Pioneer's Guide to Decanthia

by Mightysmallfry

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Pioneer's Guide to Decanthia

Using This Book

The Pioneer's Guide to Decanthia is a book that allows both Players and Dungeon Master to enter the world of Decanthia and take on the many challenges that it holds within. The multiple chapters help guide the Players and Dungeon Masters through creating characters and adventures that are set in this world.

This introduction presents a road map as to what is to be expected within this book. Some of Decanthia is included, its history, its characters and the themes that help push your story forward.

Chapter 1 displays some of the NPC's that you can meet within Decanthia and the world of Decanthia itself. These you can include if, you like their personality or just need an npc on the fly with stat blocks. Other than NPC's you will find settings that are dynamic and have a unique culture relative to each other. These will be the mysterious sky city of Astrophix to the more duel and respect oriented, Asamoto.

Chapter 2 provides the options to create a character within Decanthia. It offers a new race, subclasses, and a new class. Each contributing a bit to the atmosphere and setting of Decanthia. While the class may be a bit much and need more refining, be assured that the subclasses were made with the goal of simplicity in understanding them.

Chapter 3 focuses on the new equipment. The many items that may or may not be accounted for with some new weapons, materials, packs and currency conversions.

Chapter 4 is a new way to look at medicines within Dungeons and Dragons. The goal of this system is to pioneer a medicinal crafting system that can be used easily while having some form of in depth shopping or planting. The rules try to be there for structure. The plants and herbs that are used within this chapter are not all that exist. These are simply here to give you a starting point in case you run into some problems along the way or simply don't have the time to create them.

Chapter 5 includes magic items and other treasures for a Decanthia campaign. It also introduces and explores mythic magic items, items that grow in strength and were forged in time now long forgotten. Cursed items are also present although few in number (we at least tried to include some).

Chapter 6 provides spells and a detailed listing of which classes obtain which spells. These spells don't have a common theme throughout them all but, in the future, the spell listing may have a more focused approach to them.


Credits

  • Creator: Mightysmallfry
  • Co-Creator: Aaeygui
  • Proof Reader: Huatoldman

Artists

  • The Hopeful Knight: Manuel Castañón (Cover Art)
  • Dragonblight: Gaëlle Seguillon
  • Ancient Paper: Dominik Mayer
  • Hellstrider - Eqyption Bosses: Josh Corpuz
  • Castlescape: Sparth
  • Legendary blacksmith: Timi Honkanen
  • Feudal Japan: The Shogunate - Environment Design: JULIAN CALLE
  • Abyssal Star Aatrox Fanart: Noah Thatcher
  • Cosmic Emperor Pantheon Fanart: Noah Thatcher
  • Beautiful Day: Andreas Rocha
  • Progenitus: Nick Silva
  • Blood Mage: Diana Yudakov
  • Bear Hunter: River flow shore
  • The treasure Island: Lorenzo Lanfranconi
  • Spiritual Chaos: Dominik Mayer
  • Galaxy Grasp: Tyler Vail
  • Mountain Dwelling: Andreas Rocha
  • Boss Fight: Jason Nguyen
  • Zeus: Jason Nguyen
  • Angel Knight: Jason Nguyen
  • Necromancer: Jason Nguyen
  • Samurai and Casts: Jason Nguyen
  • Dark Magic: Jason Nguyen
  • Fiery Knight: Jason Nguyen
  • Angel: Jason Nguyen
  • Fire Mystic: Jason Nguyen
  • 30 minutes castle sketch: sparth
  • Viking Tavern: JIE .L
  • Night in the Triakov Range: Weston T Jones
  • Water Knight: Jason Nguyen
  • Workshop 1892: Maxime BiBi
  • Scaraceus - The Demon Blades: Catharina Wendland
  • IMMORTAL: Gates of Pyre - "Warden's Judgement": Christian Fell 2020 Quarantine: P1:Annis Naeem
  • Ice Temple: Andreas Rocha
  • Environment concepts: Grafit Studio
  • Spellsmith: Manuel Castañón
  • Illusion Knight Solifugae: Glass Head
  • SMITE: Sacred Arrow Rama: Jordan Kerbow
 

How to Begin

Beginning in Decanthia can be quite ominous. This chapter is all about introducing the larger portions of the world that have the greatest effects throughout the world. This will go over what each city has in terms of ideals and their atmosphere as well as what they are inspired by to give you a better picture of what you can do with them.

A few of the locations have quest ideas, these are little prompts and helping tips for DM's so that they can come up with an interesting quest line that is related to or at least relevant to the location.

Whether or not you choose to include these locations is completely up to you. If you use the locations simply for the quest ideas, that is completely ok and at times even advised. It is better that you use a world that you want to keep expanding instead of thinking that you must stay to what is written and put down.

History of Decanthia

The history of Decanthia is quite vast. It begins with all the planes being converged and represented as a single plane of existence. At this point there is no ethereal plane or shadowfell. These locations would be literal locations in the world. The astral sea for example would be the ocean that the world shares.

Suddenly however there was a creature that came into existence, Aurabas, The three headed. The first of the few three headed leviathan drakes to ever exist and live for centuries. Upon first coming into existence, chaos reigned. The local cities of elves, dwarves, humans etc. All pooled their resources, creating powerful artifacts later lost and found with much of their power sealed away. Using these mythic tools of the races formed armies of their adventurers, vanguarded by their best.

Aurabas was the last leviathan drake to fall to the army, being the strongest it was left down to only a few adventurers at the end. But, while the adventurers kept winning the battles, they ended up losing the war to Aurabas. So, in order to make sure that neither of them truly won or lost, the remaining adventurers sealed Aurabas using their souls and the creation of three pillars.

Art Credit: Dragonblight


  • By: Gaëlle Seguillon

These world anchors would keep Aurabas for coming back and in the process of creating these world anchors, the planes phased out of each other. Separating the planes and keeping the world as we know it the same.

Folk tales and the like were passed down from generation to generation and without the greater threat being present, lead the material plane into trivial turmoil. Arguments about the facts were becoming less accurate, leading to many outbursts and eventually a schism that broke apart the material plane. The schism made all cities become separate and have their own views. They agreed on the need for economics and thus trade and bartering continued to prosper. However many of the cities are at odds with each other.

The capital has always been viewed as a safe haven. It has been used to avoid wars and conflict due to it's power and relation to the origin of the folk tales. Being the founding city that was used to help defeat Aurabas.

Currently the world has not forgotten about the folk tales and still tell it. With many details being vague and controversial.

The major threats in Decanthia are The Black Hand Assailants and Church of the Silver Sword. The first wishes for the revival and release of Aurabas, seeing it as an unholy god that would help purify the world and ascend all it's followers to godhood. All being false, the followers have grown to be fanatical and keen on murder.

The latter however see monsters and non human, elf or dwarven races as unholy and wish to purge their existence from the planes. This sets off events called Grim Hunts which is this worlds equivalent to a crusade but towards monster like races. They hold no prisoners unless they wish to make an example of them. This lead to conflicts with witch covens.

The coven always try protecting the monster like races and while they may or may not be of elf, human or dwarvish origin. Their followers trust and respect each other enough to believe that they can fight back and defend themselves from the grim hunts.

Each side of the the grim hunts can grant minor benefits to individuals. The black hand assailants while cult like and full of often mislead followers, can become a serious threat should they find out how to activate a world anchor, one of the three pillars sealing Aurabas. Having players find out about of the world anchors and their properties could be an interesting story although, recommended for the later end of a campaign.

Astrophix

The flying vault Astrophix, home of many magic items and knowledge. Astrophix remains hidden by floating in the sky. Only reachable by being directly underneath it or by using a flying mount can one reach Astrophix. The people in Astrophix are typically well versed in magic and the like in order to keep their presence hidden from the rest of the world for the most part.

While it is a flying city and has many natural defenses due to this, they lack in man power but do have adequate defenses for taking down or at least making a dragon not want to pass by them.

Quest Ideas: Astrophix

Astrophix will have less of a focus on the items and environment than other cities. Many of the quests will be about the relationships between the different people within the city. This may be you having to collect a dept from one of the other store owners due to an overdue tax which then leads to a wild chase throughout the city.

Or you can have more city shaking events such as a dragon attack that the people may participate in with the use of large crossbows and cannons scattered throughout the city.

Maybe some spies had snuck their way into Astrophix and wish to disable the cities' ythrun mythallar, a large 50 ft sphere, that was modified to keep the entire city afloat in the sky.

If moved this sphere could create another, differing flying city.

The Emerald Cove

The Emerald Cove is a cove hidden from the likes of humanoids and other creatures. Only known to dragons, this cemetery has a serene feeling to it although the land is ravage and in total chaos from the unleashed magical essence within the dragons.

The cove is protected from divination magic and those that enter the cove have had mixed results. Some find dragons lying down to rest and wait for their passing to enchant the cemetery with their magic. Others have entered and tried harvesting the bones of the dragons themselves. Those of which were unlucky enough to do so were taken out by the dying dragons. While growing weaker and weaker a dragon in it's twilight age is still powerful compared to humanoids.

Those that have been guided to the Emerald Cove have left with information on the state of dragons, and possibly with permission to enchant an item using the ancient dragon magic. The dragon bones found in the Emerald Cove can be found in its almost clear water with the sandy beaches to the close by forest that encapsulates the cove.

In the cove itself, there are also a couple of boats, shipwrecked upon the rocks protecting the ocean side of the cove. Ships carrying who knows amounts of treasure. All untouched by dragons.

Quest Ideas: Emerald Cove

For quests pertaining to the Emerald Cove, they could be as simple as getting into the Emerald Cove. What hidden puzzles and magic could be stopping people from entering the cove.

When creatures do enter the Emerald Cove, the dragons could be passive, or they could be aggressive, how will this effect how the party continues.

Is there already a dragon they know in the Emerald Cove or are they seeking something of great magical value from within the Emerald Cove.

 

Art Credit: Ancient Paper


By: Dominik Mayer

Avalon

A kingdom of old lost in the sands. Avalon excelled at the manipulation and understanding of what little parts and pieces can do for the greater of both society and structure. Their architecture still stands, built of sandstone and limestone, the archways and the cathedrals have sustained limited damage over the ages and the buildings themselves have been repaired with the limited current knowledge.

The denizens of Avalon have worshiped pharaohs and they have come to accept that pharaohs are not gods but they are chosen by the gods, be it by descendance or by proving themselves in combat and fealty to Avalon.

They have a wide range of refugees living within the walls of Avalon, they were one of the first and lucky few kingdoms that were able to hide themselves from the Shadow Lords and the Black Hand. They were able to sink the entire city into the sand, hidding away the people and the control over the sand was so great that the sand above the city acts as one way glass. Sunlight can shine through the ground and be experienced by the citizens of Avalon while the people above the city who walk on its ceiling only see the rolling dunes of the sand that continue for what seems to be endlessly.

 

Avalon did have it's losses, the people for a long time were starving. To fix this the one way ceiling was made as well as direct channels oasis' of water which were constructed while the archmages were focusing on forming water towers of endless water. Few of these magic water towers still work as the magic has trickled out with each drop of water, but the water is clean and helps keep the crops fed which in turn keeps the people's bellies full and without fear.

This isn't to say all went well. Within the following months of the collapse of the kingdoms of old, Avalon had to build up its army and defensive force. Spending most of their resources into researching what are called the Tomb Guardians, the army of Avalon was fitted with weapons of sand and glass, while not strong they were sharp and the Tomb Guardians made up for that weakness of strength.

Tomb Guardians

Tomb Guardians are these large golem like elementals. Tamed and created by an archmage of Avalon, they have the strength that the Avalon army needed. Being made of magic black sand, these guardians stand at the gates and most important locations within Avalon. They show little emotion but act like kind giants until that is, that they are called for battle in which they gather together to destroy the opposition.

The black sand can only be made in Avalon but it holds magic properties. Properties that are good for both creation and containing powerful arcane powers.

Ulthak, Desert Born

Ulthak is an ancient gnoll. Out of place and worshiper of an ancient religion few know about. Brandishing two ank axes, Ulthak does not hold back when fighting however he feels shame and misery each time he loses himself to his anger.

Ulthak wishes to get over his affliction but due to him being an ancestor of gnolls, he is assumed to be just like them. People run from him in fear and kick him down whenever they can due to his kind being so destructive.

Ulthak does not know what happened to make them so vicious but he fears that his rage is tied to it.

Ulthak is inherently evil, he may not control over his own actions at times and at times he may seem to be malicious when he has a good heart. The stresses and beatings that Ulthak has received over the years has only made him weaker on the inside, unable to handle the mixture of emotions inside Ulthak lets it out every once in a while. Resulting in his fits of rage and anger. The vicious cycle begins once again, with Ulthak in the middle unable to get out of it. But who knows, maybe his luck is just starting to turn up.

Art Credit: Hellstrider-Egyption Bosses


  • By: Josh Corpuz

Ulthak

Medium, Chaotic Evil


  • Armor Class 14
  • Hit Points 328 (20d12 + 180)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 24 (+7) 12 (+1) 13 (+1) 15 (+2)

  • Saving Throws Str +13, Con +13
  • Skills Atheletics +13, Acrotbatics +9, Survival,
  • Damage Resistances Psychic
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 10 ft, Darkvision 60 ft, passive Perception 17
  • Languages Common, Gnoll, Minotaur

Feral Pounce. When Ulthak makes an attack action, he gains half his movement speed until the start of his next turn.

Mobile. Ulthak is uneffected by difficult terrain, additionally upon making a melee attack, he does not provoke opportunity of attacks.

Rampage. When Ulthak reduces a creature to 0 hit points with a melee attack on its turn, Ulthak can take a bonus action to move up to half his speed and make a bite attack.

Good Immune System. Ulthak is immune to physically debilitating diseases.

Actions

Multiattack. Ulthak makes four and melee attacks

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (1d4 + 7) piercing damage.

Claws. Melee Attack: +13 to hit, reach 5 ft, one target. Hit: 9 (1d4 + 7) slashing damage

Ahnk Axe. Melee Attack: +13 to hit, reach 5 ft, one target. Hit: 14 (1d12 + 7) slashing damage

Rage. As a bonus action Ulthak may enter a fit of rage. Doing so he gains advantage on Strength checks and Strength saving throws. Resistance to bludgeoning, piercing, and slashing damage. Plus an added +4 damage on all attack damage. He may be in his fit of rage for as long as he wishes but will exit it upon falling unconscious.

Rosenheim, Capital of Decanthia

Rosenheim, a grand city with with the bustle of trade and large center roads that carry many of nobility and those of the poor. Rosenheim's people will are open to many races but there are clusters of people that are more race biased than others.

While Rosenheim is known for trade and it's connections to other continents. Rosenheim has a great quantity of crops. A large city needs a large food source and thus the neccesity for a good harvest is paramount to their success.

Many troubles that effect Rosenheim happen to be either agricultural terrorism or political turmoil. Ruled by a monarch, Rosenheim is a strong city that when sent down a path, can radically change. The words of the monarch matter most and the people trust the words of the monarch the most. Should the monarch be tricked or controlled by any means, can lead to disastrous results within the city.

But the council that aids the queen are not easily fooled by tricks. They are what make up the queens guard and are willing to die for their queen.

The army of Rosenheim, while large in size and fierce, has a suprisingly low number of spell casters. This is due to many wizards and the like of Rosenheim sticking to their studies in the safety of the city. Rosenheim does have the resources in order to do so, leaving little reason to explore out of the city unless there is a call for an exotic resource.

The many stores of Rosenheim are filled with great quality items, they have most of the resources needed for spell and average pricing. It is easy to acquire custom clothing, however, people may find that custom weaponry is very hard to come by. The lack of custom weaponry does not mean that custom weaponry isn't there, it just means that the custom weaponry there, is rare and may require work to be brought to its former glory.

Quests ideas: Rosenheim

Some ideas for quests that you can do, are things pertaining to gathering rare materials. The possibility of finding a broken magic item that can be restored and a different city is increased.

If you want to do a royal party or a spy type of mission, Rosenheim is the place to do so. The politics of Rosenheim can make it a very interesting subject of choice. Maybe your party is mislead by their "Guide" and thus end up working for the enemies without their knowledge up until the end.

Art Credit: Castlescape


  • By: Sparth

Biased

Medium, Neutral Good


  • Armor Class 16 (natural armor)
  • Hit Points 230 (20d10 + 120)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 18 (+3) 19 (+4) 18 (+4) 16 (+3) 16 (+3)

  • Saving Throws Str +12, Con +10
  • Skills Atheletics +12, Investigation +10, Insight +9, Persuasion +9
  • Damage Resistances Slashing, Bludgeoning, Piercing from non magical weapons.
  • Damage Immunities Fire,
  • Senses passive Perception 19
  • Languages Common, Draconic, Dwarvish, Elvish, Primordial

Conditioned. Biased has worked long and hard before allowing him to double his time before a level of exhaustion hits him. This effect only happens for the first level of exhaustion he receives after which he must long rest to use this feature once more.

Master Smith. Biased has a good eye and can tell if something is a fraud or a genuine creation. This allows biased to see through items that may cover themselves in illusions and see what they really are.

Love and Passion. When working on a magic item, Biased has advantage on creating it. Pouring his heart and soul into his creations Biased can also repair magic items up to the Very Rare, rarity. This is without degrading the effectiveness of the magic item.

Actions

Multiattack. Biased makes three and strikes with his Hammer.

Hammer of Stars. Melee attack: +12 to hit, Reach 5 ft., one target. Hit: 11 (1d8 + 6) bludgeoning damage

Flame Breath (1/long rest). Biased breaths flames in a 15 ft. cone, all creatures inside the area must make a DC 18 Dexterity saving throw or take 18 (5d6) Fire damage, taking half damage on a success.

Biased, Hellriegel

Biased is an old and retired adventurer. He has since turned his eyes towards forging. Using the reason for his retirement as his hammer, the hammer of stars, which was forged out of the 5 souls from his companions while adventuring.

He will always remember their sacrifice and while almost all but none magic remains within the hammer, he still can hear their voices speak to him as he forges. For Biased, forging is a form of spiritual and emotional healing that he goes through, reliving the poor moments he had and the sacrifice his companions did in order for him to escape an ancient and mysterious labyrinth.

Other than forging for himself, Biased is known to forge in the mountains. Keeping to himself for most years, there are the occasional customers who once visit. Find themselves returning time after time. Biased has excellent craftsmanship and feels that he can now both judge and enhance other's work.

Biased will be kind to most all be it by coming off as rude. Biased tries his best when it comes to social gatherings but prefers to be direct and straight and to the point. He cares little of small chat now that he has no one, such as his previous companions, to accompany him and engage him in the small talk that he is used to.

Art Credit: Legendary blacksmith


  • By: Timi Honkanen

Asamoto

The coastal city of Asamoto is unique in the sense that they believe that everyone should be live just the lowest in society. This lead to a very fortunate society that makes sure that guests are fed well and that no one goes hungry.

The people of Asamoto know well what their role in society is, if it is teacher, fisherman, trader etc. One of the better port cities to live in, Asamoto's residents are typically very kind to all and while that may catch some off guard, it simply is just how they are.

They do all train however to partake in combat. Each of them has some rudimentary form of ki and knowledge of how to use. Asamoto while being a passive city will not be afraid of showing their strength in order to be taken seriously, should a neighboring city become too aggressive in their search for land.

Since Asamoto is filled with people who understand ki and master monks, as such there are many practices and traditions that monks may pick up while living there. The monks are very keen on their knowledge and one must first gain a significant amount of trust and respect within Asamoto before being able to access their teachings on ki and their disciplines.

Their strength in ki is very unique and is useful in both keeping the people healthy and extracting information from unwanted spies.

Art Credit: Feudal Japan: The Shogunate - Environment Design


  • By: JULIAN CALLE

Often in Asamoto a person may find very high quality seafood, clothing that is more suited to warmer climates would also be available here. Magic items would not be uncommon however, the extent of the magic items would be that of things that assist in normal day to day life. Maybe a sickle that helps harvest dead herbs, making them once again usable for a short amount of time.

Books that you can find in Asamoto are typically relating to just regular fantasies such love stories which are popular and the occasional book on fighting styles or the history the continent. Maps would also be available, fit for the ocean and land travels.

The possibility of buy a boat is also available in Asamoto. They mainly sell small trading and fishing ships while protecting the river with their naval army. Boats from Asamoto are also a small bit different than others of Decanthia and tend to have some extra people that would be willing to become part of a crew.

Quests ideas: Asamoto

Quests that you can include, investigating one of the sects within Asamoto that has recently gone quiet and for an unknown reason. Another may be that there is something plaguing the river that Asamoto is near, scouts have been unsuccessful in finding the cause and none of their current treatments are able to cure people affected by this. Helping them find a safe alternative or helping them solve the mystery could be a potential quest for the players.

When creating quests for Asamoto try to focus on their relationship with nature as well as the . Maybe nearby druids are having issues with the monks in unexpected ways or the monks themselves are developing a very dangerous and harmful technique that should not be used at all.

Peacock, The Sapphire Feather

Peacock, a lavishly living tabaxi with a taste for information. Not all strength comes from muscle. Peacock is a grey tabaxi with black tiger stripes and along her arms are two peacock tatoos. Each one representing a piece of her buisness, the client and the dealer.

Peacock, while dealing in underground and relatively shady business deals, will keep as much of it contractually bound as possible. No client that she works with will come out without some form of contract. These contracts are the foundation of her business, and while many of the founding contracts are in paper, she has since learned how to conjure magically binding contracts with other beings. Making her one of the most valued diplomats a kingdom may ask for. Due to her underground nature empires will not directly as for her help as to lose face.

Regardless they follow the contracts as given. Through contracts and stubbornness Peacock has become a well respected and well known contractor within the underground community. There are sayings that have developed over time about what happens when they mess with Peacock. Messing with her means fighting the world.

Web of Secrets

As a tabaxi, Peacock has had plenty of time on her hands and hasn't let a single bit of it go away.

Peacock has made multiple relationships and dealings with people both good and bad. She has the power to spread info around as she pleases and the ability to hide almost any accident. If you need some information an a particular individual, you go to Peacock and her crew. Though make sure to bring the coin, she isn't cheap but the information she brings is always worth it. Even if she does not have information she will find a way to get it.

If you bring her information that she does not have, while rare in chance, it is highly valued and can earn a good price. Peacock always pays what the information is worth and will keep secrets safe. Peacock never reveals the identity of her connections, only code names. If a target the players are going after is also a connection to Peacock, Peacock will treat the connection and target as two different people. Hiding her affiliation. If the target goes to her for help, she will help them. But it is under contract that they will not cause harm to her or her business. This contract is also given to the players should they find out about her affiliation with a target.


Peacock

Medium, Neutral


  • Armor Class 20
  • Hit Points 179 (20d8 + 90)
  • Speed 30 ft., 20 ft climbing

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 18 (+4) 24 (+7) 18 (+4)

  • Saving Throws Str +8, Dex +9, Con +8, Int +10, Wis +13, Cha +10
  • Skills Medicine +13, Insight +13, Persuassion +16, Deception +16
  • Damage Resistances slashing, bludgeoning, piercing from non-magical weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses Blindsight 10 ft., Darkvision 60 ft., passive Perception 23
  • Languages Common, Elvish, Dwarvish, Infernal, Celestial, Primordial, Abyssal

Truth Teller. Peacock has become talented in speaking the half truth and can now lie in zones of truths.

Silver Tongue. Creatures that do not share a language with peacock can still understand what peacock says if she chooses to share her conversation.

Good Immune System. Peacock is immune to physically debilitating diseases.

Magic Hands. All unarmed strikes made by peacock count as magic when it comes to overcoming resistances.

Actions

Multiattack. Peacock makes three and unarmed strikes, alternatively peacock may make a dagger attack instead of an unarmed strike.

Unarmed Strike. Melee attack: +9 to hit, Reach 5 ft., one target. Hit: 23(2d12 + 10) bludgeoning damage

Dagger. Melee attack: +9 to hit, Reach 5 ft., one target. Hit: 12(1d4 + 9) piercing damage

Hand of Healing. Peacock may spend an action in order to touch a creature and restore 2d12 + 7 hit points.

Subclasses

Class Sublcass Level Available Description
Wizard Archanurgy 2nd Scholars of the very origin of magic.
Druid Circle of Wanderers 2nd Floating drifters, experiencing all there is to life.
Cleric Ichor Domain 1st The mislead, granted sanguine powers by their charlatans.
Fighter Juggernaught 3rd An unstoppable force meets immovable object.
Rogue The Silent Storm 3rd Lightning strikes twice.
Ranger Spirit Strider 3rd Befriend spirits to aid you, both offensively and defensively,
Monk Way of the Celestial Body 3rd Gravity is the absolute force. Make it yours to control.

Classes

Class Description
Archon Worshippers of an old and forgotten reign

What this Chapter includes

This chapter is to include some new options for players and DM's in the forms of new races, subclasses and classes. Each of these will appear in the order they are listed. Each of these options are as the name implies, optional. So, before you assume that you can use these, remember to ask your DM. Each of these creation options will have a piece of lore that goes with them, as boring or as interesting as these are, they can always be adapted to a different world. The lore of the race, class etc. will not have an effect on the stats and gameplay value unless your DM wishes to.

While all of the races and subclasses are optional we recommend to try them all out, one by one if need be. Each one is made to help expand on something that the class is missing, or provide a slightly different way of playing/adding changes to how you will think about combat.

Races

There are new races introduced in this chapter. Giving love to some less popularized races and crafting our own set of locations and cultures, we hope to help broaden the party race variety that one can have. Each race has an interesting take on their home and societies, feel free to incorporate them in your own world with the same or different backgrounds.


  • Githxanu. A new kind of gith, these gith are from a relatively unknown area and have mystical powers to see the true form of others. Being well rounded and good at causing illusions as well as seeing through illusions, the githxanu could be a good pick for you.
  • Grassian. Colonies of grass that have gained sentience. Able to photosynthesize and hibernate, grassians lead a very natural life while living almost indefinitely. An interesting race for those who wish to know less about civilization and more of nature.

The Cosmic War

During the events of the black hand and the steel choir, another war was waging on. This time in the astral plane. Now filled with the floating bodies of colossal celestials and monstrosities, the astral plane had gone through one of the most destructive wars on record.

The astral creatures that have survived, keep their watch over the astral plane and proceed with their "life". Honored and worshiped by the Githxanu, the astral creatures have been courteous and always assist the Githxanu whenever they can due to this fact. If it is opening a gate to another plane or assisting in moving the Githxanu homes, the astral creatures will assist the Githxanu.

The Star Abyss

In the astral plane there is a dead zone, no creatures regardless of their strength has been able to pass through successfully, or at the very least come back successfully. Whole armies of astral knights have gone missing.

The only clue is that the abyss is where the githxanu came from. The only known creatures to come through the abyss besides monsters and monstrosities. The githxanu were highly sought after, for a large amount of time they stayed hidden from the other gith subspecies.

The githxanu exhibited strange traits around the astral creatures, becoming more powerful and communicating with them, something very new and strange. This is the first time both the githxanu, star abyss creatures and the astral creatures began to appear, commune and be known throughout the realms.

The Astrals

The astral creatures were shapeless, merely comprised of thought and will. They only began taking shape with the knowledge from the githxanu. The githxanu helped the astral creatures shape themselves into people, into beasts and how to manipulate not only the space around them but the forces within those areas.

Soon floating debris the size of celestial bodies were being moved, manipulated and shaped however they wanted. The astral creatures had been put into an unpayable dept,

Abyssal Stars

The abyssal stars are the monsters and monstrosities that arrived from the star abyss. They evolved as they fought astral creatures, becoming corrupted variants and twisted forms of the astral creatures themselves.

The abyssal stars found themselves without purpose and without purpose they hungered, hungered for meaning and thus they stepped through the star abyss, fighting the astral creatures and devouring their astral flesh causes an astoundingly large wave of excitement to wash over the abyssal stars. As they finish their hunger returns, never full and always on the lookout for more delicious prey, the abyssal stars learn as they eat.

Each time an abyssal star falls, their bodies are often unable be used for anything more than trophies or homes for the githxanu as their body hallows out or becomes crushed and blow to smithereens during the battles.

Art Credit: Abyssal Star Aatrox Fanart


  • By: Noah Thatcher

The Githxanu

The githxanu are a mostly peaceful people however, they do know how to arm themselves are not afraid to do so. In the vast dangerousness that is the astral plane, the githxanu have become adept at both communicating and moving around in the astral plane.

Their homes are large ruins from previously destroyed kingdoms. Living in the ruins has helped them learn more about this side of the star abyss and adapt to the surroundings. Their relations with the astral creatures has helped significantly by allowing them to move and combine differing architecture of kingdoms together in order to make a safer and more resilient home to the dangers about.

Their relationship with the Githyanki and Githzerai is highly speculative but, that which is known, is that they are on peaceful terms. By being from the opposite side of the star abyss, the githxanu may receive some unexpected hostility while in other gith tribes but for the most part they are treated as another member of the gith.

They are welcome to join githyank and githzerai sometimes as githyanki may need an interpreter or communicator to make dealing and acquisition of property flow smoother while githzerai may ask for their rich amounts of history and the endeavors that have been happening with the astral creatures.

The reasoning behind githzerai curiosity towards the githxanu is because, the githxanu are able to see and feel the astral creatures unlike the other races. They have this exclusive ability from the star abyss and have long since known of it. They count their blessings and try living happy lives, making others happy while they're at it.

Ability Score Increase. Your Intelligence score increases by +1 in addition to your Charisma and Dexterity scores increasing by +1.

Age. Gith reach adulthood in their late teens and live for about a century.

Size. Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is medium.

Speed. Your base walking speed is 30 feet.

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

Alignment. Githxanu tend towards lawful good, worshiping and assisting the astral creatures. Their good hearted willingness to help has lead to be great companions of almost any kind. Helping those in need is one of their greatest honors.

Astralsight. Githxanu have grown accustomed to being in a chaotic and arcane rich environment. The githxanu automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic.

Githxanu Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

When you reach 3rd level, you can cast the Identify spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Blur spell once with this trait, and you regain the ability to do so when you finish a long rest.

Charisma is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.

Art Credit: Cosmic Emperor Pantheon Fanart


  • By: Noah Thatcher

Children of Earth

From the earth came life and with it, the strange creatures that grew and evolved. Grassians are just like many other races, growing and evolving as time continues. In the forests and in the mountains, grass can be found. Others may see grassians as nothing more than plants or as target practice.

Grassian Names

Since grassians are mainly colonies of living grass and when naming themselves, often name themselves after others. Other creatures or other names that they end up hearing or being given. They are able to adopt either gender of name and have no preference when given their name but afterwards will cherish the name dearly most of the time.

Grassian Names: Henry, Antlers, Rock, Chain, Glade, Leaf, Grisly, Dirt

Art Credit: Beautiful Day


By: Andreas Rocha

Grassian

Grassians aren't individuals, instead they are a colony of grass working together with a collective consciousness. Grassians although colonies grass, are surprisingly intelligent gathering in plains and forests, grassians often life a peaceful life walking among much of nature.

Young grassians have experienced little in their lives and often spend their lives in forests, the inner workings of which intrigue many of the grassians. Older grassians are much wiser, knowing about the history of the land and have seen the changes that civilization has done. The longer a grassian lives, the more interested in their own existence they become. Few know the reason why they were able to obtain sentience while others think of it as simply the will of the earth, giving the gifts of life.

Ability score increase. Your Constitution increases by +2, and Wisdom by +1

Age. While their growth is comparable to that of a normal human typically they reach adulthood within the first year of being born and can live almost indefinitely as long as they continue to be healthy.

Alignment. Grassian have a good mix of people. The grassians dont tend towards one side or the other.

Size. Grassian height can vary quite drastically but are all considered medium creatures. The shortest grassians average 5 feet while the tallest average 7-8 feet.

Speed. Your base movement speed is 30ft.

Languages. You can speak, read and write in Common

Children of Earth. As a grassian you have the ability to cast the spell Speak with plants at will but only to forms of grass. Additionally your creature type is elemental, rather than humanoid.

Fire Tinder. Grassians are made of grass and as such are vulnerable to fire damage.

Hibernation. Upon being struck by cold damage, you may use your reaction to go into hibernation, taking half damage in doing so. While in hibernation you will be considered incapacitated and given cold resistance. Additionally while entering hibernation you store 1 hit die of healing. For each additional attack you receive while hibernating, you store an additional hit die. As a bonus action you may wake up from your hibernation, healing for the amount of stored hit die + your Constitution modifier, no longer be considered incapacitated unless otherwise stated and losing your cold resistance. Any time you rest you are considered hibernating as well.

Photosynthesis. Grassians do not need to eat food although they can when needed. Instead grassians create their own food by absorbing light, the light source must be considered bright light. While short resting and in bright light and expending hit die, you may reroll each hit die once should it land on a 1. Once you reroll a hit die you may not do so again and must use the rerolled value. Additionally as an action and while in bright light you may regain hit points equal to 1 hit die of damage + your Constitution modifier.

Archanurgy

A rare study of magic, wizards that are chosen to be a part of this study of magic are focused on finding and understanding the origin of all magic. This elusive study shows that all magic has a more archaic origin, an origin rooted in something more than just the weave, hence the name of Archanurgy.

This study of magic understands more about the foundations of magic than most others. They are able to cast stronger spells and echo previously cast spells. Echoing out destruction or serenity wherever they go, the wizards chosen to study Archanurgy are often the best or chosen because they hold a special personality that archanurgy needs.

Ecliptic Beads

Beginning 2nd level, you manifest the natural magic around you creating a number of beads equal to your intelligence modifier, minimum one. These beads float around you and cannot be interacted with by other creatures, other than yourself unless, you wish them to be able to hold them etc. These orbs float around you and can be moved at will.

These beads however cannot be moved farther than 10ft from you. Otherwise they fade, causing no creature to be able to interact or see the bead. Additionally, you must spend a 1 hour, per lost bead, ritual to regain them.

If you lose consciousness unwillingly, such as becoming incapacitated by an attack you must roll a DC 5 + damage taken concentration check in order to maintain one of your beads, losing one bead upon failure to succeed. When you lose an ecliptic bead, the bead with the most spell levels stored is to vanish first. If there are multiple at the same level, you may choose which ones to lose.

The use of these beads comes in the form of capturing the essence of spells. When you see a spell cast within 60ft of you, you may as your reaction to store a spell slot of the equal spell level in one of your ecliptic beads. On your following turns you may cast a spell that you know, while expending the stored spell slot.

The stored spell slot will remain with the ecliptic bead until used or the bead dissipates. Upon storing a spell that is of 6th level or higher, you will store a 5th level spell slot instead. Each bead may only store spell levels, once per short or long rest. You may not store spell slots from a spell that you have cast.

Additionally for each ecliptic bead you have, you may learn one spell from any other classes spell list, including the wizard's. A spell you choose must be of a level you can cast, as shown on the wizard table, or a cantrip.

The chosen spells count as wizard spells for you and are always prepared until the ecliptic bead holding their knowledge dissipates. You may choose to change the spells learned from these beads should you want to as part of a long rest. However, there must be a week between the times that you choose to change spells.

Echo Spell

Upon reaching level 6, you gain the ability to find the volatile traces left by spells and reconstitute them into their base form. Upon seeing a spell cast within 120ft of you, you may as your action, re-cast the spell at the spells lowest possible level. In order to echo spells, the spell must have been cast within the past minute.

When re-casting the spell, the spell's location and target remain the same, the material cost is not required when re-casting a spell however, you must use your spell attack bonus and saving DC for these echoed spells.

For example if a cleric were to cast cure wounds on an ally at 5th level, you may echo the spell on your turn as an action. When this happens, the ally would gain the hit points that cure wounds would normally give them, if the cure wounds was cast at 1st level aka it's lowest castable level.

When echoing a spell, you may raise the spell level at which it is cast at by expending a stored spell level from your ecliptic beads if possible.

You may echo a number of spells equal to your Intelligence modifier (minimum 1). You may only echo spells up to the 5th level (This means when their lowest castable level is 5th not what they are cast at) and, you may echo your own spells. You regain all uses of this feature upon long resting.

Art Credit: Progenitus


  • By: Nick Silva

Genesis

At 10th level, you learn true archanurgy. The casting of spells becomes easier too, making them more durable as your horizon of magic understanding broadens.

All of your spells now gain advantage against all attempts to dispell them. This includes spells such as Counterspell and on maintaining spells like Dark Star which is a concentration spell.

If you cannot gain advantage on maintaining the spell as such in cases with the Counterspell spell, instead the caster of the Counterspell spell will gain disadvantage on their roll if applicable.

Condensed Magic

Starting at level 14, your magic condenses, the simplicity of spell casting now made once again complicated, your spells now become more potent and any spell you cast at or below 5th level will act as if it was cast one spell level higher without the need of expending a higher spell slot.

Circle of Wanderer's

The circle of wanderer's is comprised of druids that wish to simply live and enjoy the life they were given as well as explore other's experiences. They understand their duties and will protect nature as they see fit always doing what they believe is in it's best interet. However, they agree that progress in the world must be made, and that it comes with the cost to nature. They do try to minimize damages, if unavoidable. They care for nature much like others but the knowledge that the world has to offer should not be overlooked or ignored in their opinion.

Wanderer's Spells

Druid Level Wanderer's Spells
3rd Flame Blade, Darkness, Warding Wind
5th Haste, Wall of Water
7th Watery Sphere, Greater Invisibility
9th Circle of Power, Animate Objects

Worldly Knowledge

Upon choosing to be a part of this circle, the shared knowledge of the world begins culminating in your mind.

You gain proficiency in, simple and improvised weapons, 1 tool kit of choice, 2 skills that you are not already proficient in and 3 languages of choice.

If you are unable to learn any additional languages, they become skill proficiencies instead.

Wanderer's Shadow

Starting 2nd level, you gain the ability to as an action, expend 1 use of your wild shape, and instead teleport to a location, up to 60 feet away from you that you can see.

You cannot teleport to a space that already has another creature in it and if your movement speed is higher than 60 ft you instead use your movement speed to calculate your travel distance.

Teleporting in this way will provoke opportunities of attack.

Starting level 10, wanderer's shadow will only take a bonus action, it will not provoke opportunity of attack unlees you also take a willing creature with you, if you continue to use wanderer's shadow as an action.

Spell Flurry

Starting level 6, every time you use your action to cast a cantrip, you may cast another cantrip immediately at no extra cost.

Using your bonus action will not activate this effect until level 14.

Nature's Spirit

Beginning 10th level, whenever you wild shape, you may instead keep your original form while gaining the creature's benefits.

This allows you to retain your visual feature such as darkvision while obtaining the new features from the creature. Instead of your hit die and hit points becoming that of the creature's, you instead gain temporary hit points equal to the hp you would have gained, up to a limit equal to five times your level.

Upon losing all of your temporary hit points, you will lose the effects of your wild shape however, you will not fall unconscious.

Additionally, casting a cantrip will no longer break concentration on other spells that you are focusing on.

Wanderer's Grove

At 14th level, you gain the ability to conjure a wanderer's grove as an action that lasts for the next two minutes. Doing so causes an area of plants and wildlife to form around you in a 30-foot radius. All allied creatures within this area will be granted 1d4 + your wisdom modifier temporary hit points at the start of each of their turns. Additionally all allied creatures within the area will gain advantage on all saving throws for the duration of the grove.

After conjuring the wanderer's grove, you may as a bonus action cause all hostile creatures within the area, to make a Strength saving throw or become restrained and grappled regardless of the creatures size. For the duration of this feature you must use your remaining turns and actions to continue receiving the detrimental effects on opponents.

However, not focusing on restraining hostile creatures will still give you the benefits that the grove gives you.

During this time if you are knocked unconscious, the grove fades and all benefits and restraints are lost. Additionally you may only use this feature a number of times equal to half your wisdom modifier rounded down, minimum of once per long rest.

Ichor Domain

The gods of death and ruin are patrons of the tricked and the falsely led. Asking for sacrifice and in return power that will turn rivers red and improve their lives. Bathing in blood and creating spectacular dances of death. Followers of these gods do not think much of their actions as it is in the name of their god. Their god will provide salvation to those who help them. Deities of this domain include Bhaal, Cyric, Kelemvor, Myrkul and Shar.

Blood Siphon

At 1st level, as an action, the cleric is able to siphon the blood off a dead body within 10ft to gain 1 blood point.

You are able to use these blood points for various things such as regaining 1st level spell slots and fueling later abilities.

One use of blood points is to regain first level spell slots as an action, you can regain 1 first level spell slot per blood point expended however, you may only regain a number of spell slots equal to your Wisdom modifier per turn.

You may hold a maximum number of blood points equal to your level.

Channel Divinity: Blood Trance

Upon reaching 2nd level, you can use your channel divinity to enter a trance of blood and beauty for 1 minute.

While in the trance, your weapon and spell attacks deal 1 addition damage dice.

Additionally upon succeeding a melee attack, the target must make a Constitution saving throw. On a failed save, the target begins to bleed for 30 seconds. A bleeding target takes 1d4 + your Wisdom modifier slashing damage at the start each of their turns.

The duration of the trance may be extended by expending 1 or more Blood points, up to a maximum of 5 blood points. Each blood point used extends the duration by 1 minute.

Sanguine Blade

Beginning 6th level, you may use your bonus action to empower your weapon with blood. In doing so you may choose to use up to 3 Blood Points and make your melee weapon count as magical in terms of overcoming resistances, with a bonus to hit and damage equal to the amount of blood points used.

This effect last for 1 hour and you can use this feature as many times equal to your Wisdom modifier.

Divine Strike

Starting 8th level, you gain the ability to infuse his or her weapon strikes with necrotic energy. Once on each of your turns, upon hitting a targeted creature with a melee attack, you cause the attack to deal an extra 1d8 necrotic damage to the target.

When you reach 14th level, the extra necrotic damage increases to 2d8.

 

Art Credit: Blood Mage

By: Diana Yudakov

Dance of Blood and Roses

Beginning 17th level whenever in combat you may use your bonus action to begin your dance. For the next five minutes, if a creature within 10 ft of you is hit by an attack, they must make a Constitution saving throw against your spell save DC or become blood marked for 1 minute.

While blood marked, the targeted creature takes 1d4 + your Wisdom modifier, slashing damage at the start of each their turns as long as they are within 15 ft of you.

Moving more than 30 feet away from you will make a creature lose their blood marked status.

Additionally at the start of each of your turn, you regain a number of blood points equal to the number of blood marked creatures, up to your maximum limit.

Constructs and undead creatures are unaffected by this feature.

You may use this feature a number of time equal to your Constitution modifier per long rest.

Juggernaut

Fighters of great presence and force, juggernauts are strong willed and fierce. They exert their strength over nearby creatures and only move on their terms. Mainly called during the Great Hunts, juggernauts gained notoriety as ruthless monster hunters.

While not as disciplined as champions in training, their strength made up for it. Their training was being caught between a rock and a hard place. The only way is forward.

Predator of Prey

Beginning 3rd level, creatures within the 5 ft radius around you gain a negative modifier to their melee weapon attack roll to hit equal to half of your proficiency modifier, rounded down (minimum 1).

To receive the benefit of predator of prey, you mustn't be using a shield.

Additionally you may add half of your proficiency bonus (rounded up) to all Dexterity and Charisma skills that you are not proficient in.

Unrelenting

Once at level 7, you gain an additional use of second wind per short or long rest.

Immovable

At 10th level, you become an immovable force. You gain advantage on all Strength saving throws, and skill checks to grapple or resist being moved.

Whenever a creature struggles to break free from your grapple and fails at their Strength roll. They take damage equal to half of your fighter level rounded down, minimum 1.

Your Strength has also increased enough to make you considered to be one size category higher than your current size category when calculating carry weight. Example: a medium creature would be considered a large creature for carry weight. If you are already considered a size category higher when calculating carry weight, nothing changes.

Unstoppable

Starting 15th level, you gain an additional 10 feet of movement speed and become unaffected by all non-magical difficult terrain.

Onslaught

Beginning at level 18, you become the dominant force. As a bonus action you may mark a creature that is within 60 ft of you for 1 minute. When attacking the targeted creature during this time, you deal additional damage equal to your armor class on each hit.

Once marked, if you're armor class decreases during this time, the damage will remain what it was upon initial casting.

Upon using this feature, it may not be used until the end of the next short or long rest. If you wish, you may sacrifice 50 hit points for an additional use of this feature.

 

Art Credit: Bear Hunter


By: River flow shore

The Silent Storm

Born in the storm, these rogues take after the lightning storms. Striking hard and rapidly these storms are unafraid of threats and are hard to catch. As swift and painful as lightning, these rogues sure have a lot of sting.

Silence before the Storm

Upon becoming one with the storm your senses extend further. You ignore any detrimental weather effects relating to vision and gain proficiency in the Nature and Perception skills.

Lightning Strikes Twice

The storm strikes ferociously and without mercy. Beginning 3rd level you gain an additional use of your sneak attack per turn. You may use this extra sneak attack by using an extra attack or, by using your bonus action to make another attack without attack modifiers, unless otherwise stated.

The second sneak attack deals lightning damage while making an audible crack up to 500 ft away.

Additionally the second sneak attack can be applied to the same creature. If you are able to take advantage of sneak attack on a creature, you may take advantage of the second sneak attack on the target. However swapping targets inbetween the two sneak attacks will not work unless otherwise stated.

Storm Shaper

Each storm is different and with that, upon becoming a part of the storm you learn to change and alter your fighting style with differing aspects. These aspects change how you can play and interact with your environment. You begin with 1 aspect at level 3, increasing the maximum by 1 at level 9, 13 and 17 up to 4 aspects at 17th level.

During a long rest you may change one of your aspects to another one that you can choose from. You may only use an aspect if you fulfill it's prerequisites.

Some aspects may require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Aspect Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Roar of Thunder

Starting 17th level, thunder always follows the flash of lightning. Upon striking the same target twice with your lightning strikes twice, the target additionally suffers half of the total sneak attack damage they take this turn from you, at the end of their following turn as thunder damage.

Lightning Sigil

Beginning 9th level you gain the ability to move around the battlefield easily with the aid of allies. Upon reaching this level you gain the ability to magically mark an allied creature that you can touch for the next hour.

As a bonus action you may then teleport to an empty space 5 ft next to the marked ally if, the marked ally is within a radius equal to twice your movement speed. Upon teleporting to an allied creature you consume the mark.

During this time any hostile creatures that were within range of you before teleporting do get opportunities of attack against you until level 17.

You may mark a number of allied creatures equal to your Dexterity modifier, minimum once per long rest.

Skyborn

At 13th level you learn to step into the sky. You gain a flying speed equal to your movement speed and can, as part of your attack actions, plummet down 30 ft and strike the target below you. After striking the target you move to an empty space within 5 ft of the target.

Additionally you may use your action to end one effect that is causing you to be frightened once per turn as you become a rider of fear and terror from the storms within and without.

 

Art Credit: The treasure Island


By: Lorenzo Lanfranconi

Aspects

Aspect of Mist

Upon disengaging, your become enveloped in mist, increasing your AC by +2 until the start of your next turn.

Gale

You gain 10 ft of movement speed.

Arc Twins

Your second sneak attack from Lightning Strikes Twice may target a different creature and receive the sneak attack damage bonus. You must still be able to take advantage of sneak attack on the second target to do so.

Aspect of the Hurricane

Upon being struck by a critical strike will cause your next attack to critically strike if it hits. You lose this bonus upon missing the attack and upon hitting, it will critically strike regardless of if the role would have been a critical strike or not.

Thunderborn

You gain resistance to lightning and thunder damage.

Meteoriclast

Your second sneak attack from Lightning Strikes Twice that deals lightning damage and the thunder damage from Roar of Thunder will ignore resistances but not immunities

Aspect of Control

Requires 5th-level

You may make it so that either both or neither of your sneak attacks make an audible crack out to 500 ft in all directions.

Storm Step

Requires 9th-level

Upon teleporting to an ally using Lightning Sigil. Creatures that were within 5 ft of your original position must make a Dexterity saving throw or take half of your sneak attack damage die rounded down as thunder damage. On a success they take no damage and this creates an audible crack out to 500 ft from your original location.

Perennial Touch

Requires 9th-level

All Lightning Sigils lasts for 8 hours instead of 1 and upon teleporting to an allied creature, the mark is no longer consumed.

Additionally upon teleporting, you place a sigil at the location where you were previously, before the teleport. You may teleport back to this point which will consume the sigil. If a creature is on the sigil you teleport safely to a space 5 ft from the sigil.

Distant Thunder

Requires 9th-level

You gain the ability to burn your Lightning Sigils onto your weapons. These weapons when thrown will cause an audible crack out to 500 ft in all directions.

Ammunition can be marked but upon being thrown, the sigils on the thrown weapon will vanish. You may mark the same amount of weapons with sigils as you can mark people, with the marks also lasting for the same duration.

Sigil marked ammunition will make create a flash of light and creatures within 5 ft of the target must make a Constitution saving throw or become blinded and deafened until the end of your next turn.

Aspect of the Cloud Walker

Requires 13th-level

While in the air all ranged attacks toward you may only add their proficiency bonus to their role to hit.

Additionally you gain an extra 10 ft of both flying and walking movement.

Flashpoint

Requires 13th-level

Upon using your Lightning Sigil, creatures that were within 5 ft of you before teleporting must make a Wisdom saving throw or become incapacitated until the end of your next turn.

Deluge

Requires 13th-level

Upon using Skyborn to plummet down as part of an attack, the attack gains additional damage die depending on the height. For every 10 ft above the target, the attack will deal an additional 1d6 lightning damage. You will take damage equal to the damage gained through this method, when taking damage from this method it counts as fall damage and does not require you to take additional outside fall damage.

After falling at least 60 ft the lightning spreads out upon hitting the ground, making all creatures within a 15 ft area centered on yourself make a Dexterity saving throw or take the bonus lightning damage gained from plummeting. Halving damage on a success.

The main target is subject to the saving throw for the bonus plummet damage. However, if it is from a height less than 60 ft then the target is not subject to a saving throw and will take it as additional damage.

Herald of Storms

Requires 18th-level

You gain immunity to lightning and thunder damage.

Spirit Strider

Spirit Striders spend their time viewing the realm between life and death. Many fear the cold embrace of death while a Spirit Strider understands it to not be the end of all. These rangers seek to enlighten themselves and to aid spirits in moving on. Walking with the spirits makes these rangers powerful in investigations and in fights. Never alone, the Spirit Strider is sure to be accompanied by few loyal spirits.

Spirit Strider Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Spirit Strider Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Spirit Strider Spells
Ranger level Spells
3rd Guiding Bolt
5th Healing Spirit, Spiritual Weapon
9th Spirit Guardians, Spirit Shroud
13th Guardian of Nature
17th Hallow

Strider's Spell

At 3rd level, you learn to benefit from the strengths of the natural spirits.

You gain three essence points, the number of which increases by 1 each time you level up. You can spend essence to enhance your existing and future spirit strider features. You start by knowing: Spirit Shield, Spirit Cleave and Arcanum Spirit

When you spend one essence, it is unavailable until you finish a long rest, at the end of which you draw all of your expended spiritual power back into yourself. You must spend at least 30 minutes of the rest meditating to regain all of your essence.

Spirit Shield As a bonus action you may expend an essence point and create a shield around you. Doing so grants you advantage on your next saving throw and reduces the damage taken from the next attack by 1d6. Expending multiple essence points will increase the amount of damage reduced by an extra 1d6 per additional essence used.

Spirit Cleave As part of any attack you may expend an essence point allowing yourself to deal an additional 1d6 necrotic or radiant damage (your choice).

Spirit Arcanum Upon casting a spell you are able to expend one essence. Upon doing so, you may change a small property of the spell. Should the spell have increased level bonuses, the level of the spell increases by one. If no notable change in the spell is listed due to level. You may instead increase the number of die used in the spell by +1 (including damage, healing or sleep etc.), increase the number of targets by +1, or increase the range of the spell by 20 feet.

Nature's Spirits

Starting 7th level, you gain the ability to summon an allied spirit to assist those allies that are around you.

By expending an essence point as a bonus action you may create a 15 foot radius aura around you for the next five minutes. Granting your teammates one of three effects: Shield, Bolster, or Cleanse

Shield will grant your allies 1d12 temporary hit points each time they end their turn within the aura.

Bolster will allow your allies to add a 1d4 to their attack rolls and damage while within the aura.

While cleanse, will allow your allies to cure themselves from one condition (except exhaustion) that is afflicting them as an action. Once they cleanse themselves they wont be able to do so again until you expend an additional essence point. Each ally may use the cleanse once before having to use another essence.

Starting level 11, you may choose an ally within 30 feet of you to exude the aura instead. This comes at the cost of the duration shortening from five minutes to one minute.

Art Credit: Spiritual Chaos


By: Dominik Mayer

Reverie

At the start of 7th level, you grow comfortable with drawing strength from the spirits to refresh yourself. Allowing you to regain a number of essence equal to your spellcasting modifier (minimum 1) per short rest. You may use this a number of times equal to your proficiency bonus in between long rests.

Stride Step

Beginning 11th level, you learn to see the channels that spirits go through to move about. Allowing you to step into the realm of the spirits before stepping out and at a desire location.

As an action you may expend two essence in order to magically teleport out to a distance equal to your movement. Upon teleporting, all creatures within 5 feet of your location must make a Dexterity saving throw or be attacked by passing spirits that exit with you, being dealt 3d6 + your spellcasting modifier force damage or taking half as much on a success.

Resonance

With the advancement to 15th level, you gain the ability to resonate your body with the spirits around you as an action. For the next five minutes, you become empowered as the spiritual magic flows throughout. During this duration you may summon 3 separate intangible spirits in a 60 foot radius from you. Each spirit produces a 15 foot area on top of themselves that does one of two things, they may Bolster your allies or they may Wither your enemies.

Wither. Hostile creatures that start or end their turn within the area of the spirits will take 1d6 radiant damage, 1d6 necrotic damage and receive a -1d4 to all of their attack rolls and saving throws.

As a bonus action you may move the spirits 15 feet each in any direction. You may use this feature once per short or long rest.

Way of the Celestial Body

Following the Way of the Celestial Body is not an easy path. Many lose control over themselves and the fundamental forces, resulting in death. Those that are successful however, learn it's destructive capabilities and soothing peace.

Celestial Body monks often seek to understand more about the universe and how it behaves. How each force interacts with each other and what lays behind the curtain of sight. The ever changing fabric of space and the shifting of the arcane weave have never met without resistance. Change that resistance into the source of your power as a Way of the Celestial Body monk.

Cosmology

At 3rd level you learn how to manipulate fundamental forces with each strike. Whenever you make an unarmed strike you may expend 1 ki point to alter it into an area of effect attack.

  • Your unarmed strike becomes a 5 foot wide line that extends 15 feet.
  • Your unarmed strike becomes a 10 foot cone.
  • Your unarmed strike becomes a concussive blast that permeates 5 feet from you in all directions.

For all three attacks, all creatures caught within the area must make a Dexterity saving throw or take 3(martial arts die) force damage. Halving the damage on a success.

At 6th, 11th, and 17th level, the range of these effects increases by 5 feet in all directions except for the line, which remains 5 feet in width.

Art Credit: Galaxy Grasp


By: Tyler Vail

Inertia

At 3rd level your unarmed strikes change an objects tendency to move, causing creatures to struggle and use more energy when moving. Each time you hit a creature with an unarmed strike, their movement is reduced by half until the end of their next turn.

Additionally when making an unarmed strike or an attack with a monk weapon, you can use both your Strength together with your Dexterity for the damage rolls.

Equipoise

Beginning 6th level your control over the balance of forces becomes more apparent, shaping the natural forces of the world to your will. You can use your reaction and 1 ki point to conjure a repulsive force to mitigate damage from melee attacks. Upon being hit by a melee attack, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

Upon reducing the damage to 0, you may conjure additional force to overwhelm the attacker, by expending 2 additional ki points, you may use one of your Cosmology unarmed strikes towards the aggressor.

Star Stepper

Starting 11th level, you learn to free yourself of gravity for some time. As a bonus action you may gain a flying movement speed equal to your regular movement speed at the cost of 1 ki per hour.

While at least 40 feet in the air, you may use your action to come crashing down on a target within a 15 foot radius of you. Upon doing so you rush to the ground, taking fall damage unless otherwise stated. Upon landing however, you will erupt in a 15 foot radius shockwave dealing force damage, equal to 3(martial arts die) plus your monk level, to all creatures within the area that fail a Dexterity saving throw.

At level 17th level you may use your slow fall to reduce the fall damage that you take.

Cosmic Attraction

At 17th level, you force gravity to your will. As an action you may expend 2 ki points, creating a 30 foot area of intense gravity at a targeted location that you can see for the next minute. All creatures caught within or enter the area must make a Strength saving throw or become restrained.

Any creature that succeeds the saving throw will still have their movement speed reduced by half, gain disadvantage on Dexterity saving throws, and rolls to hit.

Any and all attacks towards creatures that failed the saving throw will additionally have their damage increased by your martial arts die. Creatures within the area that are flying will descend at a rate that causes them damage upon hitting the floor.

Art Credit: Mountain Dwelling


By: Andreas Rocha

Old But Not Forgotten

A religion chiseled in stone is uncovered. Lost gods and lost prophecies are found. Their followers lost to time but their beliefs and practices merely needing a rekindling.

The practices and beliefs spread quickly through cities, finding itself popularity in the strong and ignorance in the weak. Followers of these beliefs and practices became Archons. Warlords that are masters of their themselves and their gods. The gods they worship now almost completely gone or dead, archons follow their practices until they are the pinnacle of all life.

Rulers of Themselves

To rule themselves is to govern the most essential basics of being an archon. They must maintain and manage their strength, both inner and outer to become the ruler of those around them. By ruling themselves, they leave no one to influence them and maintain their individuality.

The gods they worship grant them power and this power is what gives them drive. The gods are merely guides to them. Not many follow their gods as priests and clerics do however, those that do are granted a companion of sorts, who watches over them and can befriend the archon.

Some abandon this mindset, seeing this as a weakness and becoming a more ruthless or benevolent ruler dubbed monarchs.

Making an Archon

When creating your archon you should remember who and why they worship the god or deity they believe in. Do they worship a god or are they simply recognized by the god and their practices happen to align with the god's ideals.

Does your archon rely on their practices as a means of mental escape. What made your archon walk the path they walk, doing these ancient practices. Why is your archon adventuring is a question you should ask yourself because archons can journey for many reasons even though they are ruthless. It could be to spread their religion, it could be to conquer all or to simply live a life away from weapons. Using evil to destroy evil.

Quick Build

Hey so Archon's are to be a disabling supportive front liner for your team, most of the time. To be able to soak some damage while helping the team, I would stick to making your Wisdom your strongest ability score if you wish to go for more supportive spellcasting with the Archon Priest archaic devotion. Otherwise I would stick with Strength being your highest as it ties into your attacks and abilities for both Monarchs and Archaic Huntress'.

 

Art Credit: Boss Fight


  • By: Jason Nguyen

If you like being in the back, Archaic Huntress and Archon Priest will be better options for you. Archon priest is also a good devotion to have if you like being in the middle of the party rather than the front or back. Monarchs will be the best choice if you want to constantly be on the front line.

For beliefs, I would focus on what you need in your team. If you happen to not be able to see in the dark. Lord's Vision is a very good choice. Varietal Upbringing is one of the few beliefs allowing you to grab something from another archaic devotion. Use this to your advantage and gain access to some features that can cause clutch plays. Destructive Force and Eternal Watch, getting another extra attack is very nice to have and while not necessary, is always nice to have.

For devotion specific beliefs, it is best to only grab a few of them rather than all of them. Devotion specific beliefs can have a significant or an abysmal effect on how you play so by taking only a few, you keep a consistent play style with little risk of causing worry in your party.

 

Art Credit: Zeus


  • By: Jason Nguyen

Optional Rule: Multiclassing


  • Prerequisites. To qualify for multiclassing into the archon class, you must meet these prerequisites: Strength 13 and Wisdom 13.
  • Proficiencies. When you multiclass into the archon class, you gain the following proficiencies: Light armor, and simple weapons.

Class Features

As an Archon, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, Medium armor
  • Weapons: Simple weapons, Shields
  • Tools: None

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Athletics, Animal Handling, Arcana, Insight, Medicine, Perception, Religion, Survival
Archon
Level Proficiency Bonus Features Beliefs Known Benevolent Boons
1st +2 Tribunals, Benevolent Boons 1
2nd +2 Fighting Style, Sacred Beliefs, Archaic Devotions 2 1
3rd +2 Leader's Commandment (1/rest) 2 2
4th +2 Ability Score Improvement 2 2
5th +3 Extra Attack 3 3
6th +3 Devotion Feature 3 3
7th +3 Staggering Strike 3 4
8th +3 Devotion Feature, Ability Score Improvement 4 4
9th +4 Leader's Commandment (2/rest) 4 5
10th +4 5 5
11th +4 Aura of Dissolution 5 6
12th +4 Ability Score Improvement 5 6
13th +5 Devotion Feature 5 7
14th +5 6 7
15th +5 Lord's Gaze 6 8
16th +5 Ability Score Improvement 6 8
17th +6 Devotion Feature 6 9
18th +6 Leader's Commandment (3/rest) 6 9
19th +6 Ability Score Improvement 7 10
20th +6 Force Fealty 7 10

Equipment

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

  • (a) a spear or (b) any simple weapon of your choice
  • (a) a shortbow and 20 arrows or (b) a simple weapon of your choice
  • (a) Leather armor or (b) Chain shirt
  • (a) an Explorer's Pack or (b) a Dungeoneer's Pack

Alternatively, you may start with 5d4 x 10 gp to buy your own equipment.

 

Tribunals

Starting 1st level, you gain the ability to extend your control over desired weapons, making them into tools for your conquest.

You may make a weapon your tribunal by spending a 30 minute ritual on a particular weapon, you may have a number of tribunals equal to half your proficiency bonus at one time. If you exceed this number then you lose attunement to your oldest tribunal.

While using a tribunal you may replace your attack modifier with your Wisdom modifier for rolls to hit and damage rolls.

Benevolent Boon

Beginning 1st level, your worship and practice of the archaic arts has been rewarded through the empowerment of your attacks and actions. Your access to these is represented by a number of benevolent boons, as shown in your benevolent boons column of the Archon table.

You can spend these points to fuel various boon features. You start knowing three such features: Poisoned Mind, Bloodthirst, and Bulwark. You learn more boon features as you gain levels in this class.

 

Art Credit: Angel Knight


  • By: Jason Nguyen

When you spend a benevolent boon, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended benevolent boons back into yourself. You must spend at least 30 minutes of the rest practicing or praying to regain your benevolent boons.

Some of your archon features may require a saving throw. For these abilities the saving throw DC is determined by your proficiency and Wisdom modifier.

Boon save DC = 8 + your proficiency bonus + your Wisdom modifier.


  • Poisoned Mind. After taking the attack action, you may expend 1 benevolent boon and cause the target to make a Wisdom saving throw or lose their reactions until the start of their next turn, and gain disadvantage on their next Dexterity saving throw before the start of their next turn.
  • BloodThirst. After taking the attack action, you may expend 1 benevolent boon, in doing so you heal for an amount equal to half damage dealt by this single attack.
  • Bulwark. As a bonus action you may expend 1 benevolent boon to gain a +1 to your AC until the start of your next turn.

Fighting Style

Beginning level 2, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

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

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, 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 or a simple or martial weapon to use this reaction.

Defense

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

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Two-Weapon Fighting

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

Sacred Beliefs

Starting 2nd level, your beliefs grow into a more primal power. Beliefs that manifest in this power are powerful and you gain 2 sacred beliefs of your choice starting level 2. When you gain certain archon levels, you gain additional beliefs of your choice.

Additionally, when you gain a level in this class, you can choose one of the beliefs you know and replace it with another belief that you could learn at that level.

A level prerequisite in a belief refers to archon level, not character level.

Archaic Devotions

At 2nd level, you devote yourself to an old way of life. Each devotion that you pledge to specializes in specific roles those being: Pledge of the Archon Priest, Pledge of the Monarch or Pledge of the Archaic Huntress each of which is detailed at the end of the class's description. Your choice grants you features at 2nd level, and additional benefits at 6th, 8th, 13th and 17th levels.

Leader's Commandment

At level 3 you gain the ability to channel the powers of your primal rule. You start with 2 of these effects, both being determined by your Archaic Devotion.

When you use your Leader's Commandment, you choose which effect to create. You must then finish a long rest to use your Leader's Commandment again.

Some Leader's Commandment effects require saving throws. When you use such an effect from this class, the creatures must make the save against your tribunal save DC.

Beginning at 9th level, you can use your Leader's Commandment twice between rests, and beginning at 18th level, you can use it three times between long rests.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack

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

Staggering Strike

Starting 7th level, you may strike an opponent with immense force disrupting their battle. When you hit another creature with an attack, you can spend 1 benevolent boon to attempt a staggering strike. The target must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.

Aura of Dissolution

Beginning 11th level, whenever a hostile creature within 10 feet of you must make a saving throw, you may expend a benevolent boon granting a deduction to the targeted creature's saving throw equal to half your proficiency bonus. You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Lord's Gaze

Starting level 15, you gain the ability mark a target for 1 minute at a time as an action. Marking a target multiple times only restarts the timer at 1 minute and will not lower any resistance or immunity further.

When marked, the targets resistances and immunities degrade, you may choose a damage type. In doing so the target has their immunity and resistances towards that element worsened. For example, if you mark a creature with a curse of fire damage. Their immunities will be lowered to resistance and their resistance will vanish. However if the target does not have immunity or resistance to that damage type, then nothing happens.

You may mark creatures a number of times equal to your proficiency modifier per short or long rest.

Force Fealty

Upon reaching 20th level you are the pinnacle of yourself, all others must acknowledge this. As an action you speak and command all targeted creatures within 30 feet of you make a Wisdom saving throw against your Tribunal save DC. Creatures do not need to understand you in order to make this saving throw, creatures still must be able to hear you otherwise, creatures that cannot hear or if they are a construct automatically succeed their saving throw. Upon failing they must stop what they are doing and are forced to their knees. For the next minute the effected creatures will be considered paralyzed and prone.

While paralyzed the effected creatures may use their action to make a Strength check to break free from their paralysis. If a creature breaks free from their paralysis they are then marked with the mark of insubordinance for the remainder of the minute.

Upon succeeding the initial saving throw, the targeted creatures are instead marked with the mark of insubordinance for the next minute.

Mark of Insubordinance: While marked the targeted creature will receive an additional 1d4 damage from all sources for the next minute and have their movement speed reduced to half of it's maximum.

The number of times that you may force fealty upon others is once per long rest.

Art Credit: Necromancer


  • By: Jason Nguyen

Pledge of the Archon Priest

Archon priests are the most religious of the archons. Being incredibly devout allows them to draw upon more of the primal power, that is their strength. Gaining the strength of a spiritual companion and the ability to cast spells. These archon's are more than just brawn.

Their origin of their magic precedes much of current magic and aiding to that is their belief in gods that are no longer a major being, when it comes to deities and gods. While most archon priests pray and aid their allies with the primal magic they have, getting in the way of one of these spell casters can seem to be more of a challenge than one thinks.

Magic to them is not influencing the weave and imposing your will upon it but rather pulling at each of the strings of the weave to unravel or create these magical instances. Seeing more than what is just in front of them, archon priests have found ways to expand their god's worship and keep them alive. While lesser known, the gods that archons worship are very powerful and often create miracles to aid those that will listen.

Bonus Proficiencies

Beginning 2nd level, you become proficient in the religion and arcana skills.

Spellcasting

When you reach 2nd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard or cleric spell list in the player's handbook.

Cantrips. You learn three cantrips of your choice from the wizard or cleric spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The archon priest spellcasting table shows how many spell slots you have to cast your wizard or cleric 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard or cleric spells of your choice, two of which you must choose from the Divination, Illusion or Necromancy spells on the wizard or cleric spell list.

The Spells Known column of the Archon Priest Spellcasting table shows when you learn more wizard or cleric spells of 1st level or higher. Each of these spells must be an Divination, Illusion or Necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 7th, 13th, and 19th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard or cleric spells you know with another spell of your choice from the wizard or cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a Divination, Illusion, or Necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Wisdom is your spellcasting ability for your Archon Priest spells, since you learn your spells through study and belief. 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 wizard or cleric spell you cast and when making an attack roll with one.

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

Spell Attack modifier = your proficiency bonus + your Wisdom modifier

Art Credit: Samurai and Cats


  • By: Jason Nguyen
Archon Level Cantrips Known Spells Known 1st 2nd 3rd 4th
1st
2nd 3 3 2
3rd 3 4 3
4th 3 4 3
5th 3 4 3
6th 3 5 4
7th 3 6 4 2
8th 3 6 4 2
9th 3 7 4 2
10th 4 8 4 3
11th 4 8 4 3
12th 4 9 4 3
13th 4 10 4 3 2
14th 4 10 4 3 2
15th 4 11 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 12 4 3 3
19th 4 13 4 3 3 1
20th 4 14 4 3 3 1

Primal Dispersion

At level 3, you gain a single primal companion. This primal spirit is friendly to you and your companions, and it obeys your commands.

Each primal companion has a number of hit points equal to your level and an AC of 10 + half your level, rounded up. If it has to make a saving throw, it uses your saving throw bonus for the roll

If you happen to lose your primal companions you may re-summon them at the end of a short or long rest expending a spell slot of your highest available level to do so. You do not regain that single spell slot if you choose to re-summon all primal companions.

In combat the primal companion shares your initiative count, but takes their turn immediately after yours. As a bonus action you may command any number of primal companions that you have to move up to 30 + (Your Wisdom modifier * 10) feet. Additionally as part of that same bonus action, the primal companion may "link" or "unlink" with a friendly creature. In doing so the primal companion shares the same space as the friendly creature and should the linked creature move, so will the primal companion. A primal companion is not able to link to a friendly creature the same turn they unlink .

Whenever you cast a spell you have the option of casting the spell as if you were in the position of any of your primal companion's locations. If the spell requires a roll to hit, and you do not have line of sight but your primal companion does, you may still make the attack with disadvantage to hit.

When casting a spell that has a range of self, if a primal companion is linked to a creature, that linked creature may become the target of the spell instead.

When casting a spell that has a range of that is greater than self or touch, the primal companion must be unlinked.

If the spell has a range of touch, the primal companion may be either linked or unlinked.

Leader's Commandment: Primal Recovery

Starting level 3, you gain the ability to, during a short rest, spend time focusing on your primal strengths. As a rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your archon level (rounded up).

Leader's Commandment: Pack Leader

Beginning 3rd level, you lead your people with purpose and run with the pack. For the next 5 minutes a number of creatures equal to your proficiency modifier that you can see gain additional movement speed equal to half of their base speed.

Creatures running with the pack cannot be suprised and upon entering combat these creatures also gain a bonus to their initiative rolls equal to half of your proficiency modifier rounded up.

Art Credit: Wandering Entity


  • By: Jason Nguyen

Archaic Sorcery

When you reach 6th level, you may add your Wisdom modifier to all your cantrips' damage.

Primal Teachings

Starting 8th level, you gain the ability to add spells with the ritual tag to your spell list. You may also swap out a single spell once per day by taking a long rest. When casting a ritual tagged spell, the casting time becomes one action, for only ritual spells from the wizard or cleric spell lists.

Archaic Dynasty

At 13th level your magic gains a powerful will. In doing so your primal companion shimmers as it attracts a second primal companion to aid you. You may now summon and have 2 primal companions active at one time.

If multiple primal companions have line of sight on a roll to hit attack, the ranged spell attacks no longer has disadvantage.

Primal Hunt

Starting 17th level, you can now summon 3 primal companions active at one time.

Immediately after casting a cantrip you may also spend 1 benevolent boons to cast the same cantrip from an additional source, a primal companion or yourself. Using separate rolls to hit and saving throws for each one.

Art Credit: Necromancer


  • By: Jason Nguyen

 

Pledge of the Monarch

Monarchs are true rulers of themselves. Unbound by rules and regulations, monarchs are often found fighting alongside their allies, winning fight after fight in order to bring light to their god and rule.

Most monarchs try spreading their teachings in a variety of ways. Through trading worship for pay or forcing their god's will on the people. Monarchs can be at times brutish but for the most part they are kind. Just don't get in their way if they command you to step aside.

Bonus Proficiencies

Upon devoting yourself to become a monarch you become proficient in the insight and intimidation skills as well as five martial melee weapons of your choice.

Leader's Commandment: Dispel Secrets

As an action you may cast the spell Zone of Truth centered on yourself. Additionally all illusions within the area dispelled and all sources of divination such as an arcane eye are revealed to everyone within the area. The true forms of creatures, such as shapechangers, can also be seen but only to those within the area. Otherwise all effects of this commandment are unseen and unnoticed.

Leader's Commandment: Invigorating Call

As an action you speak words of strength and heart, all friendly creatures including yourself that can hear you gain 30 feet of additional movement speed for the next minute and temporary hit points equal to your level.

 

Art Credit: Dark Magic


  • By: Jason Nguyen

Raised by Blade

Beginning 2nd level, Devoting yourself to the lifestyle of a monarch leads no stone to be left unturned. Each discipline and technique must be practiced so that your knowledge and wisdom may grow.

You gain an additional fighting style.

Additional Available Fighting Styles


  • 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 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.

Stranger to Death

Starting 6th level, your body has become more accustomed to the natural forces of weapons and objects being thrown at it. When damage reduces you to 0 hit points, you can make a Strength saving throw (DC 10). On a success, you instead drop to 1 hit point and gain a number of temporary hit points equal to your level. You can't use this feature if you are reduced to 0 hit points by a critical hit.

After using this feature, you cannot do so again until you finish a long rest.

Bathed in Blood

Starting 8th level, upon being struck with an attack you show your enemies your fearlessness, you may expend 1 benevolent boon as a reaction and choose a number of creatures up to your proficiency bonus within 15 feet of yourself. All targets must then make Wisdom saving throw or have their movement speed reduced to 0 until the end of their next turn

Beginning 18th level, this becomes 30 feet around yourself.

Council of Truth

Starting 13th level, your deeds have not gone unnoticed, the primal strength inside touches and resonates with others to the point at which you notice the small ticks people. You gain advantage on all insight checks on creatures within 10 feet of you. As such you may also not ever be surprised while conscious.

Beginning 18th level, this becomes 30 feet around yourself.

Unrelenting Conquerer

Starting 17th level, each vital strike fills you will adrenaline and strength. For each critical strike you achieve, you gain an additional use of your extra attack. The most you may obtain from this feature is an additional two attacks per turn.

Pledge of the Archaic Huntress

The hunters and huntress' alike walk a path unknown. A perfect shot is the perfect tribute to the archons, and chasing down the perfect catch is the greatest tribute to be had. Trackers, executioners, pathfinders, all titles for an archaic huntress. They know their enemy, know how to slow them down, pick them apart piece by piece before the final strike.

Bonus Proficiencies

Devoting yourself to the hunt grants you proficiency in the survival and stealth skills as well as martial ranged weapons.

Leader's Commandment: Flexible Focus

As a bonus action you begin playing with your prey, granting yourself half of your base movement speed as additional movement and the ability to use the dodge action as a bonus action for the next minute.

Art Credit: Fiery Knight


  • By: Jason Nguyen

Leader's Commandment: Denial of Sanctuary

Upon seeing a creature receive magical healing you may expend your reaction to deny their saving grace. In doing so the target is not healed for the amount of hit points they receive, but instead are dealt damage equal to that amount.

Archaic Archery

Your use of a bow has become more refined, your devotion to your tool of trade becomes apparent in it's lethality.

You gain the following benefits while wielding a simple or martial ranged weapon.

  • You no longer have disadvantage on ranged attacks within 5 feet of you.
  • You may use your Strength modifier instead of your Dexterity modifier for any and all ranged attacks.
  • Your ranged weapon attacks ignore half cover.

Hunting Time

You know how to strike key points on the enemy to cripple their movement and make it easier to track them. Upon striking an enemy with an attack, the targeted creature loses 10 feet of movement until the end of their next turn.

Immediately after making a ranged weapon attack you may expend 1 benevolent boon to gain a benefit against your prey. When attacking a creature with impaired movement, the targeted creature will receive additional damage equal to your Wisdom modifier (minimum 1), for the next minute. This applies to the attack that was used to trigger this effect.

Tracker's Blood

At level 6 you sense challengers to your throne. Their presence irritating your blood. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any beast, monstrosity, aberration within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Wisdom modifier per long rest.

Reposition

Beginning level 8 you learn to reposition yourself in between shots. As a bonus action you may magically teleport to a vacant location within 30 feet of you.

You may reposition yourself this way a number of times equal to your proficiency bonus per short or long rest.

Art Credit: Angel


  • By: Jason Nguyen

Scent of Blood

Starting 13th level, when attempting to track a creature who has impaired movement or was effected with a condition, you will gain advantage on all rolls to track them.

Immediately after successfully making a ranged weapon attack you may expend 1 benevolent boon to expose your target, granting your next ranged weapon attack advantage to hit this attack towards the target will also ignore half and three-quarters cover.

If the targeted creature dies before the start of your next turn, you regain 2 benevolent boons.

Firing Line

Beginning 17th level, as a bonus action you may expend 2 benevolent boons to conjure 2 archaic arrows with each of your ranged weapon attacks for the next minute. These two arrows can target any creature you can attack, upon making a ranged weapon attack, these arrows will fly out and attack up to 2 additional creatures before returning, dealing 1d4 damage + your wisdom modifier to the targeted creatures.

Upon using this ability, you may not do so again until after a short or long rest.

Sacred Beliefs

Here is a list of all the sacred beliefs that an archon may learn with their listed prerequisites. Remember that each sacred belief may only be chosen once unless otherwise stated.

Armor of the Devout

Requires Archon, level 2

While not wearing armor, your natural armor class becomes 10 + your Dexterity modifier + your Strength Modifier.

Aura of Durance

Requires Archon, level 2

All terrain in a 15 foot radius of you becomes difficult terrain for hostile creatures. At level 18 this radius increases to 30 feet.

Varietal Upbringing

Requires Archon, level 2

You gain a leader's commandment from one of the other archaic devotions that you are not a part of.

Lord's Vision

Requires Archon, level 2

You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

Teachings of all

Requires Archon, level 2

You can read and comprehend all writing.

Beast Speech

Requires Archon, level 2

You can cast speak with animals at will, without expending a spell slot.

Eternal Watch

Requires Archon, level 2

You no longer need to sleep and have advantage against being forced to sleep by magical effects. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as praying and keeping watch.

Chaos Shield

Requires Archon, level 2

Instead of healing the amount healed by bloodthirst, you may instead grant an equal amount of temporary hit points to another creature within 30 feet of you. Additionally the targeted creature gains an elemental resistance of your choice (excluding force and psychic damages), for the duration that the temporary hit points exist.

Whisper of Exertion

Requires Archon, level 2

Your base long jump and standing long jump distances double. After running at least 10 feet you may also slide along the ground for the same distance as your long jump.

Art Credit: Fire Mystic


  • By: Jason Nguyen

Gift of the Inevitable

Requires Archon, level 2

You gain immunity to non-magical and magical difficult terrain.

Roar of Steel

Requires Archon, level 5

While a tribunal is within a 30 feet radius from you, as a bonus action you may recall it back to your hand. The tribunal must have an unobstructed path back to you in order to do so.

Eyes of the Truth Seekers

Requires Archon level 11

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Disruptive Arsenal

Requires Archon, level 11

Upon striking a targeted creature with your tribunal or spell, they will gain 1 mark. Upon reaching 3 marks, the next successful attack that you make towards the creature will take an additional 3 damage and the creature will then lose all three of its marks.

Your tribunals will also begin to count as magical attacks for overcoming resistances and immunities.

Euphoric Embrace

Requires Archon, level 11

Once per turn, upon using bloodthirst, you heal for the full amount of damage dealt instead of half.

Destructive Force

Requires Archon, level 11

You gain an additional extra attack.

Archaic Blessing

Requires Archon, level 13

The primal arcana inside you begins to cleanse your body of it's impurities, making you immune to disease and poison.

Watch of the Moon

Requires Archon, level 13

As an action you gain the ability to grant a creature the benefits or detriments if there are any to being in the night. For example you may use this on a kobold to remove their sunlight sensitivity. The effects of this ability last 8 hours and can be used once per short or long rest.

Sight of Ancients

Requires Archon, level 20

Your lord's gaze no longer turns immunities into resistances, instead they immediately remove the immunity for the duration of lords gaze. If the creature has resistance, they lose that resistance for the duration of this effect.

Kingslayer

Requires Archon, level 20

As long as a weapon is your tribunal, when wielded by you, it will gain an additional damage die.

Archon Priest Beliefs

Archanurgy

Requires Archon Priest, level 2

Your fundamental understanding of magic expands more, allowing you to select spells and cantrips from any spell list. The spells you select must still follow the spellcasting rules.

Basic Foundations

Requires Archon Priest, level 6

You may add your Wisdom modifier to all your spells' damage.

Wrath Chain Beast

Requires Archon Priest, level 6

As a bonus action you may command your primal companions to make a linking attack, using your spell casting attack modifier, towards a hostile creature. Upon hitting the target, the attack deals 1d10 magical slashing damage and, the primal companion links to them allowing you to use them as a location of spell casting and marking the target as bound.

Additionally as an action, you may conjure magical chains from your binding primal companions. All creatures that are bound must make a Strength saving throw or be moved 10 feet towards either you or another primal companion.

Each time the binding primal companion does something, makes or is part of an attack or moves their bound creature. They must make a Strength DC 15 saving throw or unlink and appear within 5 feet of the bound target. A targeted creature is not bound if they have no primal companion linked to them.

Shield Maiden

Requires Archon Priest, level 7

As an action you may now make an attack with shields that you have on hand using your Strength modifier, dealing 1d6 bludgeoning damage on hit. You can also perform the somatic components of spells even when you have weapons or a shield in one or both hands.

While wielding a shield your Staggering Strike will now make the target stunned instead of incapacitated.

Monarch Beliefs

Historied Past

Requires Monarch, level 2

You gain an additional fighting style.

Flesh Wound

Requires Monarch, level 2

Upon being struck with a weapon attack you may use your reaction and expend 1 hit die reducing the damage taken by the rolled amount.

You may also expend a benevolent boon to double the amount of dice used when reducing the damage (not the number of hit die expended).

Revenant

Requires Monarch, level 8

Upon successfully using Stranger to Death all creatures within a 15 foot radius of you must make a Wisdom saving throw or become frightened for the next minute. At the start of each of their turns the effected creatures make a Wisdom check against your benevolent boon save DC, ending the effects on a success.

Tides of War

Requires Monarch, level 13

Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

Additionally upon hitting the target with an opportunity attack, you may expend 1 benevolent boons to make an additional attack towards the target.

Archaic Huntress Beliefs

Archon's Ammunition

Requires Archaic Huntress, level 2

You unleash your might upon foes by imbuing your ammunition with special magical effects. Once per turn as part of an attack action with a ranged weapon you may apply one of your ammunition types. You must declare which ammunition type that is being used, before the attack is made. Upon using an ammunition type twice, you are unable to use that ammunition type again until the next short or long rest.

When you take this sacred belief, you gain one of the ammunition types. Each additional ammunition type you choose will cost another sacred belief slot. Using multiple sacred belief slots for the same ammunition type will increase the amount of times you may use it in between short and long rests.

The ammunition types are as follows:

Devastating Arrow. When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow blasts through objects, leaving a path of destruction behind. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

Sapping Arrow. When this arrow hits it's target, it drains the creature of its strength. The target must then succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

Dusk Arrow. When you use this option, you don't make an attack roll for the attack. Instead, the arrow lands at the targeted location and expands into a 15 foot area that lasts for the next minute. All creatures within the area must make a Constitution saving throw or have their movement speed reduced to 10 feet. While in the area, creatures have disadvantage on Dexterity saving throws.

Booming Arrow. Upon striking it's target, the target must make a Constitution saving throw or become deafened and take an additional 2d6 thunder damage.

Primal Vision

Requires Archaic Huntress, level 7

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

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

Equipement

These pieces of equipement are specific to Decanthia. That does not mean they cannot be used in other D&D worlds, but some of these items, such as the metals/ores and firearms should be established first before bringing in some of these items for ease of syncretism.

Equipment Packs

These are an expansion upon the current adventuring packs in the Player's Handbook. These packs are available in stores and, upon discussion with your DM, possibly becoming something that you may pick up at character creation. By buying a pack of items, it is possible to get the items for a bit cheaper.

Fisherman's Pack (10 gp). Includes, a backpack, a blanket, a chest, a tinderbox, a mess kit, a fishing tackle, 5 days of rations, 10 feet of string, 2 glass bottles of water, and a set of cold weather clothing.

Hunter's Pack (40 gp). Includes, a backpack, a bedroll, a blanket, a climber's kit, a hunting trap, a hooded lantern, 2 flasks of oil, 5 days of rations, a mess kit, a tinderbox. Additionally the pack also has 50 feet of hempen rope strapped to the side of it.

Currencies

There are some new currencies available in Decanthia. These currencies are not needed but they can also be used as a measurement device. The new currencies are Adamantine, Mithral, Valnar and Archhunite. Because some of these currencies are already rare, their price and value may fluctuate from place to place.

However each of these currencies are useful in their own right as a spell or puzzle may require a certain number of coins. Remember that all coins including those from the Player's Handbook will all be about the same weight as they are minted based off of weight and then priced accordingly to their material. Each of these new currencies have been listed in gold pieces per coin for easier conversions.

Each 50 coins of any kind will weight 1 lb. as a reminder.

Art Credit: 30 minutes castle sketch


By: sparth

Metals

The following metals expand on those from Xanathar's Guide to Everything and the Player's Handbook. If you wish to include these in your game go ahead. These metals may be found in specific places and each have a fairly good properties as well as specific use but their price is not something to scoff at.

  • Orichalcum A rare metal, that has a yellow bronze like color. Orichalcum has magic resistant properties. Typically made into armor, orichalcum grants the wearer advantage on saving throws against spells and magical effects

  • Valnar A blackend hard metal that is very difficult to refine into proper shapes. Valnar is highly valuable to spell casters as the jewelry and objects made from valnar have the ability to store differing levels of spells. The quality and purity of the Valnar determines what the highest spell level able to be stored within the metal.
    The average number of spell levels that a sword or ring may hold is 3. Higher purities have a higher cost but can reach up to 7 spell levels. Only alloys made from orichalcum, valnar and archunite can store up to 8 or 9 spell levels.

  • Archunite A clear metal that slightly glows when in the proximity of large amounts of arcane energy. Archunite is used in many high level spells, being able to replace almost any spell material cost. For instance, if you wish to cast the spell Dark star, which requires a shard of onyx. Archunite is able to replace the shard of onyx. The quantity of archunite required is proportional to amount of onyx required. Archunite is unable to replace liquid material components for spells..

  • Tantaganite. This crystal comes in varying colors. Each color leads to differing rarity. Red is the most rare, then becoming more blue as it becomes common, deep sapphire blue is equally rare as red. The use of the crystal is in forging charge holders. Magical items that can store a number of charges for a variety of magic items.

Special Weapons


  • Boomerang. Upon throwing the boomerang, it will attempt to hit the target and then return itself to the user. It is possible to catch the boomerang as a bonus action and it is also possible for the boomerang to not comeback to the user on a critical failure.
  • Kama. This sickle and chain have the unique property of after being thrown, you may use your action to pull back on the chains and retrieve the kama. This works when you miss and upon hitting a target, you may still retrieve the kama. Retrieving the kama in this way will deal normal damage to the hit creature and count as a normal attack. While retrieving the kama it may not be counted as a critical strike unless otherwise stated.
  • Knuckle Dusters. When using knuckle dusters, the damage they deal is in addition to your unarmed strikes. For those without training, for example bards, they will deal their base damage of 1 + Strength modifier + the damage from the knuckle dusters. For those with training, monks or those with the tavern brawler feat, it would be 1d4 + their Strength or Dexterity modifier and the damage from the knuckle dusters. The 1d4 would change according to your level for monk.

Art Credit: Viking Tavern


By: JIE .L

Adventuring Gear
Cost Weight Item
1 gp Talisman Seal (Pack of 5), Blank
20 gp 1/4 lb. Compass
2 sp 1/4 lb. Roll of Bandages
50 gp 3 lb. Compendium
1 sp Quill
1 sp 1 lb. Whetstone (any grit)
Clothing
Cost Weight Item
50 gp 6 lb. Clothes, Exquisite
5 sp 3 lb. Clothes, Hot Weather
10 gp 5 lb. Clothes, Cold Weather
5 sp 4 lb. Clothes, Seafaring
20 gp 5 lb. Cloak
Currency Conversions
Cost (gp) Cost (self) Weight Item
1 gp 1 gp Coin, Gold
25 gp 1 pp Coin, Platinum
100 gp 1 mp Coin, Mithral
500 gp 1 ap Coin, Adamantine
500 gp 1 op Coin, Orichalcum
500 gp 1 vp Coin, Valnar
1,000 gp 1 rp Coin, Archunite
Equipment Packs
Cost Weight Item
10 gp 49 lb. Fisherman's Pack
40 gp 78 lb. Hunter's Pack
Martial Weapons
Weapon Cost Damage Weight Properties
Katana 10 gp 1d6 Slashing 2 lb. Finesse, Light, Versatile (1d8)
Tachi 15 gp 1d8 Slashing 3 lb. Finesse, Light, Versatile (1d10)
Nodachi 25 gp 1d10 Slashing 4 lb. Finesse, Versatile (1d12)
Odachi 50 gp 4d4 Slashing 6 lb. Heavy, Two-Handed, Finesse
Kama 3 gp 1d4 Piercing 1 lb. Light, Finesse, Thrown (range 20/60), Special
Death Scythe 25 gp 2d4 Piercing 5 lb. Heavy, Two-Handed, Reach
War Scythe 25 gp 2d4 Slashing 5 lb. Heavy, Two-Handed, Finesse, Reach
Simple Weapons
Weapon Cost Damage Weight Properties
Boomerang 15 gp 1d4 Bludgeoning 1 lb. Light, Finesse, Thrown (range 20/60), Special
Knuckle Dusters 15 gp 1d4 Bludgeoning 1 lb. Light, Finesse, Thrown (range 20/30), Special
 

What this chapter holds

This chapter of Decanthia is all about medicine. That is specific herbs that can treat small wounds, called weak medicines, as well as the more complex healing methods such as a potion of healing which would be considered a complex medicine.

This chapter will help guide you through storing medicine on your person, knowing which herbs are weak and strong medicines as well as what complex medicines are and how you can go about creating your very own medicine. All of this is subject to your DM so when in doubt be sure to check with your DM and see if this system is right for you. If it is, fantastic, if it isn't feel free to tweak it to your desired needs.

Storage and Usage

Before the medicines are actually explained lets go over how to store them on yourselves. This is done via pouches. Each pouch can hold one dose of the medicine. The benefit of these pouches are to use medicines, as a bonus action rather than a full action.

These pouches are stored on your medicine belt, which can sometimes hold complex medicines instead of the pouch, depending on the complex medicine.

In most cases, weak medicines and most strong medicines will be able to be stored in the pouches, exceptions will state otherwise.

On your belt you will have a maximum number of pouches that can be filled each tied to the size of the belt, with each dose will typically filling one pouch. The smallest Medicine belt you can get is a small belt. This belt can hold 2 pouches, for each size increase, the maximum number of pouches it can carry is increased by +2.

When using a medicine. They may say if it is digested, applied to the skin or injected. Should a medicine say a combination of these with the word And. You will need to provide a dose of the medicine for each part of the procedure to gain the effects of the medicine.

For example you will need to supply two doses of Night Bloom due to it stating that both digestion and application on the skin is how it is used. Key words to look out for are: simultaneously and or.

 
Belts
Item Cost Weight
Medicine Belt, small 2 sp 1/4 lb.
Medicine Belt, medium 4 sp 1/2 lb.
Medicine Belt, large 6 sp 1 lb.
Weak Medicines
Item Cost per Dose Weight
Rootsworth 5 gp
Dragonvine 6 gp
Moon Moss 5 gp
Poison Wisp 7 gp
Ember Crest 10 gp
Strong Medicines
Item Cost per Dose Weight
Night Bloom 15 gp
Sicreli 12 gp
Silver Asp 20 gp
Drask Eye 10 gp
Waresin 10 gp
Catalyst Medicines
Item Cost per Dose Weight
Clot Rot 5 gp
Bell Root 6 gp
Straw Nut 4 gp
Ash Berry 7 gp
Complex Medicines
Item Cost per Dose Weight
Umbral kiss 37 gp .5 lb.
Silver Fire 40 gp .5 lb.
Dragon Root 13 gp .5 lb.
Rejuvenating Tea 16 gp .5 lb.
Arcana Vista 39 gp .5 lb.
Lyrion Vitalis 60 gp .5 lb.
Asp Resin 55 gp .5 lb.
Light Cruss 100 gp 1 lb.

Weak Medicines

Weak medicines are medicines that will as the name implies, have a weak effect. This isn't to say that they aren't useful, but they will have smaller and more context specific effects.

All weak medicines will be able to be stored inside a pouch for one dose, in addition to being more common throughout Decanthia.

  • Rootsworth. Rootsworth is typically chewed or distilled in some water before use. When used, it grants the targeted creature 1 hit points and stabilizes unconscious creatures.
  • Dragonvine. Dragonvine, applied to the skin is good herb to stave off death. It has restorative properties that grant the user a +3 to their next death saving throw. If a death saving throw is not made within the next minute, they lose this benefit.
  • Moon Moss. Moon Moss is a moss applied to the skin or digested, typically applied to the forehead. Doing so will wake the targeted creature softly. A creature that is woken up through this method will be strangely calm and be granted a +2 to Wisdom saving throws for the next minute.
  • Poison Wisp. Specialized in extracting toxins, Poison Wisp will remove the poisoned condition from a creature after being applied through digestion. The process does take five minutes to complete, during each minute the targeted creature must make a DC 10 Constitution saving throw. Upon making 3 failures, they remain poisoned but the next time they take this medicine (if within the next minute), they will receive advantage on each roll. Becoming cured on three or more successes.
  • Ember Crest. Ember Crest, a digested medicine that will help burn and kill any disease that plagues a creatures body. While painful, dealing 5 hit points of damge to the targeted creature, it can cure them of any disease within one day, granted they survive the damage.

Strong Medicines

Strong medicines are more potent in their effect. This may be for the better should the proper safetly measures be in place, or it may do more harm than good in the short term. Strong medicines will last a bit longer than weak medicines.

These medicines are less common in Decanthia and will share a higher price in addition to being restricted to certain locations at times.

  • Night Bloom. Night Bloom, a medicine that is used both on the skin and digested simultaneously, it allows the targeted creature to rest well and deeply, granting them the effects of a long rest on a short rest. While this medicine is being used however, they gain disadvantage on their Wisdom and Charisma rolls.
  • Sicreli. Often digested, Sicreli settles the stomach and decreases the effects of alcohol on the bodies systems. Granting the targeted creature a +2 to their Constitution rolls for the next five minutes.
  • Silver Asp. Silver Asp is applied on the skin, doing so prevents the spread of petrification for the next 12 hours.
  • Drask Eye. Typically digested, Drask Eye allows the targeted creature to see better for the next hour. This gives the targeted creature the ability to see again for the hour if they are blinded by a disease or poison and grants darkvision to those who can already see during the day for the same duration.
  • Waresin. A medicine that is added to large pools of water to bathe in, Waresin removes many paralyzing toxins within ones body. By bathing in Waresin waters, a creature may become be cured of their paralysis in 10 minutes.

Complex Medicines

Complex medicines are made and cannot be found naturally for the most part. These things include objects such as potions of healing, a mixed combination of strong and weak medicines for a more complex and possibly more potent effect.

Complex medicines are special because they can be made while having the effects of other medicines. They can also change form from a leaf to a paste, powder or liquid.

To create complex medicines, you must have the appropriate time and resources. It is possible to create medicines in the midst of combat as an action. When creating a complex medicine there are a few challenges that come with it. For each medicinal ingredient added, the DC for successfully creating the complex medicine may increase or decrease respectively.

Catalysts are special ingredients that will decrease the difficulty to successfully create a medicine you desire. However, the type of catalyst you use will be most important as multiple catalysts will not bear any changes in the DC after the first.

The base DC to create complex medicines is 10. To succeed you must make a Medicine check that is succeeds the DC or is equal to it.

Medicinal Ingrediant DC Modifier
Weak Medicine +1
Strong Medicine +2
Complex Medicine +5
Catalyst -2

Optional Rule:

When creating a complex medicine, it is possible to create them in the midst of combat. However doing so while under stress can lead to further difficulties.

If your DM wishes, they may make the base DC for creating a medicine 15 instead of the typical 10 when in combat.

Catalysts

Catalysts are not typically used by themselves. In some cases the catalyst may even be harmful when taken alone but lose it's negative effects when used to make a complex medicine.

  • Clot Rot. A common catalyst, Clot Rot is poisonous by itself and if eaten will make the targeted creature make a DC 13 Constitution saving throw or become poisoned for the next minute. Clot Rot loses it's detrimental effects when in a complex medicine.
  • Bell Root. Bell Root is a catalyst that causes nausea and makes the creature make a DC 12 Constitution saving throw or become blinded and deafened for 4 hours if digested. Bell Root loses it's detrimental effects when in a complex medicine.
  • Straw Nut. When digested, Straw Nut causes a paralysis effect. The creature must make a a DC 14 Constitution saving throw or become paralyzed for the next five minutes. Straw Nut loses it's detrimental effects when in a complex medicine.
  • Ash Berry. Ash Berry, once applied to the skin will cause rashes and irritation to the skin for the next hour. This effect is not lost when put into a complex medicine and if digested as either a catalyst or complex medicine, will make the creature make a DC 17 Constitution saving throw or choke and suffocate for the next six minutes.

Complex Medicines

This section will give some details and examples of complex medicines that you may use. Remember that complex medicines can sometimes be worn on your medicine belt, the complex medicines listed here will be able to be worn on the medicine belt and likewise, can be used as a bonus action. A few of of the complex medicines will still have to be used as an action and will be listed as so.

Many of recipes will include only the required ingredients to make the complex medicine, and not the catalysts. This is because most catalysts will be able to be used for each complex medicine. The catalyst itself will list the exceptions of which they will cause the medicine to fail.

Umbral Kiss

Potion, Requires 2 Night Bloom, 1 Moon Moss

When drunk, your next short rest will act as a long rest in addition to gaining a +2 to wisdom saving throws until you finish your next short or long rest.

Silver Fire

Paste, Requires 1 Silver Asp, 2 Ember Crest

Once applied to the skin, Silver Fire will deals 10 hit points of damage. Silver Fire however, will stop the spread of petrification, and poisons. The creature will not count as being afflicted by poison if Silver Fire is applied, additionally if enough Silver Fire is used on the afflicted area. It may cure one of the ailments while halting the growth of the other for the next twelve hows, once 1 minute passes.

Dragon Root

Paste, Requires 1 Rootsworth, 1 Dragonvine

Either distilled in water before being ingested or by applying Dragon Root to wounds. You regain 2 hit points and automatically succeed on your next saving throw if made within the next 4 hours. This medicine takes a while to begin working completely, you only succeed on your next saving throw after five minutes have passed since taking the medicine.

Rejuvenating Tea

Potion, Requires 2 Rootsworth, 1 Moon Moss, 2 Sicreli

Once distilled in water and ingested, Rejuvenating Tea causes you to gain 5 hit points and regain a quarter of your maximum Ki (rounded up) upon finishing your next short rest.

Arcana Vista

Potion, Requires 1 Dragonvine, 1 Rootsworth , 1 Moon Moss

Once distilled in water and ingested, Arcana Vista causes you to regenerate 2 spell levels at your next short rest. These spell levels may be split up or used together. For example you may regain two level 1 spell slots or one level 2 spell slot. For every two extra Moon Moss added, the spell levels able to be regained through this method increases by one up to a maximum of 5.

Lyrion Vitalis

Potion, Requires 1 Rejuvenating Tea, 1 Arcana Vista

Once distilled in water and ingested, it causes you to regain half as many hit points as you normally would during a short rest. However, you regain half of your maxmimum Ki (rounded down) or 3 spell levels. These spell levels may be split up or used together. For example you may regain two level 1 spell slots or one level 2 spell slot.

Asp Resin

Paste, Requires 1 Sicreli, 1 Warsin, 1 Silver Asp

One ingested, the creature must make a DC 18 Wisdom saving throw or become frightfully calm. Any rage that is currently active is forcibly turned off and the creature is cured of their charm and frightened conditions for the next minute. However, they also gain disadvantage on Wisdom or Charisma saving throw for the next five minutes.

Light Cruss

Potion, Requires 2 Drask Eye, 1 Waresin, 3 Moon Moss

When distilled in large pools of water to bathe in, Light Cruss cures those who sit within the pool of blindness, poison, paralysis and one level of exhaustion after spending 10 minutes within the pool.

If a creature stays within the pool of Light Cruss for longer than 15 minutes, they will begin to gain levels of exhaustion at 5 minute intervals until they exit.

Light Cruss also serves as a viable replacement to the material components of the Raise Dead spell if not used before hand.

 

Magic Items

The magic items of Decanthia are all unique and are widely known or not very known at all. The magic items from Decanthia were made by powerful spell casters or, made by easy going farmers. Magic items of Decanthia are made for quality of life or for combat.

Those that are made for combat, are powerful in their own way. Combat magic items were made using ancient magic and have been cast aside for a long time. Creatures that discover these ancient magic items either think of it as a blessing or an abomination that should be burried once again.

Mythic Magic Items

Mythic magic items are a new rarity of magic items introduced in this book. Mythic magic items are fabled in myth and legend much like legendary items and artifacts. However all mythic magic items have an asleep, waiting for someone or something to use them.

Their power has been hidden away from civilization, hidden within the ashes and the dead. The magic items have powers that outshine some of even the most extreme magic items. These magic items were hidden for a purpose, but, time will tell if they are needed once more. Waiting ever patient for a user to take them up. Their strength isn't unearned however.

Each mythic magic item has requirement, to evolve, to progress and to re-embrace it's true potential.

When implementing these magic items, these magic items are meant to be at the rarity of artifact and in some cases even more rare. These magic items take after the vestiges of divergence from the Explorer's guide to Wildemount and if you wish to bring those vestiges into Decanthia, go right ahead. They will also be considered Mythic magic items.

 

These magic items are all optional to be used. If you would like to have them all in your very own world so be it. If you want none of them go for it. But these are the magic items within the world of Decanthia in addition to those of the Dungeon Master's Guide and other books produced by Wizards of the Coast.

Cloak of Vanishing

Wondrous item, uncommon

This cloak has 5 charges, recharging 1d4 charges at the end of a long rest. As an action, the user may cast the spell Dimension Door by swirling the cloak around themselves.

The cloak remains magical and will maintain it's magical properties until over half of the cloak is destroyed or lost.

Glass of Memories

Wondrous item, Legendary

A drinking glass of high quality. It has the memories of many drinkers, each with their own story and personality.

Indestructible. This glass cannot be shattered or broken by typical means. It must be chucked into a volcano in order to be destroyed.

Favored Drink. The glass has the ability to change the taste of any liquid in it to a desired flavor for the user. The glass also nullifies all poisons put into it.

To the four of us. When drunk from, the user stores a memory of theirs of an allied creature up to a maximum of 3. This memory becomes foggy and difficult to recall until the effect is used. As an action the user may lift the glass and pour out whatever contents are inside.

In doing so, the glass creates a phantasmal illusion of each creature per stored memory. When the phantasmal illusion is created, it lasts for 1 minute and shares the original creatures stats, except they have 10 hit points and share the users AC. The illusions also share your initiative when it comes to combat.

If these illusions become real by any means, their AC changes to what they were originally and they regain 50 hit points up to their maximum if able to.

If these illusions are destroyed in combat, the user loses that memory, if the illusion lasts until the end of their minute, then the memory is restored.

Crystallized Spell

Wondrous item, rare

These small hand held crystals come in a variety of colors. Typically representing the damage type the stored spell will deal. As an action a creature may crush this crystal, doing so will release a spell that typically is not higher than 3rd level. This spell will have a DC of 18 or an attack bonus of +6.

A list of example crystallized spells will be put here in case you want to roll or have an example of what these spells could be.

Color Spells
White Armor of Agathys, Frost Fingers, Snilloc's Snowball Swarm
Blue Witch Bolt, Call Lightning, Lightning Bolt
Red Burning Hands, Flame Blade, Fireball
Black Tasha's Caustic Brew, Melf's Acid Arrow, Hunger of Hadar
Clear Magnify Gravity, Spiritual Weapon, Pulse Wave
Yellow Guiding Bolt, Moonbeam, Spirit Guardians
Purple Thunderwave, Shatter, Thunder Step
Grey Dissonant Whispers, Shadow Blade, Tasha's Mind Whip

Big Witch Hat

Wondrous item, rare (requires attunement)

This hat that comes in a variety of colors, grants the wearer a +3 to their spell attack bonus and a +1 to the wearers spell save DC. This hat may also be used as an arcane focus.

"People thought there was something special about our hats, not really. It's just a big hat."

Everbloom Lantern

Wondrous item, uncommon

This lantern does not require any fuel and release bright light for 40 ft and dim light for another 40 ft. While a creature is within the light of this lantern, they have disadvantage on stealth and all invisible creatures within the light must make a DC 17 Dexterity saving throw or be revealed at the end of each of their turns.

Potion of Weakness

Potion, rare

Upon consumption, this potion decreases a creatures immunity to resistances and resistances will be treated as nothing for the next 10 minutes. This includes things such as poisons and disease, for the duration the creature that consumed this potion will not be immune to these two nor will they be immune to the poisoned condition.

Spell Restraining Collar

Wondrous item, rare

There wearer of this collar will not be able to cast spells below 3rd level. Spells cast above that level will gain disadvantage to hit or -2 damage die if the spell is an area of effect spell. This collar is an excellent training tool for spellcasters as it restricts their magic and allows them to produce more potent spells over time.

After using this collar consistently for 1 month, a spellcaster wearing this collar will then ignore it's detrimental effects. Excluding the spell level restriction.

If the spellcaster uses the same spell multiple times over the course of the month, upon taking the collar off, the spellcaster then treats that spell as if it was casted at one level higher. This does not change the spell slot cost and if that spell is then cast at 9th level. For example a 9th level fireball, instead of dealing 15d6 would then deal 16d6, and a 2nd level counterspell would be treated as if it was a 3rd level counterspell.

Time Globe

Wondrous item, very rare

This small snow globe has everything inside it stuck in time. Upon throwing this snow globe as an action, all creatures within a 15ft area at the point of impact must make a DC 17 Constitution saving throw or be frozen in time for 1d4 minutes. During this time, a visible globe of arcane energy will encapsulate the creatures and objects within. If they are mid air then they will no fall. This area lasts for as long as the creatures are frozen and upon entering the area, creatures must make the same Constitution saving throw or be frozen for the remaining time.

Creatures that succeed the saving throw are not frozen while they are within the area, unless they leave and re-enter in which they are subject to the previously stated effect. Removing another creature from within the area will unfreeze them. While within the area, creatures automatically fail Dexterity and Strength saving throws and all outside creatures have advantage to hit those within.

Potion of Quick Resting

Potion, uncommon

When consumed, this potion will restore the creatures mental and physical stamina, removing 1 level of exhaustion. Consuming more than one of these potions a day does not grant its bonus multiple time, a creature may only benefit from this potions effect once per day.

Ashen Armor

Armor, very rare (requires attunement)

Ashen armor is enchanted with a unique variant on control spells. This armor not only grants the user an additional +1 to their armor class while being worn, but as an action the wielder may summon a melee flame weapon as if the spell Flame blade was cast, however concentration is not needed.

Alternatively the ashen armor is not only restricted to flame blade, variants on ashen armor have come out where instead of a flame melee weapon. A weapon fashioned from lightning may appear instead, or one of ice. Whatever element, these weapons all deal the same amount of damage.

While wielding these weapons you are to be considered proficient with them, and you are unable to be disarmed while it is in your hand.

In addition to being a weapon you may as a bonus action, change this weapon into a shield. You are able to summon the shield immediately instead of summoning the weapon if you wish. While the shield is out, you gain resistance to the element that the shield and weapon are made of, and an additional +1 to your ac from the shield.

The armors that can be ashen armor, is the same that mithral armor can be. If the wearer chooses to use a shield, other than the one that the armor itself can create, then the wearer does not gain the +1 AC bonus that this armor gives.

Grieves of Four Suns

Armor, rare

While wearing these grieves, the wearer may speak a chosen command word as a bonus action, the command word of which is determined upon equipping these grieves. Upon doing so the wearer gains four globes of light that hover around them. Each light shed normal light for 5 ft radius and then dim light for an additional 10 ft.

These globes can be up to 10 ft away from the wearer and will stay their distance away from the wearer as the wearer moves. Should one of the globes be unable to maintain its distance away from the wearer due to a wall or other impassable barrier, the globe is allowed to break this rule and move closer to the wearer.

These globes remain on indefinitely until the wearer is rendered unconscious or there is no wearer (The grieves are empty).

Helm of the Fifth Moon

Armor, rare

This helmet grants the wearer 60 ft of darkvision. If they already have darkvision, their sight is extended an additional 30 ft.

On top of gaining darkvision, the wearer also gain blindsight out to 10ft and has advantage on any checks pertaining to to tracking another creature or substance based off the sense of smell.

Art Credit: Water Knight

By: Jason Nguyen

Solgus' Sword

Weapon (longsword), very rare (requires attunement)

This longsword has a pitch black blade with the engravings of a skull and then six bones that start from the guard of the blade down to 3/4 of the blade. The guard of the blade is gold with a black leather wrapped handle.

Properties. This blade deals 1d10 slashing damage while one handed and 1d12 slashing damage while wielded with both hands. The blade also has the finesse property.

Spell Drinker. This blade is able to store up to 7 spell levels. With each level of spell, that is stored within the blade, one of the bones will begin glowing red and when the seventh spell level is stored, the skull begins to glow along with them. Storing a spell would be to, during a long or short rest expend a spell slot, for example: a 3rd level spell would give me three spell levels, then if I store another 2nd level spell, the total of spell levels becomes five. When doing this action, you do not regain the expended spell level upon finishing the long or short rest.

Dark Smite. A creature is able to upon hitting a target expend a number of the spell levels stored within the blade and gain an additional 1d10 necrotic damage to the attack. If the user is a paladin, they may use the spell levels stored within the blade for their divine smite. Doing so changes the damage die for the divine smite to d10s and allows the paladin to use the stored spell levels to exceed the 5d6 damage cap and push it to 7d10 damage. However, they may only exceed the divine smite damage cap by using the stored spell levels, they may not exceed the cap by expending spell slots as normal.

Frightening Critical. Upon critically striking, of which this blade can do on a 19 or 20, all hostile creatures within 15 feet of the user must make a DC 16 Wisdom saving throw or be frightened by the wielder for the next minute. Creatures that succeed the saving throw are immune to this effect for the next 24 hours.

Dragon Bane

Weapon (greatsword), very rare

This greatsword has the head of a red dragon attached to it and carries the following properties:

Wyrm Devourer. This greatsword deals 2d8 slashing damage with a +2 to hit and will ignore all immunities, treating them as resistances instead.

Dragon Slayer. When you hit a dragon with this blade, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

Elemental Charge. As a bonus action you may infuse this blade with an elemental damage type of your choice. This change applies to all damage from this weapon, including the damage gained from Dragon Slayer. Upon making an attack the damage type is changed back into slashing damage.

Bronze Fang

Weapon (any sword), very rare

When you hit with an attack using this magic sword, the target takes an extra 1d6 lightning damage.

As an action you may cause your next attacks to cause paralysis for the next minute, each creature hit must make a DC 15 Constitution saving throw or become paralyzed until the end of their next turn. This property can be used no more than once per hour.

Body Pillow of Deep Slumber

Wondrous item, legendary

This body pillow is close to 5ft tall with a soft pillowy cushion inside. When hugging this pillow it feels as if it hugs back, while hugging the pillow you may grant yourself advantage on any charisma check except intimidation and deception, this effect can only be done once per rest while using the pillow.

This pillow also allows you to make a long rest take only 4 hours instead of 8 hours and protects you from any mental invading spells while you are within 5ft of the pillow.

Sickle of the Grim Harvest

Weapon (sickle), very rare

This sickle of silver and elvish carvings allows the user to harvest wild plants that are able to be used, including the harvest of dead plants. Any plant that is harvested with this sickle grants the user a +1d4 to medicine checks when using these harvest plants.

When harvesting dead plants, the plant comes back to life and full of energy for 1d20 days. This plant cannot grow roots or continue to live if harvested with this sickle. At the end of those 1d20 days the plant shrivels up again, dies, and is unable to be brought back by any way.

Appraiser's Bag

Wondrous item, rare

This bag of sorts typically is black with a side pouch as well as a side clasp for a water bottle or flask. Inside it is plenty storage for different types of rocks and gemstones.

When found this bag contains1d4 + 1 charges and can have a maximum of 5 charges. These charges recharge 1d4 charges each dawn and, using a charge the user may cast the spell Identify as a 1st level spell on any object they are holding in their hands.

When stones, or gemstones of any variety or size that can fit within the opening of the bag. The bag then sucks in the gemstone and increases by 1 pound per gemstone. This bag can hold any volume of gemstones as long as the weight of the bag does not increase past 15lb. If this limit is exceeded then the bag tears and the contents are lost into the astral plane.

Additionally, when found this bag is pre-filled with 1d4 gemstones that are worth 50 gold pieces each.

Krakensong

Weapon (whip), very rare

This whip is only the handle at first. An ornate handle is made out of a piece of drift wood, decorated with barnacles, seaweed and arcane runes.

By using a bonus action the wielder of the whip gathers water from surrounding water sources, the whip then creates it's tail out of the gathered water.

Afterwards however, the wielder can still gather more water. For every additional 5 gallons gathered, which can be done by using an action. The size of the whip expands by 5ft in length and gains an increase in damage equal to +1d4 cold damage.

Once the whip is has a reach of more than 20 feet. The user must make attack rolls with disadvantage unless they use a kraken charge, in which no detrimental effect is taken into account.

The whip is only able to hold onto 10 gallons of water within the handle in addition to what is needed to create the regular whip.

Kraken charge. As an action the user may make an attack. Upon striking the target, the target and all creatures within 5 feet of the target must make a DC 17 Dexterity saving throw or be blasted by scalding water and take fire damage equal to the damage dealt by the initial whip attack. On a success the creatures do not take any damage.

Burst Light

Weapon (hand crossbow), uncommon

A small hand crossbow of elven nature has arcane sigils burned into the wooden handles.

This crossbow will deal 2d6 piercing damage and upon hitting a target, the target must make a DC 14 Constitution saving throw or be stunned if it is hit.

However if the bolt is shot into the sky, the bolt will explode in a flash of grand radiant light below it. All creatures then that see the bolt as it explode must make a DC 15 Constitution saving throw or be blinded for the next minute. Upon succeeding the saving throw, the creature is unaffected.

For the next five minutes, an area of 30 feet underneath where the bolt was shot will be illuminated with bright light, then an additional 15 feet of bright light from the edges of that area.

This crossbow is light and nimble enough to be used with no minimum range.

Firefly Powder

Wondrous item, common

As an action you may blow this black dust into the air. Doing so will activate the powder and create small globules of light, illuminating a 15 ft area in front of you with dim light.

Crown of Sapphire Dreams

Wonderous item, rare (requires attunement)

This beautiful crown has multiple sapphires in it of high quality, each resembling a flower.

These sapphires each represent a charge, having 14 charges in total. When a charge is used, there is almost no way to regain that charge. Expending a charge also shatters a sapphire, which alone are worth 100 gp each.

As an action you may expend a number of charges up to the amount of sapphires remaining in the crown. When you use a charge of this crown you heal for 4d4 and cast the spell spiritual weapon at 3rd level. If the healing heals you for more than you maximum Hit points then you gain temporary hit points equal to the remaining hit points.

This spiritual weapon will not require concentration and upon using multiple charges at once, will extend the duration of the spiritual weapon by 1 minute per additional charge.

Art Credit: Workshop 1892


  • By: Maxime BiBi

Extinction, Butcher of Whispers

Weapon (greataxe), artifact (requires attunement to a character with 18+ Wisdom)

Properties. Extinction is a heavenly greataxe with the heavy, two-handed and cleave properties, dealing 2d12 slashing damage upon each strike.

Cleave is a property where upon striking a target, the target's armor class is lowered by 1 for each time they are hit with the weapon. However this decrease in ac is only applied when the weapon that applied cleave is being used to strike the target. The maximum amount of AC that something is able to be lowered by is equal to the wielder's Strength modifier, however in the case of Extinction, it is the wielder's Wisdom modifier.

Silent Judgement. When making an attack with a Extinction, you use your choice of your Strength or Wisdom modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Extinction also ingores all resistances to it's damage, and all immunities are treated as resistances when calculating Extinction's damage.

Whispers and Whimpers. Upon dealing fatal damage that would make a creature incapacitated, the creature must make a DC 18 saving throw or become petrified instead regardless of size. Attacking a creature that is already incapacitated will make them automatically fail the saving throw and they will become petrified as well.

Annihilation (12 charges). Using a charge of of Extinction summons 5 large pillars of light that have 20ft diameters around the user in 120ft area. The wielder may choose where to place these pillars, including them coming out of wall etc. These pillars are not limited to the floor alone.

When a creature enters the area of a pillar, they must make a DC 15 Consitution saving throw or take 2d10 of radiant damage, halving damage on a success. These pillars of light last for 1 minute and each time a creature ends their turn inside the pillars they take 2d10 radiant damage.

When multiple pillars of light are attop of each other, their damage compounds but their saving throw DC remains unchanged.

Extinction also only regains (1d12 - 1) charges once per week.

Ragnorak, The Insane As a bonus action, Extinction may be transformed into it's less kind counterpart, Ragnorak. Upon doing so Extinction becomes a longbow that does not gain disadvantage at any range. Keeping all of the previously mentioned properties such as cleave the same. The damage of Ragnorak remains the same as when it was Extinction.

Sword of Fenrir

Weapon (greatsword), artifact (requires attunement to a character with 18+ Dexterity)

The Sword of Fenrir is a godly weapon that possess the souls of the god of good magic, Solinari as well as the god of dark magic, the Shadow.

Once attuned to the Sword of Fenrir you gain a +2 to your Dexterity score up to a maximum of 26 (Upon unattuning, the wielder loses this bonus).

Properties. The Sword of Fenrir is a +3 greatsword with the finesse, light and versatile (3d6) properties, while unlike other greatswords, it does not have the two-handed property.

Godly Might. The Sword of Fenrir ignores all resistances. Additionally, upon taking an attack action, you may make another attack on the same turn. Neither of the effects that this blade may produce can be countered by spells such as counterspell or antimagic field.

Reach of the Weave (6 charges). By expending a charge Solinari shows his strength, imbuing the blade with holy energy. The blade is granted a range of 30 ft for the next minute, and will deal an additional 1d6 radiant damage. If desired, all of the blades damage may be converted to radiant. The wielder may choose to have this property persist for an additional minute per charge expended.

Devouring Darkness (6 charges). Expending a charge will allow the Shadow within to come out. Upon being expended, an area of darkness is formed around the wielder as if the spell darkness upon the wielder with a few changes. The darkness follows the wielder, the darkness lasts for 1 minute, the darkness does not require concentration and the wielder may see through the darkness.

Upon ending their turn within the darkness, creatures must make a DC 19 Wisdom saving throw taking psychic damage equal to the wielder's level, halving damage on a success.

Likewise this effect may persist by expending charges, gaining an additional minute of duration per charge expended.

Eternal Balance. Upon expending a charge as a bonus action from either previously stated effects, the wielder gains +1d10 damage of either radiant or necrotic damage to the greatsword (Their choice). By expending a charge to activate this effect, the original effects of Reach of the Weave and Devouring Darkness will not trigger.

Charges. The Sword of Fenrir regains 1d6 charges for both of its effects once every week.

Gilgran The Blind

Cursed weapon (bow), legendary (requires attunement)

Properties. Gilgran is the same as a longbow with 1d8 Piercing damage, Two-handed, and Heavy. However Gilgran does not need ammunition to function and, additionally has the Finesse property.

Gilgran. This bow is filled with the soul of the pureblooded vampire Gilgran. Gilgran was the eldest of his siblings and takes family matters very seriously. He watches out for others and while he may sometimes have an uncontrollable thirst for blood, he is mainly composed and will try advising the wielder on actions that may build connections with others. However he is looking for a bride and will do some malicious deads and seed evil through his words in order to get what he wants.

Starlight Beacon. Three times per midnight, you may mark a creature. You must first hit the creature in order to mark it. Once this creature is marked however, they will take an extra 1d8 Force damage from all sources of damage.

Additionally this marked creature is unable to hide themselves with invisibility or other means of hiding from the wielder. This mark lasts for 5 minutes and also allows the wielder to know of their location up to 5 miles away. This is the general direction and distance not exact location.

Blind Guidance. Gilgran being blinded himself has only helped him see more by taking a different perspective. With this he shares his sight to the wielder, granting them 10ft of blindsight and 60ft of darkvision. Since he is blind this darkvision is more like echolocation and cannot discern color or shades, merely outlines of creatures.

Devouring Shots. Gilgrans arrows pierce deep and devour whatever they meet. The arrows from Gilgran ignore armor class increases by shields and armor. Additionally when the arrows strike the creature, the wielder gains a -2 to hit until they miss, at which point the roll to hit is reset.

Curse. When the wielder attunes to Gilgran they must make DC 17 Wisdom saving throw or begin to trust everything that Gilgran says, after a month of being attuned to Gilgran the wielder must make a DC 18 Constitution saving throw. If you fail the saving throw, your body will be surrounded by an aura of endless darkness making you impossible to see. While surrounded by the aura, you are paralysed as your body morphs and transforms to that of the female sex.

After one minute the aura fades away and you are permanently transformed into a female of your race, retaining enough of the same physical features such as height, hair color and eye color to be somewhat recognisable by those who know you. Your clothing and gear also shift to fit your new form, if necessary. The transformation can only be reversed by a Wish spell. Your DM has the final say in what happens if your sex was originally ambiguous. If you already of the female sex when this occurs, you instead begin treating Gilgran as a husband and gain an unnatural love for him.

Ichinumari, Deaths Collector

Cursed weapon (death scythe), legendary (requires attunement)

Properties. Ichinumari comes with the Finesse, Reach, Two-handed, and Light properties, she will shrink or grow to fit her wielders size and deals 2d4 piercing damage with an additional 1d12 necrotic damage.

Ichinumari. Within this scythe lies the soul of Ichinumari, a pureblood vampire that has a ludicrous hunger for both blood, suffering and memories. She tends towards actions that will cause her user to draw blood or strike fear into their victims, enough so that a memory of fear becomes embeded in them. Ichinumari has an Intelligence of 18, Wisdom of 17 and Charisma of 20.

When the wielder falls asleep they may attempt to talk with Ichinumari through their dreams, when doing so Ichinumari will appear as a blond human woman with the signature elongated canine teeth. Depending on if she has had the blood to fulfill her curse, she may appear in rags or in fancy clothing.

Sanguine Love. Ichinumari loves blood so much that she wishes for you to also partake in its delights, upon dealing damage to a creature, you regain hit points equal to half of the damage dealt rounded up. Additionally she upon attacking a surprised creature, you instead heal for all the damage dealt and not half.

Nightcrawler. While wielding Ichinumari, you are granted her cloak of shadows, allowing you to hide as a bonus action and add your proficiency modifier to all stealth rolls if not already able.

Silvered Tongue. Ichinumari assists in twisting your words. You gain advantage on all persuasion and deception checks. When in a zone of truth or similar effect, Ichinumari is strong enough to resist the effects and allows you to still lie while within area. Although you may only speak up to 5 minutes of lies while in these zones before being unable to lie once again.

Curse. Whenever wielder attunes to Ichinumari, they cannot un-attune to her short of a wish spell. Once attuned to her the wielder gains an unnatural thirst for blood. Every week the wielder must consume a total of 1 gallon of blood or they gain a minor detrimental effect and takes damage equal to their type of hit die (1d8, 1d12 etc.) to their maximum amount of hit points. Each time the wielder fails to consume this amount of blood, the curse will activate once more. Killing at least 1 creature of medium size each day will account for 1 whole week of blood.

Kazuyaki, The Shadows Edge

Cursed weapon (katana), legendary (requires attunement)

Properties. Kazuyaki deals 2d12 Lightning damage upon a successful hit and has the Finesse, Light and Versatile (4d6) properties.

Kazuyaki. Kazuyaki is a pureblood vampire and is the creature that is bound to this katana.

Shade Step. As a bonus action you may teleport up to 60ft away from you. If you teleport behind any creature even those that have already seen you, you gain advantage on your next attack.

Blood Trance. Once per midnight, you may as an action enter your blood trance. While in this blood trance you gain an extra attack action and gain resistance to Bludgeoning, Slashing and Piercing damage from any non-magical source.

This blood trance lasts for 1 minute and can end earlier upon command or upon being knocked unconscious.

Curse. Kazuyaki is very selfish and wishes to keep you to herself, doing so she attempts to make you lonely and have to rely on her for company. As long as you remain attuned to Kazuyaki, nobody, not even close friends and family can fully remember who you are when you are out of sight. They will remember your existence and vague details about you but will be unable to accurately describe your appearance and personality. Creatures will remember full well who you are when you are in their vicinity and engaging with them but as soon as you are not immediately engaging all recollection of you becomes hazy.

This curse may become void if the wish spell or an 5th or higher leveled dispel curse spell is cast upon the wielder.

Art Credit: Scaraceus - The Demon Blades


  • By: Catharina Wendland

Dur’adya Child of Blades

Cursed weapon (katana), legendary (requires attunement)

This sword is the length of a katana with a black blade with a green cutting edge, gold accents run up and down the handle and guard. This sword is a cursed blade and is part of the black demon series of weapons.

Properties. Dur'adya is treated as a +2 magic item and deals 1d10 slashing damage and 1d10 necrotic damage. She has Versatile, increasing both the slashing and necrotic damage to 1d12. She is Light and has Finesse.

Dur'adya. Dur'adya is a pureblooded werewolf and has a heart that is consistently on edge from the betrayal. She still cares for her family and wishes to be with them. When she is angry or peeved she will often jump to violence instead of reason.

Lycanthropic Tendancy (5 charges). Dur'adya allows her wielder to draw strength from her bloodline. She has 5 charges that can be expended for differing actions. To recover charges you must wait until midnight for one charge. The following actions consume the number of charges equal to the value between the parenthesis.

Wolf Strength (1). As a bonus action your Strength and Constitution ability scores increase by +4 for 1 minute. Expending multiple charges extends the duration by 1 additional minute.

Hunting Funeral (3). You fan out 10 astral swords that appear behind you. As a bonus action you may send one of these blades flying towards a creature within 60ft of you. This uses your dexteriy modifier to hit, on hit it deals 4d8 necrotic damage to the creature.

Curse. if all charges are expended then you will go into a frenzy controlled by the DM for 1 minute, afterward you fall unconcious for an additional minute.

 

Art Credit: IMMORTAL: Gates of Pyre - "Warden's Judgement"


  • By: Christian Fell

Whispersong

Weapon (bow), legendary

This bow is adorned with twisted pieces of wood that pulsates with the natural balance and flow of the world.

When using this bow, each creature it strikes gains the Tormented Soul detrimental effect. When the creature is then healed by any source including itself. The creature then instead takes force damage equal to the amount they would have been healed for.

Additionally this bow does not gain disadvantage at any range and has a pool of 50 hit points that restore to max upon each dawn. This pool of hit points may be used only on the user or as extra force damage on the next attack. When expending the pool of hit points for extra damage, the amount must be declared before it is confirmed if the attack hits or misses.

Quick example, if you expended 25 hit points as a free action to increase your attack, you would be dealing 1d8 piercing + 25 force damage and then the rest of your damage modifiers.

 

Fortune's Folly

Weapon (rapier), very rare (requires attunement)

This rapier is very ordinary looking with a small engraving of the numbers "777" in mithral. The blade has the following properties:

Jackpot. Whenever you score a critical hit on an attack with this blade, the target additionally suffers half of the damage from the attack at the end of its next turn.

Deep Pockets (7 Charges). Whenever you roll to hit you may expend 1 charge, doing so will inflict a -7 to hit. This decision must be made before the attack is confirmed hit or miss. Upon hitting this attack it will count as critical strike regardless of the roll. Each morning 1 charge is replenished.

Collateral. Upon rolling a 7 or below, the user takes damage instead of the intended target. This damage cannot be affected by critical strikes.

Owl's Wisdom

Shield, mythic (requires attunement)

This white ivory shield has an image of an owl on its face, painted with crushed sapphires.

Dormant.

  • This shield gains an additional +1 to AC, on top of the normal +2 AC that all shields give.
  • The wielder does not have to be proficient with shields in order to use this shield.
  • The wielder's Wisdom becomes 22
  • The wielder may recall the shield to their arms if the shield is within 30ft of them. The shield may also not be called if an object is obstructing the shield from coming to the wielder.

Awakened.

  • The wielder's Wisdom becomes 24
  • The wielder may pick up any weapon while wielding this shield and use it as if they were proficient with the weapon.

Exalted.

  • The wielder's Wisdom becomes 26
  • The wielder may use their Wisdom modifier for all weapons they wield as the attack bonus.
  • The wielder may ask 1 question per day and have it answered for them by the shield, this question may not be anything pertaining to the future, only the past and present. However this answer has a 50% chance of being false.

Passeo's Stand

Armor, mythic (requires attunement)

A set of aquamarine half plate armor, this looks like the sea and sky. When combined with another set of armor, the presence of the armor is shown through blue accents on other armors.

Dormant.

  • The armor's AC is 15 + your Dexterity modifier, additionally you gain disadvantage on your stealth rolls.
  • The armor may be worn in addition to another set of armor. The wearer may only gain the AC of one of the suits of armor at a time, you may swap between AC's during short or long rests.
  • The wearer does not need to be proficient with any kind of armor in order to gain the benefits of this armor.
  • The wearer gains resistance to slashing, bludgeoning or piercing damage from non magical sources. The damage type may be changed while taking a short or long rest.

Awakened.

  • The wearer gains 10ft of movement when moving towards an allied creature.
  • 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 jump in front of the attack and take the damage instead.
  • The wearer may now walk on water if they wish to.

Exalted.

  • Upon being hit or taking damage the wearer gains 10ft of movement speed and will not provoke opportunity of attack when leaving the aggressors attack range until the end of your next turn.
  • Upon jumping in to take damage for an allied creature, the protected creature gains 1d10 temporary hit points.
  • The wearer no longer gains disadvantage on stealth rolls due to this armor.

Resolve of Frulin

Armor, mythic (requires attunement)

This set of green armor resembles more like clothing than armor, as it appears to be fine clothes.

Dormant.

  • The armor's AC is 15 + your Dexterity modifier, additionally you gain disadvantage on your stealth rolls.
  • The armor may be worn in addition to another set of armor. The wearer may only gain the AC of one of the suits of armor at a time, you may swap between AC's during short or long rests.
  • The wearer gains magic resistance. The wearer gains advantage on saving throws against spells and other magical effects.

Awakened.

  • The amount of healing you receive from all sources becomes more effective. Healing for additional amount of hit points equal to half of the initial healing.

Exalted.

  • Creatures gain disadvantage when rolling to hit against the wearer with spells. This does not include area of effect spells such as fireball.
  • At the start of each of their turns, the wearer regain hit points equal to 5 + your Constitution modifier up until you have maximum hit points. The wearer does not gain the additional healing from the awakened effect when healing from this effect.
  • The wearer no longer gains disadvantage on stealth rolls due to this armor.

Noathat's Claw

Weapon (greatsword), mythic (requires attunement)

A greatsword made of bone, this blade is extremely nice to wield and seems to reflect on your ambitions.

Dormant.

  • The greatsword has the versatile property increasing damage to 2d8 instead of 2d6.
  • Rolling a 19 or 20 when rolling to hit will, cleave -1 AC from the targeted creature. This greatsword does not cleave non additive AC items such as shields and other magical items. If the creatures natural armor is cleaved. They may restore their AC by +1 per long rest up to their original AC.

Awakened.

  • The user gains proficiency in Strength and Constitution saving throws if not already proficient.
  • Any spellcaster hit by this blade gains disadvantage on their roll to maintain concentration.

Exalted

  • When you have fewer hit points than half your hit point maximum, the greatsword deals an extra 2d6 slashing damage on a hit.
  • Whenever you score a critical hit on an attack with this blade, the target additionally suffers half of the damage from the attack at the end of its next turn.

Orvei's Crown

Wondrous item, mythic (requires attunement)

A simple crown with white towers and a golden band. This crown reflects the vanity Orvei had when alive.

Dormant.

  • You have resistance to cold damage.
  • You ignore difficult terrain created by ice or snow.
  • You may cast the spell Identify up to 3 times per day, recharging 1d4 - 1 at the end of each day.

Awakened.

  • You gain immunity to cold damage and resistance to fire damage.
  • Creatures have disadvantage on all Charisma rolls against the wearer.
  • You spell casting modifiers increase by +1 if applicable. This bonus is only on rolls to hit and saving DC's.

Exalted.

  • You may cast Wall of Ice at will.
  • You spell casting modifiers increase by +2 if applicable. This bonus is only on rolls to hit and saving DC's.

Art Credit: 2020 Quarantine: P1


  • By:Annis Naeem
Level Spell School Conc. Ritual Class
0 Blood Frost Evocation No No Sorcerer, Wizard
0 Compounding Force Evocation No No Sorcerer, Wizard
0 Simple Sketch Transmutation Yes Yes Bard
0 Wind Blade Evocation No No Druid, Bard, Wizard
1 Hammer Frost Evocation No No Ranger, Sorcerer, Wizard
1 Watch Guard Abjuration No Yes Druid, Paladin, Ranger, Wizard
1 Wick Guard Abjuration No No Cleric, Druid, Ranger, Sorcerer, Wizard
2 Cutting Waters Evocation No No Paladin, Ranger, Sorcerer, Wizard
2 Numb Senses Abjuration No No Cleric, Druid, Bard, Ranger, Sorcerer
3 Tifa's Squall Evocation Yes No Wizard
3 Earthen Shield Totem Conjuration Yes Yes Druid, Ranger, Wizard
4 Tifa's Spear Storm Evocation No No Wizard
4 Tantalizing Performance Illusion Yes Yes Bard
5 Restorative Melody Evocation Yes Yes Bard, Ranger
5 Winter Contingency Evocation Yes Yes Druid, Ranger, Wizard
6 Dawnfall Evocation Yes No Cleric, Sorcerer, Wizard
6 Divinity's Blessing Evocation Yes No Bard, Cleric, Druid
7 Avalanche Evocation No No Druid, Wizard
7 Black Blessing Abjuration Yes Yes Bard, Druid, Cleric, Sorcerer, Wizard
8 Righteous Arsenal Evocation Yes No Bard, Cleric, Sorcerer, Wizard
9 Divine Armament Conjuration Yes Yes Cleric, Wizard
9 Jester's Playhouse Conjuration Yes No Bard, Wizard

This is a list of all the spells that are present within Decanthia in addition to the one in books such as the Player's Handbook and Xanathar's Guide to Everything. This list tells you what classes have access to which spells as well as some other nice to know nit bits. If you think a spell from this list should be castable by another class, be sure to check and talk it over with your DM.

These spells are completely optional and uneeded to play in the world of Decanthia.

If you are curious about a new class getting a certain spell or not, you may treat them as another of the classes that is receiving the new spells because of similar spell casting features.

For example: Archon should be treated as a Paladin since they both share similar in the way they draw magic.

 

Tifa's Spear Storm

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, S, M (A clear crystal worth at least 50gp)
  • Duration: Instantaneous

You form 9 javelins of ice that go flying towards targeted locations, all creatures within 5 ft of each spear upon impact must make a Dexterity saving throw or take 4d8 cold damage. Upon being struck with multiple javelins, for each javelin after the first, the amount of damage die is halved. For example two javelins on a single creature would cause 6d8 cold damage to the area. Succeeding the saving throw will negate any and all damage from this spell.

When casting this spell at higher levels at or above 5th level. The number of javelins that may be summoned is increased by +1.

Art Credit: Ice Temple


  • By: Andreas Rocha
 

Tifa's Squall

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Concentration up to 1 minute

A flash of light bursts from your palms to a point within range that then expands into a frozen storm. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 2d8 cold damage on a failed save, or half as much damage on a successful one. The storm spreads around corners. It freezes objects in the area that aren’t being worn or carried. Each time a creature ends it's turn within the area, it takes 2d8 cold damage.

The effected area is considered difficult terrain for the duration of the spell.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by +1d8 for each slot level above 3rd.

Avalanche

7th-level evocation


  • Casting Time: 1 action
  • Range: 80 ft
  • Components: V, S, M (1 pound of white chalk)
  • Duration: Instantaneous

Tossing out the chalk from your hands in a cone, a 10 ft tall avalanche rushes forth in an 80 ft cones. Each creature caught within the area must make a Dexterity saving throw or take 10d8 cold damage and be moved 40 ft towards the edge of the cone while being knocked prone. If they succeed, the creature takes half damage and is only pushed back 20ft instead. Regardless, the area being effected by the avalanche will then also become difficult terrain until the snow melts.

Spells that deal fire damage, will melt the snow instantly removing the difficult terrain for those areas.

Casting this spell above 7th using an 9th level spell slot or higher, will increase this spells damage by +2d8.

Hammer Frost

1st-level evocation


  • Casting Time: 1 action or bonus action
  • Range: 30 ft
  • Components: V, S, M (A small cube of Stone)
  • Duration: Instantaneous

Waving your hand in a direction, a large 5 ft frozen block races from the ground barreling towards the target. The creature must make a Dexterity saving throw or be thrown 15ft in a chosen direction, besides directly up, and take 1d6 cold damage, upon striking something such as a wall or boulder the creature will take an additional 1d6 bludgeoning damage. Upon succeeding the creature is still pushed back, but only 10 ft, and the damage is halved. If the creature failed and struck a wall or a boulder, they are then stunned until the end of their next turn.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the distance the creature is launched is increased by 10 ft on a failure and by 5 ft on a success. The damage of the initial strike is increased by +1d6 cold damage.

Damage from the environment is increased both by size and number. Upon being cast at 2nd level the environment deals 1d8 bludgeoning, 1d10 at 3rd level and then 1d12 at 4th level. After 4th level it begins increasing the environmental damage die quantity. 2d12 at 5th, 3d12 at 6th etc.

The size of the block and spell range will also increase by 5 ft in all directions per level above the first.

Numb Senses

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You touch a creature within reach, decreasing one of their senses. If they do not have the ability to gain detrimental effects such as not having any eyes, that option would be disabled and ineffective. Doing so however may let other creatures benefit from feats or gain detrimental effects for the next 8 hours.

Sight. The creatures sight diminishes to a 60ft area around them of bright light, they are unable to see accurately past this area and have disadvantage on all rolls pertaining to anything else outside of it. However if a creature has sunlight sensitivity, they will no longer receive the detrimental effects of it. The creature also then has advantage on all rolls against making the targeted creature blinded.

Taste. The creature loses it's ability to accurately taste something, they will still be able to taste if something is good or bad however the degree at which they can do so is decreased. Creatures affected by this effect, will gain disadvantage on any roles pertaining to taste, be it seeing if there is poison in the food or to determine what spices are exactly used in a meal. Benefits may be being able to drink more of a particularly bad beverage making one able to win a drinking contest.

Touch. A creature that has a numb sense of touch will find it incredibly difficult to hold their weapons securely. A creature will gain disadvantage on all roles pertaining to holding on to something. It can be a creature or object that they are trying to interact with, and they will still gain disadvantage both times.

Hearing. Lowering someone's hearing can be quite troublesome for most but for times in a ravaging storm or in front of a siren, lowering someone hearing might actually be beneficial. When a creature has its hearing decreased, it gains advantage on rolls against particularly loud things such as thunder that would possibly make the creature deafened. Additionally if a creature requires the target of this spell to be able to hear it for things such as a charm, the target of this spell has advantage against said charm.

Smell. Lowering a creatures sense of smell will make it more difficult for them to tell if something is bad or if a gas had a specific smell, it would make them more susceptible to being unaware of it. While affected by this effect, the targeted creature has disadvantage on determining a smell, the substance that is causing the smell etc. This however does allow the creature to go places that others wouldn't due to it being a specifically bad smell.

Winter Contingency

5th-level evocation


  • Casting Time: 1 action
  • Range: 40 ft
  • Components: V, S, M (A sapphire worth at least 50gp)
  • Duration: Concentration up to 1 minute

You conjure a winter storm above a 40 ft diameter area up to 40 ft away from you. Doing so, all creatures within the area must make a Dexterity saving throw or take 8d6 cold damage, halving damage on a success. The storm persists for the duration of the spell and will put out any non magical flames within the area.

For the following turns, you may as a bonus action, call down an icicle that forms from the storm to strike a creature within the area of the storm. The area the icicle affects being a 10ft diameter area, creatures caught within the area must make a Dexterity saving throw or take 4d6 cold damage, halving the damage upon succeeding. Summoning an icicle through this method will not count as casting a leveled spell.

Upon casting this spell at levels above 5th, the duration increases by 1 minute and no longer requires concentration. 2 minutes at 6, 3 at 7th, 4 at 8th and 5 at 9th.

At higher levels, it is possible to cast a leveled spell such as call lightning while using Winter Contingency's bonus action feature. Casting a leveled spell while Winter Contingency is in effect will not dissipate Winter Contingency.

Blood Frost

evocation cantrip


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous

Frost begins forming around a targeted creature of choice. A sudden shard of ice bursts forth and attempts to piece the creature. If hit the targeted creature takes 1d4 cold damage.

After being struck by Blood Frost, the targeted creature will gain an ice shard stack. Each time they are hit with blood frost once more, they gain an additional ice shard stack. Upon reaching 5 stacks or by using your bonus action, you detonate the blood frost. Making it explode in a freazing blast. All creatures around the target, including the target themselves, must make a Constitution saving throw or take 1d4 cold damage per blood frost stack.

At higher levels, this spell will deal additional damage upon being cast. The damage increase to 2d4 at level 5th level, 3d4 at 11th level, and 4d4 at 17th level. This only increases the initial damage of this spell not the detonation damage.

However the amount of stacks that a creature may have before the blood frost detonates will increase by 1, from 5 to 7 at 5th, 8 at 11th, 9 at 17th level.

Art Credit: Environment concepts


  • By: Grafit Studio

Restorative Melody

5th-level evocation


  • Casting Time: 1 action
  • Range: 15ft radius
  • Components: V, S, M (An instrument of choice)
  • Duration: Concentration up to 1 minutes

Weaving magic in music, all allied creatures within a 15ft radius of you are immediately healed for 20 hit points. For the next two minutes, all allied creatures within the area healed 1d4 + your spellcasting modifier, hit points at the beginning of their turn.

At higher levels, when you cast this spell using a 6th level spell slot or higher, the healing over time increases by +1d4 for each spell level above 5th.

Tantalizing Performance

4th-level illusion


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Concentration up to 5 minutes

You target up to 3 creatures that will begin to hear an entrancing melody. The targeted creatures must make a Wisdom saving throw or become paralyzed for the duration of the spell. Creatures that cannot hear automatically succeed the saving throw.

The targeted creatures may make additional saving throws at the end of each of their turns. Additionally if another creature attacks the paralyzed targets during the spells duration. Then, the creature is knocked out of being paralyzed and becomes unaffected by the spell.

The targeted creatures do not have to be attacked however to escape this paralysis, if another creature gives them a large outside shock, such as shaking them roughly or dumping a bucket of water on top of them, the spell's effects end for that single targeted creature.

At higher levels, for each level above 4th you may target two additional targets.

Righteous Arsenal

8th-level evocation


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: V, S, M (a flask of holy water)
  • Duration: Concentration up to 2 minutes

You touch up to three creatures. Their melee and ranged weapons become blessed with divine powers. For the next two minutes, they will gain an additional 4d8 radiant damage to the weapon damage.

This power draws purifying arcana when fighting undead, fiends or monstrosities, whenever a blessed weapon is used to make an attack towards an undead creature, the die size increases from 4d8 to 4d10 radiant damage.

Cutting Waters

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Upon being cast, the next two attacks you make will create ribbons of rushing water and the attack will deal an additional 2d6 cold damage.

Upon being hit a target becomes dowsed in water and will take an additional 1d6 damage from lightning damaging attacks until the end of their next turn.

The second time a target is hit with this ability, they must make a Strength saving throw or become restrained by bands of flowing water for the next minute. While restrained the bonus damage from lightning damaging attacks persists. The target may make a Strength check in order to escape at the beginning of their turns as an action.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Earthen Shield Totem

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S, M (A single gold piece)
  • Duration: Concentration up to 10 minutes

You summon a 10 ft tall pillar that is a foot in width and length. The totem has 20 hit points and an Armor Class of 10.

Each time an allied creature ends their turn within a 10 ft radius of the totem, they gain their level in temporary hit points. Each time they gain this benefit it is only refreshed to the maximum of their level. These temporary hit points are not additive.

On each creatures turn, they may leave the 10 ft radius around the totem to do actions, however they must return to the totem to keep the temporary hit points. However, after the 10 minute duration has finished, all creatures benefiting from the temporary hit points will cease to have their temporary hit points immediately.

While protected by the temporary hit points (at least having 1 temporary hit point) from this spell, the affected creature will gain resistance to one damage type of their choice with the exception of psychic damage.

Upon being cast at a higher level, the number of totems that you may summon increases by +1 per level above the 3rd. Additionally upon being cast at a higher level, the maximum summoning range of the pillars is increased by +5 ft.

Compounding Force

evocation cantrip


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous

You send an attack through the air, compressing and piercing targets. On a hit the attack deals 1d8 piercing damage to the target. This attack is ignores temporary hit points and deals damage directly to the target's hit points as it pierces through the target's defenses.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wind Blade

evocation cantrip


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous

A quick blast of cutting wind is launched from your hands to a target of choice. On a hit the blast of wind deals 1d8 slashing damage to the target. This attack is invisible and makes it very difficult for other creatures to tell from where the attack is coming from.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Simple Sketch

transmutation cantrip


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a one ounce bottle of ink)
  • Duration: Concentration up to 5 minutes

You spend the next minute drawing a simple sketch that fits within a 5 ft square. Once you finish that drawing it becomes real for the duration of the spell. For example, drawing a door on a wall will allow you to open the wall and use it like a regular door.

There are limitations however, nothing you draw will come to life and assist you in combat. However it is possible for you to draw a creature and have them communicate what is further down the wall to you.

Wick Guard

1st-level abjuration


  • Casting Time: 1 reaction
  • Range: Self
  • Components: V, S
  • Duration: 1 round

A protective shield of thatch vines and leaves forms to help protect you from attacks. Until the end of your next turn, you gain 1d10 + your spell casting modifier temporary hit points. This shield takes damage from any attack that caused the usage of the spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of temporary hit points increases by 1d10 for each slot level above 1st.

Watch Guard

1st-level abjuration


  • Casting Time: 1 minute
  • Range: 5 feet
  • Components: V, S, M (a tiny bell, a piece of fine silver wire and a hat of any size)
  • Duration: 16 hours

You create a shadowy puppet resembling a humanoid creature. They can be clothed in whichever way you desire and from 30 ft and beyond, creatures will only be able to make out the puppet's silhouette. Any closer and they will appear to be a regular humanoid that they are representing. Any interaction with the watch guard breaks the illusion that it is a puppet. Once the clothes and position are set, they cannot be changed later on.

This spell ends early if you wish it to or another creature interacts with it. Upon being interacted with the watch guard alerts you with a ping in your mind if you are within 1 mile of the watch guard. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet of the watch guard.

Additionally you will be informed of the number of creatures within 30 feet of the watch guard. If the creatures are behind objects such as a wall or are considered to have full cover, then they will not be counted.

Art Credit: Spellsmith


  • By: Manuel Castañón

Dawnfall

6th-Level evocation


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S, M (a shard of obsidian)
  • Duration: Concentration up to 1 minute

A flame bursts from the sky, creating six 20 ft diameter pillars of flames that reach 60 ft into the sky. These pillars must start at least 10 ft away from each other upon the initial casting. Creatures within the pillars must make a Dexterity saving throw or take 1d12 fire damage. Taking half damage on a successful save, if any creature starts their turn within a pillar of flames then, they will take an additional 1d12 fire damage.

Each pillar sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

These pillars may be moved as an action on the caster's turn. Moving 5 ft for each pillar in a chosen direction, the damage on the pillars of flames does compound. Meaning if the caster has multiple pillars upon the same creature, then the creature will take damage for each pillar it is within.

Casting this spell at higher levels increases the duration by 1 minute per level as well as increasing the distance that the caster may move the pillars as an action by 5ft per level above 6th. At spell levels 7, 8 and 9, an additional pillar is formed with the max range increasing by 20 ft in all directions.

Jester's Playhouse

9th-level conjuration


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, S, M (a crystal playing card)
  • Duration: Concentration up to 10 minutes

The card glows before sending out a wave of force around it in a 120 ft radius. All illusions within the 300ft radius of the caster become real. All illusions take on their real world counterpart abilities and powers.

The illusions pop into reality, if another creature is within it's space, then the illusion creature is safely moved to a space next to the obstructing creature. When it comes to combat they are last in line of initiative.

When this spell is cast, all illusion spells affected by this spell are technically ended, only making the caster of Jester's Playhouse, the only caster who needs to concentrate for all the illusions.

Upon finishing concentration, all the creatures that are alive and made from this spell will be set free. They will not see you as a threat unless they are attacked or threatened to a certain degree. The creatures that are dead and summoned from this method dematerialize and evaporate.

If this spell ends early due to lack of concentration, then all illusions affected by this spell evaporate.

 

Art Credit: Illusion Knight Solifugae


  • By: Glass Head

Divinity's Blessing

6th level evocation


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: V, S, M (a holy symbol of choice)
  • Duration: Concentration up to 2 minutes

You point your holy symbol at a creature. That creature must make a Constitution saving throw or be marked by the words of your god. For the next two minutes the marked creatures will take an additional 2d6 radiant damage from all sources of damage.

At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by +1d6 for each slot level above 6th.

Black Blessing

7th-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a black lotus flower, fresh blood from caster in any amount)
  • Duration: Concentration up to 10 minutes

As part of this spell you touch up to 4 targets. Those four targeted creatures gain the following benefits for the next 10 minutes, as long as concentration is held:

  • Each of the targets become empowered by the dark and beyond. The targeted creatures will no longer critically fail on death saving throws. This includes being attacked, the targeted creatures will only take one failed saving throw roll from being hit by a mortally wounding attack.
  • The first time a targeted creature would drop to 0 hit points as a result of taking damage, the targeted creature instead drops to 1 hit point. If the spell is still in effect when the targeted creature is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the targeted creature.
  • Upon being cast, a targeted creature gains temporary hit points equal to your spell casting modifier.
  • While blessed and alive, targeted creatures gain advantage on one of their saving throws that they are proficient with (creatures choice).
  • When making attacks, the targeted creatures gain an additional 1d6 necrotic damage to their attacks.

Divine Armament

9th-level conjuration


  • Casting Time: 1 minute
  • Range: self
  • Components: V, S, M (a holy symbol which the armor will take reference from)
  • Duration: Concentration up to 5 minutes

You channel arcana through the holy symbol, summoning melee or ranged weapons and armor of the associated god and wielding it with your own strength you gain the following benefits while wearing this gear:

  • You treat all parts of this equipement as if you were proficient with them.
  • Your AC becomes 13 + your dexterity modifier when not wearing armor, and all AC increases by +3.
  • You gain a bonus flying movement speed equal to your normal movement speed.
  • Your weapons deal 6d6 radiant or necrotic damage on hit.
  • You may cast spells of 1st and 2nd level at 3rd level for no extra cost.
  • All spells that take an action to be cast can now be cast as a bonus action.
  • You gain 100 temporary hit points for the duration of the spell

Art Credit: SMITE: Sacred Arrow Rama


  • By: Jordan Kerbow
 

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