FE D&D - A 5th Edition Supplement

by BrotherMing

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Class Progression Chart

PART I

Introduction

Fire Emblem D&D

Welcome to Anna's Tavern! Designed for D&D 5e, this source book will provide players and DMs with all of the tools and options needed to play a campaign set in a world inspired by the Fire Emblem games.

If you have any questions or feedback, please feel free to tag us on twitter with a tweet, or join the Brother Ming Games discord server!

How to Use This Book

The contents of this book builds upon the core system of D&D 5th edition, but it is meant to be used as a standalone source book.

All of the players at the table must create characters using ONLY the races and classes available in this book. Spells, Feats, and Equipment can all be taken from any other D&D 5e source book.

Step 1: Pick Race

Same as in D&D 5e, players begin by picking a race to play. In the world of Fire Emblem, there are 3 primary races: Beorc (humans), Laguz (shapeshifters), and Branded (half breeds).

Beorc use the variant human rules, and are identical to their PHB (players handbook) Human counterparts.

Laguz are unique to the world of Fire Emblem. They are shapeshifters who can change between a humanoid form and their bestial form.

Unlike a druid's Wild Shape, they retain their own ability scores that are only slightly modified instead of taking on an entirely new static set of ability scores. They also do not gain a second pool of hit points, but instead continue using their own hit points.

Laguz are generally weaker than Beorc in their human form, but significantly stronger when in their bestial form. Branded on the other hand are special individuals with incredible aptitude in anything they do, but are persecuted by both races.

Step 2: Pick Starting Class

This is where Anna's Tavern will significantly deviate from the standard form of D&D 5e. In the PHB, players have a choice from several base classes, and as they level up, they simply improve on their chosen class's abilities, or multi-class and mix and match the different class abilities.

In Anna's Tavern, players will select a starting class from a list of 6 options. As you level up, you will be able to promote into more powerful classes. These promotions happen at level 2, 7, and 14. For example, a player who starts off as a Journeyman may promote into a Brigand, Fighter, or Soldier at level 2. If they promote into a fighter, then they may then promote into a Warrior, War Master, or General at level 7.

Each class has multiple branching promotion options, creating a large class tree with hundreds of potential character builds.

Step 2.5: No Backgrounds or Multiclassing

The character creation of this book is balanced around not needing the additional proficiencies offered by background options. You will gain additional skill proficiencies when you promote into higher tiered classes.

There is also no multiclassing. Once you have picked your starting class, you cannot multi class into a second starting class.

Step 3: Have Fun!

The most important part of D&D is to have fun. The second most important part is to listen to your DM. If a design decision in this book does not work for your group or your DM, change it! It's your game, play it how you want.

With that said... I do have some homebrew and playstyle recommendations.

Considerations

This book was designed and playtested with the following homebrew rules and general guides in place:

  • Interacting with items, such as consuming a potion, generally uses a bonus action unless otherwise stated.
  • Counterspell does not exist.
  • Haste does not exist.
  • Campaigns begin at level 2 and end around level 15.
  • Progression uses milestones, not XP.
  • Jumping is a bonus action that allows a character to move up to their Strength ability score in feet and does not count against their movement. (Standing jumps without a running start moves you half as much).
  • Spell Scrolls can be used by anyone.
  • Characters can freely swap what they are holding in their hand(s) with items in their inventory at the START of their turns, but cannot do so after they've taken any kind of action.

Part II

Table of Contents

Change Log

You can view the changes between version updates here.

Updates to this supplement will also be announced on Twitter and on Discord.

Printed Version

The eventual goal of Anna's Tavern is to replace all of the images in this supplement with original fan art commissioned by us (either for Anna's Tavern specifically or re-using art from Anna's Roundtable). Pre-orders for this printed version likely will not begin until Q4 of 2025 at the earliest.

Consider supporting Brother Ming Games on Patreon, to get your name printed on this physical version!

Index

PART III

Races of Fire Emblem

Races of Fire Emblem

Beorc (Humans)

Beorc, more commonly known as Humans, are as varied as they are plentiful. Although they lack the physical strength and longer lifespan of Laguz, they are quick to populate and have settled throughout the land. Crafty by nature, humans are much more likely to invent, build, and research than the Laguz. They have created cultures, developed magics, and built cities that last for generations far beyond the reach of any single human's memory.

Human Traits

Humans are widespread and common. The traits they can have greatly depend on their surroundings.

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

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

Speed. Your base walking speed is 30 feet.

Ability Score Increase. Two different ability scores of your choice increase by 1.

Skills. You gain proficiency in one skill of your choice.

Human Versatility. You gain one feat of your choice.

Branded

As their name suggests, a Branded is marked with a special brand somewhere on their body. This brand is the result of their beorc and laguz parentage. Despite the racial mixture, Branded mainly appear like normal beorc, lacking the chimeric features of the laguz as well as their ability to transform into an animal form. Branded individuals however retain the laguz's longer lifespan, but to a limited extent. Branded individuals also tend to have unusual eye and hair colors for a beorc.

Branded Traits

The Branded are similar to humans in many ways, but their mixed blood can manifest in a variety of inexplicable ways.

Age. Branded reach adulthood in their late teens but have decelerated aging compared to a human, allowing them to live up to two centuries long.

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

Speed. Your base walking speed is 30 feet.

Incredible Aptitude. One ability score of your choice increases by 2, and 2 other ability scores of your choice increase by 1.

Skills. You gain proficiency in one skill of your choice.

Branded Heritage. Select a single level 1 or 2 spell from the wizard spell list with approval from your DM, this spell should reflect your personal nature, must have a casting time of 1 action, and cannot be a ritual spell.

You can cast this spell at will, requiring no material components. Constitution is your spellcasting ability for this spell if you do not have another Spellcasting Ability. Whenever you cast this spell, your hit point maximum is reduced by an amount equal to your level. This reduction lasts until you finish a long rest. You cannot use this feature if this would reduce your hit point maximum to 0.

Starting at level 5, you may instead cast this spell as a 3rd level spell. This increases to 4th level at level 9, 5th level at level 13, 6th level at level 17, and 7th level at level 20.

Playing as a Branded

The Branded are often treated poorly by both of their parent races. The laguz refer to them as "Parentless" and generally refuse to acknowledge their existence if a Branded individual stands before them. In some cases, laguz have been known to hunt down the Branded.

The Branded are often referred to as "Half-Breeds" by beorc, leading to persecution and even execution if their Brand is known. Because they closely resemble beorcs, most Branded tend to live among them, though most live quiet, private lives to hide their decelerated aging.

The children of a Branded may or may not become a Branded themselves. However, the brand may resurface many generations later in an unwitting descendant even if they have two beorc parents with no brands.

RACE OPTIONS | HUMANS

Laguz Transformations vs Druid Shapeshift

Laguz can transform into the shape of a beast, but unlike D&D 5e's druid shape shifting, you do not simply use a totally different statblock. Thematically, a Laguz transformation is an physical ability. You are still yourself, transforming into your animal form, while druids are channeling the form of a creature they've seen through magic.

Setting up on Roll20

To quickly transform into your animal form as a Laguz, simple create a "Laguz Band" item on Roll20 with the correct MODS value.

When you transform, all you'll need to do is uncheck any weapons and armor you are wearing, then check the Laguz band item.

As such, when a Laguz transforms into their animal form, they gain stat bonuses to their character's innate stats and new features. To easily facilitate these transformations on roll 20, all you need to do is create a "laguz band" item in your inventory that can be equipped to modify your stats and AC.

To use on Roll 20

Depending on your Laguz race, create a Laguz band, then paste the corresponding MODS property below into your Laguz band's MODS value.

When equipping the Laguz Band, you will need to unequip any other armor or shields you have equipped for your AC to be accurately calculated by Roll20's character sheet.

MODS properties need to be capitalized for the value to be applied.

Lion Band

Item Type: Medium Armor, AC: 17, Strength +3, Dexterity +2, Wisdom +2

Tiger Band

Item Type: Medium Armor, AC: 17, Strength +3, Dexterity +2, Wisdom +2

Wolf Band

Item Type: Light Armor, AC: 14, Dexterity +2, Wisdom +3, Charisma +2

Bear Band

Bear characters have a base of +2 Constitution Item Type: Medium Armor, AC: 17, Strength +2, Wisdom +2

Cat Band

Item Type: Light Armor, AC: 14, Dexterity +3, Wisdom +2, Charisma +2, Acrobatics +10, Stealth +10, Perception +10

Taguel Band

Item Type: Light Armor, AC: 14, Strength +2, Dexterity +2, Wisdom +3

Kitsune Band

Kitsune characters have a base of +2 Charisma Item Type: Light Armor, AC: 13, Dexterity +2, Wisdom +2

Raven Band

Item Type: Light Armor, AC: 13, Strength +2, Dexterity +3, Wisdom +2, Insight +5, Perception +5

Raven's Third Eye (permanent trait)

Insight +5, Perception +5

Hawk Band

Item Type: Light Armor, AC: 13, Strength +3, Dexterity +2, Wisdom +2

Penguin Band

Penguin characters have a base of +2 Constitution Item Type: Medium Armor, AC: 16, Strength +2, Wisdom +2

Heron Band

Heron characters have a base of +2 Charisma Item Type: Light Armor, AC: 13, Wisdom +2, Charisma +2

Owl Band

Owl characters have a base of +2 Intelligence Item Type: Light Armor, AC: 13, Strength +1, Dexterity +1, Wisdom +2

Seagull Band

Seagull characters have a base of +1 Dexterity Item Type: Light Armor, AC: 13, Strength +1, Dexterity +2, Wisdom +2

Tropical Band

Tropical Bird characters have a base of +2 Charisma Item Type: Light Armor, AC: 13, Dexterity +2, Wisdom +2

Dragon Band

Dragon Laguz characters have a base of +2 Constitution Item Type: Medium Armor, AC: 18, Strength +4, Dexterity +2, Intelligence +2, Wisdom +2, Charisma +2

RACE OPTIONS | LAGUZ ON ROLL 20

Beast Laguz

Laguz are a race of people who can shift from human-like forms into animal forms.

Beast Laguz Traits

The Beast Laguz are comprised of mostly feline beasts, but also include the canine Wolves. In their human-like form, the beasts generally have tails, ears, and sometimes stripes on their face.

Age. Laguz reach adulthood in their late teens and live to around two centuries.

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

Speed. Your base walking speed is 30 feet.

Skills. You gain proficiency in one skill of your choice.

Shapeshift. As a bonus action, you can shapeshift from your human form into your beast form. This transformation lasts for up to 10 minutes, until you die, or until you revert to your human form as a free action. While shifted, you:

  • cannot cast spells (but may keep concentration)
  • cannot use items or weapons
  • gain the AC, traits and features of your beast form

You can still speak, benefit from your magic items, and use your other class features or abilities as normal. (ex: second wind, sneak attack with finesse natural weapons, combat arts, etc).


Lion Laguz

Large beast


  • Armor Class 17 + Dex Mod (Max 2)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
+3 +2 +0 +0 +2 +0

  • Damage Vulnerabilities Fire

Laguz Form Traits

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

Mighty Roar. As an attack, you can let out a powerful roar to declare your presence. Each hostile creature within 15 feet of you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn.

Claws. Natural Melee Weapon: 1d8 Slashing


Tiger Laguz

Large beast


  • Armor Class 17 + Dex Mod (Max 2)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
+3 +2 +0 +0 +2 +0

  • Damage Vulnerabilities Fire

Laguz Form Traits

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

Pounce. If you move at least 15 feet straight toward a creature and then hit it with a claw attack on the same turn, that creature must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Bite. Natural Melee Weapon: 1d8 Piercing

Claws. Natural Melee Weapon: 1d6 Slashing

RACE OPTIONS | BEAST LAGUZ

Wolf Laguz

Medium beast


  • Armor Class 14 + Dex Mod
  • Speed 40 ft.

STR DEX CON INT WIS CHA
+0 +2 +0 +0 +3 +2

  • Damage Vulnerabilities Fire

Laguz Form Traits

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

Multiattack (2). At 13th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Bite. Natural Melee Weapon: 1d8 Piercing, Finesse


Cat Laguz

Medium beast


  • Armor Class 14 + Dex Mod
  • Speed 45 ft.

STR DEX CON INT WIS CHA
+0 +3 +0 +0 +2 +2

  • Damage Vulnerabilities Fire
  • Senses Darkvision 60 ft.

Laguz Form Traits

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

Multiattack (2). At 13th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Feline Senses. Add +10 to your acrobatics, stealth, and perception checks.

Claws. Natural Melee Weapon: 1d8 Slashing, Finesse


Bear Laguz

Large beast


  • Armor Class 17 + Dex Mod (Max 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+2 +0 +0 +0 +2 +0

  • Damage Vulnerabilities Fire

Laguz Form Traits

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

Powerful Form. When you shapeshift into your Bear form, you gain temporary hit points equal to twice your level. Once you use this feature, you must finish a short or long rest before you can use it again.

Bite. Natural Melee Weapon: 1d8 Piercing

Claws. Natural Melee Weapon: 1d8 Slashing

Permanent Traits

Grizzly Endurance. Your Constitution score increases by 2.

RACE OPTIONS | BEAST LAGUZ

Taguel

Medium beast


  • Armor Class 14 + Dex Mod
  • Speed 35 ft.

STR DEX CON INT WIS CHA
+2 +2 +0 +0 +3 +0

  • Damage Vulnerabilities Fire

Laguz Form Traits

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

Multiattack (2). At 13th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Leap. As a bonus action, you can leap a distance up to your movement speed. An attack immediately after leaping has advantage against mounted and flying creatures.

Slam. Natural Melee Weapon: 1d8 Bludgeoning, Finesse


Kitsune

Medium beast


  • Armor Class 13 + Dex Mod
  • Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +2 +0 +0 +2 +0

  • Damage Vulnerabilities Fire

Laguz Form Traits

Fox Magic. Starting at level 5, you can cast spells while shapeshifted.

Fox Fire. Ranged Weapon Attack: 1d8 Force, reach 30 ft, Finesse.

Permanent Traits

Master of Disguise. You can cast Silent Image and Disguise Self at will. Starting at 5th level, you can cast Major Image as well. Charisma is your spellcasting ability for these spells if you do not have another Spellcasting Ability.

Fluffy Tail. Your Charisma score increases by 2.

RACE OPTIONS | BEAST LAGUZ

Bird Laguz

Laguz are a race of people who can shift from human-like forms into animal forms.


Hawk Laguz

Large beast


  • Armor Class 13 + Dex Mod
  • Flying 90 ft.

STR DEX CON INT WIS CHA
+3 +2 +0 +0 +2 +0

  • Damage Vulnerabilities Force, Lightning

Laguz Form Traits

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

Multiattack (2). At 13th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Grasp. When you hit a creature smaller than you with your talons, that creature must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or become grappled by you.

Beak. Natural Melee Weapon: 1d8 Piercing, Finesse

Talons. Natural Melee Weapon: 1d6 Slashing, Finesse

Bird Laguz Traits

Bird Laguz are similar to their Beast counterparts. When in their human form, Bird Laguz still large wings that are capable of flight.

Age. Laguz reach adulthood in their late teens and live to around two centuries.

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

Speed. Your base walking speed is 30 feet.

Skills. You gain proficiency in one skill of your choice.

Flight. You have a flying speed of 30 feet.

You can not fly while wearing medium or heavy armor. While in your human form, you cannot ascend higher than 30 feet.

Exposed Wings. While you are flying, you are vulnerable to Force and Lightning damage.

Shapeshift. As a bonus action, you can shapeshift from your human form into your bird form. This transformation lasts for up to 10 minutes, until you die, or until you revert to your human form as a free action. While shifted, you:

  • cannot cast spells (but may keep concentration)
  • cannot use items or weapons
  • gain the AC, traits and features of your beast form

You can still speak, benefit from your magic items, and use your other class features or abilities as normal. (ex: second wind, sneak attack with finesse natural weapons, combat arts, etc).


Raven Laguz

Medium beast


  • Armor Class 13 + Dex Mod
  • Flying 45 ft.

STR DEX CON INT WIS CHA
+2 +2 +0 +0 +2 +0

  • Damage Vulnerabilities Force, Lightning
  • Senses Darkvision 60 ft.

Laguz Form Traits

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

Multiattack (2). At 13th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Claws. Natural Melee Weapon: 1d8 Piercing, Finesse

Permanent Traits

Third Eye. Add +5 to your insight and perception checks. This is doubled when you shapeshift.

RACE OPTIONS | BIRD LAGUZ

Penguin Laguz

Medium beast


  • Armor Class 16 + Dex Mod (Max 2)
  • Speed 30 ft.
  • Swimming 60 ft.

STR DEX CON INT WIS CHA
+2 +0 +0 +0 +2 +0

  • Damage Vulnerabilities Lightning
  • Damage Resistances Cold

Laguz Form Traits

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

Multiattack (2). At 13th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Belly Slide. If you move at least 15 feet straight toward a creature and then hit it with an attack on the same turn, that creature must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone and pushed 20 feet away from you.

Slam. Natural Melee Weapon: 1d8 Bludgeoning

Permanent Traits

Ice Slider. Frozen surfaces are not considered difficult terrain for you. When traversing on frozen surfaces, your walking speed is doubled.

Cold Dweller. You have resistance to Cold damage.

Landlocked. You do not have the Flight, or Exposed Wings features.

Waterproof. You have a swimming speed of 30 ft even in your human form.

Frosty Endurance. Your Constitution score increases by 2.


Heron Laguz

Medium beast


  • Armor Class 13 + Dex Mod
  • Flying 45 ft.

STR DEX CON INT WIS CHA
+0 +0 +0 +0 +2 +2

  • Damage Vulnerabilities Force, Lightning

Laguz Form Traits

Galdrar. As an action, you can perform the Galdr of Vigor, an arcane song in the ancient language of Seld. Each ally creature within 5 feet of you gain the effects of the haste spell until the end of their next turn (no Concentration required). Once you use this feature, you must finish a short or long rest before you can use it again.

Permanent Traits

Beauty and Grace. Your Charisma score increases by 2.

Song of Rest. While in your human form, you can spend 15 minutes singing for your allies and grant yourself and them the benefits of a short rest.

RACE OPTIONS | BIRD LAGUZ

Owl Laguz

Medium beast


  • Armor Class 13 + Dex Mod
  • Flying 60 ft.

STR DEX CON INT WIS CHA
+1 +1 +0 +0 +2 +0

  • Damage Vulnerabilities Force, Lightning
  • Senses Darkvision 120 ft.

Laguz Form Traits

Sharp Intellect. Starting at level 5, you can cast spells while shapeshifted.

Sharp Focus. You have advantage on Concentration checks.

Claws. Natural Melee Weapon: 1d8 Piercing

Permanent Traits

Sharp Mind. Your Intelligence score increases by 2.

Knowledge Keeper. You can recall the contents of anything you've read with near perfect accuracy.


Tropical Bird Laguz

Medium beast


  • Armor Class 13 + Dex Mod
  • Flying 45 ft.

STR DEX CON INT WIS CHA
+0 +2 +0 +0 +2 +0

  • Damage Vulnerabilities Force, Lightning

Laguz Form Traits

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

Multiattack (2). At 13th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Beak. Natural Melee Weapon: 1d6 Piercing, Finesse

Permanent Traits

Bright Feathers. Your Charisma score increases by 2.


Seagull Laguz

Medium beast


  • Armor Class 13 + Dex Mod
  • Flying 45 ft.

STR DEX CON INT WIS CHA
+1 +2 +0 +0 +2 +0

  • Damage Vulnerabilities Force, Lightning

Laguz Form Traits

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

Multiattack (2). At 13th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Beak. Natural Melee Weapon: 1d8 Piercing, Finesse

Permanent Traits

Light footed. Your Dexterity score increases by 1.

Seafarer. You have a swimming speed of 30 ft.

RACE OPTIONS | BIRD LAGUZ

Dragon Laguz

Laguz are a race of people who can shift from human-like forms into animal forms. When in human form, Dragon Laguz do not manifest many of their Dragon traits while in human form, though most will have distinctive eye colors and pupils that make them stand out from regular humans.

Dragon Laguz Traits

Dragon Laguz are much rarer than Beast and Bird Laguz. They are much longer lived, but also much less likely to create descendants.

Age. Dragon Laguz far outlive any other creature. They reach adulthood in after three to four decades, and live to around five centuries.

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

Speed. Your base walking speed is 30 feet.

Skills. You gain proficiency in one skill of your choice.

Longevity. Your Constitution score increases by 2.

Shapeshift. Starting at level 11, you unlock the ability to shapeshift to your dragon form as a bonus action. This transformation lasts for up to 10 minutes, until you die, or until you revert to your human form as a free action. While shifted, you:

  • cannot cast spells (but may keep concentration)
  • cannot use items or weapons
  • gain the AC, traits and features of your beast form

You can still speak, benefit from your magic items, and use your other class features or abilities as normal. (ex: second wind, sneak attack with finesse natural weapons, combat arts, etc).


Dragon Laguz

Large Dragon


  • Armor Class 18 + Dex Mod (Max 2)
  • Flying 45 ft.

STR DEX CON INT WIS CHA
+4 +2 +0 +2 +2 +2

  • Damage Immunities Fire
  • Damage Vulnerabilities Lightning

Laguz Form Traits

Resilient. You have advantage on Constitution saving throws.

Dragon Magic. You can cast spells while shapeshifted.

Multiattack. Whenever you take the Attack action on your turn, you can attack three times instead of once.

Bite. Natural Melee Weapon: 2d8 Piercing. A creature hit by this attack that is smaller than you must pass a DC 15 Strength or Dexterity saving throw or become grappled by you.

Claw. Natural Melee Weapon: 2d8 Slashing, Finesse

Tail. Natural Melee Weapon: 2d8 Bludgeoning, Reach 15 ft

Fire Breath. As an action, you can exhale a powerful blast of fire in a 30-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much on a successful one. Once you use this feature, you must finish a short or long rest before you can use it again.

RACE OPTIONS | DRAGON LAGUZ

PART IV

Sturdy Classes

Sturdy Classes of Fire Emblem

Journeyman

Dreams of Glory

The Journeyman
Level Prof Bonus Features
1st +2 Second Wind, Fighting Style
2nd +2 Beginner Class
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3 Intermediate Class
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Advanced Class
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Class Features

As a Journeyman, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, All Martial Weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Athletics, Acrobatics, Investigation, Nature, Animal Handling, Insight, Medicine, Perception, Survival, Intimidation, and Persuasion

Equipment

You start with the following equipment:

  • (a) leather armor or (b) hide armor
  • (a) any iron martial melee weapon
  • (a) a light crossbow and 20 bolts or (b) four handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Promotions

  • Brigand
  • Fighter
  • Soldier

STARTING | JOURNEYMAN

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. You gain this benefit even when holding a shield.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Thrown Weapon Fighting

You can draw or pick up a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength modifier. If you strike with two free hands, the d4 becomes a d6. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

STARTING | JOURNEYMAN

Recruit

A Life in the Army

The Recruit
Level Prof Bonus Features
1st +2 Rank and File, Fighting Style
2nd +2 Beginner Class
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3 Intermediate Class
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Advanced Class
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Class Features

As a recruit, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, All Martial Weapons
  • Tools: None

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Athletics, Acrobatics, History, Investigation, Religion, Animal Handling, Insight, Medicine, Perception, Survival, and Persuasion

Equipment

You start with the following equipment:

  • (a) a chain shirt or (b) studded leather armor
  • (a) any iron martial weapon and a shield
  • An explorer’s pack and four javelins

Promotions

  • Soldier
  • Cavalier
  • Pegasus Knight

STARTING | RECRUIT

Rank and File

You've been drilled to fight shoulder to shoulder with your allies, learning to strike an enemy when it is distracted in order to turn a numerical advantage into victory against foes larger and stronger than yourself.

You have advantage on melee attack rolls against a creature if at least one of your allies is within 5 feet of the creature. The ally creature must not be Incapacitated and have an Intelligence of 7 or higher.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. You gain this benefit even when holding a shield.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

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

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength modifier. If you strike with two free hands, the d4 becomes a d6. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

STARTING | RECRUIT

Brigand

A Harsh Reality

Requirements

  • Class: Journeyman
  • Skills: Survival

Class Gains

  • Tool Proficiencies: Choose one from Dice Set, Herbalism Kit and Smith's Tools
  • Skill Proficiencies: Choose one from Athletics, Acrobatics, Stealth, Perception, and Intimidation
  • Gear: 2 brigand axes, 2 crude poultices, and a wooden shield

Promotions

  • Barbarian
  • Warrior
The Brigand

Primary Abilities: Strength, Wisdom, Constitution

Level Features
Brigand Crafting, Brigand Defenses
2nd Savage Blow, Mountain Fighter
3rd Brigand Style
5th Extra Attack
6th Intimidating Presence, Second Wind (2)
10th Survival of the Fittest

Brigand Crafting

You've learned to craft basic necessities in order to survive. Though crude, they can often make the difference between life and death when living without the luxuries of civilization. These items have little to no value to others.

If you have the required supplies, you can attempt to craft the following items after spending 30 minutes gathering, purchasing, and working components. On a failure, all of the materials are wasted.

Crude Poultice

Adventuring Gear

  • Requirements: Herbalism Kit
  • Difficulty: DC 10 Wisdom (Herbalism Kit) check
  • Weight: 1 lb.

Crude Poultice. As an action, you can spread the Crude Poultice to stabilize a creature that has 0 hit points without needing to make a Wisdom (Medicine) check. After 5 minutes, a stabilized creature with 0 hit points restores 1d4 + 1 HP.

Brigand Axe

Martial Weapon (brigands only)

  • Requirements: Smith's Tools
  • Difficulty: DC 10 Wisdom (Smith's Tools) check
  • Weight: 12 lbs

  • Damage: 1d8 Bludgeoning
  • Properties: Heavy, Versatile (1d10)

Brigand Axe. An improvised but brutal weapon. Heavy and imbalanced, it's used only by those without alternatives. When landing a critical hit, the Brigand Axe deals an additional 5 Bludgeoning damage. On both a Critical Hit and a Critical Miss, the Brigand Axe is immediately destroyed.

BEGINNER | BRIGAND

Brigand Defenses

Unable to afford proper fighting gear, you adapt to fight without armor, relying only on your natural resilience and sharp instincts.

While you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Wisdom modifier. You can use a shield and still gain this benefit. You do not gain this benefit if you are shapeshifted.

Savage Blow

When you make your first attack on your turn, you can decide to attack savagely. Doing so gives you the following:

  • advantage on melee weapon attack rolls using Strength during this turn
  • resistance to bludgeoning, piercing, and slashing damage
  • attack rolls against you have advantage until your next turn

Mountain Fighter

While you aren't wearing heavy armor, your speed is increased by 10 feet. Additionally, difficult terrain in the wilderness does not impede your movement.

Pirate Variant

If your character has taken to a life of piracy on the open seas rather than highway robbery, your Mountain Fighter feat is instead replaced with Marine Fighter. Make sure to read the rules on underwater combat as well. (PHB pg 198)

Marine Fighter

While you aren't wearing heavy armor, your swimming speed is equal to your walking speed.

Fighter Style

At 3rd level, you adopt a particular style fighting for your banditry. Depending on your needs as a brigand, choose one of the following styles to learn:

Crafty Fighter

You become skilled at constructing traps in order to ambush prey. It only takes you 10 minutes to create a pitfall, rope trap, or various other ambush devices to catch unsuspecting prey off guard. The number of creatures your trap can affect is equal to 2 for every 10 minutes you spend constructing the trap (maximum 12 after 1 hour).

When a creature approaches your trap, they must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or stumble into your contraption. A creature caught in your trap is Restrained.

A creature restrained this way can spend it's action to break free by passing a Strength throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). An unrestrained creature can use its action to free another creature within its reach from your trap.

Vengeful Fighter

You fight with a fury few can match, fueled by your deeply seeded hatred that only you know. When you hit a creature with a melee weapon attack while attacking recklessly, you can focus your rage to deal extra damage equal to 1d8 + half your level.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.

Wary Fighter

You do your best work at night, prowling the shadows to stalk prey and escape dangers. Your familiarity with the night has given you an intuitive understanding of a few magic spells.

As an action, you can cast darkness, darkvision, pass without trace, or silence, without providing material components. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.

Extra Attack

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

Intimidating Presence

At 6th level, your menacing glare is so powerful that you can use it to instill absolute terror in others.

As an action, choose a number of creatures equal to half your level (rounded up) that you can see within 30 feet of you. If the creature(s) can see and hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be frightened of you. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.

Second Wind (2)

At 6th level, you can use your second wind feature twice before need to take a rest.

Savage Blow (2)

At 10th level, the swing of your attacks are so powerful that the sight of your strikes cause nearby creature to falter.

When you hit a creature while attacking savagely, all other creatures within 10 feet of you that can see you takes 1d8 psychic damage. Constructs and Undead creatures are immune to this feature.

BEGINNER | BRIGAND

Fighter

A Well Trained Body

Requirements

  • Class: Journeyman
  • Skills: Atheletics or Acrobatics

Class Gains

  • Tool Proficiencies: Carpenter's Tools and any one Musical Instrument
  • Skill Proficiencies: Choose one from Athletics, Acrobatics, Perception, Survival, Performance, and Persuasion
  • Gear: A steel weapon and a chain shirt

Promotions

  • Warrior
  • General
The Fighter

Primary Abilities: Strength, Constitution

Level Features
Local Handyman
2nd Action Surge
3rd Zeal, Rally Style
5th Extra Attack
6th Ability Score Improvement
10th Additional Fighting Style

Local Handyman

You've helped many neighbors with various tasks that require physical labor, lending yourself to become a useful hand to have around. Commoners will happily offer you a place to rest or recuperate in exchange for your help with various chores, unless you have shown yourself to be a danger to them.

Anyone you've helped this way will also offer you safe haven should you need a place to hide and will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Rally Style

At 3rd level, you adopt a particular style of rallying those around you to draw out their full potential. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.

Choose one of the following rallying styles to learn:

Rally Strength

As a bonus action, your might roar inspires your allies to fight with their full Strength. Choose a number of ally creatures up to your Constitution modifier (minimum of one) that can hear see you within 15 feet. Until your next turn, each target creature gains a bonus to melee weapon damage rolls equal to your Constitution modifier.

Rallying Cry

As a bonus action, your words of friendship inspire your allies to fight on past their injuries. Choose a number of ally creatures up to your Constitution modifier (minimum of one) that can hear and see you within 60 feet. Each target creature regains hit points equal to half your level (rounded up) + your Constitution modifier.

Rally Resistance

As a bonus action, your bellowing cries help your allies better endure punishment. Choose a number of ally creatures up to your Constitution modifier (minimum of one) that can hear and see you within 15 feet. Until your next turn, each target creature has advantage on their next saving throw.

BEGINNER | FIGHTER

Weapons Zeal

At 3rd level, you swing your weapons with such fervor that weapon attacks score a critical hit on one more roll result. For example, on a 19 or 20 instead of just 20. This effect stacks with other similar effects.

Brawler Variant

If your character has dedicated their fighting style to unarmed combat instead traditional weapons, your Weapons Zeal feat is instead replaced with Brawling Zeal.

You must have taken the Unarmed Fighting fighting style feature to take this variant.

Brawling Zeal

When you use the Attack action with an unarmed strike or a gauntlet weapon, you can use your bonus action to make one more weapon attack using your unarmed strike or a gauntlet weapon.

When you deal damage with an unarmed strike or gauntlet weapon, you may use your reaction to make one more weapon attack using your unarmed strike or a gauntlet weapon.

Extra Attack

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

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength modifier. If you strike with two free hands, the d4 becomes a d6. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

BEGINNER | FIGHTER

Soldier

Joining the Great Good

Requirements

  • Class: Journeyman or Recruit
  • Skills: Athletics or Acrobatics

Class Gains

  • Armor Proficiencies: Heavy Armor
  • Tool Proficiencies: Any one Artisan's Tools
  • Skill Proficiencies: Choose one from Athletics, Acrobatics, History, Investigation, Insight, Medicine, Perception, Persuasion
  • Gear: Soldier's plate, a steel lance and a metal shield

Promotions

  • General
  • Paladin

Military Presence

People can immediately tell you are a trained soldier of the military. In general, citizens of peaceful territories will respect you, and those within your own borders will listen to your requests within reason. You can report to local military leadership to request an audience or find work without difficulty.

The Soldier

Primary Abilities: Strength, Wisdom, Constitution

Level Features
Military Armory, Military Presence
2nd Shield Bash, Shove
3rd Military Training Style
5th Extra Attack
6th Luna
10th Additional Fighting Style

Soldier's Plate

Heavy Armor

  • Cost: 100 gp
  • Weight: 60 lbs
  • Armor Class (AC): 16
  • Stealth: Disadvantage

Soldier's Plate. Common military armor that is simpler than the expensive plate armor but also less effective. Typically leaves the hip, waist, and upper arms exposed, if not more. Sometimes called "Three-Quarter" armor.

Military Armory

As an enlisted member of the army, you have access to standard issue equipment to outfit yourself with. You can purchase standard weapons and armor with a 10% discount.

Shield Bash

Your army training has taught you ways to use your shield both for offense as well as defense.

While equipped with a shield, you can use a bonus action to bash a creature with your shield and knock them prone.

If the target creature is no more than one size larger than you and within your reach, it must succeed a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or fall prone and be pushed up to 10 feet away from you.

Shove

With your powerful shield arm, you are able to shove an ally out of harms way or help give them a boost of speed. While equipped with a shield, you can use a bonus action to shove a willing creature that is no more than one size larger than you and within your reach up to 15 feet in a direction away from you. This movement does not provoke opportunity attacks.

BEGINNER | SOLDIER

Military Training Style

At 3rd level, you adopt a particular style of military tactics as your specialty. Depending on the type of regiment you were in and training you received, choose one of the following styles to learn:

Formation Training

You have been drilled to fight optimally while in a formation. While there is at least 2 ally creatures within 15 feet of you that you can see, you gain +1 to all weapon attack and damage rolls. The ally creatures must not be Incapacitated and have an Intelligence of 7 or higher.

Natural Cover Training

You have been drilled to fight while taking advantage of rough terrain and natural coverings. You treat half cover as three quarters cover, and three quarters cover as total cover. You have advantage on Dexterity saving throws against creatures you have cover from.

Shield Wall Training

You have been drilled to fight shoulder to shoulder with fellow soldiers and shield bearers. While there is at least 1 ally creature within 5 feet of you that is equipped with a shield, then any bludgeoning, piercing, or slashing damage that you take is reduced by 3. The ally creature must not be Incapacitated and have an Intelligence of 7 or higher.

Extra Attack

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

Luna

At 6th level, you learn to focus your power into the tip of your weapon in order to pierce through your opponent's armor.

When you make a melee weapon attack on your turn, you can treat the target creature's AC as if it was 10.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Fighting Style

At 10th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Interception

When a creature you can see hits a target other than yourself that is within 5 feet of you with an attack dealing bludgeoning, piercing, or slashing damage, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield to use this reaction.

Protection

When a creature within 5 feet of you that you can see makes an attack, you can use your reaction to shove your shield towards them and impose disadvantage on their attack roll. You must be wielding a shield to use this reaction.

Tunnel Fighter

You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

BEGINNER | SOLDIER

Cavalier

Life on Horseback

Requirements

  • Class: Recruit
  • Skills: Animal Handling

Recommended Feats: Mounted Combatant

Class Gains

  • Armor Proficiencies: Heavy Armor
  • Tool Proficiencies: Any one Artisan's Tools
  • Skill Proficiencies: Choose one from Acrobatics, Nature, Insight, Medicine, Perception, and Survival
  • Gear: Splint mail, a steel sword, and a metal shield

Promotions

  • Paladin
  • Wyvern Knight
The Cavalier

Primary Abilities: Strength, Wisdom

Level Features
Courser
2nd Skilled Rider, Outdoor Fighter
3rd Rescue, Canto
5th Attack Command
6th Aegis
10th Desperation
Controlling a Mount

You can control a mount only if it has been trained to accept a rider. The initiative of a controlled mount changes to match yours when you mount it. It can act either before or after you.

It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it, given that it has not already acted that turn.

PHB, pg. 198

Mounting and Dismounting

Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed.

If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you're knocked prone while mounted, you must make the same saving throw.

If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.

PHB, pg. 198

BEGINNER | CAVALIER

Courser (Horse)

Large Beast


  • Armor Class 15 (Barding)
  • Hit Points 10 + 5 per rider's level
  • Speed 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 13 (+1) 3 (-4) 12 (+1) 7 (-2)

  • Senses passive Perception 11

Trampling Charge. If the horse moves at least 20 feet straight towards a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.

Bred for War. This creature has advantage on death saving throws.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage.

Courser

Having shown a natural affinity with horses and mounted combat, you have been given a Courser as your companion. Taking care of it is your responsibility and duty. Should your Courser die, you will need to spend 800 gp to purchase and outfit a replacement.

Skilled Rider

You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Additionally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Outdoor Fighter

You excel at fighting in the outdoors with plenty of open space, allowing you to run down your foes, whether you're mounted or not.

If you move at least 20 feet straight towards a creature and then hit it with a weapon attack on the same turn, the creature takes an extra 1d8 bludgeoning damage.

Canto

At 3rd level, your command of your mount grants you the ability to easily reposition yourself on the battlefield.

After you've taken your action, you can use your reaction to grant your mount an additional 30 foot of movement. A creature that you or your mount have dealt damage to on your turn has disadvantage on opportunity attacks against you and your mount until the end of your turn.

Rescue

At 3rd level, you learn to efficiently rescue allies by bringing them atop your mount. When you or a willing creature move within 5 feet of each other, you can use your reaction to pull them atop of your mount. The target creature must be a size smaller than your mount, and you cannot have more than 1 creature with you on your mount at a time.

A rescued creature can spend half of their movement to dismount, or you may use an action to safely dismount them within 5 feet of your mount. You can force an attack targeted at the rescued creature to target you instead.

Attack Command

At 5th level, you learn to command and ride your mount expertly, allowing them to take the attack action on their turn without knocking you off.

Aegis

At 6th level, while you are mounted, you can give yourself, your mount, and a rescued creature on your mount advantage on a saving throw against a single spell or other magical effect. If the effect would deal half damage on a successful save, it instead deals no damage, and only half damage on a failed save.

If the effect called for a Dexterity saving throw and your mount succeeds on it, any creatures riding the mount automatically succeed on the saving throw as well.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Desperation

At 10th level, your bond with your mount allows you to follow each others attacks effortlessly.

After your mount hits a creature with a melee weapon attack, you can use your reaction to make a single melee weapon attack against the same creature.

BEGINNER | CAVALIER

Pegasus Knight

Aerial Superiority

Requirements

  • Class: Recruit
  • Skills: Animal Handling
  • Abilities: 14 Dex

Recommended Feats: Mounted Combatant

Class Gains

  • Tool Proficiencies: Any one Artisan's Tools or Musical Instrument
  • Skill Proficiencies: Choose one from Acrobatics, Stealth, Arcana, Investigation, Religion, Insight, Perception, Medicine, and Performance
  • Gear: Chain shirt, a slim lance, and 4 javelins

Promotions

  • Wyvern Knight
  • Falcon Knight
The Pegasus Knight

Primary Abilities: Dexterity, Charisma

Level Features
Young Pegasus
2nd Skilled Flier, Harrier
3rd Canto, Terrors Slayer
5th Extra Attack
6th Triangle Attack
10th Relief

Young Pegasus

Large Celestial


  • Armor Class 15 (Barding)
  • Hit Points 10 + 4 per rider's level
  • Speed 50 ft., fly 90 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 6 (-2) 14 (+2) 12 (+1)

  • Saving Throws Dex +6, Wis +5
  • Damage Vulnerabilities Piercing, Force, Lightning
  • Senses passive Perception 15

Bred for War. This creature has advantage on death saving throws.

Actions

Hooves. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 8 (2d6 + 1) bludgeoning damage.

Young Pegasus

Having shown a natural affinity with mounted aerial combat, you have been given a Young Pegasus as your companion. Taking care of it is your responsibility and duty. Should your Young Pegasus die, you will need to spend 1500 gp to purchase and outfit a replacement.

BEGINNER | PEGASUS KNIGHT
Controlling a Mount

You can control a mount only if it has been trained to accept a rider. The initiative of a controlled mount changes to match yours when you mount it. It can act either before or after you.

It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it, given that it has not already acted that turn.

PHB, pg. 198

Mounting and Dismounting

Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed.

If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you're knocked prone while mounted, you must make the same saving throw.

If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.

PHB, pg. 198

Flying Mounts

Flying mounts behave the same as regular mounts, but the following rules should be remembered during play:


If you fall off your mount, or if your mount becomes incapacitated, you will fall towards the ground at a rate of 500 feet per round. If it is not your turn, you will fall 500 feet before the start of your turn.

Alternatively, if you jump off of your mount on your turn, you will fall 500 feet by the end of your turn. This rapid descent can only be interrupted by a reaction (such as the Feather Fall spell.)

XGE, pg. 77


At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.

PHB, pg. 183

Skilled Flier

You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Additionally, both you and your mount have advantage on Dexterity saving throws while flying at least 30 feet in the air.

Harrier

Being in the sky allows you to enter combat quickly. You have advantage on initiative rolls while flying at least 30 feet in the air.

Canto

At 3rd level, your command of your mount grants you the ability to easily reposition yourself on the battlefield.

After you've taken your action, you can use your reaction to grant your mount an additional 30 foot of movement. A creature that you or your mount have dealt damage to on your turn has disadvantage on opportunity attacks against you and your mount until the end of your turn.

Terrors Slayer

At 3rd level, you have been trained in the ways of fighting horrid monsters by channeling your prayers to the goddess.

You gain an bonus to melee weapon attack and damage rolls equal to your Charisma modifier against fiend, monstrosity or undead creatures.

Extra Attack

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

Triangle Attack

At 6th level, you learn advanced flying maneuvers, allowing you lead your allies into attacking with a triangle formation.

When you make a melee attack against a creature, you can make the attack with advantage if:

  • At least 2 friendly creatures are within 5 feet of it
  • They are not incapacitated
  • They have an Intelligence of 7 or higher

If the attack hits, 2 friendly creatures that fulfilled the above conditions may each use their reaction to make an attack against your attack target.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Relief

At 10th level, your prayers to the goddess can grant you temporary protection.

While there are no hostile creatures within 30 feet of you, you can use your bonus action to gain temporary hit points equal to 1d10 + twice your Charisma modifier.

BEGINNER | PEGASUS KNIGHT

Barbarian

Mastery of Rage

Requirements

  • Class: Brigand

Class Gains

  • Skill Proficiencies: Choose one from Athletics, Acrobatics, Stealth, Perception, and Intimidation

Promotions

  • Berserker
  • Reaver
The Barbarian
Level Features
7th Death Blow
9th Savage Style
11th Gamble
13th Despoil
18th Anchor

Death Blow

Your wild attacks tap into your instincts and their power is greatly enhanced by your ferocity.

Whenever you hit a creature with an attack that you had advantage on, you gain a +3 bonus to that attack's damage roll.

Savage Style

At 9th level, you adopt a particular style of savagery in your attacks. Depending on your honed instincts, choose one of the following rage styles to learn:

Empowered Savagery

Your survival instincts enhance the power of your reckless attacks.

Whenever you choose to attack savagely, you gain a bonus to your damage rolls equal to your Wisdom modifier until your next turn.

Impervious Savagery

Your rage hardens your muscles and reflexes, perfecting your natural defenses.

Whenever you choose to attack savagely, you gain AC equal to your Wisdom modifier.

Mindless Savagery

You let your rage take over your mind, relying on instincts only.

Whenever you choose to attack savagely, you have advantage on all Wisdom saving throws and cannot be frightened until your next turn.

Gamble

Beginning at 11th level, your reckless nature allows you take even greater risks for brutal reward.

Whenever you choose to attack recklessly, you can choose to take a -5 penalty to the attack roll. If the attack hits, it is automatically considered a critical hit.

Despoil

Beginning at 13th level, you never pass up the opportunity to scavenge resources and develop a keen sense anything that might fetch you coin.

Whenever you are the first to search a target for loot, you find some loot that might normally be missed. Your DM determines the value of your find.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a short or long rest.

Anchor

Beginning at 18th level, if you roll less than a 10 on any Constitution or Strength ability check or saving throw, your roll becomes a 10 instead.

whenever you make a Constitution or Strength based ability check or saving throw, you can treat a d20 roll of 9 or lower as a 10.

INTERMEDIATE | BARBARIAN

Warrior

A Warrior Amongst Warriors

Requirements

  • Class: Brigand or Fighter

Class Gains

  • Skill Proficiencies: Choose one from Athletics, Acrobatics, Perception, Survival, Performance, and Persuasion

Promotions

  • Reaver
  • Fortress Knight
The Warrior
Level Features
7th Axefaire
9th Defiant Style, Life and Death
11th Extra Attack (2)
13th Wrath
18th Survivor

Axefaire

You become an expert with using Axes.

When using axes, hammers, maces, or similar weapons, you gain a +1 bonus to your attack rolls. This bonus doubles against creatures wielding lances.

Defiant Style

At 9th level, you adopt a peculiar style of defiance when you pushed to the brink. Depending on your fundamentals, choose one of the following defiant styles to learn:

Defiant Strength

Your defiance refuses to let yourself be out matched in a contest of Strength.

While you have no more than half of your hit points left, you gain a +2 bonus to your damage rolls and you have advantage on Strength checks and saving throws.

Defiant Defense

Your defiance refuses to let yourself be knocked out in combat.

While you have no more than half of your hit points left, you gain resistance to bludgeoning, piercing, and slashing damage, and you have advantage on Constitution saving throws.

Defiant Speed

Your defiance refuses to let yourself be out run.

While you have no more than half of your hit points left, you gain a +2 bonus to AC, and you have advantage on Dexterity saving throws.

Life and Death

You may choose to start combat encounters with half of your hit points. If you do, you also gain temporary hit points equal to three times your Constitution modifier.

Extra Attack (2)

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Wrath

Starting at 13th level, while you have no more than half of your hit points left, you can turn any hit you land against a target into a critical hit.

You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses of it when you finish a short or long rest.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, unless you are incapacitated, you gain temporary hit points equal to 10 + three times your Constitution modifier.

INTERMEDIATE | WARRIOR

War Master

One Two Punch

Requirements

  • Class: Brawler Variant Fighter
  • Abilities: 13 Str

Class Gains

  • Skill Proficiencies: Choose one from Athletics, Acrobatics, Perception, Survival, Performance, and Persuasion

Brawling Prowess

While you are unarmed, using natural melee weapons, or using gauntlets, you have advantage on your grapple rolls. Additionally, when you successfully start a grapple, the damage you deal with your Fighting Style: Unarmed Fighting feature becomes equal to 1d4 + your Strength modifier instead of just 1d4 bludgeoning damage.

Tome Buster

At 9th level, the speed of your punches can easily penetrate magical barriers and are extra effective at shutting down mages.

You gain a +5 bonus on your melee attack and damage rolls against a creature that you can see that is either benefiting from the Mage Armor spell, the Shield spell, or has Temporary HP from a magical source. Additionally, a creature that you have grappled cannot cast spells with a somatic or material component.

Extra Attack (2)

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Fistfaire

Beginning at 13th level, you become an expert at fighting with your fists.

While you are unarmed, using natural melee weapons, or using gauntlets, you gain a +1 bonus to your attack rolls. This bonus doubles against creatures you are grappling.

Prepared to Die

At 18th level, your willingness to throw yourself into the fray has granted your body durability beyond reason.

If you take damage that reduces you to 0 hit points and doesn't kill you immediately, you may delay falling unconscious with this feature and immediately take an extra turn. If a creature is in the middle of it's turn, their turn is paused while you take your extra turn.

While you have 0 hit points, taking damage will cause a death saving throw failure, and three such failures will immediately kill you. You continue to delay falling unconscious until the start of your next turn, at which point you will fall unconscious if you still have 0 hit points.

Once you use this feature, you must finish a long rest before you can use it again.

The War Master

The War Master does not promote further.

Level Features
7nd Brawling Prowess
9rd Tome Buster
11th Extra Attack (2)
13th Fistfaire
14th Ability Score Improvement
15th coming soon
17th coming soon
18th Prepared to Die
20th coming soon

INTERMEDIATE | WAR MASTER

General

A Tower of Power

Requirements

  • Class: Fighter or Soldier

Class Gains

  • Armor Proficiencies: Heavy Armor
  • Skill Proficiencies: Choose one from Athletics, Acrobatics, History, Investigation, Insight, Medicine, Perception, Persuasion
  • Gear: Plate armor and a metal shield

Promotions

  • Fortress Knight
  • Great Knight
The General
Level Features
7th Great Shield
9th Armored Fighting Style
11th Swap, Weight -50
13th Heavy Armor Mastery
18th Pavise

Great Shield

You gain mastery of heavy armor and shields.

While you are wearing heavy armor and wielding a shield, you have +2 AC against non-magical ranged attacks. Additionally, creatures directly behind you are considered to be behind three-quarters cover.

Armored Fighting Style

At 9th level, you adopt a peculiar style of fighting with heavy armor. Depending on your training, choose one of the following fighter styles to learn:

Wary Fighter

You fight patiently, keeping your guard up against all potential threats.

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature until your next turn.

Bold Fighter

You fight boldly, throwing yourself at your enemy while trusting in your armor to keep you safe.

When you make a melee attack and miss, you can use your reaction to make the same attack again against the same target.

Vengeful Fighter

You fight spitefully, intent on repaying your enemies twofold for any harm they do to you.

When a creature targets you with an attack, you gain a +5 bonus to your next one damage roll against that creature. This effect does not stack.

Swap

By 11th level, you are able to smoothly move between your allies and your enemies to protect them from harm.

When an ally creature within 5 feet of you is attacked, before the creature makes it's attack roll, you can use your reaction to swap places with that ally creature and redirect the attack towards you instead. This movement does not provoke opportunity attacks.

Weight -50

At 11th level, you can carry an additional 50 lbs before becoming encumbered.

Heavy Armor Mastery

Starting at 13th level, while you are wearing heavy armor and wielding a shield, you are resistant to non-magical bludgeoning, piercing, and slashing damage.

Pavise

At 18th level, your defensive capabilities are blessed by the dragon gods themselves. Whenever you would take any amount of damage from an attack or other effect, you can completely ignore that damage instead.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

INTERMEDIATE | GENERAL

Paladin

Knight in Shining Armor

Requirements

  • Class: Soldier or Cavalier
  • Skills: Animal Handling

Class Gains

  • Skill Proficiencies: Choose one from Athletics, Acrobatics, Arcana, History, Investigation, Insight, Intimidation, Medicine, Perception, Persuasion, Survival

Promotions

  • Gold Knight
  • Malig Knight

Swordfaire

You become an expert with using Swords.

When using swords, rapiers, scimitars, or similar weapons with a long bladed body, you gain a +1 bonus to your attack rolls. This bonus doubles against creatures wielding axes.

Weapon Faire Variant

Although most Paladins are trained in the sword techniques of royal guards, some Paladins might find themselves having more affinity for the Lance or Axe. If this is the case, you can replace the Swordfaire feature with either Lancefaire or Axefaire.

Lancefaire

You become an expert with using Lances.

When using lances, spears, or similar weapons with a polearm, you gain a +1 bonus to your attack rolls. This bonus doubles against creatures wielding swords.

Axefaire

You become an expert with using Axes.

When using axes, hammers, maces, or similar weapons, you gain a +1 bonus to your attack rolls. This bonus doubles against creatures wielding lances.

Destrier

At 9th level, you are granted a Destrier to ride as your mount. Taking care of it is your responsibility and duty. Should your Destrier die, you will need to spend 1800 gp to purchase and outfit a replacement.

The Paladin
Level Features
7th Swordfaire
9th Destrier
11th Warding Maneuver
13th Absolve
18th Sol

Destrier (Horse)

Large Beast


  • Armor Class 17 (Barding)
  • Hit Points 15 + 5 per rider's level
  • Speed 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 15 (+2) 3 (-4) 13 (+1) 7 (-2)

  • Senses passive Perception 11

Bred for War. This creature has advantage on death saving throws.

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone.

Actions

Hooves. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 14 (2d8 + 5) bludgeoning damage.

INTERMEDIATE | PALADIN

Warding Maneuver

At 11th level, you learn to fend off strikes directed at your mount or adjacent allies.

If a creature you can see within 10 feet of you is hit by an attack, you can use your reaction to grant a +5 AC bonus to the target of the attack until your next turn, potentially causing the attack to miss.

Absolve

Starting at 13th level, your riding skills have been trained to perfection.

Your mount has +10 on Dexterity saving throws.

Sol

At 18th level, you learn to use holy powers to convert the energy of your strikes into a protective barrier.

When you hit a creature with a melee weapon attack on your turn, you can change the damage type to Radiant and gain temporary hit points twice the damage dealt.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

INTERMEDIATE | PALADIN

Sentinel

Legendary Lancers

Requirements

  • Class: Soldier
  • Abilities: 13 Wis
The Sentinel

The Sentinel does not promote further.

Level Features Arts Known Arts Dice
Sentinel Combat Arts
7nd Lancefaire +3 +4
9rd Pincer Attack +1 +2
11th Rend Heaven
13th Military Legend +1 +1
14th Ability Score Improvement
15th coming soon
17th coming soon
18th Impale +1 +1
20th coming soon

Combat Arts

You have risen above the common ranks and dedicated yourself to the mastery of combat, allowing you to learn special skills and techniques known as Combat Arts.

The arts you can learn are listed in the "Sentinel Combat Arts" section at the end of this class's section. The Arts Known column of your class table shows you how many Combat Arts you can learn in total. Each time you gain a level, you can replace one Combat Art you know with a different one that you are able to learn.

You cannot use more than one Combat Art on the same attack. For example, if you use an Art that activates when you make a weapon attack roll, you cannot also use a second Art that activates when you hit with that attack.

Arts Dice

Characters who use Combat Arts have Arts Dice, which are d8s. Combat Arts require Art Dice to use, and Arts Dice are expended once used. You regain all of your expended Arts Dice when you finish a short or long rest.

The Arts Dice column of your class table shows when you gain more Arts Dice. Each Combat Art specifies how many Arts Dice it uses.

Combat Arts Save DC

You can use your Strength modifier when setting the saving throw DC for an Arte.

Combat Arts Save DC = 8 + your proficiency bonus +

your Strength modifier

Lancefaire

You become an expert with using Lances.

When using lances, spears, or similar weapons with a polearm, you gain a +1 bonus to your attack rolls. This bonus doubles against creatures wielding swords.

Pincer Attack

At 9th level, your experience of fighting in military formations has taught you how to take maximum advantage of flanking maneuvers.

When a target creature that you can see within your reach is attacked by another creature on the opposite side of the target from you, you may use your reaction to make an attack against the target creature.

Rend Heaven

At 11th level, your use of Combat Arts have culminated in the development of your ultimate finishing skill.

As an action, you can attack a single enemy three times. For these attacks, you deal additional damage equal to twice the target's Strength modifier. You cannot use combat arts with these attacks.

Once you use this feature, you must finish a long rest before you can use it again.

INTERMEDIATE | SENTINEL

Military Legend

At 13th level, your effectiveness on the battlefield has spread your name far and wide as the exemplary of soldiers.

Soldiers and Militia will recognize your face or at least have heard of your name and deeds. You will always be treated favorably by those in service of the same kingdom or empire as you unless you give them a reason to be hostile. Additionally, military armories will usually offer you a generous discount of 25%.

Impale

At 18th level, the legends of your skill have gained you the favor of the dragon gods themselves.

When you hit a creature with a melee weapon attack on your turn, the target creature must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or the damage from the hit is quadrupled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Sentinel Combat Arts

These are the combat arts you can learn as a Sentinel.

Glimmer

As a bonus action, you can expend one arts die to grant your weapon a distracting flash. You have advantage on your next attack roll. If the attack hits, add the expended arts die to the attack's damage roll.

Grounder

When you hit a creature with a melee weapon attack, you can expend one arts die to slam the target into the ground. Add the expended arts die to the attack's damage roll. The target must make a Strength saving throw. On a failed save, the target is knocked prone. If the target has a flying speed, it takes double damage from this attack.

Glowing Ember

As a bonus action, you can expend two arts dice to set your armor ablaze with a fiery aura. Roll the expended arts dice and gain temporary hit points equal to the total rolled.

While you have temporary hit points remaining that was gained with this ability, your melee weapon attacks deal additional fire damage equal to your Constitution modifier.

Knightkneeler

When you hit a creature with a melee weapon attack, you can expend one arts die to employ anti cavalry techniques. Add the expended arts die to the attack's damage roll. The target must make a Strength saving throw. On a failed save, the target is knocked prone. If the target is mounted or wearing heavy armor, it takes double damage from this attack.

Ignis

When you hit a creature with a melee weapon attack, you can expend one arts die to bypass their defenses. Add the expended arts die to the attack's damage roll. This attack's damage ignores damage resistance (but not immunities).

Monster Breaker

When you make a melee weapon attack roll against a non-humanoid creature, you can expend two arts die to adapt the strike to their unique anatomy. Add the expended arts dice to both the attack roll and the attack's damage roll.

Rend

When you make a melee weapon attack roll against a creature, you can expend two arts dice to use their own strength against them. Add the expended arts die to the attack roll. If the attack hits, you deal additional damage equal to twice the target's Strength modifier.

Reposition

As a bonus action or reaction, you can expend one arts die to swap spaces with an ally within 5 feet of you. Roll the expended arts die. You and your ally both gain a bonus to AC equal to half the number rolled (rounded up) until the start of your next turn.

Seal Speed

When you make a melee weapon attack roll against a creature, you can expend two arts dice to use temporarily cripple the target's movement. Add the expended arts die to the attack roll. If the attack hits, the target creature's speed becomes 0 until the end of it's next turn.

Smite

When you make a melee weapon attack roll against a creature, you can expend one arts die to attempt to blow the target away. Add the expended arts die to the attack roll. If the attack hits, the target must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. If the target slams into a hard surface and this movement is ended prematurely, the target takes additional force damage equal to your expended arts die.

Sunder

When you make a melee weapon attack roll against a creature, you can expend one arts die to make the attack score a critical hit on three more roll results. For example, on a 17, 18, 19, or 20 instead of just 20. If the attack scores a critical hit, add the expended arts die to the attack's damage roll. This effect stacks with other similar effects.

Thunderclap

When you hit a creature with a melee weapon attack, you can expend two arts die to add explosive force to the attack. Add the expended arts dice to the attack's damage roll. The target must make a Strength saving throw with disadvantage. On a failed save, the target is knocked prone.

INTERMEDIATE | SENTINEL

Wyvern Knight

Terror of the Skys

Requirements

  • Class: Cavalier or Pegasus Knight

Promotions

  • Malig Knight
  • Tempest Knight
The Wyvern Knight
Level Features
7th Wyvern
9th Tantivy
11th Wyvern's Breath
13th Lunge
18th Seal Defense

Wyvern

As a Wyvern Knight, you are granted a wyvern to ride as your mount. Taking care of it is your responsibility and duty. Should your wyvern die, you will need to spend 3500 gp to purchase and outfit a replacement.

Tantivy

At 9th level, you learn to take advantage to open space while fighting atop a wyvern.

If there is only 1 other creature within 15 feet of you and your mount, you gain a +2 bonus to your attack rolls against that creature.

Wyvern's Breath

At 11th level, you learn to command your wyvern to attack your foes with it's breath attack.

As an action, you may command your wyvern to exhale a powerful flaming breath attack in a 15 foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.

Once you use this feature, you must finish a short or long rest before you can use it again.

Lunge

At 13th level, you learn use the momentum of your attacks to fling your targets around.

When you hit an creature that is your size or smaller with a weapon attack, it must succeed a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pushed up to 10 feet in a direction of your choice.


Wyvern

Large Dragon


  • Armor Class 16 (Barding)
  • Hit Points 15 + 5 per rider's level
  • Speed 35 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 3 (-4) 14 (+2) 8 (-1)

  • Saving Throws Str +8, Con +7
  • Damage Vulnerabilities Piercing, Force, Lightning
  • Damage Resistances Fire
  • Senses passive Perception 15

Bred for War. This creature has advantage on death saving throws.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) piercing damage.

Seal Defense

At 18th level, your strikes are empowered by the dragon gods themselves. When you or your mount hit a creature with a melee weapon attack on your turn, the power of your blow renders the target's reflexes to dust. The target creature suffers a -1 penalty to their AC until the start of your next turn. This effect can stack.

INTERMEDIATE | WYVERN KNIGHT

Falcon Knight

A Beacon of Hope

Requirements

  • Class: Pegasus Knight
  • Skills: Religion

Class Gains

  • Skill Proficiencies: Choose one from Arcana, History, Investigation, Insight, Medicine, Perception, Persuasion

Promotions

  • Tempest Knight
  • kinshi Knight
The Falcon Knight
Level Features
7th Lancefaire
9th Falcon Pegasus
11th Extra Attack (2)
13th Emissary of Peace
18th Stun

Falcon Pegasus

Large Celestial


  • Armor Class 16 (Barding)
  • Hit Points 15 + 4 per rider's level
  • Speed 50 ft., fly 90 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 6 (-2) 16 (+3) 15 (+2)

  • Saving Throws Dex +8, Wis +7, Cha +6
  • Damage Vulnerabilities Piercing, Force, Lightning
  • Senses passive Perception 17

Bred for War. This creature has advantage on death saving throws.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) piercing damage.

Lancefaire

You become an expert with using Lances.

When using lances, spears, or similar weapons with a polearm, you gain a +1 bonus to your attack rolls. This bonus doubles against creatures wielding swords.

Falcon Pegasus

Starting at 9th level, you are granted a falcon pegasus to ride as your mount. Taking care of it is your responsibility and duty. Should your falcon pegasus die, you will need to spend 3500 gp to purchase and outfit a replacement.

Extra Attack (2)

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Emissary of Peace

At 13th level, your very presence not only calms others, it radiates the divine energies of the goddess herself as one of her appointed knights.

You and friendly creatures within 30 feet of you are immune to disease and poison while you are conscious. A creature that is already afflicted with disease or poison will have advantage on any checks made to recover from it's effects while within your presence.

Stun

At 18th level, your prayers to the goddess allow you to deliver her divine judgment through your lance.

When you hit a creature with a melee weapon attack on your turn, you can call upon the goddess to sunder the target creature. The target creature must succeed on a Constitution saving throw (DC equal to 12 + your proficiency bonus + your Charisma modifier) or be stunned until the end of your next turn.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

INTERMEDIATE | FALCON KNIGHT

PART V

Swift Classes

Swift Classes of Fire Emblem

Scout

A Natural Explorer

The Scout
Level Prof Bonus Features
1st +2 Natural Explorer, Fighting Style
2nd +2 Beginner Class
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3 Intermediate Class
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Advanced Class
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Class Features

As a scout, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Martial Bows
  • Tools: Choose one from Cartographer’s tools, Leatherworker’s tools, and Woodcarver’s tools

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Athletics, Acrobatics, Stealth, Investigation, Nature, Animal Handling, Insight, Perception, Survival, Persuasion, and Deception

Equipment

You start with the following equipment:

  • (a) padded armor or (b) studded leather armor
  • (a) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A Iron Bow and a quiver of 20 arrows

Promotions

  • Archer
  • Mercenary
  • Myrmidon

STARTING | SCOUT

Natural Explorer

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Close Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

Additionally, your ranged attacks against targets within 30 feet of you have a +1 bonus to attack rolls and ignore half and three‑quarters cover.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. You gain this benefit even when holding a shield.

Thrown Weapon Fighting

You can draw or pick up a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

STARTING | SCOUT

Thief

A Life in the Streets

Class Features

As a thief, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Martial Daggers
  • Tools: Thieves’ tools

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose four from Acrobatics, Slight of Hand, Stealth, Investigation, Insight, Perception, Deception, Intimidation, Performace, and Persuasion

Equipment

You start with the following equipment:

  • (a) 2 iron daggers
  • (a) a light crossbow and quiver of 20 arrows
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor and thieves’ tools

Promotions

  • Myrmidon
  • Rogue
  • Dancer

Expertise

Choose two of your skill proficiencies to gain expertise with. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Locktouch

Your proficiency bonus is doubled for any ability check you make that uses thieves tools.

Cunning Action

Your quick thinking and agility allow you to move and act quickly. During combat, you can use a bonus action to take the Dash, Disengage, or Hide action.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

The Thief
Level Prof Bonus Features
1st +2 Expertise, Locktouch, Cunning Action
2nd +2 Beginner Class
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3 Intermediate Class
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Advanced Class
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

STARTING | THIEF

Archer

An Arrow For You

Requirements

  • Class: Scout
  • Skills: Nature

Class Gains

  • Armor: Medium Armor
  • Tools: Woodcarver’s tools
  • Skills: Choose one from Athletics, Acrobatics, Stealth, Investigation, Animal Handling, Insight, Perception, and Survival
  • Gear: A quiver of 10 Bleeding Arrows

Promotions

  • Sniper
  • Adventurer
The Archer

Primary Abilities: Dexterity, Wisdom

Level Features Ranger Spells Known 1st 2nd
Fletching
2nd Spellcasting +2 +2
3rd Archery Style +1 +1
5th Extra Attack +1 +1 +2
6th Warding Arrow
10th Greater Fletching

Fletching

As you've dedicated yourself to the bow, so to have you learned to craft the ammunition required for archery.

If you have access to a shop where you can purchase the necessary materials, you can attempt to craft the following items during a short or long rest.

On a failure, none of the arrows are unusable and the materials are wasted.

Arrows (20)

  • Requirements: Woodcarver’s Tools
  • Material Costs: 1 gold piece
  • Difficulty: DC 10 Wisdom (Woodcarver’s Tools) check
  • Weight: 1 lb.

Arrows. Standard arrows used with bows.

Bleeding Arrows (10)

  • Requirements: Woodcarver’s Tools
  • Material Costs: 5 gold pieces
  • Difficulty: DC 10 Wisdom (Woodcarver’s Tools) check
  • Weight: 1 lb.

Bleeding Arrows. These arrowheads are shaped into a triangular tip and barbed. They are most effective when hunting large game to bleed a beast out and have it leave a blood trail.

A creature hit with a bleeding arrow take 1 extra necrotic damage. At the end of a creature's turn, it takes 1 necrotic damage for each bleeding arrow stuck in it's flesh. A creature can use it's action to remove all arrows and end the bleeding effect.

BEGINNER | ARCHER

Spellcasting

Spending your time traversing and understanding the wilderness, you have learned to use the magical essence of nature to cast spells on the Ranger Spell List. See Spells Rules for the general rules of spellcasting.

Spell Slots

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

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

Spells Known

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Archer table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your spells, since your magic draws on your attunement to nature.

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

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Archery Style

At 3rd level, you adopt a particular style of archery techniques as your specialty. Depending on the type of training you focus on, choose one of the following styles to learn:

Twined Archery

You learn to knock multiple arrows with a single draw.

On your first ranged weapon attack each turn, you may target two creatures that is within 5 feet of each other instead of just one creature. Roll your attack against each creature separately.

Hurtful Archery

You learn to concentrate on targeting a creature's exposed wounds with your arrows.

When you hit a creature with a ranged weapon attack, it takes extra damage equal to your proficiency bonus if it is missing any of its hit points.

Slaying Archery

You learn how to slay giant monsters with precise bow strikes. You gain advantage on ranged weapon attacks against large or larger creatures.

You can forgo the advantage on a ranged weapon attack against a large or larger creature to gain a bonus to damage rolls equal to half your level (rounded up).

Extra Attack

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

Warding Arrow

At 6th level, you have combined your archery skills with your knowledge of magic to design a arrow enchantment meant for thrwarting other spellcasters.

When you see a creature casting a spell within 120 feet of you, you can use your reaction to try and foil their spellcasting by launching a imbued arrow towards their general vicinity.

The target creature must succeed on a Wisdom saving throw against your spell save DC, or their spell fails and has no effect.

If the spell being cast is of 3rd level or higher, the target creature has advantage on the saving throw.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Greater Fletching

At 10th level, you learn to craft more specialized thwarting arrows for taking down your foes.

Holy Arrows (10)

  • Requirements: Woodcarver’s Tools
  • Material Costs: 10 gold pieces
  • Difficulty: DC 10 Wisdom (Woodcarver’s Tools) check
  • Weight: 1 lb.

Holy Arrows. Some monsters that have immunity or resistance to non-magical weapons are susceptible to silvered ammunition. The damage from these arrows are radiant instead of piercing.

BEGINNER | ARCHER

Concussive Arrows (5)

  • Requirements: Woodcarver’s Tools
  • Material Costs: 10 gold pieces
  • Difficulty: DC 10 Wisdom (Woodcarver’s Tools) check
  • Weight: 1 lb.

Concussive Arrows. Fitted with a small explosive, these arrows generate a loud pop on contact that will cause a destabilizing ringing in the ears of its target. Until your next turn, a creature hit with a waning arrow has disadvantage on it's next melee weapon attack roll. Deaf creatures are immune to this effect.

Schism Arrows (5)

  • Requirements: Woodcarver’s Tools
  • Material Costs: 10 gold pieces
  • Difficulty: DC 10 Wisdom (Woodcarver’s Tools) check
  • Weight: 1 lb.

Schism Arrows. Fitted with an enchanted powder, these arrows will disturb the senses of its target just long enough to lower their guard against incoming danger. Until your next turn, a creature hit with a schism arrow has disadvantage on it's next Wisdom saving throw. Non breathing creatures are immune to this effect.

Bottled Lightning Arrows (5)

  • Requirements: Woodcarver’s Tools
  • Material Costs: 25 gold pieces
  • Difficulty: DC 10 Wisdom (Woodcarver’s Tools) check
  • Weight: 2 lb.

Bottled Lightning Arrow. Tipped with an alchemical bottle of lightning, these arrows will unleash a magical attack upon its target instead of attempting to pierce them the traditional way. Upon shatter, each creature in a 8-foot-radius of the arrow must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or take 4d4 Lighting damage.

Bottled Acid Arrows (5)

  • Requirements: Woodcarver’s Tools
  • Material Costs: 25 gold pieces
  • Difficulty: DC 10 Wisdom (Woodcarver’s Tools) check
  • Weight: 4 lb.

Bottled Acid Arrows. Fitted with a bottle of acid behind the arrow tip, these arrows are heavy but deadly. A creature hit with this arrow also takes 2d4 Acid damage. The normal and long range of a bow launching this arrow is halved.

Alchemist's Fire Arrows (5)

  • Requirements: Woodcarver’s Tools
  • Material Costs: 25 gold pieces
  • Difficulty: DC 10 Wisdom (Woodcarver’s Tools) check
  • Weight: 2 lb.

Alchemist's Fire Arrow. Tipped with an alchemical bottle of fire, these arrows will unleash a magical attack upon its target instead of attempting to pierce them the traditional way. Upon shatter, each creature in a 8-foot-radius of the arrow must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or be covered with alchemical flames.

Burning creatures take 1d4 fire damage at the start of each of its turns. This burning damage increases by 1d4 with each passing turn or with each new coverage of alchemical flames. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Flammable objects in the area that aren't being worn or carried are also set aflame.

Darkness Arrow (1)

  • Requirements: Woodcarver’s Tools
  • Material Costs: 25 gold pieces
  • Difficulty: DC 10 Wisdom (Woodcarver’s Tools) check
  • Weight: 0.2 lb.

Darkness Arrow. Enchanted with a delayed darkness spell, these arrows are useful for blinding targets or for a quick getaway. When this arrow lands, it lets loose an cloud of magical darkness that fills a 10-foot-radius sphere for 1 minute. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. This effect occurs even if the arrow does not hit it's intended target.

Smokepowder Arrow (1)

  • Requirements: Woodcarver’s Tools
  • Material Costs: 100 gold pieces
  • Difficulty: DC 10 Wisdom (Woodcarver’s Tools) check
  • Weight: 2 lb.

Smokepowder Arrow. A concentrated explosive bomb fitted onto an arrow. Upon shatter, each creature in a 8-foot-radius of the arrow must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). A target takes 4d6 fire and 4d6 force damage on a failed save, or half as much damage on a successful one. The normal and long range of a bow launching this arrow is decreased to half of the normal range.

BEGINNER | ARCHER

Mercenary

Muscle for Hire

Requirements

  • Class: Scout
  • Skills: Athletics or Acrobatics

Class Gains

  • Weapons: All Martial Weapons
  • Armor: Medium Armor, Shields
  • Tools: Choose one between Leatherworker's Tools, Cobbler's Tools, and Smith's Tools.
  • Skills: Choose any one skill
  • Gear: Scale mail, 2 steel weapons, and a metal shield

Promotions

  • Adventurer
  • Hero

Combat Arts

Unlike soldiers who are drilled to fight in a unit or fighters who rely physical Strength, those who discipline themselves to the mastery of weapons are able to learn special skills and techniques known as Combat Arts.

The arts you can learn are listed in the "Mercenary Combat Arts" section at the end of this class's section. The Arts Known column of your class table shows you how many Combat Arts you can learn in total. Each time you gain a level, you can replace one Combat Art you know with a different one that you are able to learn.

You cannot use more than one Combat Art on the same attack. For example, if you use an Art that activates when you make a weapon attack roll, you cannot also use a second Art that activates when you hit with that attack.

Arts Dice

Characters who use Combat Arts have Arts Dice, which are d8s. Combat Arts require Art Dice to use, and Arts Dice are expended once used. You regain all of your expended Arts Dice when you finish a short or long rest.

The Arts Dice column of your class table shows when you gain more Arts Dice. Each Combat Art specifies how many Arts Dice it uses.

Combat Arts Save DC

You can use your Strength modifier when setting the saving throw DC for an Arte.

Combat Arts Save DC = 8 + your proficiency bonus +

your Strength modifier
The Mercenary

Primary Abilities: Strength, Constitution, Dexterity

Level Features Arts Known Arts Dice
Mercenary Combat Arts
2nd Hired Arms, Armsthrift +3 +4
3rd Good Fortune, Arms Shield +1 +1
5th Extra Attack
6th Ability Score Improvement
10th Strong Riposte +1 +1

Hired Arms

When you enter a new town, you can spend an hour to ask around for any available mercenary jobs. If there are any, either you'll learn about them, or you'll attract someone who would be interested in hiring your muscle.

BEGINNER | MERCENARY

Armsthrift

As a mercenary, you learn the crucial skill of properly maintaining the tools of your trade.

You can repair broken weapons or armor after spending an hour purchasing and working materials. The cost of repairing a weapon or piece of armor is equal to half of it's normal cost.

Good Fortune

At 3rd level, as long as you are paid to do a job, your motivation to live through any dangers it may require is doubled, and you feel reinvigorated anytime you perform something with great success.

Any time you roll a natural 20 on an attack, saving throw, or ability check, you gain 10 temporary hit points.

Arms Shield

At 3rd level, your training with weapons of all types has given you insight on how to best defend against each.

You gain a +2 bonus to your AC when using a sword against creatures wielding axes, using an axe against creatures wielding lances, or using a lance against creatures wielding swords.

Extra Attack

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

Strong Riposte

At 10th level, you learn to leverage your opponent's openings to make devastating counter attacks. Whenever a creature makes an attack against you, you gain a +5 bonus to attack and damage rolls against that creature until the start of its next turn.

Mercenary Combat Arts

These are the combat arts you can learn as a Mercenary.

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one arts die and add the die to the roll.

Glimmer

As a bonus action, you can expend one arts die to grant your weapon a distracting flash. You have advantage on your next attack roll. If the attack hits, add the expended arts die to the attack's damage roll.

Grounder

When you hit a creature with a melee weapon attack, you can expend one arts die to slam the target into the ground. Add the expended arts die to the attack's damage roll. The target must make a Strength saving throw. On a failed save, the target is knocked prone. If the target has a flying speed, it takes double damage from this attack.

Hexblade

When you hit a creature with a melee weapon attack, you can expend one arts die to imbue magic into your strike. Add the expended arts die to the attack's damage roll. Choose between Cold, Fire, and Lightning, this attack's damage type changes to the chosen type.

Knightkneeler

When you hit a creature with a melee weapon attack, you can expend one arts die to employ anti cavalry techniques. Add the expended arts die to the attack's damage roll. The target must make a Strength saving throw. On a failed save, the target is knocked prone. If the target is mounted or wearing heavy armor, it takes double damage from this attack.

Parry

As a reaction, when you are hit by a non-magical attack, you can expend 1 arts die to try and divert the attack. Roll the expended arts die. You gain a bonus to AC equal to the number rolled for this one attack, potentially causing it to miss.

Provoke

As a bonus action, you can expend up to 3 arts die to target 1 creature per arts die expended that can see or hear you within 30 feet. Those creatures must move towards you or select you as the target of their attacks until the start of your next turn. Roll the expended arts dice and gain temporary hit points equal to the total rolled.

Reposition

As a bonus action or reaction, you can expend one arts die to swap spaces with an ally within 5 feet of you. Roll the expended arts die. You and your ally both gain a bonus to AC equal to half the number rolled (rounded up) until the start of your next turn.

Smite

When you make a melee weapon attack roll against a creature, you can expend one arts die to attempt to blow the target away. Add the expended arts die to the attack roll. If the attack hits, the target must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. If the target slams into a hard surface and this movement is ended prematurely, the target takes additional force damage equal to your expended arts die.

Sunder

When you make a melee weapon attack roll against a creature, you can expend one arts die to make the attack score a critical hit on three more roll results. For example, on a 17, 18, 19, or 20 instead of just 20. If the attack scores a critical hit, add the expended arts die to the attack's damage roll. This effect stacks with other similar effects.

BEGINNER | MERCENARY

Myrmidon

Master of the Blade

Requirements

  • Class: Scout or Thief
  • Abilities: Dex 14, Wis 12

Class Gains

  • Weapons: Martial Swords
  • Gear: A killing edge and 3 daggers

Promotions

  • Hero
  • Swordmaster

Killing Edge

Shortsword

  • Cost: 700 gp
  • Weight: 3 lbs
  • Damage: 1d6 slashing
  • Properties: Finesse

Killing Edge. A highly potent and lethal sword whose design yields frequent critical hits.

An attack with this weapon scores a critical hit on two more roll results. For example, on a 18, 19 or 20 instead of just 20. This effect stacks with other similar effects.

Combat Arts

Unlike soldiers who are drilled to fight in a unit or fighters who rely physical Strength, those who discipline themselves to the mastery of weapons are able to learn special skills and techniques known as Combat Arts.

The arts you can learn are listed in the "Myrmidon Combat Arts" section at the end of this class's section. The Arts Known column of your class table shows you how many Combat Arts you can learn in total. Each time you gain a level, you can replace one Combat Art you know with a different one that you are able to learn.

You cannot use more than one Combat Art on the same attack. For example, if you use an Art that activates when you make a weapon attack roll, you cannot also use a second Art that activates when you hit with that attack.

Arts Dice

Characters who use Combat Arts have Arts Dice, which are d8s. Combat Arts require Art Dice to use, and Arts Dice are expended once used. You regain all of your expended Arts Dice when you finish a short or long rest.

The Arts Dice column of your class table shows when you gain more Arts Dice. Each Combat Art specifies how many Arts Dice it uses.

The Myrmidon

Primary Abilities: Dexterity, Wisdom

Level Features Arts Known Arts Dice
Myrmidon Combat Arts
2nd Avoid +10 +2 +3
3rd Fast Movement +1 +1
5th Extra Attack
6th Vantage
10th Duelist's Blow +1 +1

Combat Arts Save DC

You use your Wisdom modifier when setting the saving throw DC for an Arte.

Combat Arts Save DC = 8 + your proficiency bonus +

your Wisdom modifier

BEGINNER | MYRMIDON

Avoid +10

Your mastery of the sword teaches you how to gracefully dodge and parry enemy strikes without the use of a shield.

While you are wielding a sword in one hand and no other weapon or shield in the other hand, your AC is increased by 2. You do not gain this benefit if you are shapeshifted.

Fast Movement

At 3rd level, your speed increases by 15 feet while you are wearing light or no armor and not wielding a Shield.

Extra Attack

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

Vantage

At 6th level, your reflexes are so well honed that you can strike at an enemy during the opening they make when they attempt to strike at you.

When a creature within your reach attacks you, you can use your reaction to make a melee weapon attack against the attacking creature. Make your attack before the creature makes their attack.

Duelist's Blow

At 10th level, you've trained your body to strike your opponent's limbs and deter counter attacks.

A creature that you hit a melee attack against has disadvantage on all attacks against you until the start of your next turn.

Myrmidon Combat Arts

These are the combat arts you can learn as a Myrmidon.

Blade Throw

As a bonus action, you can expend 1 arts die to make a ranged attack with a weapon that has the finesse, ligh⁠t, and throw properties. Add the expended arts die to the attack's damage roll.

Blinding Strike

When you make a melee weapon attack roll against a creature, you can expend one arts die to attempt to blind it with a precise strike or a surprise maneuver. If the attack hits, add the expended arts die to the attack's damage roll and the target must make a Dexterity saving throw. On a failed save, the target is blinded until the end of it's next turn. If it fails by 10 or more, it loses an eye.

Bladedancer

As a bonus action, you can expend 1 arts die to dodge incoming attacks with use graceful footwork. Roll the expended arts die. You gain a bonus to AC equal to the number rolled on melee attacks made against you until your next turn.

Finesse Blade

When you make a melee weapon attack roll against a creature, you can expend one arts die to add a flourishing technique to the strike. Add the expended arts die to both the attack roll and the attack's damage roll.

Hexblade

When you hit a creature with a melee weapon attack, you can expend one arts die to imbue magic into your strike. Add the expended arts die to the attack's damage roll. Choose between Cold, Fire, and Lightning for the damage type of this attack instead.

Mistdancer

When you make a Dexterity saving throw, you can expend one arts die to react with a dancer's grace. Roll the expended arts die and add the number rolled to your saving throw.

Sunder

When you make a melee weapon attack roll against a creature, you can expend one arts die to make the attack score a critical hit on three more roll results. For example, on a 17, 18, 19, or 20 instead of just 20. If the attack scores a critical hit, add the expended arts die to the attack's damage roll. This effect stacks with other similar effects.

Swallow Strike

When you hit a creature with a melee weapon attack, you can use your bonus action to expend one arts die and make a swift follow up strike. Make an attack against the hit creature as a bonus action and add the expended arts die to the attack roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one arts die to follow through on the attack to hit an adjacent enemy. Choose another creature within 5 feet of the original target and within your reach and make an attack against it. If the attack hits, add the expended arts die to the attack's damage roll.

Windsweep

When you hit a creature with a melee weapon attack, you can expend one arts die to constrain the target with the speed of your strike. Add the expended arts die to the attack's damage roll, and the target must make a Dexterity saving throw. On a failed save, the target is Restrained until the end of its next turn.

BEGINNER | MYRMIDON

Rogue

Never Get Caught

Requirements

  • Class: Thief
  • Skills: Stealth

Class Gains

  • Tools: Choose two from Disguise Kit, Forgery Kit, Poisoner's Kit, Dice Set, or Playing Card Set
  • Skills: Choose any one skill
  • Gear: 2 Vials of Poison and 4 daggers

Recommended Feats: Dual Wielder

Promotions

  • Swordmaster
  • Assassin
The Rogue

Primary Abilities: Dexterity, Wisdom, Charisma

Level Features Sneak Attack
Thieves' Cant, Rogue Crafting
2nd Sneak Attack, Pass +1d6
3rd Stealth, Roguish Style +1d6
5th Evasion +1d6
6th Expertise
10th Reliable Talents +1d6

Thieves’ Cant

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Rogue Crafting

Your training as a rogue has taught you how to craft the basic tools of your trade, an important skill when purchasing said tools can often draw unwanted eyes.

You can always craft the following items after spending an 10 minutes gathering and working components.

Lockpick (Single Use)

  • Difficulty: DC 10 Wisdom check
  • Weight: 1 lb.

Lockpicks. Arguably the most important of all thieves' tools. Though this is no replacement for a proper set of thieves' tools, it still gets the job done in a pinch.

Shiv

  • Difficulty: DC 10 Wisdom check
  • Weight: 1 lb.
  • Damage: 1d4 Piercing
  • Properties: Finesse, Ligh⁠t

Shiv. There are no shortage of sticky situations a rogue can find themselves in. Crude but effective, a makeshift shiv can be the difference between life and death.

BEGINNER | ROGUE

Sneak Attack

You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

The amount of extra damage is show in the Sneak Attack column of the Rogue table, and increases as you gain levels in this class.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Pass

You can enter and leave a hostile creature’s space without treating their space as difficult terrain. If a hostile creature has at least one other creature hostile to it within 5 feet, it cannot make an attack of opportunity against you.

Stealth

At 3rd level, you master the ability to remain unnoticed, even during a fight. If a creature has multiple creatures hostile to it that it can see, including you, it will always always pick another creature as the target of it's attacks instead of you. This effect ends once you have directly harmed the creature in any way, but resets if the creature loses sight of you.

Roguish Style

At 3rd level, you adopt a particular style of criminal antics as your specialty. Depending on the kind of work you specialize in, choose one of the following styles to learn:

Slippery

The best way to survive a fight is to never get caught. You learn to become very difficult to pin down during a fight. When an creature ends its turn within 5 feet of you, you can use your reaction to move up to half your speed. This movement does not provoke opportunity attacks.

Poison

With the proper poison, even the strongest of foes become easy pickings, which is why you start each day preparing a vial of crude poison with whatever is on hand. It'll only remain fresh for the day, but it's more than enough to keep enemies down.

You gain proficiency with the poisoner's kit. As an action, you can apply a vial of crude poison on 2 light slashing or piercing weapons. It remains potent for 1 minute or until it is wiped off. On hit, a creature must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or become poisoned until the end of it's next turn.

Once you use this feature, you must finish a short or long rest before you can use it again.

Intrigue

You don't have to worry about surviving a fight if you never get into one. You learn to unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language. If you spend at least 10 minutes listening to someone, you can mimic their voice almost perfectly.

You also gain proficiency with the disguise kit. After spending an appropriate amount of time, you can create anything from a simple to elaborate disguise to alter your appearance, even to mimic the face of a someone you are familiar with.

A creature with passive perception less than 8 + your proficiency bonus + your Wisdom modifier will have no reason to suspect your appearance. Otherwise, a suspicious creature can discern that you are disguised with a contested Intelligence (Investigation) check against your Performance (Charisma) check.

Evasion

At 5th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Expertise

At 6th level, choose two more of your skill proficiencies to gain expertise with. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Reliable Talents

At 10th level, you have refined your chosen skills to the point of perfection, allowing you avoid any unlikely mistakes. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

BEGINNER | ROGUE
The Dancer

Primary Abilities: Charisma, Dexterity

Level Features Bardic Inspiration Die Bard Spells Known 1st 2nd 3rd
Bardic Inspiration d6
2nd Spellcasting +4 +2
3rd Revitalizing Dance +2 +2 +2
4th Enthralling Performance +1 +1
5th d8 +2 +2
6th Inspiring Presence +1 +1
10th Special Dance d10 +1
15th d12

Dancer

The World is a Stage

Requirements

  • Class: Thief
  • Skills: Performance
  • Abilities: Cha 14, Dex 12

Class Gains

  • Tools: Choose two from any Gaming Sets or Instruments
  • Skills: Choose any one skill
  • Weapons: Martial Swords without the Heavy property

Bardic Inspiration

You can inspire others through stirring words, music, or dance.

As a Bonus action, you can choose one willing creature that can hear you within 60 feet of you and give one of your Bardic Inspiration dice to that creature.

Your Bardic Inspiration die is a d6, but it changes into a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

You have a number of Bardic Inspiration Dice equal to your Charisma modifier (minimum of one). You regain any expended uses when you finish a long rest.

A creature who has been given a Bardic Inspiration die can expend it to roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. A creature can have only one Bardic Inspiration die at a time, and loses it after 10 minutes if it is not used.

Promotions

  • Assassin
  • Songstress
  • Trickster

BEGINNER | DANCER

Spellcasting

Through your travels as a performer, you have learned to use the magical powers of poetry, song, and dance to cast spells on the Bard Spell List. See Spells Rules for the general rules of spellcasting.

Spell Slots

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

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

Spells Known

You know four 1st-level spells of your choice from the bard spell list.

The Spells Known column of the Dancer table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd, or 3rd level.

Additionally, when you gain a level, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your spells, since your magic draws on the power of your performance.

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 bard 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

Revitalizing Dance

At 3rd level, your dance has such revitalizing powers that they can push your allies beyond their limit.

As a bonus action, you can expend two of your Bardic Inspiration dice to allow an willing creature within 30 feet of you that can see you to take one additional bonus action on their next turn.

Alternatively, you can expend three of your Bardic Inspiration dice to allow that creature to take one additional action on their next turn instead.

The target creature receives only one Bardic Inspiration die in either case.

Enthralling Performance

At 4th level, your performance can seduce and enthrall an audience.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this feature, you must finish a short or long rest before you can use it again.

Inspiring Presence

At 6th level, even the shortest of your performances can inspire your allies to do their best in the face of challenges. Whenever a friendly creature within 60 feet of you must make a saving throw, you may use your reaction to cheer them on. That creature gains a bonus to the saving throw equal to your Charisma modifier.

Special Dance

At 10th level, the revitalizing powers of your dance is so striking that it never fails to delight.

The first time each day you target a creature with your Revitalizing Dance feature, you may expend one 1 less Bardic Inspiration die for the feature's effects.

BEGINNER | DANCER
The Sniper
Level Features Ranger Spells Known 2nd 3rd 4th 5th
7th Bowfaire +1 +1
9th Observations Style +1 +2
11th Observations Style (2) +1 +1
13th Fletching Mastery +1 +1
15th +1 +1
17th +1 +1 +1
18th Hit +20
19th +1 +1

Sniper

Observant Sharpshooter

Requirements

  • Class: Archer

Class Gains

  • Skills: Choose one from Athletics, Acrobatics, Stealth, Investigation, Animal Handling, Insight, Perception, and Survival

Promotions

  • kinshi Knight
  • Brightbow

Bowfaire

You become an expert with using Bows.

When using short bows, long bows, cross bows, or similar weapons, you gain a +1 bonus to your damage rolls. This bonus doubles against creatures that are flying at least 30 feet in the air.

Observations Style

At 9th level, you adopt a peculiar style of magic through your observations of nature, magical creatures, and magic users. Depending on your observations, choose one of the following styles and sets of spells to learn.

These spells do not count against the number of spells you know, and cannot be replaced with another spell when you gain levels.

INTERMEDIATE | SNIPER

Monster Slaying Observations

Observing monsters large and small in order to best defeat them, you learn the Protection from Evil and Good, Blindness/Deafness, and Magic Circle spells.

At level 11, you learn how to manipulate foes to your will. When you hit a hostile creature with an attack, you can goad that creature to focus solely on you. The target creature must succeed on a Wisdom saving throw against your spell DC or be forced to move towards and target you with their attacks even if they cannot reach you.

Planer Observations

Observing the fabric of space in order to understand the nature of the different planes of existence, you learn the Detect Magic, Misty Step, and Sending spells.

At level 11, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 15 feet before each attack to an unoccupied space you can see.

Guardian Observations

Observing the borders of nature and civilization to better defend your own, you learn the Sanctuary, Zone of Truth, and Glyph of Warding spells.

At level 11, you hone your mental fortitude to ward off intruders that would warp your mind or thwart your duties. You gain proficiency in Wisdom saving throws (or Intelligence if you already have this proficiency).

Fletching Mastery

Beginning at 13th level, you've mastered the art of fletching and always succeed when crafting arrows.

You also learn how to craft more specialized enchanted arrows.

Hit +20

Beginning at 18th level, you gain a +4 bonus to attack rolls you make with ranged weapons, and saving throw DCs calculated using your Dexterity modifier is increased by 4.

Arrow of Transposition (1)

  • Requirements: Woodcarver’s Tools
  • Material Costs: 50 gold pieces
  • Weight: 0.5 lb.

Arrow of Transposition. Fitted with a transportation anchor to grant it's shooter incredible mobility. When this arrow is fired, you can use your reaction to teleport to wherever this arrow lands. Within the next 60 seconds, you can use your bonus action to teleport to it. The distance of this teleportation cannot exceed 150 feet and cannot cross planes of existence or magical barriers.

Specialized Creature Arrow (5)

  • Requirements: Woodcarver’s Tools
  • Material Costs: 100 gold pieces
  • Weight: 1 lb.

Specialized Creature Arrow Designed specifically to take down a specific creature group, these arrows are adapted to your needs with your extensive knowledge of hunting various creatures. Choose a creature type from:

  • Beast
  • Construct
  • Fiend
  • Monstrosity
  • Undead
  • Plants

These arrows have their damage doubled against the chosen creature type.

Magical Creature Arrow (5)

  • Requirements: Woodcarver’s Tools
  • Material Costs: 250 gold pieces
  • Weight: 1 lb.

Magical Creature Arrow Designed specifically to take down a specific creature group, these arrows are adapted to your needs with your extensive knowledge of hunting various creatures. Choose a creature type from:

  • Aberrations
  • Celestials
  • Dragons
  • Elementals
  • Fey
  • Oozes

These arrows have their damage doubled against the chosen creature type.

INTERMEDIATE | SNIPER

Ballistician

Rain of Terror

Requirements

  • Class: Archer

Class Gains

  • Skills: Choose any one skill
  • Tools: Carpenter's Tools, Mason's Tools, Tinker's Tools, and Smith's Tools
The Ballistician

The Ballistician does not promote further.

Level Features
7th Ballistae, Survey
9th Opportunity Shot
11th Rifled Barrel
13th Surefooted
14th Bolt Fletching
15th coming soon
17th coming soon
18th coming soon
20th coming soon

Ballistae

You receive the training needed to craft and maintain ballistae. You can spend 7 days and 50 GP worth of materials to outfit any martial bow into a ballistae.

You can also spend 1 hour and 1 gp to craft 5 ballistae bolts to use as it's ammunition.

A ballistae retains the properties of the bow it was made from with the following changes:

  • Its range becomes 350/600
  • It has disadvantage on attacks under 30 feet
  • Its damage becomes Bludgeoning
  • It gains an additional 1d8 damage
  • It gains the Loading and Heavy properties
  • Its weight increases by 100 lbs

You can only travel with one ballistae at a time. Moving with a ballistae reduces your moving speed by half.

Survey

You become trained in discovering and marking the position of enemies from afar.

You have +10 to ability checks when surveying for targets or detecting enemies.

As an action, you can mark a stationary target within the range of your Ballistae that you can see. Your next attack against the market target with your ballistae gains a +10 bonus to the attack roll.

Opportunity Shot

At 9th level, you learn to prepare fire against charging enemies.

As a bonus action, you can load your ballistae and aim it at a target location that you can see within it's range. You can use your reaction whenever a creature enters or starts their turn in the target location to fire and make a single attack against that creature.

Rifled Barrel

At 11th level, you learn to improve the construction of your ballistae, improving the striking force of it's bolts.

A creature hit by your ballistae must succeed on a DC 15 Strength saving throw or be knocked prone and have it's speed reduced to 0 until the end of its turn.

Surefooted

At 13th level, you learn to improve the construction of your ballistae, improving it's maneuverability.

Moving with your ballistae no longer reduces your movement speed by half.

Bolt Fletching

At 14th level, you learn to use your arrow fletching skills to craft ballistae bolts as well.

You can craft a ballistae bolt version of your craftable arrows. They cost 4 times as much in materials and weight 3 times as much but retain all other properties.

INTERMEDIATE | BALLISTICIAN

Adventurer

Answering the Call

Requirements

  • Class: Archer or Mercenary

Class Gains

  • Weapons: All Martial Weapons
  • Armor: Medium Armor, Shields
  • Skills: Choose any one skill

Promotions

  • Brightbow
  • Vanguard

Lucky 7

You wouldn't have survived to tell the tale of so many adventures without some incredible luck on your side.

Whenever you roll a D20, treat 7s as if they were natural 20s.

Jack of all Trades

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

The Adventurer
Level Features
7th Lucky 7, Jack of all Trades
9th Breathing Style
11th Extra Attack (2)
13th Traveler
18th Extra Attack (3)

Breathing Style

At 9th level, you adopt a particular style of breathing to regulate your pulse and amplify your survival instincts. Depending on the adventures you've braved, choose one of the following styles to learn:

Darting Breath

You learn how to grant yourself a burst of speed by taking a deep breath and using it to push yourself to your full potential.

As a bonus action, you can move up to your movement speed. This movement does not provoke Opportunity Attacks.

Steady Breath

You learn how to regulate your breathing with calming focus, improving your accuracy by steadying your movement.

As a bonus action, if have not moved yet this turn, you can opt to not move in order to grant yourself a +3 bonus to attack rolls

Warding Breath

You learn how to breath with a consistent pace when fending off magical attacks.

As a bonus action, you can grant yourself advantage on saving throws against spells or other harmful magical effects until your next turn.

Extra Attack (2)

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

The number of attacks increases to four when you reach 18th level.

Traveler

By 13th level, you've traveled the world as an adventurer. You've expanded your horizons far enough to know a little just about everything.

You gain proficiency with any one skill, any one tool or instrument, and learn any one language. Additionally, choose two of your skill proficiencies to gain expertise with. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

INTERMEDIATE | ADVENTURER

Hero

Legend of the People

Requirements

  • Class: Mercenary or Myrmidon

Class Gains

  • Weapons: All Martial Weapons
  • Armor: Medium Armor, Shields

Promotions

  • Vanguard
  • Dread Fighter
The Hero
Level Features Arts Known Arts Dice
7th Heroic Combat Arts +2 +3
9th Triangle Adept
11th Aether
13th Folksong Hero +1 +1
18th Heroic Arts Die +1 +1

Combat Arts

You unlock new combat arts that you can learn, listed in the "Heroic Combat Arts" section at the end of this class's section. The Arts Known column of your class table shows you how many Combat Arts you can learn in total. Each time you gain a level, you can replace one Combat Art you know with a different one that you are able to learn.

You cannot use more than one Combat Art on the same attack. For example, if you use an Art that activates when you make a weapon attack roll, you cannot also use a second Art that activates when you hit with that attack.

Arts Dice

Characters who use Combat Arts have Arts Dice, which are d8s. Combat Arts require Art Dice to use, and Arts Dice are expended once used. You regain all of your expended Arts Dice when you finish a short or long rest.

The Arts Dice column of your class table shows when you gain more Arts Dice. Each Combat Art specifies how many Arts Dice it uses.

Combat Arts Save DC

You use your Wisdom modifier when setting the saving throw DC for an Arte.

Combat Arts Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Triangle Adept

At 9th level, you become an expert with all sorts of weapons, allowing you to adapt your fighting style to always maintain an advantage over your opponent.

You gain a +2 bonus to your attack rolls when using a sword against creatures wielding axes, using an axe against creatures wielding lances, or using a lance against creatures wielding swords.

INTERMEDIATE | HERO

Radiant Aether

At 11th level, your use of Combat Arts have culminated in the development of your ultimate finishing skill.

As an action, you can attack a single enemy twice. For these attacks, the target creature's AC is treated as if it was 10, and you restore health equal to the amount of damage dealt. You cannot use combat arts with these attacks.

Once you use this feature, you must finish a long rest before you can use it again.

Folksong Hero

At 13th level, your heroic feats have turned you into a local legend. Bards have written songs of you that are popular at taverns across the continent.

Unless you take actions to harm them, people who are not hostile to you and have heard of you are always actively friendly to you. You can find comfortable lodging in pretty much any populated area for free or at significant discounts.

Heroic Arts Die

By 18th level, your mastery of Combat Arts has turned them into fearsome techniques that are the stuff of legends.

Your arts die changes from a 1d8 to a 1d12. Additionally, when you roll a 1 or 2 on an arts die, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2.

Heroic Combat Arts

These are the combat arts you can learn as a Hero.

Aether

When you make a melee weapon attack roll against a creature, you can expend three arts dice call upon the heavens to lend you Strength. Add the expended arts dice to the attack roll. If the attack hits, roll the expended arts dice again and regain hit points equal to the roll result.

Draining Blow

When you hit a creature with a melee weapon attack, you can expend two arts dice to add a draining spell to your strike. Roll the expended arts dice and regain hit points equal to the roll result.

Frozen Lance

When you make a melee weapon attack roll against a creature, you can expend two arts die to envelope your weapon with a freezing aura. Add the expended arts dice to the attack roll. If the attack hits, your weapon deals additional cold damage equal to your Dexterity ability score.

Glowing Ember

As a bonus action, you can expend two arts dice to set your armor ablaze with a fiery aura. Roll the expended arts dice and gain temporary hit points equal to the total rolled.

While you have temporary hit points remaining that was gained with this ability, your melee weapon attacks deal additional fire damage equal to your Constitution modifier.

Ignis

When you hit a creature with a melee weapon attack, you can expend one arts die to bypass their defenses. Add the expended arts die to the attack's damage roll. This attack's damage ignores damage resistance (but not immunities).

Monster Breaker

When you make a melee weapon attack roll against a non-humanoid creature, you can expend two arts die to adapt the strike to their unique anatomy. Add the expended arts dice to both the attack roll and the attack's damage roll.

Shatter Slash

When you make a melee weapon attack roll against a creature, you can expend two arts die to focus your slash on breaking down their defenses. If the attack hits, add the expended arts dice to the attack's damage roll and decrease their AC by 2 (to a minimum of 10) until the end of your next turn. This effect can stack.

Soulblade

When you hit a creature with a melee weapon attack, you can expend one arts die to imbue magic into your strike. Add the expended arts die to the attack's damage roll. Choose between Psychic, Radiant, and Necrotic for the damage type of this attack instead.

Thunderclap

When you hit a creature with a melee weapon attack, you can expend two arts die to add explosive force to the attack. Add the expended arts dice to the attack's damage roll. The target must make a Strength saving throw with disadvantage. On a failed save, the target is knocked prone.

Vengeance

When a creature hits you with a melee attack, you can use your reaction to expend one arts die and make a melee weapon attack against the creature. If the attack hits, add the expended arts die to the attack's damage roll.

INTERMEDIATE | HERO

Swordmaster

A Sword in the Darkness

Requirements

  • Class: Myrmidon or Rogue

Class Gains

  • Weapons: Martial Swords
  • Gear: A Wo Dao

Promotions

  • Dread Fighter
  • Trueblade
The Swordmaster
Level Features Arts Known Arts Dice
7th Swordmaster Combat Arts +2 +3
9th Swordfaire
11th Supreme Astra
13th Swordsman's Soul +1 +1
18th Avoid +15 +1 +1

Wo Dao

Martial Sword (swordmasters only)

  • Cost: 1500 gp
  • Weight: 3 lbs
  • Damage: 1d8 slashing
  • Properties: Finesse, Versatile (1d10)

Wo Dao. A sword honed to a razor edge. A dangerous blade that can only be properly used by one who has dedicated their lives to the sword.

Wo Dao attacks score a critical hit on three more roll results. For example, on a 17, 18, 19, or 20 instead of just 20. This effect stacks with other similar effects.

Combat Arts

You unlock new combat arts that you can learn, listed in the "Swordmaster Combat Arts" section at the end of this class's section. The Arts Known column of your class table shows you how many Combat Arts you can learn in total. Each time you gain a level, you can replace one Combat Art you know with a different one that you are able to learn.

You cannot use more than one Combat Art on the same attack. For example, if you use an Art that activates when you make a weapon attack roll, you cannot also use a second Art that activates when you hit with that attack.

Arts Dice

Characters who use Combat Arts have Arts Dice, which are d8s. Combat Arts require Art Dice to use, and Arts Dice are expended once used. You regain all of your expended Arts Dice when you finish a short or long rest.

The Arts Dice column of your class table shows when you gain more Arts Dice. Each Combat Art specifies how many Arts Dice it uses.

Combat Arts Save DC

You use your Wisdom modifier when setting the saving throw DC for an Arte.

Combat Arts Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Swordfaire

At 9th level, you become an expert with using Swords.

When using swords, rapiers, scimitars, or similar weapons with a long bladed body, you gain a +1 bonus to your attack rolls. This bonus doubles against creatures wielding axes.

INTERMEDIATE | SWORDMASTER

Supreme Astra

At 11th level, your use of Combat Arts have culminated in the development of your ultimate finishing skill.

As an action, you can attack a single enemy five times. You cannot use combat arts with these attacks.

Once you use this feature, you must finish a long rest before you can use it again.

Swordsman's Soul

At 13th level, your spiritual bond with your sword and constant honing of it causes you to impart some of your spirit onto the blade, permanently transforming it into a weapon of power.

Choose a single sword currently in your possession, it becomes a +1 weapon. After another 2 years, it becomes a +2 weapon, and a +3 weapon after 4 total years. This weapon gains advantage on against any save that would destroy it or permanently damage it.

This improvement does not stack with a sword that is already a +1, +2, or +3 weapon, but will improve it if it is greater. (A +2 weapon will become a +3 weapon after 4 total years in your possession.)

Avoid +15

By 18th level, your grace while wielding a sword becomes unmatched. Your ability to dance around the battlefield grants you superior evasion.

While you are wielding a melee weapon in one hand and no other weapons or shields, your AC is increased by 3. You do not gain this benefit if you are shapeshifted.

Swordmaster Combat Arts

These are the combat arts you can learn as a Swordmaster.

Astra

When you hit a creature with a melee weapon attack, you can expend three arts die rain a flurry of strikes upon your target. Do not roll damage for your weapon attack. Instead, roll the expended arts dice 5 times, dealing damage equal to half of the rolled value each time (rounded down).

Destreza

When you make a melee weapon attack roll against a creature, you can expend two arts die to add killing accuracy to the attack. Add the expended arts dice to the attack roll. If the total attack roll to above 20, the attack is considered a critical hit regardless of the d20 roll result.

Draining Blow

When you hit a creature with a melee weapon attack, you can expend two arts dice to add a draining spell to your strike. Roll the expended arts dice and regain hit points equal to the roll result.

Firesweep

When you make a melee weapon attack roll against a creature, you can expend one arts die to focus on preventing counter attacks. Add the expended arts die to the attack roll. If the attack hits, the target creature has disadvantage on all of it's attacks against you until the end of your next turn.

Foudroyant

When you hit a creature with a melee weapon attack, you can use your reaction to expend two arts die and perform a second strike against the same creature. Make an attack against the hit creature as a reaction and add the expended arts die to both the attack roll and the attack's damage roll.

Ignis

When you hit a creature with a melee weapon attack, you can expend one arts die to bypass their defenses. Add the expended arts die to the attack's damage roll. This attack's damage ignores damage resistance and immunities.

Monster Breaker

When you make a melee weapon attack roll against a non-humanoid creature, you can expend two arts die to adapt the strike to their unique anatomy. Add the expended arts dice to both the attack roll and the attack's damage roll.

Quick Riposte

When a creature misses you with a melee attack, you can use your reaction to expend one arts die and make a melee weapon attack against the creature. If the attack hits, add the expended arts die to the attack's damage roll.

Soulblade

When you hit a creature with a melee weapon attack, you can expend one arts die to imbue magic into your strike. Add the expended arts die to the attack's damage roll. Choose between Psychic, Radiant, and Necrotic for the damage type of this attack instead.

Thunderclap

When you hit a creature with a melee weapon attack, you can expend two arts die to add explosive force to the attack. Add the expended arts dice to the attack's damage roll. The target must make a Strength saving throw with disadvantage. On a failed save, the target is knocked prone.

INTERMEDIATE | SWORDMASTER

Assassin

Angel of Death

Requirements

  • Class: Rogue or Dancer

Class Gains

  • Skills: Choose any one skill

Promotions

  • Trueblade
  • Ninja
The Assassin
Level Features Sneak Attack
7th Daggerfaire +1d6
9th Killing Style +1d6
11th Critical +25 +1d6
13th Target Observation +2d6
18th Lethality +2d6

Sneak Attack

You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

The amount of extra damage is show in the Sneak Attack column of the Assassin table, and increases as you gain levels in this class. If you already had Sneak Attack as a Rogue, this feature adds the amount of extra damage to it, it does not give you a second Sneak Attack each turn.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Daggerfaire

You become an expert with using Daggers.

When using daggers, short swords, or similar weapons that have both the Finesse and Light properties, you gain a +1 bonus to your attack and damage rolls.

Killing Style

At 9th level, you adopt a peculiar style of assassination techniques. Depending on your preference, choose one of the following killing styles to learn:

Elusive Killer

You are so evasive that attackers rarely gain the upper hand against you.

While you have taken no damage, no attack roll can have advantage against you.

Charming Killer

You prefer to operate in plain sight, striking at an enemy when they least expect it.

While you have taken no damage, you may perform a melee weapon attack against a creature that is not hostile towards you. This attack cannot miss, applies your Sneak Attack damage, and is automatically a critical hit.

Sadistic Killer

The act of killing has begun to bring you satisfaction in ways you never expected.

When you deal the killing blow against a creature, you regain hit points equal to 5 + your level.

INTERMEDIATE | ASSASSIN

Critical +25

Starting at 11th level, you can attempt to strike with critical precision with your attacks.

When you make a melee weapon attack roll against a creature, you may first roll a d4 die. On a 4, the attack automatically hits and is a critical attack. Otherwise, continue to perform the attack as normal.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Target Observation

Beginning at 13th level, you are able to learn details about your assassination targets to best prepare for a kill.

If you spend at least 10 minutes observing or interacting with another creature outside of combat, you learn that creature's weaknesses, resistances, and immunities if they have any. If you spend at least 1 hour, also learn if you know a piece of the creature's history or one of it's personality traits.

Lethality

By 18th level, your blades become such lethal weapons that stories of you strikes fear into those who would earn your ire.

Your attacks against a creature that has no more than half of its hit points left cannot miss.

Your attacks against a creature that has no more than a quarter of its hit points are automatically considered crticial attacks.

INTERMEDIATE | ASSASSIN

Songstress

The Show Must Go On

Requirements

  • Class: Dancer

Class Gains

  • Skills: Choose any one skill
  • Tools: Choose any one tool
  • Weapons: Martial Lances without the Heavy property
The Songstress

The Songstress does not promote further.

Level Features
Bardic Inspiration (2)
7th Cleric
9th Dance Style
11th Restorative Song
13th Voice of Peace
14th coming soon
15th coming soon
17th coming soon
18th The Goddess's Icon
20th coming soon

Bardic Inspiration (2)

The number of times you can use your Bardic Inspiration feature is increased by half of your level (rounded down).

Cleric

Your talent with magic has given you insight into the holy magics used by healers.

You can attune to and use staffs as if you were a healer.

Dance Style

At 9th level, you adopt a peculiar style of dance that improves the revitalizing power of your dance. Depending on your preference, choose one of the following Dances to learn:

Blaze Dance

A creature that receives your Revitalizing Dance feature adds an additional 1d8 to their weapon attack rolls until the end of its next turn.

Gale Dance

A creature that receives your Revitalizing Dance feature gains a +2 bonus to their AC and doubled movement speed until the end of its next turn.

Earth Dance

A creature that receives your Revitalizing Dance feature gains resistance to bludgeoning, piercing, and slashing damage until the end of its next turn.

Torrent Dance

A creature that receives your Revitalizing Dance feature gains advantage on all saving throws against magical effects until the end of its next turn.

Restorative Song

At 11th level, you learn to combine your dance performances with your singing to cast healing magics while performing.

Whenever you use your Bardic Inspiration or Revitalizing Dance feature, roll the expended Bardic Inspiration dice and the target creature restores hit points equal to the roll result.

Voice of Peace

At 13th level, your performances deters others from targeting you with their violence.

Whenever you use your Bardic Inspiration or Revitalizing Dance feature, creatures that can see and hear you will not directly target you with their attacks if they have any other possible targets until your next turn.

The Goddess's Icon

At 18th level, the goddess has noticed your dedication to your art and given you her personal blessings.

Whenever you fail a dice roll, you may rely upon your blessed luck to instead turn the roll into a success.

Once you use this feature, you must finish a long rest before you can use it again.

INTERMEDIATE | Ballistician
The Trickster
Level Features Bard Spells Known 4th 5th 6th 7th
7th Trickster's Hand +2 +1
9th +2 +1 +1
11th Trickster's Hand (2) +2 +1 +1 +1
13th +2 +1
18th Foul Play +2 +1 +1 +1

Trickster

Master of None

Requirements

  • Class: Dancer

Class Gains

  • Skills: Choose any one skill

Promotions

  • Ninja
  • Mortal Savant

Trickster's Hand

You learn the Mage Hand cantrip if you do not already have it.

When you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves’ tools to pick locks and disarm traps at range.
  • You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

Trickster's Hand (2)

Starting at 11th level, your control over your spectral hand becomes so skillful that you can the following capabilities with it:

  • Your mage hand will vanish if it is more than 60 feet away from you, rather than 30 feet away.
  • As a bonus action, you can move your mage hand up to 30 feet.
  • As a bonus action, you can use your mage hand to take the help action.
  • You can cast spells that have a somatic component with your Mage Hand, casting the spell as if it was casted from the position of the Mage Hand.

Foul Play

By 18th level, your trickery has culminated in your greatest trick, Foul Play.

As a bonus action, you can swap locations with your mage hand or a creature that your mage hand is touching and is equal to your size or smaller.

You can use this feature a number of times equal to your Chrisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

INTERMEDIATE | TRICKSTER

PART VI

Magic Classes

Magic Classes of Fire Emblem

Healer

Kindness in all Things

The Healer
Level Prof Bonus Features
1st +2 Staff Proficiency
2nd +2 Beginner Class
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3 Intermediate Class
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Advanced Class
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Class Features

As a healer, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light Armor
  • Weapons: None
  • Tools: Herbalism Kit and any one tool

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose three from Arcana, History, Nature, Religion, Insight, Medicine, Perception, Performance, and Persuasion

Equipment

You start with the following equipment:

  • a Healing Staff and a Guide Staff
  • (a) Light Staff or (b) Slow Staff
  • (a) a priest’s pack or (b) an explorer’s pack

Promotions

  • Monk
  • Priest

STARTING | HEALER

Staff Proficiency

You are practiced with magical Staffs and the art of healing. As a healer, you can attune to Staffs and channel the magic powers inscribed into them.

There are many types of Staffs, but the vast majority of them have complex magics and can only be used by experienced healers, which are represented by it's level requirements.

All Staffs have a number of charges that they can store to channel their magic. A Staff recovers all of it's charges after spending 8 hours in the presence of a resting healer attuned to it. As an action, a healer can channel the power stored within a Staff to activate it's effects, expending charges of the Staff's power in the process.

Your familiarity with staffs allow you to attune to 1 additional magic item as long as it is a staff.

Attunement

Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it.

An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three Magic Items at a time. (DMG pg 136)

Spellcasting Ability

Wisdom is your spellcasting ability for your staff magic and spells, as you draw your power from instinct rather than study.

You use your Wisdom whenever a staff or spell effect refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a staff effect and when making an ranged spell attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Staffs

You can find a place to purchase Staff in most major cities, but they are very uncommon in outskirt towns or small villages.

Switching Weapons

You can swap to a different weapon before using it as a free action, but not after.

Healing Staff

Staff, uncommon (requires attunement by a healer)

  • Cost: 250 gp
  • Charges: 8
  • Requirement: 1st level

Healing Staff. The most basic of magical staffs for a healer, you will rarely find a healer without one.


  • Casting Time: 1 action
  • Range: 5 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

A creature within range other than yourself regains hit points equal to 1d4 + your Wisdom modifier.

Guide Staff

Staff, uncommon (requires attunement by a healer)

  • Cost: 150 gp
  • Charges: 5
  • Requirement: 1st level

Guide Staff. A staff used by Healers to help patients regain skills. Sometimes used to help craftsmen for a fee.


  • Casting Time: 1 action
  • Range: 5 feet
  • Charge Cost: 1 charge
  • Duration: 1 minute (requires concentration)

You grant a calming energy to a creature other than yourself, granting it improved focus. Until the effect ends, the target adds a d4 to all ability checks.

Slow Staff

Staff, uncommon (requires attunement by a healer)

  • Cost: 150 gp
  • Charges: 5
  • Requirement: 1st level

Slow Staff. A low level staff designed for self defense. Traveling healers often carry one just in case.


  • Casting Time: 1 attack
  • Range: 30 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

You create a wave of dulling energy that pushes at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage, and it's movement speed is halved until the end of it's next turn.

STARTING | HEALER

Light Staff

Staff, uncommon (requires attunement by a healer)

  • Cost: 100 gp
  • Charges: 8
  • Requirement: 1st level

Light Staff. Creates a small light show that is both useful and beautiful. A common tool for giving sermons.


  • Casting Time: 1 action
  • Range: 60 feet
  • Charge Cost: 1 charge
  • Duration: 1 hour

You create up to five torch-sized lights within range, making them appear as flames or glowing orbs that hover in the air for the duration. Each light sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The lights can follow you or hover in a designated spot. A light must be within 20 feet of another light created by this spell or it will wink out.

Mending Staff

Staff, rare (requires attunement by a healer)

  • Cost: 300 gp
  • Charges: 5
  • Requirement: 3rd level

Mending Staff. The superior counterpart to the Healing Staff. It is commonly used by more experienced healers.


  • Casting Time: 1 action
  • Range: 15 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

A creature within range other than yourself regains hit points equal to 2d4 + your Wisdom modifier.

Rescue Staff

Staff, rare (requires attunement by a healer)

  • Cost: 1000 gp
  • Charges: 3
  • Requirement: 3rd level

Rescue Staff. Many heroes owe their lives to a healer simply due to this staff.


  • Casting Time: 1 action
  • Range: 60 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

You teleport an willing creature you can see to an unoccupied space within 5 feet of you.

Gravity Staff

Staff, rare (requires attunement by a healer)

  • Cost: 400 gp
  • Charges: 4
  • Requirement: 3rd level

Gravity Staff. A powerful staff capable of amplifying gravity, allowing you to halt attackers in their place.


  • Casting Time: 1 action
  • Range: 60 feet
  • Charge Cost: Up to your Wisdom Modifier
  • Duration: Instantaneous

You amplify the effects of gravity on a creature you can see within range. The target must succeed on a Strength saving throw or fall prone.

For each charge spent above 1, you can target an additional creature you can see within 15 feet of the original target.

Fortify Staff

Staff, uncommon (requires attunement by a healer)

  • Cost: 500 gp
  • Charges: 5
  • Requirement: 3rd level

Fortify Staff. A staff used by Healers to ward off danger.


  • Casting Time: 1 action
  • Range: 15 feet
  • Charge Cost: Up to your Wisdom Modifier
  • Duration: 1 minute (requires concentration)

You grant a fortifying energy to yourself or a willing creature, granting them improved resilience. Until the effect ends, the target adds a d4 to all saving throws.

For each charge spent above 1, you can target an additional creature you can see within 15 feet of the original target.

STARTING | HEALER

Physic Staff

Staff, rare (requires attunement by a healer)

  • Cost: 800 gp
  • Charges: 5
  • Requirement: 5th level

Physic Staff. A Mending Staff designed with an amplifying focus to greatly extend it's effective range.


  • Casting Time: 1 action
  • Range: 60 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

A creature within range other than yourself regains hit points equal to 2d4 + your Wisdom modifier.

Warp Staff

Staff, rare (requires attunement by a healer)

  • Cost: 1000 gp
  • Charges: 3
  • Requirement: 5th level

Warp Staff. An versatile and useful staff, cunning tacticians know how valuable it is to have one on your side.


  • Casting Time: 1 action
  • Range: 5 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

You enwrap an willing creature with a glowing magic circle. Teleport the target creature up to 60 feet to an unoccupied space that you can see.

Unlock Staff

Staff, very rare (requires attunement by a healer)

  • Cost: n/a
  • Charges: 5
  • Requirement: 5th level

Unlock Staff. Originally developed by the church during its campaign against slavery, these staffs are only rewarded to trusted members to ensure remains out of evil hands.


  • Casting Time: 1 action
  • Range: 15 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

Target a mundane lock or blocking contraption to reverse it's state of being to a point when it did not prevent access.

Pain Staff

Staff, rare (requires attunement by a healer)

  • Cost: 600 gp
  • Charges: 4
  • Requirement: 5th level

Pain Staff. By reversing the flow of healing energy, you can cause wounds to worsen rather than heal. A wicked sort of magic reserved only for self defense in extreme situations.


  • Casting Time: 1 attack
  • Range: 60 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

The target must succeed on a Constitution saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 2d8 necrotic damage.

Barrier Staff

Staff, very rare (requires attunement by a healer)

  • Cost: 600 gp
  • Charges: 4
  • Requirement: 5th level

Barrier Staff. An important staff for any front line healers. Preventing damage is often preferable to repairing it.


  • Casting Time: 1 action
  • Range: 30 feet
  • Charge Cost: Up to your Wisdom Modifier
  • Duration: Instantaneous

You create a magical barrier around yourself or a willing creature to soften incoming blows. The target gains 10 temporary hit points that last for 1 minute.

For each charge spent above 1, you can target an additional creature you can see within 15 feet of the original target.

STARTING | HEALER

Speed Staff

Staff, rare (requires attunement by a healer)

  • Cost: 1500 gp
  • Charges: 3
  • Requirement: 7th level

Speed Staff. A combat support staff capable of granting allies incredible swiftness


  • Casting Time: 1 action
  • Range: 15 feet
  • Charge Cost: 1 charge
  • Duration: 1 Instantaneous

You grant a creature within range other than yourself a temporary magical enhancement.

Until the end of that creature's next turn, it's speed is doubled, it gains a +2 bonus to AC, and it has advantage on Dexterity saving throws.

Strength Staff

Staff, rare (requires attunement by a healer)

  • Cost: 1500 gp
  • Charges: 3
  • Requirement: 7th level

Strength Staff. A combat support staff that increases the power of an ally's swings.


  • Casting Time: 1 action
  • Range: 15 feet
  • Charge Cost: 1 charge
  • Duration: 1 Instantaneous

You grant a creature within range other than yourself a temporary magical enhancement.

Until the end of that creature's next turn, it gains a +2 bonus to weapon attack and damage rolls using Strength and has advantage on Strength saving throws.

Freeze Staff

Staff, very rare (requires attunement by a healer)

  • Cost: 1800 gp
  • Charges: 3
  • Requirement: 9th level

Freeze Staff. An advanced staff created for healers to defend themselves on the battlefield. Allows a healer to encase their attackers in a layer of ice, allowing them to escape from harm.


  • Casting Time: 1 action
  • Range: 60 feet
  • Charge Cost: Up to your Wisdom Modifier
  • Duration: 1 minute (requires concentration)

Target a creature you can see within range. The target must succeed on a Constitution saving throw or be encased in ice and Restrained for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, they break free from the ice.

For each charge spent above 1, you can target an additional creature you can see within 15 feet of the original target.

Entrap Staff

Staff, very rare (requires attunement by a healer)

  • Cost: 1800 gp
  • Charges: 3
  • Requirement: 9th level

Entrap Staff. An advanced staff created for healers to help capture criminals without needing to resort to violence. Usually used when a healer is asked to help the law enforcement.


  • Casting Time: 1 action
  • Range: 15 feet
  • Charge Cost: 1 charge
  • Duration: 1 Instantaneous

Target a creature you can see within range. The target must succeed on a Wisdom saving throw or be teleported to an unoccupied space within 5 feet of you.

STARTING | HEALER

Catharsis Staff

Staff, rare (requires attunement by a healer)

  • Cost: 2500 gp
  • Charges: 5
  • Requirement: 11th level

Catharsis Staff. The greatest of the staffs of healing, Catharsis staffs are powerful but difficult to channel properly.


  • Casting Time: 1 action
  • Range: 15 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

A creature within range other than yourself regains hit points equal to 4d4 + your Wisdom modifier.

Berserk Staff

Staff, very rare (requires attunement by a healer)

  • Cost: n/a
  • Charges: 3
  • Requirement: 11th level

Berserk Staff. A staff created with cruel dark magic that descends those around it into madness. Its use is banned by the church.


  • Casting Time: 1 action
  • Range: 60 feet
  • Charge Cost: Up to your Wisdom Modifier
  • Duration: 1 minute (requires concentration)

Target a creature you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed this way, it will frantically move towards and attack the closest creature it can sense.

At the end of each of its turns, the target can make another Wisdom saving throw. On a success, they break free from the spell

For each charge spent above 1, you can target an additional creature you can see within 15 feet of the original target.

Hammerne Staff

Staff, legendary (requires attunement by a healer)

  • Cost: n/a
  • Charges: 5
  • Requirement: 13th level

Hammerne Staff. A staff imbuned with the blessings of the divine, Hammerne Staffs are treasures that take many years to craft, and are typically housed at notable cathedrals or loaned for important causes.


  • Casting Time: 1 action
  • Range: 5 feet
  • Charge Cost: Up to 3 charges
  • Duration: 24 hours

You transfer the blessings of the divine from the staff into a weapon you can touch. Until the effect ends, the weapon becomes a magic weapon that deals radiant damage.

For each charge spent, grant the weapon a +1 bonus to attack and damage rolls made with it.

Goddess Staff

Staff, legendary (requires attunement by a healer)

  • Cost: n/a
  • Charges: 1
  • Requirement: 13th level

Goddess Staff. A staff blessed by the goddess herself, these staffs are treated as sacred treasures and only given to those in the highest regard. The healing powers of this staff does not differentiate between friend and foe, blessing all within it's light equally.


  • Casting Time: 1 action
  • Range: 60 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

You create a healing light above you that brings warmth to all that it touches. All living creatures that is touched by the light within range is washed over with healing energy, regaining hit points equal to your wisdom modifier x 20.

STARTING | HEALER

Pupil

A Life Studying Magic

The Pupil
Level Prof Bonus Features
1st +2 Tome Proficiency
2nd +2 Beginner Class
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3 Intermediate Class
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Advanced Class
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Class Features

As a Pupil, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light Armor
  • Weapons: None
  • Tools: Alchemist's supplies and any one tool

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose three from Arcana, History, Nature, Religion, Insight, Medicine, Perception, Performance, and Persuasion

Equipment

You start with the following equipment:

  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A Fire, Thunder, and Wind tome

Promotions

  • Dark Mage
  • Mage

STARTING | PUPIL

Tome Proficiency

As a novice magician, you are practiced with magical tomes. As a Pupil, you can attune to tomes and decipher the magic powers inscribed into them to cast basic spells.

There are many types of Tomes, but pupils start their journey with the very basics of Anima magic. There are more powerful Tomes with sophisticated arcane magics within, but they require great mastery of magic to be deciphered and understood. This is represented by a Tome's level requirements.

All Tomes have a number of charges that they can store as magic to be expelled. A Tome recovers all of it's charges after spending 8 hours in the presence of a resting pupil attuned to it. As an action, a pupil can navigate the magic powers stored within a Tome to activate it's effects, expending charges of the Tome's power in the process.

Your familiarity with tomes allow you to attune to 1 additional magic item as long as it is a tome.

Attunement

Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it.

An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three Magic Items at a time. (DMG pg 136)

Spellcasting Ability

Intelligence is your spellcasting ability for your tome magic and spells, as your magic is fueled by the depth of your knowledge and understanding.

You use your Intelligence whenever a tome or spell effect refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tome effect and when making an ranged spell attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Tomes

You can find a place to purchase Tomes in most major cities, but they are very uncommon in outskirt towns or small villages.

Switching Weapons

You can swap to a different weapon before using it as a free action, but not after.

Fire Tome

Tome, uncommon (requires attunement by a Pupil)

  • Cost: 125 gp
  • Charges: 5
  • Requirement: 1st level

Fire Tome. A basic anima spell conjuring fire.


  • Casting Time: 1 action
  • Range: 60 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

You hurl a ball of fire at a target you can see within range. On a hit, the target takes 1d12 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Thunder Tome

Tome, uncommon (requires attunement by a Pupil)

  • Cost: 125 gp
  • Charges: 5
  • Requirement: 1st level

Thunder Tome. A basic anima spell that summons lightning.


  • Casting Time: 1 action
  • Range: 30 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

You summon a bolt of lighting onto a target you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d10 lighting damage. If the target is wearing heavy armor made of metal, it takes an additional 1d10 damage.

Wind Tome

Tome, uncommon (requires attunement by a Pupil)

  • Cost: 125 gp
  • Charges: 5
  • Requirement: 1st level

Wind Tome. A basic anima spell that creates a blade of wind.


  • Casting Time: 1 action
  • Range: 120 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

You manifest a blade of wind and hurl it at a target you can see within range. On a hit, the target takes 1d8 force damage. If the target has a flying speed and is at least 30 feet above the ground, it takes an additional 1d8 force damage and is knocked prone.

STARTING | PUPIL

Elfire

Tome, rare (requires attunement by a Pupil)

  • Cost: 250 gp
  • Charges: 4
  • Requirement: 5th level

Elfire. An potent anima spell conjuring flames


  • Casting Time: 1 action
  • Range: 60 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

You create a small explosion of flames on a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 fire damage. If the target creature is wearing flammable clothing, it loses it's reaction patting down the flames.

Elthunder

Tome, rare (requires attunement by a Pupil)

  • Cost: 250 gp
  • Charges: 4
  • Requirement: 5th level

Elthunder. A potent anima spell that summons more thunder.


  • Casting Time: 1 action
  • Range: 30 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

You summon a crashing set of lighting bolts onto a target you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d10 Lighting damage. If the target is wearing heavy armor made of metal, it automatically fails the save.

Elwind

Tome, rare (requires attunement by a Pupil)

  • Cost: 250 gp
  • Charges: 4
  • Requirement: 5th level

Elwind. A potent anima spell that creates many blades of wind.


  • Casting Time: 1 action
  • Range: 120 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

You conjur a cage of wind blades in the air around a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 force damage. If the target has a flying speed and is at least 30 feet above the ground, it takes an additional 2d8 damage and is knocked prone.

STARTING | PUPIL

Meteor

Tome, rare (requires attunement by a Pupil)

  • Cost: 1200 gp
  • Charges: 3
  • Requirement: 10th level

Meteor. High level anima magic that conjurs flaming spheres to rain upon your enemies.


  • Casting Time: 1 action
  • Range: 60 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

You summon at least half a dozen flaming spheres above you and rain them down upon a target within range. The target must make a Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one.

Bolting

Tome, rare (requires attunement by a Pupil)

  • Cost: 1500 gp
  • Charges: 3
  • Requirement: 10th level

Bolting. High level anima magic that brings down a single large concentrated strike of lighting from afar.


  • Casting Time: 1 action
  • Range: 150 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

You summon a huge crashing bolt of lighting onto a target you can see within range. The target must make a Dexterity saving throw, taking 3d10 lighting damage on a failed save, or half as much damage on a successful one. If the target is a dragon or is wearing heavy armor made of metal, it takes an additional 3d10 lightning damage.

Blizzard

Tome, rare (requires attunement by a Pupil)

  • Cost: 1800 gp
  • Charges: 3
  • Requirement: 10th level

Blizzard. High level anima magic that creates a concentrated storm rageing with high speed hail.


  • Casting Time: 1 action
  • Range: 90 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

You call forth a concentrated storm in an area you can see within range. Each creature in a 5-foot-radius sphere must succeed on a Dexterity saving throw or take 3d6 ice and 3d6 force damage. Creatures that have a flying speed and are at least 30 feet above the ground have disadvantage on this saving throw and are knocked prone on a failed save.

STARTING | PUPIL
The Monk

Primary Abilities: Wisdom, Strength, Constitution

Level Features 1st 2nd 3rd 4th 5th
Physical Faith, Hardened Faith
2nd Spellcasting, Divine Smite +2
3rd Turn the Terrors, Extended Barrier +1
5th Extra Attack +1 +2
6th Destroy Terrors
7th +1
9th +2
10th Aura of Courage
11th +1
13th +1
15th +1
17th +1 +1
19th +1

Monk

The Bane of Terrors

Requirements

  • Class: Healer
  • Abilities: Str 12 and Con 12

Class Gains

  • Weapons: Simple Weapons
  • Gear: A Monk's Staff
  • Skills: Choose one from Athletics, Acrobatics, Investigation, Nature, Animal Handling, Insight, Medicine, Perception, Survival, Intimidation, and Persuasion

Promotions

  • War Monk
  • Troubadour

BEGINNER | MONK

Hardened Monk Staff

Staff, uncommon (requires attunement by a Monk)

  • Cost: 150 gp
  • Charges: 15
  • Requirement: 2nd level

Monk's Staff. An hardened staff imbuned with defensive magic and designed for close quarters combat.


  • Damage: 1d8 bludgeoning
  • Properties: Versatile (1d10)

When you are hit by an attack, you can use your reaction to expend a number of charges up to your Wisdom modifier (minimum of one) to gain +1 AC per expended charge against that single attack.

Physical Faith

Your physical training has combined with your magical discipline to form a a constant barrier around yourself that can easily brush off incoming attacks.

while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Constitution modifier. You do not gain this benefit if you are shapeshifted.

Hardened Faith

Your hit points is increased by your Wisdom modifier per level.

Spellcasting

You have learned to draw on divine magic through meditation and prayer to cast spells on the Paladin Spell List. See Spells Rules for the general rules of spellcasting.

Preparing Spells

You are able to cast any spell from the Paladin Spell List. However, you can only prepare a certain number of spells to be accessible to you at any given time. You may prepare a number of spells equal to your Wisdom modifier + your level. The spells must be of a level for which you have spell slots.

You can change your list of prepared spells by spending time in meditation for 15 minutes.

Spell Slots

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

For example, if you are a 5th-level monk, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include seven spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

Divine Smite

When you hit a creature with a melee attack using Strength, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. The damage increases by 1d8 if the target is an undead, monstrosity or a fiend.

Turn the Terrors

At 3rd level, you can use an action to raise your staff and speak a prayer to the goddess to censure the terrors. Each fiend, monstrosity or undead that can see or hear you within 45 feet of you must make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

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

Once you use this feature, you must finish a short or long rest before you can use it again.

Extended Barrier

At 3rd Level, your control of the defensive magic in your Monk Staff improves enough to allow you to extend it's protection to your allies.

As a bonus action, you can expend a number of charges up to your Wisdom modifier (minimum of one) of your Hardened Monk Staff to grant +1 AC per expended charge to you and a single target creature within 30 feet of you.

Extra Attack

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

Destroy Terrors

At 6th level, when an fiend, monstrosity or undead fails its saving throw against your Turn the Terrors feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Terrors table.

Character Level Destroys Terrors of CR
6th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Aura of Courage

At 10th, you have braved the battlefield enough to always radiate an aura of courage. You and friendly creatures within 30 feet of you can’t be frightened while you are conscious. A creature that is already frightened is unaffected by your aura.

BEGINNER | MONK
The Priest

Primary Abilities: Wisdom, Intelligence, Charisma

Level Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Healtouch
2nd Spellcasting, Cantrips, Warding Light +3
3rd Voice of Reason, Miracle +1 +2
4th +1
5th Extended Staff Range +2
6th Staff Mastery +1
7th +1
8th +1
9th +1 +1
10th Divine Intervention +1
11th +1
13th +1
15th +1
17th +1
19th +1
20th +1

Priest

Dedicated to Healing

Requirements

  • Class: Healer
  • Skills: Medicine

Class Gains

  • Tools: Choose any one Artisan’s tools
  • Skills: Choose two from Arcana, History, Nature, Religion, Insight, Animal Handling, Perception, Performance, and Persuasion

Promotions

  • Troubadour
  • Bishop

BEGINNER | PRIEST

Healtouch

You have dedicated yourself to studying the inner workings of healing magic. Whenever you use a staff or spell to restore hit points to a creature, the creature regains additional hit points equal to twice your Intelligence modifier.

Spellcasting

You have learned to draw on divine magic through meditation and prayer to cast spells on the Cleric Spell List. See Spells Rules for the general rules of spellcasting.

Cantrips

You know four cantrips of your choice from the Cleric Cantrip List.

Preparing Spells

You are able to cast any spell from the Cleric Spell List. However, you can only prepare a certain number of spells to be accessible to you at any given time. You may prepare a number of spells equal to your Wisdom modifier + your level. The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Spell Slots

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

For example, if you are a 3rd-level priest, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

Voice of Reason

At 3rd level, your experience as a healer allows others to easily understand your compassion. You may add your Intelligence modifier to your persuasion checks.

Miracle

At 3rd level, you are protected by the goddesses blessing, granting you protection from death. The first time you would drop to 0 hit points as a result of taking damage, you instead drop to 1 hit point.

Alternatively, if you are subjected to an effect that would kill you instantaneously without dealing damage, that effect is instead negated.

Once you use this feature, you must finish a long rest before you can use it again.

Warding Light

At 5th level, your mastery of staff magic has taught you how to quickly expend the charges of a staff for self defense.

When you are attacked by a creature within 30 feet of you that you can see, you can expend 1 charge of a staff you are wielding as a reaction to discharge a bright flare of light in front of your attack, imposing disadvantage on the attack roll. An attacker that can’t be blinded is immune to this feature.

Staff Mastery

At 6th level, your study of staff magics allow you to channel their effects much more quickly.

You can activate a staff's magic as a bonus action if the staff's Casting Time is normally 1 Action and it's Duration is Instantaneous. However, this requires you to expend twice the amount of charges as normal.

Divine Intervention

At 10th level, you can call on the goddess to intervene on your behalf when your need is great.

Imploring the goddess's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your level + your Charisma modifier, your deity intervenes. The DM chooses the nature of the intervention, such as the effect of a powerful spell or something more specific to the situation.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

BEG | PRIEST
The Dark Mage

Primary Abilities: Intelligence, Constitution

Level Features Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Ancient Language
2nd Spellcasting, Hearth of Shadows +4 (4) +3
3rd Magic of Shadows, Transferance +2 (6) +1 +2
4th +1 (7) +1
5th +2 (9) +2
6th Enthralling Undead +1 (10) +1
7th +2 (12) +1
8th +1 (13) +1
9th +2 (15) +1 +1
10th Hexing Aura, Dark Magic Mastery +1 (16) +1
11th +2 (18) +1
13th +1 (19) +1
15th +1 (20) +1
17th +1 (21) +1
19th +2 (23) +1
20th +2 (25) +1

Dark Mage

Embraced by the Shadows

Requirements

  • Class: Pupil

Class Gains

  • Tools: Choose any one Artisan’s tools
  • Gear: A Miasma Tome
  • Skills: Choose one from Stealth, Arcana, Investigation, History, Insight, Animal Handling, Deception, and Intimidation

Promotions

  • Warlock
  • Druid

BEGINNER | DARK MAGE

Ancient Language

You have deciphered ancient language of dragons. You can speak the language and use it to leave hidden messages for other capable dark magi such as yourself. You and others who know it automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting

As a student of arcane magic, you have discovered the knowledge of spellcasting, being able to learn spells on the Wizard Spell List. See Spells Rules for the general rules of spellcasting.

Spell Slots

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

For example, If you know the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot.

Spells Known

You know four 1st-level spells of your choice from the wizard spell list.

The Spells Known column of the Dark Mage table shows when you learn more wizard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.

Hearth of Shadows

For a Dark Mage, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the dragon gods to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +10 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Magic of Shadows

At 3rd level, your study of shadow magic has ingrained them deeply within your mind.

You learn the Darkness, Darkvision, Pass Without Trace, and Silence spells. These spells cannot be swapped out for a different spell when you gain levels and do not count against your spells known as a Dark Mage.

BEGINNER | DARK MAGE

Transferance

At 4th level, the energy of a creature's soul as it leaves it's body becomes visible to you as magical energy.

When a creature within 60 feet of you that you can see dies, you can use your reaction to convert it's soul into healing energy. Target yourself or a willing living creature you can see within 15 feet of the dying creature, they regain hit points equal to 1d4 x your Constitution modifier (minimum of one).

Enthralling Undead

At 6th level, your study of dark magic has finally broken through the secrets of animating undead terrors. You learn the spell animate dead if you haven't already. This spell cannot be swapped out for a different spell when you gain levels and do not count against your spells known as a Dark Mage.

When you cast Animate Dead, you can create Bonewalkers using a humanoid skeleton and Revenants using a humanoid corpse instead of regular skeletons and zombies.

These terrors have abilities that scale with the level of the spell slot used to cast Animate Dead (minimum of 3).

You can only animate and maintain control over undead created with this feature equal to your Constitution modifier (minimum of one).

Hexing Aura

At 10th level, the dark magic coursing through you leaks out like a terrifying aura, freezing those too close to you.

Attacks have advantage against creatures within 5 feet of you. A creature immune to being frightened is not affected by this feature. This aura does not differentiate between friend and foe.

Dark Magic Mastery

At 10th level, your mastery of Dark magic allow you to treat the living and undead the same.

Whenever an ability asks you to target a living creature, you can instead target an undead creature.


Bonewalker

Medium Undead, Neutral Evil


  • Armor Class 8 + (spell level)
  • Hit Points (spell level) x 6
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 15 (+2) 6 (-2) 8 (-1) 3 (-4)

  • Damage Vulnerabilities Bludgeoning, Radiant, Thunder
  • Damage Resistances Slashing, Piercing
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Frightened
  • Senses Darkvision 60ft., Passive Perception 9
  • Languages Understands common but can't speak

Enthralling Undead. The Bonewalker adds your proficiency bonus to it's saving throw and weapon attack rolls.

Actions

Multiattack. The Bonewalker makes 2 attacks if (spell level) is 5 or higher.

Rusted Sword. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d8 + (spell level) slashing damage

Shortbow. Ranged Weapon Attack: +1 to hit, range 80/320 ft., one target. Hit: 1d6 + (spell level) piercing damage


Revenant

Medium Undead, Neutral Evil


  • Armor Class 5 + (spell level)
  • Hit Points (spell level) x 10
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 3 (-4)

  • Damage Vulnerabilities Fire, Cold, Radiant
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Frightened
  • Senses Darkvision 60ft., Passive Perception 8
  • Languages Understands common but can't speak

Enthralling Undead. The Revenant adds your proficiency bonus to it's saving throw and weapon attack rolls.

Actions

Multiattack. The Bonewalker makes 2 attacks if (spell level) is 5 or higher.

Putrid Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 + (spell level) slashing damage, and the creature must succeed on a Constitution saving throw against your spell save DC or be poisoned until the end of it's next turn.

BEGINNER | DARK MAGE

Miasma

Tome, rare (requires attunement by a Dark Mage)

  • Cost: 300 gp
  • Charges: 5
  • Requirement: 2nd level

Miasma. A basic dark spell. The negative energy it radiates tend to scare away most pupils.


  • Casting Time: 1 action
  • Range: 90 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

Deal 1d6 necrotic damage to yourself or a willing living creature you can see within range. You gather the life energy you've extracted this way to launch it as a wave of negative energy at a foe you can see within range. On a hit, the target takes 4d6 necrotic damage.

Flux

Tome, rare (requires attunement by a Dark Mage)

  • Cost: 500 gp
  • Charges: 4
  • Requirement: 5th level

Miasma. A potent dark spell. The cost of using it is often too great for most to handle.


  • Casting Time: 1 action
  • Range: 90 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

Deal 1d12 necrotic damage to yourself or a willing living creature you can see within range. You gather the life energy you've extracted this way to summon an orb of darkness that creeps up on a foe you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 4d12 necrotic damage.

Swarm

Tome, rare (requires attunement by a Dark Mage)

  • Cost: 800 gp
  • Charges: 3
  • Requirement: 7th level

Swarm. Summons a swarm of spectral creatures to harrow enemies, the spectres can take on a number of different forms depending on the caster.


  • Casting Time: 1 action
  • Range: 150 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

You conjur a swarm of spectres and launch them at a creature you can see within range. The spectres can be a swarm of bats, rats, or any number of small creatures. On a hit, the target takes 4d10 necrotic damage.

Fenrir

Tome, very rare (requires attunement by a Dark Mage)

  • Cost: 1500 gp
  • Charges: 2
  • Requirement: 9th level

Fenrir. An incredibly mighty tome that only those who have dived into the deepest understanding of dark magic can use. Unleashes spirits that demand violence and can pose a risk to it's user and those around them.


  • Casting Time: 1 action
  • Range: 90 feet
  • Charge Cost: 1 charge
  • Duration: Instantaneous

You mark a creature you can see within range. The hatred of 8 ancient and malicious spirits appear surrounding the target in a ring of flames that closes in on the target with a cold hatred. The target must make a Dexterity saving throw. On a failed save, the target takes 8d8 necrotic damage. A target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. On a successful save, you or a willing living creature you can see within range must also take 2d8 necrotic damage.

BEGINNER | DARK MAGE
The Mage

Primary Abilities: Intelligence, Wisdom

Level Features Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Fiendish Blow
2nd Spellcasting, Cantrips +4 (4) +3
3rd Magic Discipline Style +2 (6) +1 +2
4th +1 (7) +1
5th +2 (9) +2
6th Tome Mastery +1 (10) +1
7th +2 (12) +1
8th +1 (13) +1
9th +2 (15) +1 +1
10th Flare +1 (16) +1
11th +2 (18) +1
13th +1 (19) +1
15th +1 (20) +1
17th +1 (21) +1
19th +2 (23) +1
20th +2 (25) +1

Mage

Master of the Elements

Requirements

  • Class: Pupil

Class Gains

  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Promotions

  • Shaman
  • Sage

BEGINNER | MAGE

Fiendish Blow

Your study of anima magic has granted you an instinctual command over them. You can add your Wisdom modifier to the damage rolls of spells and tome magic you cast.

Spellcasting

As a student of arcane magic, you have discovered the knowledge of spellcasting, being able to learn spells on the Wizard Spell List. See Spells Rules for the general rules of spellcasting.

Spell Slots

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

For example, If you know the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot.

Spells Known

You know four 1st-level spells of your choice from the wizard spell list.

The Spells Known column of the Mage table shows when you learn more wizard spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.

Cantrips

You know four cantrips of your choice from the Wizard Cantrip List.

Magic Style

At 3rd level, you adopt a particular style of magic as your specialty. Depending on the focus of your arcane studies, choose one of the following styles to learn:

Controlled Style

Your study of spells has manifested the ability to shape the elements you conjure through mental imagery, allowing you to create pockets of safety within the effects of your larger spells.

When you cast an spell that affects more than one creature that you can see, you can choose a number of them equal to your Wisdom modifier (minimum of one) to remain untouched by your spell. The chosen creatures suffer no damage nor negative effects from your spell.

Defensive Style

Your study of spells has manifested the ability to weave magic around yourself for protection, creating a magical ward on yourself that can absorb damage.

You always have an Defensive Ward around you. The ward has a hit point maximum equal to twice your level + your Wisdom modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

Whenever you cast a spell that would target yourself or a willing creature, your Defensive Ward gains a number of hit points equal to twice the level of the spell slot used. At the end of a long rest, your abjuration ward gains a number of hit points equal to your level + your Wisdom modifier.

Efficient Style

Your study of spells has manifested the ability to recapture the energy spent casting your spells.

When you cast a spell that has a duration of 1 minute or longer, or when you cast a spell that requires concentration, you can use your action end the spell prematurely or end your concentration to recover the spell slot spent to cast the spell. The level of the recovered spell slot cannot exceed your Wisdom modifier (minimum of one).

Tome Mastery

At 6th level, you've read your anima tomes so frequently that you've practically memorized their contents, allowing you to activate an anima tome's magic much more quickly.

You can activate a tome's magic as a bonus action if the tome's Casting Time is normally 1 Action and it's Duration is Instantaneous.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Flare

At 10th level, you learn a powerful technique for amplifying your anima magic with light magic. When you cast a spell that requires it's targets to make a saving throw, you can impose disadvantage on each creature's saving throw. For each creature that fails their save, you restore 1d10 hit points.

Once you use this feature, you must finish a long rest before you can use it again.

BEGINNER | MAGE

War Monk

No Peace in War

Requirements

  • Class: Monk

Class Gains

  • Weapons: Martial Axes
  • Skills: Choose one from Athletics, Acrobatics, Investigation, Nature, Insight, Medicine, Perception, Survival, Intimidation, and Persuasion

Promotions

  • Mortal Savant
  • Holy Knight

Staffsense

You can expend charges of staffs without needing to wield them in your hands as long as they are attuned to you and within 5 feet of you.

Bowbreaker

You have resistance to damage from non-magical ranged attacks.

The War Monk
Level Features
7th Staffsense, Bowbreaker
9th Oath Style
11th Oath Style (2)
13th Axefaire
18th Divine Judgement

Oath Style

At 9th level, you adopt a peculiar style of oaths to follow to guide you through your life, through the good and the bad. Depending on your beliefs, choose one of the following oaths to uphold and sets of spells to learn.

These spells are always prepared for you and do not count against the number of spells you have prepared.

Oath of Clarity

You pledge to uphold an oath of clarity, vowing to seek truth in all matters.

You learn the Detect Magic, Identify, Detect Thoughts, See Invisibility, and Clairvoyance spells.

At level 11, you can call up visions of the past that relate to an object you hold or your immediate surroundings.

If you spend at least 1 minute in meditation and prayer, you will receive dreamlike, shadowy glimpses of recent events. You can learn the identity of an object's last owner or when it was last used, you can see visions of recent events in your immediate vicinity, particularly those that involve powerful emotions.

Oath of Plenty

You pledge to uphold an oath of Plenty, vowing to provide for all who cannot provide for themselves.

You learn the Tenser’s Floating Disk, Purify Food and Drink, Enhance Ability, Healing Spirit, and Create Food and Water spells.

At level 11, you can distribute the suffering of those around you equally to ensure everyone's survival.

When a creature you can see within 60 feet of you takes damage, you can use your reaction to choose a number of other friendly creatures you can see, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Distribute the damage taken between the original target and the chosen creatures (rounded down to a minimum of one). The distributed damage retains it's original damage type.

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 or short rest.

INTERMEDIATE | WAR MONK

Oath of Protection

You pledge to uphold an oath of Protection, vowing to be a shield for the weak and broken.

You learn the Sanctuary, Mage Armor, Warding Bond, Arcane Lock, and Nondetection spells.

At level 11, your aura of courage protects your allies from harm, improving their abilities to fend off danger.

You and friendly creatures within 30 feet of you gain a bonus to all saving throws equal to your Constitution modifier (minimum of one). You must be conscious to grant this bonus.

Axefaire

Starting at 13th level, you become an expert with using Axes.

When using axes, hammers, maces, or similar weapons, you gain a +1 bonus to your attack rolls. This bonus doubles against creatures wielding lances.

Divine Judgement

At 18th level, your divine smite carries the righteousness of the goddess herself. The number of damage dice added by your Divine Smite feature is doubled.

INTERMEDIATE | WAR MONK

Troubadour

Riders of Peace

Requirements

  • Class: Monk or Priest
  • Skills: Animal Handling

Recommended Feats: Mounted Combatant

Class Gains

  • Skills: Choose one from Arcana, History, Investigation, Nature, Religion, Medicine, and Persuasion

Promotions

  • Holy Knight
  • Saint

Arabian

You are granted an Arabian to ride as your mount. Taking care of it is your responsibility and duty. Should your Arabian die, you will need to spend 1200 gp to purchase and outfit a replacement.

The Troubadour
Level Features
7th Arabian, Graceful Rider
9th Dampen Elements
11th Live to Serve, Staff Mastery (2)
13th Tomebreaker
18th Beacon of Light

Arabian (Horse)

Large Beast


  • Armor Class 16 (Barding)
  • Hit Points 15 + 4 per rider's level
  • Speed 60 ft.

STR DEX CON INT WIS CHA
16 (+4) 16 (+2) 14 (+2) 5 (-3) 13 (+1) 9 (-1)

  • Senses passive Perception 11
  • Languages --

Bred for War. This creature has advantage on death saving throws.

Graceful Steed. This horse can move through nonmagical difficult terrain without costing extra movement.

Graceful Rider

You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Additionally, your mount has advantage on saving throws made to avoid falling prone.

Dampen Elements

Starting at 9th level, when a creature within 60 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Additionally, your mount gains resistance to these types of damage while you are riding it.

INTERMEDIATE | Troubadour

Live to Serve

By 11th level, you learn to attune your healing magic to yourself and your mount at all times.

Whenever you use a staff or spell to restore hit points to a creature other than yourself, you regain the same amount of hit points.

Staff Mastery (2)

At 11th level, your mastery of magical staffs allow you to attune to 3 additional magic items as long as they are staffs.

Tomebreaker

At 13th level, your study of magic has taught you how to counter those who would use it for destruction or harm.

While you are mounted, you can give yourself and friendly creatures within 30 feet of you advantage on a saving throw against a single spell or other magical effect. If the effect would deal half damage on a successful save, it instead deals no damage, and only half damage on a failed save.

Additionally, while you are mounted, you can force an spell attack made against you or a creature that you can see within 30 feet of you to be made with disadvantage.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a short or long rest.

Beacon of Light

Starting at 18th level, you can use your action to activate an beacon of sunlight from your staff that lasts for 1 minute or until you dismiss it using another action.

You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. Additionally, creatures that rely on sight have disadvantage on all attacks against you.

Controlling a Mount

You can control a mount only if it has been trained to accept a rider. The initiative of a controlled mount changes to match yours when you mount it. It can act either before or after you.

It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it, given that it has not already acted that turn.

PHB, pg. 198

Mounting and Dismounting

Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed.

If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you're knocked prone while mounted, you must make the same saving throw.

If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.

PHB, pg. 198

INTERMEDIATE | TROUBADOUR

Bishop

Divine Emissaries

Requirements

  • Class: Priest

Class Gains

  • Skills: Choose one from Arcana, History, Investigation, Nature, Religion, Medicine, and Persuasion

Promotions

  • Saint
  • Dark Bishop
The Bishop
Level Features
7th Staff Mastery (2)
9th Guidance Style
11th Healtouch (2), Healing Wind
13th World Tree
18th Divine Intervention (2)

Staff Mastery (2)

At 7th level, your mastery of magical staffs allow you to attune to 3 additional magic items as long as they are staffs.

Guidance Style

At 9th level, you have developed your own styles of preaching to the masses in order to best guide them to lead fulfilling lives. Depending on how you prefer to give your sermons, choose one of the following guidances to use and sets of spells to learn.

These spells are always prepared for you and do not count against the number of spells you have prepared.

Soaring Guidance

You preach the importance of freedom, guiding those who feel shackled by the world to forge their own paths.

You learn the Disguise Self, Enhance Ability, Fly, Polymorph, and Passwall spells.

Communal Guidance:

You preach the importance of community, guiding those who feel alone to find compassion and trust for those around them.

You learn the Comprehend Languages, Zone of Truth, Create Food and Water, Faithful Hound, and Telepathic Bond spells.

Persisting Guidance:

You preach the importance of perseverance, guiding those with the greatest hardships to endure and overcome.

You learn the Goodberry, Continual Flame, Tiny Hut, Resilient Sphere, and Reincarnate spells.

Healtouch (2)

At 11th level, your knowledge and understanding of healing magic has given you absolute command over it's potency.

Whenever you use a staff or spell to restore hit points to a creature, the creature regains additional hit points equal to four times your Intelligence modifier instead of two times.

Healing Wind

At 11th level, your healing magic flows as if carried by the wind itself.

The range of your staffs and spells is increased by 5 feet x your Intelligence modifier.

World Tree

At 13th level, your understanding of healing magic allows you to recharge the staffs attuned to you with the magic of the world around you.

The charges of any staff attuned to you is increased by twice your Intelligence modifier.

Divine Intervention (2)

At 18th level, when you call on the goddess to intervene on your behalf, you no longer need to roll for your call to be answered.

INTERMEDIATE | BISHOP

Warlock

Darkness and Reason

Requirements

  • Class: Dark Mage

Promotions

  • Gremory
  • Necromancer
The Warlock
Level Features
7th Death's Command
9th Death's Approach
11th Death's Beginning
13th Death's Abundance
18th Death's Embrace

Death's Command

You learn the spell Command if you haven't already. This spell cannot be swapped out for a different spell when you gain levels and do not count against your spells known as a Dark Mage. You can cast this spell at a 1st level without expending a spell slot and you are able to affect undead creatures with this spell.

Death's Approach

At 9th level, your mastery of the undead has given you a deep understanding of the living's aging process.

You can perform a ritual to reverse the effects of aging in yourself. The ritual takes 3 hours, and requires 1000 gp worth of Bloodstones, which are consumed in the process. Your apparent age is reduced by 3d10 years, to a minimum of when your body reached adulthood. This does not extend your lifespan.

If you sacrifice a single living creature with an an intelligence score of 9 or higher during the ritual, you can also extend your lifespan by a number of years equal to a quarter of the creature's natural remaining lifespan. This effect is exponentially less effective the further apart the sacrificed creature's biology is from your own.

You can perform this ritual for a willing creature other than yourself, but doing so is exhaustive and much less effective. Such a ritual would take 5 times as long and 10 times as much resources while only having half of the potency.

Death's Beginning

At 11th level, your study of death and it's reversal has revealed the secrets of resurrection magic typically only granted to those who worship the goddess. Doing so will require you to compensate with your lack of faith with physical skill, but success would allow you to impart your skills of animating the dead on those you resurrect.

You learn the spell Raise Dead if you haven't already. This spell cannot be swapped out for a different spell when you gain levels and do not count against your spells known as a Dark Mage.

When you cast this spell, you must make a Dexterity saving throw (DC equal to 8 + half the target's level). If you fail, the target's soul will be tormented and the revived creature will be eternally hostile towards you without any regards for it's own safety.

If you succeed, then the resurrected creature must succeed on a Charisma saving throw or become unknowingly charmed by you, remaining friendly to you for the rest of their life and losing any problematic memories it may have from before it's death that would prevent it from being friendly towards you.

Death's Abundance

At 13th level, you begin to recognize and understand that the dead is all around you, even when others wouldn't normally consider it as such.

You no longer need to use a pile of bones or a corpse of a humanoid to cast Animate Dead. Instead you are able to locate the fragments of those long dead all around you to quickly piece together exactly what you need in place of a pile of bones or a corpse.

Death's Embrace

At 18th level, you have become so deeply steeped in the magic of death that you become immune to it.

You are immune to Necrotic damage. Additionally, creatures you summon or raise are resistant to Necrotic damage.

INTERMEDIATE | WARLOCK

Summoner

The Power of Creation

Requirements

  • Class: Dark Mage or Mage

Promotions

  • Necromancer
  • Summoner
The Summoner
Level Features
7th Phantom Familiars
9th Phantom Transposition
11th Persistent Phantom
13th Durable Phantom
18th Double Phantom

Phantom Familiars

You learn the Summon Phantom spell. This spell cannot be swapped out for a different spell when you gain levels and do not count against your spells known.

Summon Phantom

3rd Level Conjuration


  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: V, S, M *
  • Duration: 1 Hour (requires concentration)

You call forth a Phantom soldier. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Phantom Familiar stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.


Phantom Familiar

Medium Construct, Lawful Neutral


  • Armor Class 10 + (spell level)
  • Hit Points (spell level) x 8
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+2) 10 (+0) 16 (+3) 4 (-3) 8 (-1) 3 (-4)

  • Damage Immunities Poison, Psychic
  • Condition Immunities Poisoned, Frightened, Charmed, Petrified
  • Senses Darkvision 60ft., Passive Perception 9
  • Languages Understands common but can't speak

Summoner's Familiar The Phantom Familiar adds your proficiency bonus to it's saving throw and weapon attack rolls.

Actions

Multiattack. The Phantom Familiar makes a number of attacks equal to half of (spell level) rounded down.

Phantom Axe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d8 + (spell level) slashing damage

INTERMEDIATE | SUMMONER

Phantom Transposition

At 9th level, your connection with your phantom allows you to quickly summon it to your side.

When you are the target of an attack that you can see, you can use your reaction to transport a summoned Phantom between you and the attack to have it intercept the attack. The attack is given advantage against your Phantom. You cannot use this feature against effects that require you to make a saving throw.

Once you use this feature, you must finish a short or long rest before you can use it again.

Persistent Phantom

At 11th level, your phantom cannot be easily dismissed.

You gain +10 to your concentration saving throws while concentrating on the Summon Phantom spell.

Durable Phantom

At 13th level, you learn how to maximize the durability of your Phantom.

Your phantom has additional hit points equal to half of your own (rounded down). As an action, you can restore hit points to your phantoms equal to 1d10 x (spell level).

Double Phantom

At 18th level, your summoning powers are without match. When you cast Summon Phantom, you can choose to summon two Phantoms instead of one. If you do so, each phantom has a base hit point value of (spell level) x 4 instead of 8.

INTERMEDIATE | SUMMONER

Tactician

Tipping the Scales of War

Requirements

  • Class: Mage

Class Gains

  • Skills: Choose any two skills.
  • Weapons: Martial Swords without the Heavy property.
  • Gear: A Levin Sword
The Tactician

The Tactician does not promote further.

Level Features
7th Tome Mastery (2)
9th Rally Spectrum
11th Solidarity
13th Veteran, Tactical Advice
14th coming soon
15th coming soon
17th coming soon
18th Rally Spectrum (2)
20th coming soon

Levin Sword

Martial Sword

  • Cost: 700 gp
  • Weight: 3 lbs
  • Damage: 1d8 slashing
  • Properties: Finesse

Levin Sword. A jagged sword enchanted with lightning magic. This weapon can be used to make a melee or a ranged magic attack against a target you can see within 60 feet. Dexterity is your spellcasting modifier for this attack if you do not have another Spellcasting Ability.

On a hit, the target takes 1d10 lighting damage. If the target is wearing heavy armor made of metal, it takes an additional 1d10 lighting damage.

Tome Mastery (2)

At 7th level, your mastery of magical tomes allow you to attune to 3 additional magic items as long as they are tomes.

Rally Spectrum

At 9th level, your bonds with your allies grant you the ability to bring out their maximum potential.

As a bonus action, choose an willing creature you can see within 15 feet of you. Until your next turn, the target creature gains a bonus to their AC, attack rolls, damage rolls, and saving throws equal to your wisdom modifier. Once you use this feature, you must finish a short or long rest before you can use it again.

At 18th level, you no longer need to rest between uses of this feature.

Solidarity

At 11th level, your tactical prowess presence boosts the confidence and focus of those around you.

While you are conscious, friendly creatures within 15 feet of you can’t be frightened and their weapon attacks score a critical hit on one more roll result. For example, on a 19 or 20 instead of just 20. This effect stacks with other similar effects.

Veteran

Starting at 13th level, a willing creature that is lower leveled than you spending time in your presence and taking your tutelage doubles the number of levels they gain when they obtain a level up. They cannot level up beyond your own level this way.

Tactical Advice

At 13th level, your tactical advice is so impactful that it is highly valued. Leaders of any kind will be willing to consult you and are likely to heed your advice. Kings are also happy to take on your employ in times of war to assist their generals.

INTERMEDIATE | TACTICIAN

Sage

Knowledge is Power

Requirements

  • Class: Mage

Promotions

  • Gremory
  • Necromancer

Class Gains

  • Skills: Choose one from Investigation, Nature, Animal Handling, Insight, Medicine, Perception and Persuasion

Tome Mastery (2)

At 7th level, your mastery of magical tomes allow you to attune to 3 additional magic items as long as they are tomes.

The Sage
Level Features
7th Tome Mastery (2)
9th Cleric
11th Spell Harmony
13th Tomefaire
18th Resistance Seal

Cleric

At 9th level, your training as a sage has given you insight into the holy magics used by healers.

You can attune to and use staffs as if you were a healer.

Spell Harmony

At 11th level, your understanding of magic has resulted in the ability to amplify your spells by drawing from the support of your allies.

Your spells and tomes gain a bonus to their damage rolls equal to the number of friendly creatures within a 15 foot radius of you. The friendly creature must have an intelligence score of 9 or higher for you to gain the benefit of this feature.

Tomefaire

Starting at 13th level, you become an expert with using tomes.

When using tomes, you gain a +1 bonus to your attack and damage rolls.

Resistance Seal

Starting at 18th level, your spells become so powerful that it becomes nearly impossible to resist their effects.

When you deal damage with a spell, that damage ignores resistances (but not immunities).

Additionally, when you target a creature with a spell that would deal damage that it is vulnerable to, you gain advantage on that spell's attack roll against that creature and that creature has disadvantage on any saving throws made against the effects of your spell.

INTERMEDIATE | SAGE

PART VII

Equipment and Gear

Equipment and Gear of Fire Emblem

Weapon Properties

Many weapons have special properties related to their use, as shown in the weapons table. Listed below are new properties that are unique to weapons in this supplement:

Effective vs. Enemy Type

This weapon has advantage on attacks and deals +5 additional damage against the specified type of enemy.

Smash

Attacks with this weapon pushes a medium or smaller creature back 5 feet on hit.

Devil

This weapon causes it's wielder to take 1d4 necrotic damage every time it is used.

Brave

When you land a hit using this weapon, you may use your reaction to perform another attack against the same creature.

Venin

A creature hit by this weapon must succeed on a constitution saving through (DC13) or be Poisoned until the end of it's next turn.

Killer

An attack with this weapon scores a critical hit on two more roll results. For example, on a 18, 19 or 20 instead of just 20. This effect stacks with other similar effects.

Blessed

The wielder of this weapon can use their bonus action to expend 1 hit dice and restore hit points equal to their hit dice + their constitution modifier.

Enemy Types

Weapon properties will sometimes refer to a specific enemy type as defined below.

vs Armored

A creature wearing Heavy Armor.

vs Flying

A creature with a Flight Speed.

vs Cavalry

A creature riding a mount does not have a flying or swimming speed

vs Laguz

A creature that is a Laguz, both in their human-like or shapeshifted form.

vs Dragon

A creature that is a Dragon or has Draconic ancestry.

vs Axes / Swords / Lances

A creature wielding an the specified type weapon.

Special Weapons

Weapons with special rules are described here.

Levin Sword

This weapon can be used to make a melee or a ranged magic attack against a target you can see within 60 feet. Dexterity is your spellcasting modifier for this attack if you do not have another Spellcasting Ability.

On a hit, the target takes 1d10 lighting damage. If the target is wearing heavy armor made of metal, it takes an additional 1d10 lighting damage.

Wind Sword

This weapon can be used to make a melee or a ranged magic attack against a target you can see within 60 feet. Dexterity is your spellcasting modifier for this attack if you do not have another Spellcasting Ability.

On a hit, the target takes 1d8 force damage. If the target has a flying speed and is at least 30 feet above the ground, it takes an additional 1d8 force damage and is knocked prone.

Light Brand

This weapon can be used to make a melee or a ranged magic attack against a target you can see within 60 feet. Wisdom is your spellcasting modifier for this attack if you do not have another Spellcasting Ability.

On a hit, the target takes 1d12 radiant damage.

Runesword

This weapon can be used to make a melee or a ranged magic attack against a target you can see within 60 feet. Wisdom is your spellcasting modifier for this attack if you do not have another Spellcasting Ability.

On a hit, the target takes 1d10 necrotic damage and you restore hit points equal to half the damage dealt (rounded up).

Flame Lance

This weapon can be used to make a melee magic attack. Strength is your spellcasting modifier for this attack if you do not have another Spellcasting Ability.

On a hit, the target takes 2d8 fire damage. If the target creature is wearing flammable clothing, it loses it's reaction patting down the flames.

Bolt Axe

This weapon can be used to make a melee or a ranged magic attack against a target you can see within 60 feet. Strength is your spellcasting modifier for this attack if you do not have another Spellcasting Ability.

On a hit, the target takes 1d10 lighting damage. If the target is wearing heavy armor made of metal, it takes an additional 1d10 lighting damage.

Hurricane Axe

This weapon can be used to make a melee magic attack. Strength is your spellcasting modifier for this attack if you do not have another Spellcasting Ability.

On a hit, the target takes 2d8 force damage and is knocked back 15 feet.

WEAPONS
Martial Swords
Name Cost Damage Weight Properties
Slim Sword 2 gp 1d6 slashing 2 lbs. Ligh⁠t, Finesse
Bronze Sword 5 gp 1d6 slashing 5 lbs. Heavy
Iron Sword 10 gp 1d8 slashing 4 lbs.
Steel Sword 15 gp 1d8 slashing 3 lbs. Versatile (1d10)
Silver Sword 500 gp 1d10 slashing 3 lbs. Ligh⁠t ,Versatile (2d6)
Iron Blade 25 gp 2d4 bludgeoning 8 lbs. Heavy, Smash, Two-Handed
Steel Blade 50 gp 2d6 bludgeoning 6 lbs. Heavy, Smash, Two-Handed
Silver Blade 750 gp 2d8 bludgeoning 6 lbs. Heavy, Smash, Two-Handed
Axe Splitter 300 gp 1d6 slashing 5 lbs. Heavy, Effective vs. Axes
Lancereaver 300 gp 1d6 slashing 3 lbs. Effective vs. Lances
Armorslayer 300 gp 1d8 slashing 5 lbs. Effective vs. Armored
Laguzslayer 300 gp 1d6 slashing 4 lbs. Effective vs. Laguz
Wyrmslayer 450 gp 1d8 slashing 5 lbs. Effective vs. Dragon
Lord's Rapier 800 gp 1d8 piercing 2 lbs. Finesse, Effective vs. Cavalry, Effective vs. Armored
Killing Edge 700 gp 1d6 slashing 3 lbs. Finesse, Killer
Blessed Sword 300 gp 1d6 slashing 3 lbs. Finesse, Blessed
Devil Sword 150 gp 1d12 slashing 3 lbs. Devil
Brave Sword 1500 gp 1d8 slashing 3 lbs. Finesse, Brave
Venin Edge 700 gp 1d8 slashing 2 lbs. Finesse, Venin
Levin Sword 1200 gp 1d8 slashing 2 lbs. Finesse, Special
Wind Sword 1200 gp 1d8 slashing 2 lbs. Finesse, Special
Light Brand 1000 gp 1d8 slashing 2 lbs. Ligh⁠t, Special
Runesword 1500 gp 1d8 slashing 2 lbs. Ligh⁠t, Special
Martial Lances
Name Cost Damage Weight Properties
Slim Lance 2 gp 1d6 piercing 4 lbs. Finesse
Bronze Lance 5 gp 1d6 piercing 8 lbs. Heavy
Iron Lance 10 gp 1d8 piercing 7 lbs. Heavy, Reach
Steel Lance 20 gp 1d8 piercing 6 lbs. Reach, Versatile (1d10)
Silver Lance 600 gp 1d10 piercing 6 lbs. Reach, Versatile (1d12)
Iron Greatlance 30 gp 2d4 bludgeoning 15 lbs. Heavy, Smash, Two-Handed
Steel Greatlance 60 gp 2d6 bludgeoning 12 lbs. Heavy, Smash, Two-Handed
Silver Greatlance 800 gp 2d8 bludgeoning 12 lbs. Heavy, Smash, Two-Handed
Javelin 5 gp 1d6 piercing 2 lbs. Finesse, Thrown (range 30/120)
Short Spear 50 gp 1d8 piercing 3 lbs. Thrown (range 20/60)
WEAPONS
Martial Lances
Name Cost Damage Weight Properties
Axereaver 300 gp 1d8 piercing 6 lbs. Effective vs. Axes
Sword Catcher 300 gp 1d8 piercing 6 lbs. Effective vs. Swords
Laguz Lance 300 gp 1d10 piercing 10 lbs. Heavy, Two-Handed, Effective vs. Laguz
Wyrmslayer 450 gp 1d10 piercing 10 lbs. Heavy, Two-Handed, Effective vs. Dragon
Ridersbane 450 gp 1d10 piercing 10 lbs. Heavy, Two-Handed, Effective vs. Cavalry
Killer Lance 850 gp 1d6 piercing 4 lbs. Killer
Devil Lance 150 gp 1d12 piercing 4 lbs. Devil
Brave Lance 1600 gp 1d8 piercing 4 lbs. Brave
Venin Lance 800 gp 1d8 piercing 4 lbs. Venin
Blessed Lance 1600 gp 1d8 piercing 5 lbs. Blessed
Flame Lance 2000 gp 1d8 piercing 5 lbs. Special
Martial Axes
Name Cost Damage Weight Properties
Bronze Axe 5 gp 1d6 slashing 6 lbs.
Iron Axe 10 gp 1d8 slashing 5 lbs.
Steel Axe 15 gp 1d8 slashing 4 lbs. Versatile (1d10)
Silver Axe 650 gp 1d10 slashing 4 lbs. Versatile (1d12)
Iron Greataxe 35 gp 2d4 bludgeoning 12 lbs. Heavy, Smash, Two-Handed
Steel Greataxe 70 gp 2d6 bludgeoning 10 lbs. Heavy, Smash, Two-Handed
Silver Greataxe 850 gp 2d8 bludgeoning 10 lbs. Heavy, Smash, Two-Handed
Hand Axe 5 gp 1d6 slashing 2 lbs. Ligh⁠t, Thrown (range 20/60)
Short Axe 50 gp 1d8 slashing 2 lbs. Ligh⁠t, Thrown (range 20/60)
Tomahawk 200 gp 1d10 slashing 4 lbs. Ligh⁠t, Thrown (range 20/60)
Poleaxe 300 gp 1d8 slashing 4 lbs. Heavy, Effective vs. Cavalry
Swordreaver 300 gp 1d8 bludgeoning 4 lbs. Effective vs. Swords
Hammer 450 gp 1d12 bludgeoning 10 lbs. Heavy, Two-Handed, Effective vs. Armored
Killer Axe 800 gp 1d6 slashing 4 lbs. Killer
Devil Axe 150 gp 1d12 slashing 4 lbs. Devil
Brave Axe 1700 gp 1d8 slashing 4 lbs. Brave
Venin Axe 750 gp 1d8 slashing 4 lbs. Venin
Bolt Axe 1500 gp 1d8 slashing 4 lbs. Special
Hurricane Axe 1800 gp 1d12 slashing 10 lbs. Heavy, Two-Handed. Special
WEAPONS
Martial Knives
Name Cost Damage Weight Properties
Iron Dagger 2 gp 1d4 piercing 1 lbs. Finesse, Ligh⁠t, Thrown (range 15/30)
Steel Dagger 15 gp 1d6 piercing 1 lbs. Finesse, Ligh⁠t, Thrown (range 15/30)
Silver Dagger 500 gp 1d8 piercing 1 lbs. Finesse, Ligh⁠t, Thrown (range 15/30)
Kard 200 gp 1d8 slashing 2 lbs. Finess, Venin
Stiletto 800 gp 1d6 slashing 2 lbs. Finess, Killer
Martial Gauntlets
Name Cost Damage Weight Properties
Iron Gauntlets 10 gp 1d6 bludgeoning 4 lbs. Two-Handed
Steel Gauntlets 15 gp 1d8 bludgeoning 3 lbs. Two-Handed
Silver Gauntlets 650 gp 1d10 bludgeoning 3 lbs. Two-Handed
Killer Gauntlets 500 gp 1d8 bludgeoning 4 lbs. Two-Handed, Killer
Dragon Claws 300 gp 1d8 bludgeoning 4 lbs. Two-Handed, Effective vs. Dragon
Martial Bows
Name Cost Damage Weight Properties
Iron Bow 10 gp 1d6 piercing 4 lbs. Ammunition (range 80/320), Two-Handed
Steel Bow 15 gp 1d8 piercing 3 lbs. Ammunition (range 150/600), Two-Handed
Silver Bow 650 gp 1d10 piercing 3 lbs. Ammunition (range 150/600), Two-Handed
Cleave Bow 300 gp 1d8 piercing 4 lbs. Ammunition (range 80/320), Two-Handed, Effective vs. Armored
Killer Bow 600 gp 1d8 piercing 4 lbs. Ammunition (range 80/320), Two-Handed, Killer
Brave Bow 1800 gp 1d8 piercing 4 lbs. Ammunition (range 80/320), Two-Handed, Brave
Radiant Bow 1500 gp 1d10 radiant 4 lbs. Ammunition (range 80/320), Two-Handed
Blessed Bow 1500 gp 1d8 piercing 4 lbs. Ammunition (range 80/320), Two-Handed, Blessed
Simple Weapons
Name Cost Damage Weight Properties
Hardened Torch 5 gp 1d4 bludgeoning 3 lbs. Special

Special Weapons Continued

Weapons with special rules are described here.

Hardened Torch

This weapon can be lit and maintain a flame for 1 hour before being rendered useless. While it is lit, it deals an additional 1d4 fire damage on hit.

A flammable object hit by this ignites if it isn't being worn or carried.

WEAPONS
backcover

Fire

Emblem

D&D

Big thanks pre-emptively to all of the talented people who will be needed in order for this project idea to become reality.

The hype train is REAL.

 

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