern and demand respect from those I have trained.
3 I’ve lost too many friends, and I’m slow to make new ones.
4 I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5 I can stare down a hell hound without flinching.
6 I enjoy being strong and like breaking things.
7 I have a crude sense of humor.
8 I face problems head-on. A simple, direct solution is the best path to success.
d6 Ideal
1 Greater Good. Our lot is to lay down our lives in defense of others. (Good)
2 Responsibility. I do what I must and obey just authority. (Lawful)
3 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4 Might. In life as in war, the stronger force wins. (Evil)
5 Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
6 Nation. My city, nation, people, or my students are all that matter. (Any)
d6 Bond
1 I would still lay down my life for the people I served with.
2 The noble family that took me on have become a family to me.
3 My honor is my life.
4 I'll never forget the student that I have taught
5 I'll never forget a student that was killed, nor the person that killed them..
6 I train the common folk, as it is they who need to defend themselves.
d6 Flaw
1 I demand respect form those I judge below me
2 I am quick to anger.
3 I have little respect for anyone who is not a proven warrior.
4 I made a mistake which cost the life of a noble child and hid my responsibility.
5 I obey the orders of Lord, even if they cause pain and death.
6 My mouth, whoring, and drinking often bring trouble.

Magister of Aarelan

You spent much of your life within the Free State of Aarelan, and it has been one of great privilege. You are among the magocracy elite, your family have political power, wealth, or both, and above all arcane skill that runs through your bloodline and was taught to you from an early age. You have been afforded a life similar to that of nobles in the other kingdoms, fine food, an education, and servants.

A member of your family, or even you yourself, are a member of the great Magisterium, the Parliament of Aarelan. There they, or you, have dealt with the politics of the Free State and matters arcane, and dealt with the dangerous game of progression within the Magisterium.

Feature: Knowledge of Mages

You know a great deal about not just the magic of the world but its sorcerer, warlocks, and wizards as well. You know the names of powerful or interesting mages, their specialties, interests and research, and the general location of where they reside. You can use your family’s name and influence within the Magisterium to gain a meeting with a mage, and they will be willing to provide you with information.
Skill Proficiencies: Arcana, Persuasion
Languages: One of your choice.
Tools: Alchemist’s supplies
Equipment: A set of fine clothes, a signet ring, a bottle of black ink, a quill, a small knife, and a purse containing 20 gp

d8 Personality Trait
1 My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2 I’ve read every book in the The Arcane Library of Aarelan—or I like to boast that I have.
3 I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
4 I take great pains to always look my best and follow the latest fashions.
5 I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.
6 Despite my birth, I do not place myself above other folk. We all have the same blood.
7 My favor, once lost, is lost forever.
8 I’m convinced that people are always trying to steal my secrets.
d8 Ideal
1 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2 Logic. Emotions must not cloud our logical thinking. (Lawful)
3 No Limits. Nothing should fetter the infinite possibility inherent in magic. (Chaotic)
4 Power. Magic the path to power and domination. (Evil)
5 Self-Improvement. The goal of a life is to improve ones use of magic to the betterment of oneself. (Any)
6 Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
7 Family. Blood runs thicker than water. (Any)
8 Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
d6 Bond
1 I will face any challenge to win the approval of my family.
2 I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3 I sold my soul for knowledge or power. I hope to do great deeds and win it back.
4 Nothing is more important than the other members of my family.
5 The common folk must see me as a hero of the people.
6 My loyalty to my sovereign is unwavering.
d6 Flaw
1 I secretly believe that everyone is beneath me.
2 I have an insatiable desire for Knowledge and power.
3 I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
4 By my words and actions, I often bring shame to my family.
5 Unlocking an ancient mystery is worth the price of a civilization.
6 I can’t keep a secret to save my life, or anyone else’s.

Racial Feats

Arcane Pulse

Prerequisite: Weave Stricken

You can use your action to cause arcane energy to burst out of your very form. All creatures within a 15 foot radius of you, each creature in the affected area must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 force damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

Charming Nature

Prerequisite: Dryad

Your fae-like appearance and disarming charm. You gain the following benefits.

  • Your Dexterity or Charisma score is increased by 1, up to a maximum of 20.

  • As a bonus action you may target one humanoid or beast that you can see within 30 feet. If the target can see you, it must succeed on a Wisdom saving throw with a DC equivalent to 10+ your Charisma modifier or be magically charmed. If you are fighting the creature, it has advantage on the saving throw. The charmed creature regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can.

  • Each time you or your allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until you become unconscious, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to charming nature for the next 24 hours.

You can have no more than one humanoid and up to three beasts charmed at a time.

Martial Magic

Prerequisite: Elf (blade)

You learn more of the magic typical of blade elves. You learn the heroism spell and can cast it at will, without expending a spell slot. You also learn magic weapon and fear, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest.

Charisma is your spellcasting ability for all three spells.

Opportunistic by Necessity

Prerequisite: Elf (city)

You have trained in the unsavoury arts city elves all too often find themselves drawn to, sometimes out of necessity and sometimes out of discontent. You gain the following benefits.

  • Your Dexterity or Charisma score is increased by 1, up to a maximum of 20.

  • You gain proficiency in either the disguise kit, forgery kit, poisoner's kit, or thieves’ tools.

  • You add your Charisma modifier to checks relating to your chosen kit or tools.

Nature’s Pathways

Prerequisite: Dryad

Your connection to the primordial and deep woods of the world has grown. You gain the following benefits.

  • Your Wisdom score is increased by 1, up to a maximum of 20.

  • You can use 10 feet of your movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

You can use this feature a number of times equivalent to your Wisdom modifier (minimum of 1)

Prehensile tail

Prerequisite: A race with a tail.

You have trained to use your tail within the mits of combat. You gain the following benefits.

  • Your Strength or Dexterity score is increased by 1, up to a maximum of 20.

  • As a bonus action, you may make a melee weapon attack against a creature within 5 feet of you that is no more than one size larger than you. On a hit the creature falls prone.

Prismatic Resistance

Prerequisite: Dragonborn (prismatic)

The control over your draconic heritage extends to your resistances. You gain the following benefits.

  • Your Constitution score increases by 1, up to a maximum of 20.
  • You choose either acid, cold, fire, lightning, or poison damage to gain resistance to. You can change this resistance as a bonus action.

You can take this feature up to five times, gain an additional resistance choice each time, and being able change one of them as a bonus action.

Traveller’s Magic

Prerequisite: Elf (wandering)

You learn more of the magic typical of wandering elves. You learn the expeditious retreat spell and can cast it at will, without expending a spell slot. You also learn pass without trace and haste, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest.

Intelligence is your spellcasting ability for all three spells

Weave Magic

Prerequisite: Weave Stricken

You learn to harness the innate magic of the weave stricken. you learn the mage armor spell and can cast it at will, without expending a spell slot. you also learn alter self and magic weapon, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest.

Wild Magic

Prerequisite: Elf (wild)

You learn the magic of the primeval woods, which are revered and protected by your people. You learn the animal friendship spell and can cast it at will, without expending a spell slot. You also learn the Barkskin and speak with plants, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest.

Variant Rule: Deal with the Devils

Call the Contract

3rd-Level Conjuration (ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (Blood of a humanoid that died no longer than 24 hours ago, which the spell consumes)
  • Duration: Concentration, up to 1 hour

You use your Arcane skills to perform a diabolic ritual using the blood of a humanoid creature that died no longer than 24 hours ago. The ritual contacts one Erinyes (MM p.73) summoner variant, which transports itself to your location. The devil is not hostile unless attacked, if attack the Erinyes is capable of casting plane shift (only to the Nine Hells) 3/day, and if it believes that I cannot defeat the creature or creatures that summoned it, it flees back to the Nine Hells. You are able to negotiate infernal contracts with it and also trade souls for magical objects, as described in the soul trade table.

Soul Trader

The soul of a creature may be worth more than another soul, a creature harvested through soul steal that was destined for the lower planes has a soul value of 1, the soul value of a creature harvested through soul steal that was destined for anywhere else has a soul value of 2. The soul value of a creature harvested through soul rend that was destined for the lower planes has a soul value of 3, The soul value of a creature harvested through soul rend that was destined for anywhere else has a soul value of 4.

Spell Scrolls
Soul Value Spell Scroll Level Requirement
8-15 1st-Level 1st
16-23 2nd-Level 3rd
24-31 3rd-Level 5th
32-39 4th-Level 7th
40-55 5th-Level 9th
56-71 6th-Level 11th
72-87 7th-Level 13th
88-103 8th-Level 15th
104-130 9th-Level 17th
Magic Items
Soul Value Item Level Level Requirement
10-25 Common 1st
25-55 Uncommon 3rd
55-70 Rare 5th
70-120 Very Rare 11th
120-220 Legendary 17th
Miscellaneous
Soul Value Miscellaneous Level Requirement
10-40 Familiar 1st
1 10gp 1st
Convenience Verses Core

The Deal with the Devils rule as presented above relies upon two spells detailed later in this pdf, soul steal and soul rend, these spells conflict with the soul cage spell presented in Xanathar's Guide to Everything which places the spell level to capture souls as much higher than the spell level presented here. I have made the decision to keep the spell levels for this new soul trading mechanic at lower levels to allow more spellcasters and players to engage with this mechanic. Should you want to keep the magic required to capture souls at a higher level use the soul rend (alternative) spell and the alternative soul trade tables below.

Alternative Spell Scrolls
Soul Value Spell Scroll Level Requirement
2-6 1st-Level 1st
6-10 2nd-Level 3rd
15-20 3rd-Level 5th
20-28 4th-Level 7th
28-38 5th-Level 9th
38-48 6th-Level 11th
48-58 7th-Level 13th
58-68 8th-Level 15th
68-88 9th-Level 17th
Magic Items
Soul Value Item Level Level Requirement
1-10 Common 1st
10-30 Uncommon 3rd
30-50 Rare 5th
50-70 Very Rare 11th
70-100 Legendary 17th
Miscellaneous
Soul Value Miscellaneous Level Requirement
4-10 Familiar 1st
1 50gp 1st
 

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