Credits
Lead Designer: Sean Doughty
Designers: Aaron Doughty, Marquis Newman, Zoe Doughty
Playtesters: Aaron Doughty, Anastasia Vermette, Dustin Dunnells, Marquis Newman, Sean Doughty, Sean Staples, Viktor Pettengill, Zoe Doughty
Disclaimer: Alcas, the Arcane Protectorate as a whole, and your DM are not responsible for what happens to your character should they decide to remain in contact with a piece of an ancient arcane artifact for an extended period of time. Any resulting lost limb or life is entirely the fault of you and your character... Probably.
The Champions of the Divine will say they told you so.
Contents
-
3Chapter 1: Welcome to Solicia
- 3History of Solicia
- 3Eight Provinces
- 4Shining Cities
- 4Laws of the Ascendancy
- 4Commerce and Trade
- 4Currency
- 5Languages
- 5The Flow of Time
- 5The Divine Barrier
- 6Holidays
- 8Religion in Solicia
- 3History of Solicia
-
13Chapter 2: People of Solicia
- 13Solician Ancestries
- 15Dwarf
- 17Elf
- 19Half-Bloods
- 19Ael'Taath
- 20Atalash
- 19Dwerham
- 21Human
- 22Ethnicities
- 23Hundur
- 24Kender
- 28Niawa
- 30Aberrant Folk
- 31Anzû
- 29Avgrund
- 33Changeling
- 35Draconic Scion and Great Drake
- 38Firbolg
- 40Goblin
- 41Undyne
- 42Legacies
- 43Aaldeus
- 44Cambion
- 45Dhampir
- 46Hexblood
- 47Reanimated
- 47Shifter
- 48Tentiae
- 49Backgrounds
- 13Solician Ancestries
-
54Chapter 3: Tools of the Trade
-
21Glossary
-
117Chapter 4: Setting the Table
- 2Varied Domains
- 2Solician Timeline
- 8Central Deserts
- 8Northern Realms
- 8Regions of the South
- 2Factions and Patrons
- 2Features of the Wilds
- 2Varied Domains
-
85Chapter 5: Solician Provinces
- 2Andor'Ikar
- 10Seat of Power
- 10Mountains and Valleys
- 2Deno Eiskk
- 10Lush Jungles
- 10Ancient Temples
- 2Iro'ka Solice
- 10Cultural Hub
- 10Maritime Trade
- 2Isle of Drakes
- 10Sprawling Caves
- 10Storied Cities
- 2Sands of Olara
- 10Scorched Lands
- 10Strongholds of Old
- 2Shattered Bluff
- 10Immense Cliffs
- 10Keeps and Kingdoms
- 2The Wall
- 10Rocky Coastline
- 10Sprawling Farmsteads
- 2Wild Lands
- 10Settlements and Tribes
- 10Uncharted Wilds
- 10Caia
- 2Andor'Ikar
-
5Chapter 6: The Powers that Be
- 2Divine Forces
- 2Transan'Doral Ascendancy
- 10Silverguard
- 2Regency of Arcadia
- 10Chains of The Divine
- 2Guilds & Cults
- 10Golden Cloaks
- 10Mythril Chain
- 10The Reborn
- 10Stained Knights
- 10Orders of the Twilit Vale
- 10The Dray
- 10Outland Beasts
- 10Exarch Coalitions
-
9Chapter 7: Magical Miscellany
- 2Magic Items of Solicia
- 2Keystones
- 2Materials and Crafting
-
10Chapter 8: Allies & Adversaries
- 2Beastiary
- 2Major Characters
History of Solicia
A black feathered bird flies into view over a rocky landscape framed within a gray canyon. A stone wall connects the mouth of the valley severing it from the scarred landscape beyond. The eagle flies to the west over a massive natural bridge then turns north, over fields of grassland that transition to miles and miles of farmland set at the foot of mountain ranges cascading down into the ocean on the other side. The green pattern in the bird's wings flares up as the eagle swoops to the east over a scintillating bay, teeming with life both on and beneath the waves. Turning true north, the eagle soars across the burned deserts and mesas. Reaching the windswept savannas and verdant coastline. There it twists and dives down toward a sprawling metropolis seated on the water's edge ringed by a perfectly circular city wide moat. The andari eagle channels its strength and teleports past another flock. To finally perch on the uppermost peaks of the high queen's theater of passage.
Known in primordial ages since past as Prea Utralu, the land of Solicia is the only continent that has a single governing body overseeing it. That government being the Transan'Doral Ascendancy, a sun elven autocracy whose lineage is made up of a small royal family that live far greater lengths than others of their kind.
The years leading up to the unification of Solicia under the Ascendancy are known as the Wars of Reconquest. They are a topic of study for scholars within not just Solicia but also the more learned parts of the world due to the unlikely nature of the Ascendancy's total victory. Stories say that as the wars began, the Ascendancy after unifying the north equipped their military with arms and armor of silver laid over steel.
The first king of the Ascendancy was Alfhruger Transan'Doral, whose name has been exalted in Solician history as a brilliant tactician and mighty warrior. He led the Silverguard expansion across the continent leading to the mainland's unification. His reign was followed shortly after by his one child, Allenna Transan'Doral. She oversaw the peaceful incorporation of the surrounding islands under the Ascendancy's banner.
Eight Provinces
Solicia's northern coast sits above the equator of Acarro while the rocky, frozen southern coast lies only a few hundred miles from the south pole. This vast area is divided into eight regions called provinces. Each province is under the jurisdiction of what is known as a Richter. This assigned position oversees the Ascendancy appointed nobility as well as magisters within each major town and city. Furthermore, in larger settlements, the city nobles appoint and lead an adjudicator, or regional judge.
The seat of political power resides within Andor'Ikar. A tropical region covered in savannas and ravines. South, along the king's road stretches a vast desert known as the Sands of Olara. Whirling sandstorms that batter the smooth mesas howl across the dunes. Cutting through the Eroan Steppe and reaching to the Shining Bay, the king's road ends in the golden city of Baatha. The glimmering jewel of the central province, Iro'ka Solice. To the north of the bay, out shined by the rest of the continent rests the uncharted Wild lands. Whose dark, dense forests are almost as threatening as the beasts that reside within. On the western shores of the bay stands the province of The Wall whose mountains stand tall and proud, like the people who call it home.
Chapter 1
Welcome to Solicia
In the southernmost reaches of this land lies the Shattered Bluff, a region covered in cold rocky terrain that only the strongest can endure. To the east lie the scattered dragonborn lands of Zigarrahk, also known as the Isle of Drakes. Their temperate yet rocky islands make travel, on foot, difficult. And off the western edge of The Wall, within the tumultuous waters of the Asarian Ocean sits the lush jungles of Deno Eiskk. The ancient and undisturbed locales within make an enticing target for would be treasure hunters.
Shining Cities
Across these locales sit many grand cities, connected through ancient roads maintained over hundreds of years that seem to decrease travel time when used. These motes of civilization are upheld by vast networks of trade and the rule of law enforced by the gleaming army of the Silverguard. Equipped with full suits of silver platemail, the entirely sun-elven military acts as the crown's shield and spear.
While the throne rules from the political capitol of Laranlors, the Ascendancy has stationed the city of Ryhelm as its military capitol. The walled city is where the recruitment and primary training of Silverguard takes place. The Silverguard and city watch uphold Solician law through fines and imprisonment of individuals who have been deemed criminals.
Laws of the Ascendancy
The following is the standard set of laws enforced everywhere in Solicia. Some locations have additional laws that are not listed here, but the following are expected to be enforced across the continent.
As judged by the eyes of the local adjudicator, designated eye of that adjudicator, or a member of the Arcane Protectorate, any criminals discovered and/or convicted of crimes within a local hall of arbitration throughout Solicia are subject to punishments befitting the crime. All fines and punishments for crimes against a Silverguard, noble, or Ascendancy backed agent are doubled. All fines and punishments regarding crimes against an sovereign official or member of the royal lineage are tripled with the possibility of execution to be scheduled or done immediately.
Theft: 4-8 days incarceration and a fine equal to the worth stolen.
Trespassing: 16 days incarceration and/or a fine of 150 gp.
Ownership of another intelligent humanoid creature: 8-12 months incarceration and a fine of 2,100 gp.
Failure to pay taxes to the Ascendancy: 5-20 days incarceration and a repossession of the property equal to the amount owed.
Spreading of cessation gods' ideals: 40 days incarceration and a fine of 200 gp.
Damage to private property: 5-15 days incarceration and a fine of twice the worth of property damaged.
Damage to Ascendancy property: 30-90 days incarceration and a fine of twice the worth of property damaged.
Kidnapping: 30 days incarceration and/or a fine of 650 gp.
Assault with intent to injure: 16 days incarceration and/or a fine of 300 gp.
Assault with intent to murder: 130 days incarceration and/or a fine of 900 gp.
Murder: 5-10 years incarceration and/or a fine of 5,000 gp.
Commerce and Trade
Solicia sits physically and thus financially separate from the rest of Acarro. The continent possesses many natural resources such as abundant veins of orichalcum and silver in the north which fuels the alloying within the Eroan Steppe.
That's not to say Solicia has no contact past its shores. Sailing merchants from Diadon and Teigea are known to dock in ports like Baatha, Estarro, and Ame Alora. While Otorian boita and the occasional Ashios tri-masted schooner are seen in the west in Port Siam, Port Rilkur, and Qadiya.
Currency
The currency of Solicia favors metal coins as the standard mint for the nation. The lower denominations of coins from the copper to the electrum are made with a hole in them so that they can have a rod or string put through the coinage itself. This allows them to be put into what is known as a 'click' of coins, typically two wooden tabs shaped the same as the coins they're designed to hold that have a metal rod thin enough to thread the coins on. With a twist the wooden tabs lock or 'click' into place, keeping a specific amount of coins held together for ease of transport and trade.
Solician Currency
Value | Name | Material & Inscription |
---|---|---|
1cp | Commons | Copper disk inlaid with iron with a sword inscription |
10cp 1sp | Shield | Silver rectangular tab with an inscription of an eagle over water |
5sp 1ep | Fathom | Electrum rectangular tab with an elven ship docked in a harbor |
10sp 1gp | Chronicle | Gold scalloped edge with a different inscription each year they're minted |
10gp 1pp | Leone | Platinum six sided coin with an andari eagle over the capitol |
10pp | Crown | Platinum eight sided coin with an inlaid orange sapphire in the center |
The sapphire in a crown is intentionally very brittle so that it is extremely difficult to remove intact. A crown with a damaged gem is worth half as much as usual and one with no gem is worth as much as a leone.
Some settlements like Luceria within Iro'ka Solice use their own separate currency in the form of special notes with marked values and are stamped with a seal of authenticity to prevent duplication and are only accepted in the region around the town.
Electrum is a less commonly used denomination but in some ways the most important type of coin. Electrum is accepted as its value in usual trades but it is the only option that is legally allowed to be accepted for the purchase of enchanted items. This law was put in place through the efforts of a faction known as the Mythril Chain, citing the increased security it puts on the trade of arcane equipment. Additionally, as part of this new law, exchanges for electrum are strictly overseen by Ascendancy officials and are cataloged within the nearest hall of arbitration.
Languages
The various tongues of Solicia are widely used across the continent, forcing traveling merchants to learn additional languages at least partially or to hire translators willing to travel widely. Unlike other worlds, Solicia and Acarro at large do not contain a singular 'common' language but instead regional common tongues. This means characters are more likely to encounter language barriers even between members of the same race.
Widespread Languages
Language | Typical Speakers | Script |
---|---|---|
Andari | Northern common | Elvish |
Dzriegesh | Dragons, great drakes | Draconic |
Garalkan | Traditional dwarves | Dwarvish |
Irokan | Southern common | Dwarvish |
Jotun | Giants, trolls | Dethek |
Oudan | Goblinoids | Dwarvish |
Teu'rilli | Noble elves | Elvish |
Ukkath | Western orcs | Dethek |
Vutenkan | Foreign kender | Dwarvish |
Uncommon Languages
Within Acarro, the uncommon languages of the Player's Handbook remain the same aside from draconic and undercommon which have their own forms throughout the world.
The Flow of Time
Beginning amid the reign of the Transan'Doral Ascendancy, Solicia uses the Araccan Standard calendar. The notations used for this calendar are pb meaning prior to the barrier, sometimes written as Ψ. And db meaning during the barrier, sometimes written as Θ. This book is set around the turn of the first millennium db but provides options for campaigns that take place throughout Acarro's history.
This calendar contains around 350 days split up into at least 40 days per month separated by the lunar cycle of the larger of Acarro's two moons, Aruma. These months are further divided into weeks of 9 days known as Milator, Belator, Adnitor, Falitor, Olator, Caiator, Tilator, Veritor, and Irretentor. The middle three days of a week are known as the 'midweek' and treated as days to rest and for prayer.
The major eras throughout Acarro's history are mythologized as the following: The Age of Titans, a primordial time before the first nations. The Age of Contact, an era in which magic first touched the people of Acarro. The Age of the Witness, an era lost to time. The Age of Darkness, a time thought to be bereft of daytime. The First Golden Age, as the light of day returned Acarro saw immense and rapid development and population migrations. The Age of the Fallen Star, another lost age. And the last era before the formation of the Divine Barrier, the Great Magical Severance.
Accaran Standard Calendar
Month | Name | Common Name | Typical Season |
---|---|---|---|
1 | Ilumn | Frozen First | Winter |
2 | Bahaal | Winter | |
3 | Evanyr | Firstfeather | Spring |
4 | Alcyril | Spring | |
5 | Sollal | Summer | |
6 | Nunal | Summer | |
7 | Ulratal | Autumn | |
8 | Yaath | Year's End | Autumn |
Day of Remembrance | First day of Winter |
The Divine Barrier
The Divine Barrier marks the beginning of the current era of Acarro's calendar. The barrier itself is depicted in dusty scrolls and ancient iconography as an immense wall that separates the material planes and surrounding elemental chaos from both the upper and lower planes. Restricting travel between the planes of the greater cosmology.
The origins of the barrier lie in the ancient conflict know as the Great Magical Severance or simply as The Severance. A war heralded to have been between the deities associated with arcane magic known as the Arcane Protectorate against the deities directly opposed through means of divine magic, the Champions of the Divine. The scars of this celestial conflict still are seen across Acarro in forms like violent planetary disasters and residual magical upheavals.
Since its inception, monuments were created across Acarro praising, denouncing, or just acknowledging the barrier's formation. Such as the Skyshield of Alganne, the inscription across the Crest Bridge in Baatha, and the Church of Free Worship in Fetterfleet.
Holidays
Traditions done without communication between others who do so. Turning normal time into a seperate time of celebration. Public holidays and private holidays.
Dated Holidays
Sellemas
Also known as midwinter as it is celebrated on the winter solstice, Sellemas is a time for calm and rejuvenation. When people make private and personal sacrifices to speed along the remainder of winter and usher in a quick spring. For centuries now, the marking of Sellemas has been done through a wave of massive flowers blossomed through preternatural magic.
Foreseen through druidic arts upon the arrival of Sellemas, the druids of Durmista's jungles bring forth the giant's basalt crown. A flower eight feet from the end of one petal to the end of another. Its base is a deep gray while the tips of each petal are made to radiate a brilliant snow white. These titanic flowers first bloom in the north and when seen by others they are made to bloom further and further south, spread like a sequence of beacon fires.
Firstfeather
The Firstfeather festival is celebrated on the first day of the first complete week of Evanyr. It marks the beginning of spring as Solicia's most common migrating bird, the red backed whipp, begins to return south. Its extra feathers shedding as it flies to simultaneously confuse any predators it may have as well as provide a beautiful symbol of the season's change from the communal cool of winter to the spread out adventure of springtime.
Children across Solicia collect the fallen feathers and are encouraged to incorporate them into a craft. By weaving them into baskets or clothing they are thought to add luck or just an air of beauty if nothing else.
Stivarcan
Falling on the first midweek of Alcyril, Stivarcan is celebrated for up to three days. During this time magic in all its forms are put on display. Within cities blessed with the presence of great mages, immense displays of illusions or conjurations amaze citizens day and night. These spellcasters are heavily compensated for their time and spell components. This compensation is mostly provided by the tradition of large sums of coin donated to Ascendancy research of arcane magic.
In the last century of the first millennium db the Mythril Chain, a faction sponsored and otherwise supported by the Transan'Doral Ascendancy, has taken over preparations and administration of the holiday as it has expanded exponentially every subsequent year. They also further their own interests with this new authority, by providing a donation in coin themselves equal to the appraised value of any magically enchanted items donated.
Asathaliday
Annually on the 28th of Alcyril, on the anniversary of Alfhruger Transan'Doral's arrival to Solicia. It is named after the ship that carried him and the first loyal sun elves that served him, the Asathalfinare. The day is predominantly celebrated by sun elves and other andari people, involving tying blue ribbons over streets to represent the elven history of seafaring. On these ribbons, small clay tablets sculpted like electrum coins are strung up as that coin bears an image of the first king's ship.
The day is honored also as the anniversary of the Ascendancy itself even though it was established months after Alfhruger's arrival. Due to this, royal decrees and speeches are traditionally held on this day to tell the people of Solicia the future path of the nation.
Aniadatt
The inverse of Sellemas, Aniadatt is the summer solstice and the longest day of the year. It is also known as midsummer and the Day of Datar. The day is seen as the best opportunity for one to be productive and make life determining decisions. Just like Sellemas, it is heralded in by the blooming of the giant's basalt crown. Unlike winter, the flower is bloomed in all colors to showcase the splendor of summer.
Within the Eroan Steppe and dwarven strongholds, Aniadatt is their most holy day. Prayers are made five times throughout the day and fasting is mandatory while the sun is visible in the sky. At dusk dwarves typically seclude their families into a deeply spiritual and personal meal to honor their patron deity, Datar.
Day of the Arts
The 15th of Nunal
Harvest's Close
Last complete midweek of Ulratal
Day of Remembrance
Falling on the final day of each year, outside of the months of Yaath and Ilumn, the Day of Remembrance has origins dating back to the first platinum civil war. A conflict that ended so gruesomely both remaining warring parties were said to have set all their weapons aside for the entire month of Yaath to take time to rebuild and mourn their losses. Afterward, an additional day was added to the current calendar separate from any month to be marked as both the last and first day of a year. In Solicia, it is celebrated as the time when the previous year's troubles and negative memories begin to fade as the cold of winter envelopes the continent and is accompanied by both regional and traditionally elven food and drink. Like the crumblebread of Iro'ka Solice, a pot of blufflion stew, or a northern favorite, the Lymfell skitterfish served two ways.
Spontaneous Holidays
Festival of the Sun
Held in Sollal during the early morning after a night of two full moons OR after a few nights with new moons
The Frozen Moons Festival
Celebrated mostly in the south of Solicia below the Divine Battlements, held on nights where Aruma is a new moon and Kuja is full
Religion in Solicia
The common and widespread faith of Solicia, supported by the Ascendancy itself, is the Pantheon of the Arcane Protectorate also known as just the Arcane Protectorate. It is a view of divine forces that is founded on the support and development of arcane magic along with divine.
As part of the same faith, there is an oppositely aligned pantheon dubbed the Champions of the Divine. It is founded on the restriction of arcane magics to prevent a believed widespread upheaval of chaos should it be abused. Openly proselytizing or building shrines or temples devoted to members of the pantheon is considered illegal in Solicia
The final piece of the Solician pantheons is known as the Protectors of Man. These deities are seen as neutral between the other two pantheons and embody ideals of divine forces overseeing the trials and hardships mortals have to face.
Arcane Protectorate
Champions of the Divine
Protectors of Man
Foreign Gods
Arcane Protectorate
"Great divines, I beseech thee to request the aid of arcana. For I am surrounded by shadows and terror. This world is fraught with strife and your mighty magicks will safeguard my kin and I. For should you remain behind your Barrier and turn a deaf ear to the bearing of my soul, my devotion shall wane and my faith will shatter."
- Inscription on the Crest Bridge of Baatha
Deity | Titles | Alignment | Domains | Symbol |
---|---|---|---|---|
Alcas. goddess of magic | Madame Magic | Chaos | Arcana, Light | Eight pointed star spiral |
Amni. goddess of histories | Exalted Keeper | Neutral | Knowledge, Order | Lantern made of stained glass |
Cor'layph. god of innovation | Patron of the Arts | Chaos | Life, Passage* | Silver compass with gemstones |
Datar. god of light | The Sunhand | Law | Forge, Knowledge | Yellow pearl on a chain |
Despot. god of consequence | Keeper of the Nine | Law | Knowledge, Trickery | Decorated empty disc |
Evania. goddess of fortune and nature | Lady Luck | Chaos | Nature, Passage* | Verdant green coin |
Meyath. goddess of the harvest | Mistress of the Dawn | Neutral | Light, Nature | Golden cornucopia |
Ru'al. god of patience and peace | Sentinel of the Sands | Neutral | Life, Peace | White desert rose |
Syn, Ato, Ven. Triple gods of time | Inevitable Trio | Law | Grave, Order | Hourglass filled with black sand |
Champions of the Divine
"Oh ye, true gods of Acarro. It is with a hearts filled with resolve and purpose that we make this plead. Would it be so that you deem us worthy, I would ask that my blood is consecrated and made pure and safe. For great foes oppose your will, and we shall return this gift in loyalty to your divine edict."
- Common prayer to the Champions of the Divine
Deity | Titles | Alignment | Domains | Symbol |
---|---|---|---|---|
Alavum. god of justice | Sky Sentinel | Law | Light, War | A closed golden gate |
Augr the Prime. god of craftsmen | The First Titan | Neutral | Forge, Nature | Two hands together pointed down |
Brahn. god of victory and war | Great Crusader | Law | Knowledge, War | Black hand grasping a star |
Dhmenys. god of secrets | Dread Martyr | Chaos | Trickery, Peace | Winking skull over a pink sunburst |
Kallisk. god of storms | The Sweeping Tide | Chaos | Passage*, Tempest | A fanged tidal wave |
Liri'anselle. goddess of resurrection | Frozen Consort | Neutral | Death, Life | Silver spider on a web |
Neleshra. goddess of departures | Mistress of the Moon | Law | Forge, Twilight | A dead and dried wreath |
Nixis. god of fear | Faceless One | Neutral | Arcana, Trickery | A blank white book |
Yzohan. goddess of wealth | The Dreadback | Chaos | Light, Tempest | Dragon skull with seven eyes |
Protectors of Man
"No matter the strife and opposition, the most paramount and riteous path one can follow is the eternal protection of man."
- Words of the Stained Knights
Deity | Titles | Alignment | Domains | Symbol |
---|---|---|---|---|
Alexandria. goddess of tactics | The Red Knight | Law | Order, War | Knight chess piece with stars for eyes |
Draeniir. goddess of truths | The Messenger | Neutral | Passage*, Twilight | Road winding into the sun |
Svaeus. god of endurance | Enduring Spirit | Neutral | Nature, Peace | Cliff edge radiating light |
Warden. god of judgement | The Final Judge | Law | Grave | Set of scales with petals and brimstone |
*: Appears in chapter 3.
Alavum
The Sky Sentinel, The Cloud Dragon, Eye of the Skies
One of the two great dragons, Alavumtaan'do'eisiris, is commonly depicted in the form of carvings done in both stone and metalwork. The unifying factor of art depicting Alavum is the fact that the entire canvas aside from the dragon god's form is detailed, leaving a silhouette in the negative space to represent Alavum. He is said to have helped incubate the world before the first dragons brought elemental energy to it. His followers value those who keep to a code of honor while looking to the knowledge of ancient beings.
The holy symbol of Alavum shows a solid set of golden double doors inscribed sometimes with draconic script. It represents the supposed passage through the Divine Barrier that the spirits of the faithful travel through after death.
Alcas
Madame Magic, The Wellspring of Mighty Magic
The matron of the arcane and seamstress of the weave of magic that blankets Acarro. Alcas is depicted in tapestries and paints as a humanoid woman draped in a deep, dark cloak spattered with flecks of color to resemble distant stars in the night sky. The most of her devout say that every spell cast is an homage to the matron of magic. This is reaffirmed in their eyes by the chaotic nature arcane magic entails. With each unexpected effect thought of as her influence.
Alcas' holy symbol shows the eight known divisions of magic into schools. Spiraling together in the center, they combine into the common aspects they all share.
Alexandria
The Red Knight, Queen of the Chroma Council
It is said that amid any grand scale warfare on Acarro, there is always time given to beseech the lady of strategy for favorable tactics and conditions. Whether these prayers be from soldiers just before striking, or officers planning their tactics. Not always, but as if these prayers were answered, a paladin of Alexandria may later appear. Drawn by the need for proper council in warfare. Known as a Stained Knight, this order of soldiers devote their soul and sword to upholding the Red Knight's ideals. They are said to be impartial tacticians that ensure strategic superiority and fairness. The clause of these devout is that they are forbidden from doffing the colored armor they bear. As a testament to their faith and resolve.
Her symbol depicts the most subversive piece within the ancient game of chess. The equine knight is thought to be part of the most complex strategies within the game, though each piece is truly necessary to pull them off. The illumination from the eyes shows Alexandria's ability to divine the 'true path' to victory. An unbroken though often indirect method to tactical victory.
Amni
The Exalted Keeper, Watcher o'er the Waters
Amni is a deity of memory and learning. She is depicted in libraries and schools as carvings on the edges or sides of furniture. In these, Amni is as a learned figure typically wearing the uniform of the faculty. Her second title is from the Golden Cloaks of Baatha. A guild of archaeologists, keepers of lore, and spies. They revere Amni as their patron deity, hoarding and sharing knowledge in her name. Beyond the Cloaks, Amni is also a frequent patron of inventors and advisors to powerful figures. They take her teachings and use them in creations. Whether that be small clockwork trinkets or grand castle scale mechanisms.
The holy symbol of Amni is an illuminated lantern with windows of ornate stained glass murals. Stained glass has long been associated with the goddess of history. Temples to Amni sculpt great colored windows that reveal magical passages throughout their halls.
Augr the Prime
The First Titan, Father of Giantkind, He of the First Ridge
Augr's portfolio presides over giant-kind and the beauty of natural phenomena. His likeness is mostly uniform across depictions, always the largest figure present and resting a hand on the peak of the tallest natural formation or structure the artist is aware of. The scale of Augr being consistent isn't usually a priority, only that he is the tallest thing present in the scene. Worship of Augr is done through his devout collecting similar materials and building or piling them into large structures. With trained acolytes expected to use their talents to create a likeness of Augr out of the material.
The holy symbol of Augr shows his own hands poised to plunge into the earth. It is thought by his devout that Augr traversed Acarro and sculpted the wonders of the world with his own hands. Only after a timeless oblivion did his dedication come to fruition and he retired to exist apart from the other gods.
Brahn
Great Crusader, Sword of Alavum, General of the Righteous
Stitched into large tapestries and emblazoned onto shields, imagery of Brahn depicts him as a massive muscular centaur clad in gleaming bronze armor wielding a shield and spear wrapped in red cloth just below the blade. His face usually masked by shadow that doesn't hide his burning yellow eyes. He demands worship though domination and control over the unable and unwilling, acting as a protective bastion to thwart heretics. If his devout waver in their conviction to attain martial victory, they are outright stripped of all power immediately.
Brahn's holy symbol represents the lord's black hand firmly containing a radiant light in his palm. The opinions to what they light represents vary from a sign Brahn had some connection to the Age of Darkness. Or that the symbol shows Brahn's fierce protection over his faithful.
Cor'layph
Patron of the Arts, Lord of the Fey
Illustrated on only the most exquisite canvasses and by the most talented artists, the god of innovation is a joyous figure. Cor'layph's followers take great pleasure in travel and self expression and never shy away from adding a touch of levity where it may be lacking. That isn't to say their devout know nothing but joy as the turbulent emotional landscapes of the fey realms are attributed to their patron deity. Cor'layph is thought of as the great emotional core of all gods. Springing from deep fathomless sorrow to exuberant ecstasy. They are believed to be the conscience of divinity and through this, are the closest conduit to mortal beings.
The symbol of Cor'layph represents the diaspora of elvenkind, the constellation draws from the teu'illyia of moon elves and the sextant represents the endless wanderlust of sun elves.
Datar
Sunhand, Slayer of Annohka, Father of Myora
The creator of Acarro and father of dwarvenkind. Datar is the sun in the sky made manifest. He ushers in the day and fends off great demons throughout the night. It was Datar's hand that first illuminated the sky of Acarro, before even the stars above. He who brought upon the creation of Meyath and Neleshra, and he who remains a constant among dwarves across Acarro. Worship to Datar is done so through making oneself into his holy image. This makes grooming and physical care very spiritually important to his faithful. Those who reject Datar or denounce his name are stripped of the ability to retain his image. Most of the time this is done through a dangerous oil made of venom that causes hair to never regrow properly being applied all over the apostate.
Datar's holy symbol represents the sun above, named Myora, firmly held and maintained by the faithful.
Despot
Keeper of the Nine, The Star Below, Lord of the Hells
The authenticity of Despot's divinity is a subject whispered of by many separate faiths. It is said that it opportunistically ascended to its own infernal form of divinity during the Severance. Some methods that are theorized are the felling of another, forgotten god. Despot used its control over the legions of hell to threaten an invasion. Or, as a payment, for the task of overseeing said legions of devils. According to scholars, Despot's place in the Arcane Protectorate was one of necessity as it provided some assistance needed but the price of this assistance is unknown.
The emblem of the Despot is just as reluctantly called a holy symbol, more often called an effigy. It is a hollow disc with a decorated border as artistic depictions of the planes show them as disks. Though the realm in which Despot dwells is thought of as unknowable so its remains blank.
Dhmenys
The Dread Martyr, Prince of Lies
One of the most reviled gods under the Ascendancy, Dhmenys was the god of falsehoods and secrets. That 'was' is possibly the most important part of public opinion toward him. For he was said to wield a terrible divine power in an effort to slay the figurehead of the Arcane Protectorate during their conflict. Its said he failed and in doing so was consumed by the weapon he held and succumbed to its power himself. Though being the very god of deception, Dhmenys could very well remain somewhere alive in the cosmos. From his endlessly confounding history the phrase "Did the Dread Martyr do it?" has remained, said to those who are believed to be trying to avoid consequences.
Draeniir
The Messenger,
Evania
Lady Luck, the Shrouded Huntress
Kallisk
Sweeping Tide, Fanged Tsunami, Lord of the Ocean's Maw
Liri'anselle
The Frozen Consort, Webweaver of Winter,
Nixis
The Faceless One, Unsought Ally
Meyath
Mistress of the Day, Bright Sister, The Star Above
Neleshra
Mistress of the Night, The Mauled Moon, Wife of Warden
Ru'al Tongolly
Sentinel of the Sands, The Patient
Svaeus
*The Enduring Spirit, *
Syn, Ato, Ven
The Inevitable Trio,
Warden
The Final Judge,
"I'll only be judged by the final!" "On the right hand of Warden, I swear..." Said to ensure a truthful statement and supersticiously said to risk sending one to the hells if they break that oath.
Yzohan
The Dreadback, The Deep Dragon, The Starving Hoard
Second of the two great dragons, Yzohanot'telraan is revered by those who possess great desires for their own gain. She is seen as a fickle and vein goddess, demanding tribute rather than just words. Therefor a proper ceremony sees all participants poorer or left without. Only the finest materials will do to honor the Deep Dragon, though they must never show her back. The Dreadback trusts no other creature enough to turn away from them and is said to go to great, unnatural lengths to avoid it.
Chapter 2
People of Solicia
People of Solicia
The people of Solicia and Acarro abroad live mostly comfortable lives, provided they possess the means by which to purchase said comforts. Life in the major cities of Solicia, such as Khor Zalat, Baatha, and Ryhelm to name a few, provides ample opportunities for one to rise up above the masses as well as fall into dangerous situations that may threaten to take more than just coin should they cross the wrong crowd, or the wrong entity.
What makes your character adventure? Is it a quest for revenge or reunion? A hunt to find the greatest treasure or to hide an artifact away forever? Whatever your goals may be, think about how a member of your race would find the means to reach such an end, and of what prevents them from doing so right away so that they feel the call to adventure.
Where are you from?
The pages ahead provide the most common places for each race to hail from. However, this is not always the case. Work with your DM to determine where exactly your character is from and try to come up with a reason for it. Perhaps an elven artificer comes from the Isle of Drakes due to an ancestral tie to a draconic forge. Or a centaur's parents settled in the middle of the desert so that your character is born on a leyline of magic, making them into a druid or sorcerer.
Solician Ancestries
Ability Score Increases
When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20.
Languages
Your character can speak, read, and write a form of common and one other language that you and your DM agree is appropriate for the character. Chapter 1 of this book provides a list of the widespread languages across Solicia. The DM is free to modify that list for a campaign.
Feats and Legacies
At the DM's discretion, you can choose to take a feat or a legacy while creating your character. Backgrounds within this book provide possible options for your feat. Legacies are a way to develop a character's history through additional traits as well as some connection to an entity or natural phenomena of great power.
Take caution however, most legacies come at a cost that your character may not be entirely aware of at first.
Creature Type
In this chapter, most of the provided races share a secondary creature type. This allows both beneficial and detrimental effects from spells, potions, or other magical effects to have more specific targets. The creature types available to the races listed in this book are as follows:
- Beastfolk: People that hold a beastial appearance partially or fully with the abilities of one.
- Dragon: When it comes to player races, said to be the spawn of ancient entities of myth and legend.
- Dwarf: Stout people borne of the land and driven by a primordial fire and skin hard as stone.
- Elf: Long lived beings known for exploration and their decisive wit, magical prowess, and varied forms.
- Fey: Beings linked to the chaotic nature of the Feywild, bearing otherworldly gifts.
- Giant: Towering people that trace their lineage to the magics surrounding the immense and otherworldly entities from the fringes of the world.
- Goblinoid: Distinct creature type that is fundamentally different and therefore ostracized by others.
- Humanoid: Shared creature type for almost all player races. Catch-all term for sapient creatures.
- Shapechanger: Beings gifted with the ability to transform their body into another or multiple other forms.
With these options added through legacies:
- Celestial: Beings touched by a god or other divine force.
- Elemental: Creatures linked to the raw energy of an elemental plane manifested through chaotic upheavals.
- Fiend: A curse bestowed upon those sired by people that have held some devilish influence.
- Undead: Returned from the veil of death, these creatures walk once again with unnatural vitality.
Innate Spellcasting
Some races are given the ability to cast spells using a trait. These can be shown off as a natural ability innate to the creature or as a learned art through training.
Sizes
The playable races of Solicia come in a wider variety of sizes and therefor are slightly rebalanced to make up for this change. Creatures that are large sized cannot have their size increased by usual means. Magical items cannot do so and spells that increase the size of characters must be upcast by two levels to do so. Effects that usually increase a creature's size to huge affect large creatures as usual however.
Small sized creatures find no trouble navigating through crowds of larger creatures. All small creatures can move through a medium or larger creature's space unless they are being specifically blocked from doing so.
Optionally the DM can choose to not allow either of these sizes and or additional rules. If they choose to do so, treat all features that say your character is large as saying your character is medium.
Dwarf
"Twas a grand sight, the blazing sun o'er the flat topped mounts of the Steppe. Its majesty held in the heart of all dwarvenkind." Or at least, thats what I was told by the wandering dwarven man with the ragged, starved, and cracked skin. Even with the sentence put upon him by his kin he still held his home in such esteem. Would I behave the same were I ever cast out of Caal Em'sera in a similar way? I don't think so. The reverence these folk hold for their lands and way of life is beyond even my desire. Still, even through this admiration, it feels moreso that this convict holds a sorrow in his words and longing in his stares pointed back westward to the home he will never see again.
- Excerpt from the book: "Travels of an Elven Diplomat"
Requiem of the Primordial Kiln
In murals and Eroan hymns representing dwarven histories, the predominant myth surrounding dwarvenkind is the song and story of the crafting of the first kiln.
In the age before the surface of Acarro sat over the turbulent ocean, the god Datar held the light of day that shone across the world. Datar was unhappy however with the untapped potential of this world resting unclaimed. And so he grasped the light of dawn and as he swung it toward the surface, it changed its form into that of a hammer.
The first strike scattered the oceans into the immense craters left by the hammer, allowing the land to rise above the sea and separating the waters into distinct oceans.
The second strike shaped the terrain into jagged edges, pulling the first mountains up and thus creating the immense underground that spreads beneath the surface of Acarro.
The third and final strike was imbued with the hammer's fire, and filled the inside of this world with molten rock and life. From this flaming kiln of mountain and cave, the first dwarves emerged from the stone.
Scattered Relics
Dwarves throughout Solicia can trace their lineage back to one of the ancient strongholds across the continent. Most cherish this tie to their ancestral homes and when they have a chance, take a pilgrimage back to it. Even if they have never been there personally, a dwarf will typically think of their clan's stronghold as their true home and most return to it in the twilight of their lives.
These strongholds, while only taking up a small space of land on the surface, hold considerable sway in their respective region's politics. A dwarven stronghold is overseen by a religious leader known as the stronghold's 'Abdatiph' or voice of Datar. They are responsible for delegating interior business and external negotiations, directly communicating with provincial Richters. This way of separated control between dwarven territory and Solician territory was put in place purposefully during the Wars of Reconquest.
Back then, the region that now makes up the Sands of Olara was a larger collection of states known as the Eroan Caliphate. When Alfhruger marched his armies south the wise caliphs chose to parley rather than attack, and came to an agreement to join the growing Transan'Doral Ascendancy as a mostly autonomous province.
Dwarf Names
A dwarf’s name is granted by the eldest couple in a family, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the family, not to the individual. With dwarven surnames, when punctuated with an "al-" at the beginning, correspond to the name of a stronghold or district of one. A dwarf who misuses or brings shame to their family name is stripped of the name and forbidden by law to use any dwarven name in its place.
Male Names: Abdaan, Ammyl, Farrik, Horon, Maberan, Saabri, Torniir, Umar
Female Names: Awda, Barma, Helryn, Khelia, Olieth, Najeema, Riifta, Taaliba
Neutral Names: Emmin, Farnur, Hamda, Junleil, Kathhel, Kamal, Nabeel, Zuanno
Clan Names: al-Asaad, al-Dirb, al-Vaziri, al-Horrig, al-Morthenn, Majhad, Sheddan, Zuronna
Igneous Dwarf
Known as the 'hearts of the kiln' for their visible markings resembling lava, igneous dwarves' skin is typically shades of dark and unsaturated browns. Their aforementioned markings are akin to cracks in stone filled with slow moving lava. When an igneous dwarf experiences bouts of intense emotions, the cracks spread and widen to reveal more of their internal fire. These breaks slowly mend back to their usual size and once an igneous dwarf dies, the lava appears to cool completely and the cracks fade.
Features and Traits
As an igneous dwarf, you have the following traits.
Age. Dwarves mature around the age of 40 and live for about 260 years.
Creature Type. You are a Humanoid. You are also considered a Dwarf for any prerequisite or effect that requires you to be a Dwarf.
Size. Dwarves are shorter and wider than humans, they stand between 3 and a half feet to just under 5 feet. You are Small or Medium. You choose when you select this race.
Speed. Your walking speed is 25 feet. Your speed is not reduced by wearing heavy armor you are not proficient with.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Dwarven Fortitude. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Mason's Mind. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Flames of Datar. Born with a fire burning in your very soul, you have resistance to fire damage. Also, when you roll a natural 20 on an attack roll you deal an additional amount of fire damage equal to half your level.
Forged in Magma. Usually sturdy materials are more malleable in your hands. You have advantage on Strength and Dexterity checks made to manipulate nonmagical stone or metal as you heat the material with your inner fire.
Metamorphic Dwarf
Sturdiest of dwarvenkind and said to be the 'foundation of the kiln,' metamorphic dwarves appearances vary to resemble the nigh infinite shades of stone found beneath the earth. The most common is shades of gray but all metamorphic dwarves' outermost layers of skin take on a the feel and properties akin to sandstone or slate.
This feature has been used throughout metamorphic culture, allowing the people to carve harmlessly into their flesh and create intricate designs, embed jewelry, inscribe runes, and trace their lineage. These engravings begin to fade as the stony skin heals but is easily redone or can be held open with custom made metal braces. Most of which are decorated as well. This form of self expression is sometimes possible on metamorphic dwerham but fades quicker as their stony layers are thinner.
Features and Traits
As a metamorphic dwarf, you have the following traits.
Age. Dwarves mature around the age of 40 and live for about 260 years.
Creature Type. You are a Humanoid. You are also considered a Dwarf for any prerequisite or effect that requires you to be a Dwarf.
Size. Dwarves are shorter and wider than humans, they stand between 3 and a half feet to just under 5 feet. You are Small or Medium. You choose when you select this race.
Speed. Your walking speed is 25 feet. Your speed is not reduced by wearing heavy armor you are not proficient with.
Darkvision. You can see in dim light within 120 feet of you as if it were bright light and darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Dwarven Fortitude. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Mason's Mind. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Metamorphic Armor Training. You ignore disadvantage on Dexterity (Stealth) checks imposed by armor that you are proficient with. Additionally you lose the disadvantage on attack rolls and retain the ability to cast spells while wearing armor you are not proficient with.
Powerful Build. If you are small, you count as one size larger when determining the weight you can push, drag, or lift.
Sedimentary Dwarf
The most widespread of dwarvenkind are the sedimentary dwarves, or the 'artisans of the kiln.' These dwarves appear more similar to humans than their more earthen kin, having skin in all human tones though most frequently in tanner shades. Their defining feature is what appears to be matching lines across the middle of their hands, feet, and face crossing the bridge of their nose. These lines resemble layers of deposited stone, distinct from each other and the rest of the dwarf's body. The ribbons of color increase in number and size as the dwarf ages, thus they are said to be a chronicle of an individual's life and achievements.
This has caused a culture to form around some dwarves wanting to keep their layers private. So that others can't intuit or at least believe to intuit the past of someone just by looking at their face or extremities. This is especially directed toward non sedimentary dwarves who don't possess the same visual tell. Therefore a veil is commonly worn over the face decorated with metalwork or soft fabrics. Gloves or wrappings are common for the hands and no matter the opinion of the layers, all sedimentary dwarven made sandals cover the layers on the feet.
Features and Traits
As a sedimentary dwarf, you have the following traits.
Age. Dwarves mature around the age of 40 and live for about 260 years.
Creature Type. You are a Humanoid. You are also considered a Dwarf for any prerequisite or effect that requires you to be a Dwarf.
Size. Dwarves are shorter and wider than humans, they stand between 3 and a half feet to just under 5 feet. You are Small or Medium. You choose when you select this race.
Speed. Your walking speed is 30 feet. Your speed is not reduced by wearing heavy armor you are not proficient with.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Dwarven Fortitude. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Mason's Mind. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Keen Merchant. Whenever you make an Intelligence check related to appraising the value of a good or service, you have advantage on the check.
Elf
"-And for that reason, the oversight of the wild realms of Solicia shall be placed upon the scions of the moons, the teu'illyia." The way the speaker finished the address left a bitter taste in their mouth. On what authority does this unfamiliar regent gain the right to make determinations for an entire people? "The queen has spoken!" they shouted, masking their doubts. The voices of a hundred other Silverguard with matching cadence rang out in unison.
After the ceremony and accompanied revelry, they stole away from the crowd as they removed their helm and took a breath. Their eyes drifted upward toward the sparsely clouded sky filled with thousands of motes of light, as distant looking as their ideals felt. Suddenly a bolt, inexplicable and unaccompanied by any storm streaked across their vision, sending a surge through their mind and body.
- Thoughts of a deserting Silverguard
Fey made Flesh
Elves of Acarro have an internal but always present tether to the natural world around them. They are characterized as a people of finery and elegance and while that may be true for the sun elves of northern Solicia, elven history is filled with wayfarers and early age scientists.
Chronicles and myths of elven history claim their kind as hailing from the chaotic mirror plane to the prime material, the Feywild. Ancient moon elves are claimed to have learned to navigate through the veil between planes as the magically gifted sun elves ensured the safety of their travels.
Upon arriving to the material plane, the first elves took to its oceans. They found their purpose aboard masterfully crafted ships melded between the physical and the magical. Known for their form of competitive piracy, which entailed boarding and combating other ships only to help their injured and send them off after the sport was finished.
Marks of History
All elves bear unique markings, each type having their own characteristics. Sun elves' faces are patterned with usually symmetrical designs reminiscent of elegant brush strokes. These teu'kethya, as their known, are said to signify the personal potential of the individual.
A portion of a moon elf's body is more direct in its representation. A section of skin takes on a darker hue and is speckled with white freckles that resembles the night sky. When constellations are found in these markings, it is said to be a good omen meant to divine the destiny of the bearer.
While sun elves and moon elves trace the future across their markings, dawn elves' markings tell of their past. They resemble the appearance and feel of striae and trace across the face and body of dawn elves. The amount of their body covered in their arakhor, or "giant's mark," varies from one design to another and the markings are passed down, identically, from one parent to their child.
Elf Names
Elves are considered children until they declare themselves adults, usually after their fiftieth birthday. Before this period they are called by child names. Upon declaring adulthood, an elf selects an adult name, although those who knew them as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Some elves place more importance on their lineage and therefor use a surname created from a part of a respected relative's name combined with a unique name connected with the family as a suffix.
Child Names: Ari, Breisis, Nynn, Os, Rennar, Tomal
Adult Names: Aundric, I'orin, Karim, Olona'ar, Venileth
Suffixes: -bith'ra, -deraan, -met'tan, -thral, -ziyoz
Sun Elf
The most widespread throughout the cities of Solicia, sun elves are the face of the Transan'Doral Ascendancy and typically take a position within higher tiers of society. The teu'kethya that adorn their faces become a very personal part of a sun elf's identity. Most ascribe meaning to every detail of it while some take pride in their own interpretations or visual similarities to worldly things of their teu'kethya.
It is a deeply personal moment for a sun elf to describe the intricacies of their markings to another. Usually reserved for partners or children and traditionally on one of the child's early birthdays. Markings of the children take a blended yet wholly unique version of their parents' teu'kethya.
Features and Traits
As a sun elf, you have the following traits.
Age. Elves reach maturity by age 30, however, the elven outlook on adulthood encompasses worldly experience. 100 years marks the next phase of an elf's life. Sun elves live on average around 280 years.
Creature Type. You are a Humanoid. You are also considered an Elf for any prerequisite or effect that requires you to be an Elf.
Size. Sun elves stand between 5 and 6 feet tall. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Grand Fey Ancestry. You have advantage on saving throws you make to avoid or end the blinded and charmed conditions on yourself. If you succeed a saving throw to end one of these effects, you also end the other if you are afflicted with both.
Reverie. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Luminous Magic. You know one cantrip of your choice from the sorcerer spell list. When you reach 3rd level, you can choose one 1st level sorcerer spell and can cast it using this trait. Starting at 5th level, you can also choose one 2nd level sorcerer spell and cast it with this trait, without requiring the material components. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait. You choose when you select this race.
Moon Elf
The more reclusive of elvenkind, moon elves are a common sight in cities and villages but feel the most at home aboard ships or on mountain ridges. Most anywhere that has plain view of the sky at night is comfortable for these elves. That isn't to say that the sky is the only reason for their seclusion, historically moon elves have faced many turbulent times as a people. Therefore have adopted a culture of preparedness and discipline should they need it.
This discipline has evolved into more traditional values within moon elven culture. Specifically regarding their teu'illyia, or 'touch of the moon,' moon elves view them as both a birthmark and image of the person's soul. Therefore they keep them covered at all times and see it a great taboo to have it shown to another. This rule is set aside for partners or if a child's future is read on their teu'illyia.
Features and Traits
As a moon elf, you have the following traits.
Age. Elves reach maturity by age 30, however, the elven outlook on adulthood encompasses worldly experience. 100 years marks the next phase of an elf's life. Moon elves live on average around 240 years.
Creature Type. You are a Humanoid. You are also considered an Elf for any prerequisite or effect that requires you to be an Elf.
Size. Moon elves stand around 5 feet tall. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Lunar Reverie. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Optionally you can forgo one of these gained proficiencies to cast the augury spell immediately, without requiring the material components. When casting the spell in this way there is no chance of a random result.
Moon Elf Training. You have proficiency with the mace, sickle, sling, and whip. In addition, while you are wielding them they have the light property if they do not already.
Dawn Elf
Found beyond the fringes of society, the dawn elves are a vestige of the Transan'Doral Ascendancy's once ruthless war machine. It is written in the annals of Solician history that during the Wars of Reconquest, the then Kingdom of Solice, oversaw a project to empower their military through means of a necromantic arcane ritual.
The source of the dawn elves' boons and immense size are the synthesis of traits from both elves and giants. Their origins lie not in evolution or adaptation, nor even from divine creation, but instead through ritual and arcane construction on the part of historic archmages whose names are presumable heralded as heroes in old texts.
Nowadays, dawn elves typically position themselves apart from densely populated places. Away from the knowing looks scholars direct toward them whether it be from contempt or viewing the elf as a means to an end. For these leering gazes threaten to tear down the already tenuous mentality of an amalgamated mind.
Features and Traits
As a dawn elf, you have the following traits.
Age. Dawn elves reach maturity at age 25, however, normal elven outlooks on adulthood encompass worldly experience but dawn elf communities define adulthood in other ways that may occur sooner or later in life, averaging around 70 years. Dawn elves live to be about 180 years old.
Creature Type. You are a Humanoid. You are also considered an Elf and a Giant for any prerequisite or effect that requires you to be an Elf or a Giant.
Size. Dawn elves' statures are like that of giants' with heights ranging from 8 to 13 feet tall. You are Large.
Speed. Your walking speed is 25 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Conjoined Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. When you end a condition on yourself you can roll one of your hit dice and gain an amount of temporary hit points equal to the number rolled + your proficiency bonus.
Sinister Origin. Due to some aspect of your lineage, when you take damage from a necromancy spell effect, you can use your reaction to gain resistance to one type of damage dealt by that spell until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Half Bloods
While called half bloods and in some places only considered even half of that, the following ancestries have no nations or ancestral homeland of their own. They face assumptions of all kinds whenever they interact with one of their halves. Due to this or perhaps in spite of it, half bloods develop traits not found in their lineage. They carve their own niche into a seemingly complete system and give their utmost to remain, survive, and thrive.
This all isn't to say that communities of half bloods haven't survived, these legacies are a product of new thought among ancestries across Acarro. Since the formation of the Barrier, the void that direct divinity once held a place in has been sought to be filled by diverse passions all over the world. And with this removal of immediate, unquestionable divine edicts, so too was unthinking dogma at least somewhat removed.
In the centuries after, the stain of being of two different worlds has lessened with each generation. What was once seen as abhorrent and a crime, shifted with the seasons to allow people to live the lives they build out for themselves. And places of refuge across Solicia and Acarro gradually shift to become grand destinations for trade and culture.
Half Elf
Calling themselves ael'taath, or 'true born,' half elves appearances range vastly between their elven lineage and their other.
Features and Traits
As an ael'taath, you have the following traits.
Age. Ael'taath take some of their elven parentage's longevity. They mature at the age of 25 and live to 150 years.
Creature Type. You are a Humanoid. You are also considered an Elf for any ability or effect that requires you to be an Elf.
Size. Ael'taath stand between 5 and 6 feet tall. You are Medium.
Speed. Your walking speed is 30 feet.
Excellent Ambassador. Once per turn, you can add your Intelligence or Wisdom modifier to a Charisma (Deception, Intimidation, or Persuasion) check you make. You can use this trait a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Elven Lineage. You bear your elven heritage through an inherited trait from your ancestry. Choose one of the following when you select this race based on what kind of elf you are related to:
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Sun Elf, Luminous Magic. You know one cantrip of your choice from the sorcerer spell list. When you reach 3rd level, you can choose one 1st level sorcerer spell and can cast it using this trait without requiring the material components. Once you cast this spell with this trait, you can't cast it through this trait again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait. You choose when you select this race.
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Moon Elf, Moon Elf Training. You have proficiency with the mace, sickle, sling, and whip. In addition, while you are wielding them they have the light property if they do not already.
Half Dwarf
Commonly referred to as dwerham, half dwarves take the stocky build from their dwarven lineage while not appearing quite as squat.
Features and Traits
As a dwerham, you have the following traits.
Age. Dwerham are sturdy like their dwarven parentage. They reach maturity by age 30 and live for up to 200 years.
Creature Type. You are a Humanoid. You are also considered a Dwarf for any ability or effect that requires you to be a Dwarf.
Size. Dwerham are sized like a tall dwarf or a stocky human, with heights ranging between 4 and 5 feet tall. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 30 feet of you as if it were bright light and darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Nomadic. The first time you would gain a point of exhaustion, you instead do not gain a point of exhaustion. Once you use this trait, you can't use it again until you complete a long rest.
Dwarven Fortitude. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself.
Dwarven Lineage. You bear your dwarven heritage through an inherited trait from your ancestry. Choose one of the following when you select this race based on what kind of dwarf you are related to:
- Igneous Dwarf, Flames of Datar. When you roll a natural 20 on an attack roll you deal an additional amount of fire damage equal to half your level.
- Metamorphic Dwarf, Powerful Build. You count as one size larger when determining the weight you can push, drag, or lift.
- Sedimentary Dwarf, Brisk Footed. Your walking speed becomes 35 feet.
Half Avgrund
While almost never used, Atalash is the proper name of half avgrunds. They possess the dark skin tones of avgrunds and a distinctive stubbornness.
Features and Traits
As an atalash, you have the following traits.
Age. Atalash reach maturity at the age of 20 and live just under a century.
Creature Type. You are a Humanoid.
Size. Atalash almost always stand tall like their kin, ranging around 6 feet tall. You are Medium
Speed. Your walking speed is 30 feet.
Savage Attacks. When you score a critical hit with a melee attack, you can roll one of the weapon's damage dice one additional time and add it to the damage of the critical hit.
Abyssal Lineage. You bear your avgrund heritage through an inherited trait from your ancestry. Choose one of the following when you select this race based on what kind of avgrund you are related to:
- Painted Avgrund, Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
- Gray Avgrund, Darkvision. You can see in dim light within 30 feet of you as if it were bright light and darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Human
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Listed on the following page are ethnicities originating and commonly found in Solicia. These ethnic origins do not only apply to humans as all characters come from somewhere. When you adopt an ethnicity as another ancestry, names provided for each option can be taken rather than one provided by your chosen ancestry.
Features and Traits
As a human, you have the following traits.
Age. Humans reach maturity at the age of 20 and live about a century.
Creature Type. You are a Humanoid.
Size. Humans heights range from just over 5 feet to 6 feet tall. You are Medium.
Speed. Your walking speed is 30 feet.
Adaptable. When you are training to learn a new skill, tool, or weapon proficiency the amount of time needed to learn it is cut in half.
Feat. You gain a feat of your choice.
Variant Rule: Legacy Human
Humans with legacies are just referred to as the name of their legacy. They are the standard idea of what one thinks when speaking about each legacy.
If you have the aasimar, dhampir, genasi, or reanimated legacies as a human character, you may replace the Feat trait with the following:
- Empowered Legacy. All mentions of a d4 in traits granted by your legacy become a d6. The same goes for mentions of a d6 which becomes a d8.
If you have the hexblood, shifter, or cambion legacies as a human character, you may replace the Feat trait with the following:
- Enhanced Legacy. The amount of times you can use traits granted by your legacy doubles.
Ethnicities
Andari
Andaris are a moderately tall people of darker complexion with distinct brown to red hair, and occasionally green eyes. They trace their lineage to the grand coastlines and vast roadways around Andor'Ikar and the northern valleys of the Sands of Olara. People of andari descent typically know the Andari language.
Male Names: Ahman, Azren, Erudane, Kassra, Sarik, Tane
Female Names: Aicha, Aliah, Maitran, Sarka, Zyelle
Neutral Names: Anui, Atama, Hrana, Kahewa, Taihoun
Surnames: Areper, Bakayera, Souhepa, Thahana, Wantao
Diadel
Diadel are the most widespread people of the Platinum Channel. They have skin tones of any shade accompanied by moderate statures and bushy facial hair. Many find themselves in Solica from ships owned by merchants selling in port, ambassadors from ambitious nations, or secret ships sent to steal artifacts, coin, or even people. People of diadel descent typically know the Diadel language.
Male Names: Adam, Bartollt, Hans, Hennek, Ludeck, Nile
Female Names: Barbery, Eue, Ilse, Gysel, Halie, Ottilia
Neutral Names: Athis, Elert, Marcy, Kwne, Lach, Phylace
Surnames: Attranedes, Frantz, Loffen, Schauffhusen
Iadora
Iadora come from Iadoron, a pair of islands ringed with high cliffs off the western coast of Andor'Ikar. They have moderately dark skin tones with long, tightly curled hair and deep set eyes that vary widely in color. Their culture is a very insular and isolated one. Generations of kingdoms and warfare toiled on the relatively small islands just beside mainland Solicia. People of iadora descent typically know the Andari language.
Male Names:
Female Names:
Neutral Names:
Surnames:
Irrikai
Irrikais are seen as a hardy, reliable people. With heights varying from quite short to exceptionally tall, the irrikai are a mix of many different kinds of folk due to them being situated mostly in Iro'ka Solice and the surrounding provinces. People of irrikai descent typically know the Irokan language.
Male Names: Adùleo, Hiram, Làron, Naccan, Samiel
Female Names: Catalana, Déla, Kiara, Locia
Neutral Names: Alma, Battista, Beau, Monte, Reynault
Surnames: Albahan, Chanta, De Dola, Lenton, Tish
Southrock
Southrocks are tall folk with fair skin, arctic blue or steely gray eyes and blonde to brown hair. They hail from around the Shattered Bluff and the south of Iro'ka Solice. People of southrock descent typically know the Irokan language.
Male Names: Ander, Bren, Frath, Luth, Malcer, Taman
Female Names: Amafrey, Betha, Kethra, Mara, Westra
Neutral: Astri, Hans, Jan, Kirsti, Oscar, Randi, Sverre
Surnames: Brightwood, Helder, Lackkan, Vaernes
Uvaard
Uvaard come predominantly from the remote valleys of the Taunna in eastern Teigea. Within Deno Eiskk there is also a heavy influence of uvaard culture and language. They typically stand taller than others with sharp bone structures and innate unnatural hair colors. Their culture holds deep spiritual ties to dragons, viewing them as manifestations of the divine power and dominion over the power of the ocean and wilderness. Rather than surnames, the uvaard take the name of their clan, tribe, or other faction in its place. People of uvaard descent typically know the Uvada language.
Male Names: Chito, Hasse, Kiwason, Talof, Tchikil, Yaholo
Female Names: Cocheta, Halona, Sehoy, Mausi, Onawa
Neutral Names: Eyota, Lamoch, Mala, Osceola, Harjo
Hundur
"I said quiet yourself, Gerran! There's no telling when we'll enter their territory. These beastfolk are a brutal people, did the warning we received in Huntsbane fall out of your empty head?" His statement was punctuated with a glob of spittle staining the tunic under Gerran's breastplate. He begrudgingly stuffed some rags beneath his pauldrons as he glanced at the claw markings Gerran's charge so carelessly disregarded.
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Hound Hundur
Features and Traits
As a hound hundur, you have the following traits.
Age. Hundur reach maturity by age 15 and live to about 80.
Creature Type. You are a Humanoid. You are also considered a Beastfolk for any ability or effect that requires you to be a Beastfolk.
Size. Hound hundur stand at about 5 to 6 feet tall. You are Medium.
Speed. Your walking speed is 35 feet.
Keen Smell. A hundur's sense of smell far outclasses most other's. You have advantage on Wisdom (Perception) checks made to smell.
Feral Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Additionally when you score a critical hit with this attack the target's hit point maximum is reduced by the damage dealt until they complete a long rest.
Howl. As a bonus action you can let out a howl that pierces your opponent's wills. Each creature within 30 feet of you must make a Wisdom saving throw or become frightened of you until the end of their next turn. The DC for this ability is calculated as follows:
Hound Howl save DC
You choose whether this ability uses your Strength, Constitution, or Charisma modifier when you select this race. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Vulpine Hundur
Features and Traits
As a vulpine hundur, you have the following traits.
Age. Hundur reach maturity by age 15 and live to about 80.
Creature Type. You are a Humanoid. You are also considered a Beastfolk for any ability or effect that requires you to be a Beastfolk.
Size. Vulpine hundur stand at about 4 to 5 feet tall. You are Medium.
Speed. Your walking speed is 35 feet.
Keen Smell. A hundur's sense of smell far outclasses most other's. You have advantage on Wisdom (Perception) checks made to smell.
Canine Shrewdness. You gain proficiency in the Survival skill. In addition, nonmagical difficult terrain does not cost you extra movement.
Vulpine Discipline. You have proficiency in one exotic weapon of your choice or two martial weapons of your choice.
Variant Hundur: Kitsune
Some vulpines are imbued with divine energies. At your DM's discretion if you take the aaldeus legacy as a vulpine hundur, you may take the following feature for your Celestial Revelation.
Multiple Tails. Divine power flows through your tails. When you make an attack roll or cause a creature to make a saving throw, you can add +1 to the roll or DC depending on the amount of tails you possess (to a maximum of +9). You can use this feature an amount of times equal to the amount of tails you have. With each subsequent use subtracting 1 from the bonus.
You initially begin with 1 tail and your DM determines when you gain additional tails. It could be each time you level up or as a divine gift after completing a quest. Rarely also, a kitsune may lose tails if they suffer great injury or turn their back on their ideals.
Terrier Hundur
Features and Traits
As a terrier hundur, you have the following traits.
Age. Hundur reach maturity by age 15 and live to about 80.
Creature Type. You are a Humanoid. You are also considered a Beastfolk for any ability or effect that requires you to be a Beastfolk.
Size. Terrier hundur stand shorter than their canine kin at about 3 feet tall. You are Small.
Speed. Your walking speed is 30 feet.
Keen Smell. A hundur's sense of smell far outclasses most other's. You have advantage on Wisdom (Perception) checks made to smell.
Fearless. Terrier hunder have an innate adversity against things that would terrify other creatures. You have advantage on saving throws you make to avoid or end the frightened condition on yourself. Additionally when you succeed on this saving throw, you become immune to the frightened condition for 1 minute.
Always a Chance. Whenever you roll a critical failure on an attack roll, you do not treat it as an automatic failure. Instead, you still add your modifier to the roll.
Aarden Hundur
Features and Traits
As an aarden hundur, you have the following traits.
Age. Hundur reach maturity by age 15 and live to about 80.
Creature Type. You are a Humanoid. You are also considered a Beastfolk for any ability or effect that requires you to be a Beastfolk.
Size. Aarden hundur stand at about 5 and a half to 7 feet tall. You are Medium.
Speed. Your walking speed is 30 feet.
Keen Smell. A hundur's sense of smell far outclasses most other's. You have advantage on Wisdom (Perception) checks made to smell.
Obsequious. Whenever you make a Charisma (Persuasion) check while dealing with an obviously bigger or more powerful target, you are considered proficient in the Persuasion skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Fight Another Day. When you take the Disengage action, your walking speed increases by 10 feet until the end of your turn. This feature also overrides other effects that still allow creatures to take opportunity attacks against you.
Kender
Distant and Different
Kender are a people not native to Solicia, or much of Acarro as a whole. The lands of Ostow in the northeast of Teigea and the southern stretches of Vasanid in Diadon are the only place where kender make up a majority of the population. Ostow is a seasonally temperate region bordering the cold flatlands of the Süzar Ridge. Its plentiful resources and sturdy land suitable for the bulky and mechanized structures that would be invented make it a perfect locale for sparkheart development.
Vasanid meanwhile is known as a veritable wasteland that is outright hostile to its inhabitants. While not wholly true, Vasanid is split into two major regions between the north and south. The north is the arid environment thats not entirely as deadly as its claimed to be while the south is a still dry but contains much more plantlife that provides a wider basis for even more deadly creatures to propagate. These two areas are, as may be expected, sparsely populated so the freewalk kender that do make their homes here revel in their independence and keep trained eyes on outsiders.
When kender do travel, its usually driven with a goal in mind. Whether that be to view the destination's metallurgy or other field of crafting, or to put their lucky knack for hiding and pawn it to the highest bidder. These or most other goals can easily be interrupted however, as kender can easily become enraptured with the wider world's curiosities. A major one being finding inefficiently built architecture and machinery and rebuilding it with its clear function and purpose visible.
Societal Secrets
While remaining relatively isolated from the rest of the world, there is a scratching paranoia within most large kender settlements. A distant feeling of dread that their taller neighbors subtly discern their mechanical and trade secrets through unscrupulous channels. This has specifically driven Ostovian kender to gain a reputation for spying and deceit that is put upon all kender regardless of their place of origin.
The kender that once made up Thanar Dron took this stereotype and embraced it. Applying their signature affinity of alchemy and medicine toward methods to hide in plain sight. They created alchemical concoctions to alter their features to pass others unnoticed but are said to be able to pick out their own kind by means of some secret tongue they share. Over years of stealth, eventually the concoctions became obsolete as the newly created morphblood kender were born with the ability innately.
Talent or Luck?
Kender Names
Kender accrue possibly a dozen names over the course of their life. Their parents, elders, and extended family each name the kender upon its birth. Allowing the child to choose its preferred name once it can, keeping as many of the rest as they desire. A kender's family name can be anything from their family's nickname to the name of their hometown.
Male Names: Aron, Linwrek, Preslav, Reece, Rickton
Female Names: Fenne, Jo, Karya, Lydda, Thamhalley
Neutral Names: Bryn, Derri, Graham, Fadley, Osmin
Family Names: Copperbottle, Flintshore, Mistfield, Nimblebridge, Reedman, Tencobble, Tossblossom
Freewalk Kender
Predominantly the kender of the arid Vasanid regions in Diadon are known as freewalk kender. They are quicker on their feet than their kin and have a history of independence through revolution.
Features and Traits
As a freewalk kender, you have the following traits.
Age. Kender reach maturity at the age of 20 and live for about a century or two.
Creature Type. You are a Humanoid.
Size. Freewalk kender's heights range from 3 feet to just under 4 feet tall with thinner bodies. You are Small.
Speed. Your walking speed is 30 feet.
Kender Cunning. You have advantage on Intelligence, Wisdom, or Charisma saving throws against spells and other magical effects. You choose when you select this ancestry.
Fleet-Footed. When you take the dash action, difficult terrain does not cost you extra movement and your movement increases by a further 10 feet.
Perilous Jaunt. When you are hit with an attack you can immediately use your reaction to move up to 10 feet to an unoccupied space you can see. You cannot use this reaction if your movement is 0 and this movement does not provoke opportunity attacks.
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Morphblood Kender
Morphblood kender are the stealthier and secretive cousins of their kin. They use their talents to hide in plain sight for short bursts of time then leap out at the right opportunity. These kender are not common to Solicia as their abilities are sought after for use in the quieter side of Platinum Channel politics.
Features and Traits
As a morphblood kender, you have the following traits.
Age. Kender reach maturity at the age of 20 and live up to about a century or two.
Creature Type. You are a Humanoid.
Size. Kender stand at a short stature of around 3 feet tall. You are Small.
Speed. Your walking speed is 25 feet.
Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die once and must use the new roll.
Sturdy. Your hit point maximum increases by 1, and again by 1 each time you level up.
Morphblood. As an action, you can magically transform into an object that is the same size as you. Your weight stays the same no matter what you transform into. While in this form you have the following features:
- You lose all your senses and have a blindsight out to 15 ft. and are blind beyond this radius.
- You have resistance to nonmagical damage.
- Your movement becomes 0 and you cannot take any actions except using a bonus action to revert to your humanoid form.
You can remain in this form for as long as you can hold your breath (1 + Constitution modifier minutes). You automatically transform back if you reach 0 hit points, if you are targeted by the dispel magic spell, or are in an area of antimagic or similar effect. When you transform back unwillingly, you land prone.
Sparkheart Kender
Features and Traits
As a sparkheart kender, you have the following traits.
Age. Kender reach maturity at the age of 20 and live for about a century or two.
Creature Type. You are a Humanoid.
Size. Kender stand at a short stature of around 3 feet tall. You are Small.
Speed. Your walking speed is 25 feet.
Kender Cunning. You have advantage on Intelligence, Wisdom, or Charisma saving throws against spells and other magical effects. You choose when you select this ancestry.
Scribe's Lore. Sparkheart kender's minds collect sequential data much easier than others. You perfectly remember any sequence of symbols you have seen for 40 days. If the symbols are in a language you do not understand you still retain the knowledge of the shape of each symbol.
Spark of Creativity. When you make an ability check you can use your reaction to add your Intelligence, Wisdom, or Charisma modifier to the roll. You can choose to do so after you roll but before you know the roll's result.
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Meadowjinx Kender
The more animalistic yet spooky of the kender
Features and Traits
As a meadowjinx kender, you have the following traits.
Age. Kender reach maturity at the age of 20 and live for about a century or two.
Creature Type. You are a Humanoid. You are also considered a Beastfolk for any ability or effect that requires you to be a Beastfolk.
Size. Kender stand at a short stature of around 3 feet tall. You are Small.
Speed. Your walking speed is 30 feet.
Animal Instincts. You have proficiency in the Animal Handling, Endurance, or Survival skill.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena. Additionally, you can take the Hide action as a bonus action when you meet the aforementioned prerequisites only.
Silent Beastspeech. You can send messages telepathically to any beast and beastfolk within 30 feet of you. Beasts only understand simple commands while other Beastfolk you communicate with understand you only if you share a language. You can speak telepathically in this way to one creature at a time.
Jinx. You are naturally unlucky, which affects you and anyone around you, friend or foe. At the end of each long rest, the DM rolls a d100 on the table below to find out the effects of your bad luck. If the DM feels like the effect rolled is unlikely to happen within that day, they roll again. The DM then selects who or what is the target of your bad luck, and when the effect takes place. The effects of your bad luck can affect any creature (including you) or any object within 100 feet of you. The DM should evenly distribute the effects of your bad luck between you, your party, and NPCs (including enemies) within that 100 feet radius. Once the effect has taken place, you gain the ability to impose disadvantage on any dice roll, even those related to abilities or effects you are not aware of, provided the creature affected by the disadvantage is within 100 feet of you. Once you've imposed this disadvantage, the DM rolls on the table again, and so on.
At the end of a long rest, any effects that have not yet taken place, including your ability to impose disadvantage, are discarded and the DM rolls on the table again.
Roll (d100) | Bad Luck |
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1-2 | A creature trips and falls prone. |
3-4 | A creature cuts themselves on accident, taking 1 point of slashing damage. |
5-6 | A building suffers some minor structural damage that will take 20 gold pieces and 2d8 hours to repair. |
7-8 | A creature accidentally leaves behind a non-magical object in their possession. |
9-10 | A creature develops an illness, suffering the effects of the poisoned condition for 1d4 days. |
11-12 | 10% of the gold pieces a creature is carrying are lost, accidentally left behind, or stolen. |
13-14 | A creature accidentally drops their weapon. |
15-16 | A spell or cantrip malfunctions when cast. Roll on the wild magic table for the result. |
17-18 | A building, like a house, a shop, or an inn, suffers some major structural damage that will take 100 gold pieces in materials and 2d6 days to repair. |
19-20 | A creature’s performance goes terribly wrong. |
21-22 | A creature hiding or trying to not attract attention to themselves fails to do so, making a loud noise or otherwise revealing their location. |
23-24 | A food item or dish spoils and becomes inedible. |
25-26 | A creature develops a mild allergic reaction, suffering the effects of the poisoned condition for 1d4 hours. |
27-28 | The weather shifts drastically, creating a heatwave for 2d4 hours. |
29-30 | A creature bumps their head on an obstacle, taking 1 point of bludgeoning damage. |
31-32 | An unexpected occurrence throws off a creature attempting to use their skills to perform an action. They take -5 to a skill check. |
33-34 | The weather shifts drastically, creating a snowstorm for 2d4 hours. |
35-36 | An expensive non-magical item breaks. |
37-38 | A mirror or other reflective surface breaks. |
39-40 | The weather shifts drastically, creating a hailstorm for 2d4 hours. |
41-42 | The weave of magic shifts in an unusual way. All damaging spells cast for 1d4 hours around the kender cause 1d6 points less damage. |
43-44 | A creature loses a game of chance. |
45-46 | The weather shifts drastically, creating an icy strong wind for 2d4 hours. |
47-48 | A black cat crosses a creature’s path. |
49-50 | A lightning storm forms unexpectedly. A creature is then struck by lightning, taking 4d10 points of lightning damage. |
Roll (d100) | Bad Luck |
---|---|
51-52 | A mode of transportation breaks down, reducing its speed to 0 for 1d12 hours until it can be repaired or healed. |
53-54 | A flash of light hits a creature in their eyes, blinding them for one round. |
55-56 | A non-magical object falls to the ground, breaking on impact. |
57-58 | A creature has their speed reduced by half (rounded down) for 1d4 hours. |
59-60 | The weather shifts drastically, creating torrential rain for 2d4 hours. |
61-62 | A blight suddenly afflicts a group of plants. |
63-64 | A splinter lodges itself in a creature's body, dealing 1 point of slashing damage. |
65-66 | A creature’s piece of equipment is damaged and will take 50 gold pieces and 1d4 days to repair. |
67-68 | A creature forgets the name of a casual acquaintance as they go to interact with them. |
69-70 | A belt or another fastening comes undone. |
71-72 | A heavy object falls on a creature, dealing 1d8 points of bludgeoning damage, knocking the creature prone, and restraining them. |
73-74 | A creature lightly burns themselves by accident, taking 1 point of fire damage. |
75-76 | A creature makes a bad impression on another creature, taking a -5 to all Charisma (Persuasion and Deception) checks against that creature until their opinion is changed. |
77-78 | An animal finds its way into an enclosed space. |
79-80 | A creature’s plans don’t go as planned because of an unforeseen circumstance. |
81-82 | An article of clothing snags on something, causing a small tear on it. |
83-84 | Vermin ruin an object; such as, moths eat holes in a garment or ants eat the food in a pantry. |
85-86 | A creature’s food stock becomes inedible. |
87-88 | A plant dies because of over- or underwatering. |
89-90 | A creature loses a key or an object that unlocks something else. |
91-92 | The weave of magic shifts in an unnatural way. All damaging spells cast for 1d4 hours around the kender change damage type. |
93-94 | A creature becomes the target of a thief, losing an object in their possession. |
95-96 | A window is struck by something and shatters. |
97-98 | A source of light extinguishes itself. |
99-100 | A creature suffers a sudden heart attack. If they are not healed for their total HP in 1 minute after the start of the heart attack, the creature dies. |
Feline Niawa
Features and Traits
As a feline niawa, you have the following traits.
Age. Niawa reach maturity at the age of 20 and can live for about a century.
Creature Type. You are a Humanoid. You are also considered a Beastfolk for any ability or effect that requires you to be a Beastfolk.
Size. Niawa heights range from just under 3 feet to almost 7 feet tall. You are Small or Medium. You choose when you select this race.
Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Niawa Talent. You gain proficiency in the Acrobatics, Endurance, Insight, Perception, or Stealth skill.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Cat's Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d4 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait you can't use it again until you move 0 feet on one of your turns.
Leporine Niawa
Features and Traits
As a leporine niawa, you have the following traits.
Age. Niawa reach maturity at the age of 20 and can live for about a century.
Creature Type. You are a Humanoid. You are also considered a Beastfolk for any ability or effect that requires you to be a Beastfolk.
Size. Niawa heights range from just under 3 feet to almost 7 feet tall. You are Small or Medium. You choose when you select this race.
Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Niawa Talent. You gain proficiency in the Acrobatics, Endurance, Insight, Perception, or Stealth skill.
Hare-Trigger. You add your proficiency bonus to initiative rolls.
Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Simian Niawa
Features and Traits
As a simian niawa, you have the following traits.
Age. Niawa reach maturity at the age of 20 and can live for about a century.
Creature Type. You are a Humanoid. You are also considered a Beastfolk for any ability or effect that requires you to be a Beastfolk.
Size. Niawa heights range from just under 3 feet to almost 7 feet tall. You are Small or Medium. You choose when you select this race.
Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Niawa Talent. You gain proficiency in the Acrobatics, Endurance, Insight, Perception, or Stealth skill.
Strong Tail. You possess a prehensile tail that is at most as long as half your height. You can use it to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial or other tiny container within 5 feet. The tail can't wield a shield or weapon, it cannot be used to activate magic items, or carry more than 10 pounds.
Your tail can also be used to hang from a sufficient surface such as a sturdy branch. If your weight exceeds your carrying capacity, you are unable to use your tail in this way.
Monkey Hurdle. When you move, if there is a wall or other sturdy objects within 5 feet of you while you move, you ignore difficult terrain.
Grand Introduction. Whether it be magical in nature or just an abundance of charm or wit, simian niawa know how to make a memorable first impression. The first Charisma (Deception, Intimidation, Performance, or Persuasion) check you make toward a creature has a 1d8 bonus added to it.
Together making up a larger population than humans within Solicia, its a wonder that more cities don't have alternate accommodations such as rooftop or undersea entrances. Dragonborn alone have a rich history that just seems to nearly not be mentioned in the scrolls and tomes of old knowledge. Makes you wonder?
Obviously should if it doesn't...
- Kashvi Rahal
Aberrant Folk
The following ancestries are still seen across Solicia but for various reasons including the population being smaller, removed from urban civilization, hailing from a far off land, or being directly persecuted. If you play as one of the following options, think of what brings your character to the setting of your campaign in Solicia.
A
Anzû
Proud bird-folk from the floating islands and endless sky of Attakan, the anzû have lived for thousands of years undisturbed until a sudden rift tore open within the capital city of Caia sundering the city and sending half of it into the material plane. Years later, and anzû explorers are still searching for a way to return to the rest of their home.
Avian Mannerisms
The resemblance of anzû to birds isn't limited to physical features. Anzû display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves.
Many anzû punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An anzû might become frustrated with people who fail to pick up on the nuances; an anzû’s threat might be taken as a jest and vice versa.
The idea of ownership baffles most anzû. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying. As a result, anzû who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes.
They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An anzû who spends years among other people can learn to inhibit these impulses.
Confinement terrifies the anzû. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few anzû can withstand. Even when perched on a high branch or at rest in their mountaintop homes, they appear alert, with eyes moving and bodies ready to take flight.
Anzû Names
As with much of their speech, anzû names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, anzû may use nicknames gained from people they meet or shortened forms of their full names.
An akraafai of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Quil, Salleek, Urreek, or Zeed.
Features and Traits
As an anzû, you have the following traits.
Age. Anzû mature around the age of 15 and live a bit less than a century.
Creature Type. You are a Humanoid. You are also considered a Beastfolk for any ability or effect that requires you to be a Beastfolk.
Size. Anzû heights range from just over 2 feet tall to the tallest and most lithe reaching almost 7 feet tall. Your size is Small or Medium. You choose the size when you select this race.
Speed. Your walking speed is 25 feet and you have a climbing speed of 10 feet.
Flight. Your arms, when spread apart, sprout into a pair of wings capable of maintaining flight. You have a flying speed equal to your walking speed and can use a bonus action to dash while flying. You can't use this flying speed if you're wearing medium or heavy armor or if you are carrying an object that requires two hands to hold.
Talons. You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Flyby. When you use your bonus action to dash while flying, if you fly out of a creature's melee range it does not provoke an opportunity attack.
For nearly a decade the sundered city of Caia has drifted off the east coast of Andor'Ikar, sending fleets of explorers to meet with and discover what this world holds. Being not native to our plane, all the anzû I've ever met have always shown a yearning to know how and why they were ripped from their skies.
- Kashvi Rahal, Unspoken Voices of Solicia, 996db
Avgrund
"ONCE A DEMON, ALWAYS A DEMON."
As Dorin turned back to brandish his blade toward him, Xaraza gasped. "No! What are you doing?! We have been side by side for months and this is how you react after asking on my lineage?" The soldier lunged toward his demonic ally, slashing downward with his sword. Xaraza jumped back, begging him to stop his attack. As it became apparent that the cleric wouldn't, the avgrund wielded their heritage's fell power, and slew him under the night sky.
- Z.D, Conquest of Y'tanda
Shunned or chased off from smaller more hegemonic settlements, avgrund tend to try and blend into the backgrounds of society when they find themselves in cities. But when a collection of avgrund find their way or found a community of their kind or of open minded folk, they flip and become adverse to hiding. These avgrund embrace their quirks and follow deep traditions within their rich cultures.
Abyssal Origins
The origins of avgrund on Acarro began in the tumultuous time before the formation of the Divine Barrier. Those who keep their oral traditions alive tell of a ploy devised by a cabal of great demons. This foul host mutilated and twisted humanoids from the material plane into the first avgrunds. Yet as demons are one to do, the avgrund quickly acted on their own intentions. This culminated in the total severance of their demonic connection coinciding with the Divine Barrier's formation.
Most avgrund take the form of a dark purple or completely black skinned humanoid. Influence from different kinds of demons alter the form or mentality of the avgrund. Some may have vestigial tentacles coiled around their limbs, some may be partially made of ooze, and others may have extra heads or other facial features. The various combinations make each avgrund unique. The remnants of the connection avgrund bear to demons prevents them from gaining the cambion legacy except in the rarest of cases..
Alien Minds, Alien Mannerisms
Most avgrund claim their independence from demons was caused by the presence of a soul alive and well within them. They cherish this thought as it is viewed to be a facet that binds them closer to mortals than demons.
Avgrund are on a completely different wavelength than most. They tend to overthink every situation, and expect a demon to be behind any supernatural occurrence. It causes them great anger when that isn't the case, as they are extremely prideful.
Avgrund Names
Avgrund's names are a representation of how they will act on their own intention apart from the control of any others. They typically use only two or three characters from the abyssal script that they interpret their own meanings from. Needless to say, these names are looked on with disgust by ignorant others so avgrund have taken to adopting names from the local dominant culture as a cover name.
Avgrund Names: Azrat (Wild dancer), Bakris (Eyes are open), Dunraa (Hole in the earth), Jatak (Walks like a giant), Mardag (Kills with a knife), Xaraza (Trusted companion), Xetherox (Joy from the mountain), Zorotax (Lost little sibling)
Painted Avgrund
Deno Eiskk & Greater Taun
Painted Avgrund Traits
As a painted avgrund, you have the following traits inherited from your deeper attunement to the connection to your soul.
Age. Avgrund expire slower than others, typically living for about two centuries. Though in their last century they grow increasingly more infirm.
Creature Type. You are Humanoid. You are also considered a Fiend for any ability or effect that requires you to be a Fiend.
Size. Avgrund are slightly taller than humans at a height of 6 to 8 feet tall. You are Medium.
Speed. Your walking speed is 30 feet.
Abyssal Mind. Because of your ancient tie to the Abyss, you have natural resistance to effects from or akin to demonic powers. You make all checks to resist madness or your mind being muddled at advantage, and indefinite madness has a maximum duration of 1 year for you.
Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.
Final Hurrah. When you are reduced to 0 hit points but not killed outright, you can immediately use your reaction to take one action before you fall unconscious. If you cast a spell using this trait, the spell must not require a material component. Once you use this trait, you can't do so again until you finish a long rest.
Gray Avgrund
After generations of hiding their true ancestry behind facades or aliases, gray avgrund have camouflaged themselves into larger societies.
Features and Traits
As a gray avgrund, you have the following traits.
Age. Gray avgrund reach maturity at the age of 20 and live up to 140 years typically.
Creature Type. You are a Humanoid. You are also considered a Fiend for any ability or effect that requires you to be a Fiend.
Size. Avgrund are slightly taller than humans at a height of 6 to 8 feet tall. You are Medium.
Speed. Your walking speed is 30 feet.
Abyssal Mind. Because of your ancient tie to the Abyss, you have natural resistance to effects from or akin to demonic powers. You make all checks to resist madness or your mind being muddled at advantage, and indefinite madness has a maximum duration of 1 year for you.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Societal Training. You are proficient in an artisan's tool of your choice and the Persuasion skill or a type of vehicle and the Stealth skill.
Slink Away. When you are reduced to 0 hit points but not killed outright, you can immediately move up to half your speed. If you end this movement next to an ally, you are immediately stabilized. Once you use this trait, you can't do so again until you finish a long rest.
Red Fanged Avgrund
Western central Teigea, also known as oni by uninformed or superstitious locals.
Features and Traits
As a red fanged avgrund, you have the following traits.
Age. Red fanged avgrund reach maturity at the age of 20 and live up to 140 years typically.
Creature Type. You are a Humanoid. You are also considered a Fiend for any ability or effect that requires you to be a Fiend.
Size. Avgrund are slightly taller than humans at a height of 6 to 8 feet tall. You are Medium.
Speed. Your walking speed is 30 feet.
Abyssal Mind. Because of your ancient tie to the Abyss, you have natural resistance to effects from or akin to demonic powers. You make all checks to resist madness or your mind being muddled at advantage, and indefinite madness has a maximum duration of 1 year for you.
Saving Face. An avgrund's pride is too powerful to let them fail in front of allies. If you miss an attack roll with a weapon, you can choose to draw upon your knowledge of warfare, gaining a bonus to your roll equal to your Intelligence modifier (minimum 1). You can use this trait a number of times equal to your proficiency bonus, and you regain all uses when you complete a long rest.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.
Avgrund Madness
Prerequisite: Avgrund
As an avgrund, your demonic connection has enabled you to inflict madness upon others. When you take this feat, you can gain one of the following options provided in the Avgrund Madness table. If a feature calls for a saving throw, you use your Charisma modifier to determine the DC.
Inflict Madness save DC
When you use one of these features, you cannot do so again until you finish a long rest.
Avgrund Madness
Madness | Feature | |
---|---|---|
Annihilation | Brutal Action. When you roll a critical hit with a melee attack, you can choose to discard the roll and make two melee attacks against the same creature instead. | |
Dysmorphia | Mass Distort. As an action, you can roll an amount of d10s equal to your PB. One creature you can see with hp equal to or less than the roll suffers horrid corruption. For 1 minute, their base walking speed is reduced by 10 feet and they gain temporary hit points any time they would receive magical healing. | |
Memory | Frightful Visage. One creature you can see must make an Intelligence saving throw, on a failure they are considered frightened of their own reflection for 1 minute. A creature that has less than half their maximum hit points remaining makes the save at disadvantage. | |
Mortality | Creeping Death. As a bonus action, you can mark a creature you can see within 30 feet of you. When that creature takes damage, they must make a Wisdom saving throw. On a failure for 1 minute an illusory skeleton appears within 15 feet of them at the start of their turn and appears to attack them. | |
Perception | Insanity Gaze. As an action you can lock eyes with a creature within 60 feet of you. That creature must make a Charisma saving throw, on a failure they must only speak to and attack you for 1 minute or until you end this ability as a bonus action. At the end of their turn they can repeat the saving throw, ending the effect on a success. | |
Reality | Warping Slime. As an action you cause your surroundings to bend and twist, disregarding the laws of physics. All creatures within 30 feet of you have their AC reduced by 1 until they take any amount of damage. | |
Trust | Mask of Truth. As a reaction to when a creature you can hear speaks, you can force one creature within 10 feet of you to make a Wisdom saving throw. On a failure that creature unflinchingly believes what was said for 2d4 hours. |
Changeling
Changeling Names
Changelings rarely use their given names in public spaces, if the even have them. Their names possess no noticeable difference between gender with some groups of changelings all adopting a singular name to use. Alternatively one changeling may use various names for each mask they wear.
Changeling Names: Ace, Dox, Ien, Jac, Naesk, Nyx, Pask
Features and Traits
As a changeling, you have the following traits.
Age. Changelings mature around the age of 20 and live about a century.
Creature Type. You are a Humanoid. You are also considered a Shapechanger for any prerequisite or effect that requires you to be a Shapechanger.
Size. Changelings heights range as drastically as their appearance. Your size is Small or Medium. You choose the size when you select this race.
Speed. Your walking speed is 30 feet.
Changeling Instincts. After years of hiding or flaunting your innate abilities you have learned well how to coexist with other humanoids. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.
Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Were I the Beacon of Enforcement, I'd make a concerted effort for a large swathe of my Strand to be made up of changelings. Not for their shapeshifting abilities only however, but moreso for their knack to read people.
- Dallahan Iskep
Who says there aren't any?
- Morgaus Rhinad
Draconic Scion
A Fractured Past
In ages past, before even the construction of the Divine Barrier. The draconic gods of Acarro, Alavum and Yzohan, were said to maintain hierarchical order over the great beasts of the world. They cooperated to oppose chaotic upheavals to the natural circle of life. This circle was threatened in its entirety by an invasion of demonic forces centuries ago. In response it is said that Alavum took it upon himself to create a great army to fend off the incursion.
Yzohan, initially put off by this, grew to feed into her own paranoia. Convincing herself through evidence or happenstance, that these allies of dragonkind were truly only allies of Alavum. She separated herself from Alavum and was believed to fall deeper into her madness.
Born into Conflict
From their first moments on Acarro under the direct and unwavering control of Alavum. Draconic scions were faced with violent and treacherous warfare. First against hordes of demons bolstered by the wanton slaughter they achieved in their surprise assault in the forests of Andor'Ikar. Followed quickly by a surprise opposition from another race of dragonkin borne from Yzohan.
The chromatic great drakes appeared suddenly and aggressively attacked the scions. This conflict raged for years, in some places still ongoing through apartheid regimes. What brought it to an end in most places was believed to be the formation of the Divine Barrier. As it severed the material planes from the outer.
Scion Names
Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.
Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous
Clan Names: Clethtinthiallor, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Linxakasendalor, Myastan, Nemmonis, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Yarjerit
Features and Traits
As a draconic scion, you have the following traits.
Age. Draconic scions mature around the age of 20 and live about a century.
Creature Type. You are a Humanoid. You are also considered a Dragon for any prerequisite or effect that requires you to be a Dragon.
Size. Draconic scions are typically characterized as tall and lithe. However, scions' heights range from just under 3 feet to over 7 feet tall. You are Small or Medium. You choose the size when you select this race. Small sized scions are colloquially known as kobolds within Solicia.
Speed. Your walking speed is 30 feet.
The opposing stories told by acclaimed scholars, historians, and even poets of dragonborn societies may lead one to lean in favor of choosing one or the other as the correct history. But I propose another option, they're both true.
- Dallahan Iskep
Metallic Heritage. You trace your heritage to the metallic dragons, granting you a special magical affinity. Choose one type of dragon from the Metallic Heritage table. This determines the damage type for your other traits as shown in the table.
Draconic Resistance. You have resistance to the damage type associated with your Metallic Heritage.
Metallic Heritage
Heritage | Resistance |
---|---|
Brass | Thunder |
Bronze | Lightning |
Copper | Acid |
Gold | Fire |
Silver | Cold |
Ancestral Trait. Instead of the breath weapons innate to other draconic races, scions develop other aspects of dragonkind. Some traits require a saving throw, the DC for those features is determined as follows:
Ancestral Trait save DC
Ancestral Traits
Alloyed
You are born of two heritages in nearly equal parts. Draconic scions of alloyed origin are seen as sickly or unwell, afflicted with some strange illness causing their form to be imperfect. You can choose a second Metallic Heritage or a Chromatic Heritage from the Great Drake ancestry but you have disadvantage on saving throws against diseases. Additionally, if you do not resist fire or cold damage, you suffer twice the effects of extreme hot and cold temperature respectively.
Aquatic
Your ancestors have adapted to survive in and around water for generations. You gain a swimming speed equal to your walking speed and can hold your breath for an amount of minutes equal to 5 x your Constitution score.
Frilled
You have a cartilaginous frill around your neck. As a reaction to being targeted with a melee attack you can expand this ruff of skin to startle and confuse the attacker, imposing disadvantage on the attack roll. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses after you complete a long rest.
Polymorphic
You have been gifted with true dragons' ability to assume other guises, albeit briefly. As an action, you can nonmagically give yourself the features of the disguise self spell except your body physically changes to assume the chosen form. You can use this feature an amount of times equal to your proficiency bonus and regain one use each time you complete a long rest.
Pyrexian
Your many-lidded eyes are keener than most, granting you the ability to sense drastic differences in temperature. You gain thermalsight out to a range of 60 feet. This allows you to see the temperature of objects, creatures, and other phenomena within that range provided they do not have total cover from you. With this sight, you cannot determine writing or other flat markings and transparent materials appear opaque.
Serpentine
You have the lithe and slick body of snake-like dragons. You can fall prone or return to your feet once on your turn without expending any movement. Additionally you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to escape a grapple.
Solitude
You find yourself descendant from the kinds of dragons that by choice, or by circumstance found themselves apart from others. Due to this you have an innate talent to fade from society should you simply will it. Over the course of a day, you can focus on erasing your presence from a location. Creatures that try to follow or locate you do so with disadvantage and spells cast to divine you or your whereabouts return distorted results. These effects fade if you leave the general area that you erased yourself from or if a large amount of attention is drawn upon you.
Venomtail
Your tail ends in a razer sharp stinger. Within which you host a deadly poison. You can use your tail to make an unarmed strike using your Strength or Dexterity ability modifier and dealing 1d4 piercing damage on a hit. Additionally, on a hit you can choose to inject poison into your target. They must make a Constitution saving throw. On a failure the creature takes 1d6 damage of the same type as your Metallic Heritage. Creatures that resist poison damage have advantage on the saving throw and creatures immune to it automatically succeed. You can inject your poison a number of times equal to your proficiency bonus and regain one use each time you complete a long rest.
Winged
You have a majestic pair of draconic wings that sprout from your back. You have a flying speed of 20 feet. You cannot use this flying speed if you are wearing medium or heavy armor or if you are over encumbered.
Great Drake
"A people of endless strife and an inbred purpose, great drakes find themselves caught in between acting upon their free will or obeying the orders implanted in their instincts. The stories detailing the history of their people tell of the righteous duty great drakes were made for. Predating their lithe, metallic brothers, these folk were made to fend off extraplanar incursions before the building of the Divine Barrier. Fighting back demons and devils alike from our realms. However, now with the Barrier restricting the once ease of traversal between those unholy planes and ours the holy jihad they were made for came to a sudden end. Leaving them with a driven willpower, now left undirected."
- A Draconic Dichotomy - by Iblis Sinaceur, previous Beacon of Antiquities within the Golden Cloaks
Drake Names
Great Drake culture holds great value in family ties and tradition, and their names reflect this. When a drake is born, one of their parents take a piece of their name and put it in their child's. Some families continuously use the same piece through generations as a mark of familial pride.
Male Names: Ahnor, Byermundur, Dadelius, Draupniir, Hogaar, Sveinmar, Valgaard, Varnir
Female Names: Angetta, Brynfrid, Kistruun, Petra, Saaga, Suuniva, Tamdran, Vakaa
Neutral Names: Audunn, Ditto, Eymar, Hildegaard, Hyaalveig, Marsil, Salina, Urduur
Clan Names: Askaaggaraath, Fjellmar, Gudrolaug, Joraai, Kiin, Ortawaan, Vuusath, Zasseranten
Features and Traits
As a great drake, you have the following traits.
Age. Great drakes mature around the age of 15 and live about a century.
Creature Type. You are a Humanoid. You are also considered a Dragon for any prerequisite or effect that requires you to be a Dragon.
Size. Great drakes typically stand 7 feet tall with a wide frame. You are Medium.
Speed. Your walking speed is 30 feet.
Draconic Hide. You have a +1 bonus to your Armor Class. You can still wear armor and receive this benefit.
Chromatic Heritage. You trace your heritage to the chromatic dragons, granting you a special magical affinity. Choose one type of dragon from the Chromatic Heritage table. This determines the damage type for your other traits as shown in the table.
Chromatic Heritage
Lineage | Damage Type | Breath Weapon |
---|---|---|
Black | Acid | 5 by 30 ft. line (Dex save) |
Blue | Lightning | 5 by 30 ft. line (Dex save) |
Green | Poison | 15 ft. cone (Con save) |
Red | Fire | 15 ft. cone (Dex save) |
White | Cold | 15 ft. cone (Con save) |
a
Draconic Resistance. You have resistance to the damage type associated with your Chromatic Heritage.
Breath Weapon. You can use your action to exhale destructive energy. Your Chromatic Heritage determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Chromatic Heritage.
Breath Weapon save DC
A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 when you reach 4th level, 4d6 at 8th level, 5d6 at 12th level, 6d6 at 16th level, and 7d6 at 20th level.
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Firbolg
FLAVOR_TEXT
FLAVOR_TEXT
Always trust a firbolg.
- Dallahan Iskep
Deciduous Firbolg
These firbolg find their homes in or around densely populated areas and thus appear more like other humanoids. They have shorter, blue or gray fur and have flat, wide noses. They still retain a touch of the feywild within themselves so unexpected and inventive ideas are their nature.
Features and Traits
As a deciduous firbolg, you have the following traits.
Age. Firbolg trace their origins to the fey, and thus have longer lifespans. A firbolg reaches maturity at 30 and the oldest among them can live for up to 300 years.
Creature Type. You are a Humanoid. You are also considered a Fey for any prerequisite or effect that requires you to be a Fey.
Size. Firbolg are between 8 and 10 feet tall. You are Large.
Speed. Your walking speed is 30 feet.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Experienced Traveler. You're accustomed to navigation and travel over vast distances. You have proficiency in the Survival skill.
Additionally you have advantage on checks made to determine your location if you are in possession of any piece of navigator's tools or a map.
Evergreen Firbolg
Evergreen firbolg are at home within dense forests, valleys, and jungles. They have greener fur and hair, hooved feet, with some even being able to grow antlers. Within the deep fey touched wilds of Durmista, an ancient line of firbolg are thought to stand guard against forces from beyond the prime material plane.
Features and Traits
As an evergreen firbolg, you have the following traits.
Age. Firbolg trace their origins to the fey, and thus have longer lifespans. A firbolg reaches maturity at 30 and the oldest among them can live for up to 300 years.
Creature Type. You are a Humanoid. You are also considered a Fey for any prerequisite or effect that requires you to be a Fey.
Size. Firbolg are between 8 and 10 feet tall. You are Large.
Speed. Your walking speed is 30 feet.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Additionally, when you succeed a Dexterity (Stealth) check you can choose to become invisible a creature of your choice that can't see you until the start of your next turn. You can turn invisible to a number of creatures equal to your proficiency bonus and regain all expended uses when you finish a long rest.
Goblinoids
Features and Traits
As a goblin, you have the following traits.
Age. Goblins reach maturity at the age of 8 and live up to 60 years.
Creature Type. You are a Goblinoid.
Size. Goblins stand at an intimidating 3 to 4 feet tall and weight around 60 pounds. You are small.
Speed. Your walking speed is 30 feet.
.
Hobgoblin
Features and Traits
As a hobgoblin, you have the following traits.
Age.
Creature Type. You are a Goblinoid.
Size.
Speed. Your walking speed is 30 feet.
.
Undine
Hell's Ocean
In years prior, during the reign of the Second Great Maharajah of the Valevia, Kheles III. The seemingly insurmountable foe his people were faced with pushed the semi-aquatic dynasty off of the land his predecessors had seized. They fled far into the Lymfell Depths and as an opportunistic ascent or a desperate attempt to protect his shattered realm, Kheles III brought the influence of Despot into undine society so much so that focus toward the Keeper of the Hells became the predominant faith of most undine.
Features and Traits
As an undine, you have the following traits.
Age. Undine reach maturity at age 20 and can live up to a century.
Creature Type. You are a Humanoid. You are also considered a Beastfolk for any ability or effect that requires you to be a Beastfolk.
Size. Undine share the typical height ranges as humans. You are Medium.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Amphibious. You can breathe air and water.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage and have advantage on Strength checks made to resist immense pressure.
It is well documented, told orally across civilizations, and even depicted in regional art that Kheles III of the Valevia quite willingly and openly cosigned his people's future to the hells without even giving them the chance to know about it beforehand. And yet somehow he still remains a figure to be learned from and even admired.
Disguisting.
- Morgaus Rhinad
Emissary of the Sea. You can communicate simple ideas to any Beast, Chimera, Elemental, or Vermin that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Deep Blessings. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the enthrall spell with this trait. Starting at 5th level, you can also cast the shackles of nessus* spell with it. When you cast these spells using this trait, you only require the verbal component. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait. You choose when you select this race.
*(Appears in chapter 3.)
Legacies
A legacy is an addition you can choose to implement during character creation or during a campaign. They add new features to a player character in the form of abilities and roleplay options.
Aaldeus
A holy blessing is visible upon aaldeus to those with knowledge of the heavens. They walk among the world as nodes of divine energy infused into a mortal soul and many look further into their connection to try and deepen it.
Aaldeus can be born as well as be created through great divine magic interacting with a humanoid creature. When aaldeus are born, it is usually accompanied by a sign. Such as clouds parting to shine light on the child, a storm ending in a rainbow, or the air vibrating with divine potential. Aaldeus creation is even moreso, lightning may strike and remain for a moment to illuminate the creature or they may float off the ground momentarily as they radiate blindingly bright light.
Cambion
Devilish horns and a pointed or forked tail, alongside unnatural shades of skin reveal the nature of most cambions. They appear sporadically across all cultures and peoples, frequently being treated as an exotic display or discriminated against from fear.
A cambion's origin is tied inexorably with the powers of the hells. They are what happens when vague or convoluted devilish bargains are made with unwitting mortals. That is to say, a broken contract or a hidden clause can create a cambion from the bargainer, or their descendants.
Dhampir
Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.
Dhampir Origins
d8 | Origin |
---|---|
1 | You are the reincarnation of an ancestor who was a vampiric tyrant |
2 | Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger |
3 | You survived being attacked by a vampire but were forever changed |
4 | A parasite lives inside you, You indulge its hunger |
5 | Tragedy interrupted your transformation into an immortal |
6 | You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal |
7 | One of your parents was a vampire |
8 | A radical experiment changed your body, making you reliant on others for vital fluids |
Hexblood
Upon the formation of a hexblood, the changes to one's form are as varied as the people themselves. As they are not born, hexbloods are only created through powerful fey magic. This is done so by a hag through a closely guarded ritual. Thought of as an initiation into becoming the protégé of the hag.
Reanimated
Whether it be a grudge bringing back a revenant, a ritual animating a skeleton, or an inexplicably extended life. Reanimated characters are driven by some goal from themself or a dominating master.
Shifter
Fine fur and animalistic eyes, ears, nose, and claws mark a shifter. While not complete lycanthropes, they still possess the ability to take on a bestial appearance that accentuates their physical prowess.
The most common legacy spread through genetics, shifters take after the lycanthropes and beasts they hail from and spend their time in hunting communities on the outskirts of urban civilizations. Sometimes these communities have members that are full lycanthropes or could even be led by one. However, if a shifter either is made or finds its way into a city, they find trouble fitting in as their animal instincts conflict with most societies.
Tentiae
Whether its rocky skin, an unmissable affinity for the sea, featherweight steps across tile, or flaming hair, a tentiae is plain to see by most folk. Their resonance with the primordial element that is infused with their form is fully displayed in their appearance and ability.
Tentiae are the second most common legacy to be passed genetically. Most of the time in unions involving pairs of tentiae, the result is another of their kind. However, when tentiae of different elements procreate the result is sometimes not gifted with the same affinity. And tentiae of opposing elements have a fifty fifty chance of their offspring being a tentiae. Thats not to say tentiae aren't created, when a creature interacts with an immense amount of elemental energy it can transform their being to attune to the element.
Unique Legacy Combinations
Races like the anzû, changeling, and igneous dwarf can be difficult to show what legacy they may have when describing them. Think of how their legacy affects their natural abilities.
Possibilities include an air tentiae anzû that flaps its wings rarely, instead frequently gliding instead of walking. An aaldeus changeling that bears a celestial radiance no matter what form they choose to take. Or a water tentiae igneous dwarf that constantly emits steam from their cracked skin.
Aaldeus Traits
As an aaldeus, you gain the following legacy traits.
Creature Type. You are also considered a Celestial for any prerequisite or effect that requires you to be a Celestial.
Healing Hands. As an action you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait you can't use it again until you finish a long rest.
Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.
Celestial Revelation. When you take this legacy, choose one of the revelation options below. You can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can't use it again until you finish a long rest:
Champion's Valor.
Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to is with an attack or a spell. The extra damage equals your proficiency bonus.
Necrotic Shroud.
Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies must succeed on a Charisma saving throw or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Radiant Soul.
Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
Titan's Might.
You form swells to a godlike stature, your size is doubled in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category. If you are in an area that cannot accommodate this increased size, you instead increase to the maximum possible size for the area.
All items you are wearing or carrying increase to fit this new size as well, and once on each of your turns, you can deal extra damage to one target when you hit it with an attack or a spell. The extra damage equals your proficiency bonus and is one of the same kinds of damage as the original source.
Cambion Traits
As a cambion, you gain the following legacy traits.
Creature Type. You are also considered a Fiend for any prerequisite or effect that requires you to be a Fiend.
Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Alternatively, if your race already grants you a feature that gives darkvision, the range of your darkvision instead increases by 30 feet.
Cambion Magic. You know a cantrip from the cambion spell list (choose when you select this legacy). Starting at 3rd level, choose a 1st-level spell from the cambion spell list. At 5th level, choose a 2nd-level spell from the cambion spell list. You can cast the chosen spells using this trait without requiring the material components when you do so. You can cast each of the chosen spells once, and regain the ability to do so after you complete a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this legacy).
Whenever you finish a long rest, you can select any of the spells you have chosen with this trait. You then replace each selected spell with another spell of your choice of the same level from the cambion spell list.
Cambion Spell List
Variant: Winged Cambion
Some cambions find themselves gifted with wings rather than the magic others of their kind possess. Instead of the Cambion Magic feature, you can replace it with the following:
Infernal Flight. You have two to four wings sprouting from your back. You have a flying speed of 30 feet while you aren’t wearing heavy armor. The wings can take any appearance you choose when you select this legacy.
Cantrips (0 Level)
- Chill Touch
- Fire Bolt
- Friends
- Mage Hand
- Minor Illusion
- Produce Flame
- Ray of Frost
- Soul Sword*
- Thaumaturgy
- Vicious Mockery
1st Level
- Armor of Agathys
- Bane
- Burning Hands
- Charm Person
- Command
- Compelled Duel
- Disguise Self
- Dissonant Whispers
- Grease
- Hellish Rebuke
- Inflict Wounds
- Ray of Sickness
- Searing Smite
- Silent Image
- Tasha's Hideous Laughter
- Tenser's Floating Disk
- Unseen Servant
- Wrathful Smite
2nd Level
- Alter Self
- Arcane Lock
- Binding Seal*
- Blindness/Deafness
- Blur
- Branding Smite
- Crown of Madness
- Darkness
- Detect Thoughts
- Enthrall
- Flame Blade
- Flaming Sphere
- Invisibility
- Knock
- Ray of Enfeeblement
- Scorching Ray
- Suggestion
*(Appears in chapter 3)
Dhampir Traits
As a dhampir, you gain the following legacy traits.
Creature Type. You are also considered an Undead for any prerequisite or effect that requires you to be an Undead.
Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Alternatively, if your race already grants you a feature that gives darkvision, the range of your darkvision instead increases by 30 feet.
Undead Legacies
Legacies such as the dhampir and revenant add the undead creature type to your character. This trait causes class features such as the cleric's turn undead to also affect your character. It does not however prevent spells that restore hit points from taking effect on you as you are still considered humanoid.
However, your DM may choose to reduce the total healing done from these sources by half.
Deathless Nature. You don't need to breathe.
Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Vampiric Bite. You have sharpened fangs that you can use to make unarmed strikes. When you hit with it, the bite deals 1d4 + your Constitution modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
- You regain hit points equal to the piercing damage dealt by the bite.
- You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Dhampir Hungers
Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.
While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.
Dhampir Hungers
d8 | Hunger |
---|---|
1 | Blood |
2 | Flesh or raw meat |
3 | Cerebral spinal fluid |
4 | Psychic energy |
5 | Dreams |
6 | Life energy |
7 | Holy magic |
8 | An alchemical concoction that is difficult to reproduce |
Legacies and Traits
If a legacy and a trait from your race both give the same feature (such as a triton's Amphibious trait and a water tentiae's Elemental Affinity trait). Your character is treated as if it only had one of the traits. Your DM may grant you another feature in lieu of this if they deem fit.
Hexblood
Hexblood Traits
As a hexblood, you gain the following legacy traits.
Creature Type. You are also considered a Fey for any prerequisite or effect that requires you to be a Fey.
Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Alternatively, if your race already grants you a feature that gives darkvision, the range of your darkvision instead increases by 30 feet.
Hexcraft. You can cast the hex spell with this trait. While a creature is hexed by you with this trait, you are always aware of what direction and how far you are from the creature while you are on the same plane of existence. You can cast this spell a number of times equal to your proficiency bonus, and regain all expended uses when you complete a long rest. You can also cast this spell using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this lineage).
Eerie Token. You can harmlessly remove a tiny piece of your own body such as a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued this way, you can take these actions:
- Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.
- Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.
Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows.
Tentiae Traits
As a tentiae, you gain the following legacy traits.
Creature Type. You are also considered an Elemental for any prerequisite or effect that requires you to be an Elemental.
Elemental Affinity. When you take this legacy, choose one of the following elemental affinities: Air, Earth, Fire, or Water.
- Air. Your walking speed increases by 5 feet and you can hold your breath indefinitely while you're not incapacitated.
- Earth. You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.
- Fire. You can unleash a blaze of fire when you take damage. As a reaction to being hit with an attack you can deal 1d4 fire damage to each creature within 5 feet of you.
- Water. You can breathe air and water. Additionally you have a swimming speed equal to your walking speed.
Primeval Control. You know the absorb elements spell and can cast it a number of times equal to your proficiency bonus. Additionally the spell takes effect when you hit with a melee or spell attack. You regain all expended uses when you finish a short or long rest.
Reanimated Traits
As a reanimated, you gain the following legacy traits.
Creature Type. You are also considered an Undead for any prerequisite or effect that requires you to be an Undead.
Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Alternatively, if your race already grants you a feature that gives darkvision, the range of your darkvision instead increases by 30 feet.
Deathless Nature. You don't need to eat, drink, or breathe. In addition, you don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Knowledge from a Past Life. You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Shifter Traits
As a shifter, you gain the following legacy traits.
Creature Type. You are also considered a Shapechanger and a Beastfolk for any prerequisite or effect that requires you to be a Shapechanger or a Beastfolk.
Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Alternatively, if your race already grants you a feature that gives darkvision, the range of your darkvision instead increases by 30 feet.
Shifting. As a bonus action you can assume a more bestial appearance. The transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Whenever you shift, you gain an additional benefit based on one of the following options (choose when you select this legacy):
- Beasthide. You gain 1d6 temporary hit points when you shift. While shifted, you have a +1 bonus to your AC.
- Longtooth. When you shift and as a bonus action on your other turns while shifted, you can use your elongated fangs to make an unarmed strike. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Swiftstride. While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
- Wildhunt. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you're incapacitated.
Backgrounds
Exalted One
Not blessed with angelic blood fully, but still touched by divinity, you hold a piece of the heavens in your soul.
Skill Proficiencies: Religion and Persuasion or Deception
Languages: Two of your choice
Equipment: A holy symbol dedicated to you, vestments, a set of traveler's clothes, a pouch containing 30 gp
Exalting Event
Before you began to adventure, a moment happened that altered your life forever. The reverberations of that radiant moment now follow you wherever you are, shining a light on your past while possibly eclipsing your future. Choose an exalting event that brought about this divine countenance, or roll one on the Exalting Events table.
d10 | Exalting Event |
---|---|
1 | A celestial witnessed your birth |
2 | The heavens aligned during an important moment during your life |
3 | You gave something great up so that another could have it |
4 | You devoted yourself to divinity and have finally been rewarded |
5 | You were brought back from death and still don't know who did it |
6 | You refused a powerful dark temptation |
7 | As atonement you now walk the path of divinity to redeem a dark deed |
8 | You came in contact with a divine artifact of immense power |
9 | An angel guided you through a perilous journey. You still feel like they're with you sometimes |
10 | You still don't know what makes you significant |
Feature: Divine Influence
Having a spark of divine influence, you find that those who look to the heavens for direction see you as an envoy of that guidance. Should you invoke your angelic visage the faithful are more likely to listen to your words and take what you say to heart.
Background Feat
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Celestial Touched* |
2 | Durable |
3 | Healer |
4 | Lucky |
d8 | Feat |
---|---|
5 | Magic Initiate |
6 | Resilient |
7 | Ritual Caster |
8 | Telepathic |
*Appears in chapter 3
Suggested Characteristics
Ever since your exalting event, others have always seemed to expect something from you. How has this affected your character's perception on others and the world? Use the acolyte or folk hero backgrounds to determine your personality traits, ideals, bonds, and flaws. Your response to their expectations could be your ideal or flaw.
Fetterfleet Noble
You're born of fire and steel, a child of Fetterfleet through and through. Being raised by a noble family of Fetterfleet, you've studied and trained around a forge for a heaping portion of your childhood. Now however, adventure calls to you. What has pulled you from the city of smoke? Is it a job given by your parents, a mission to spy on another house's agents, or perhaps you left on less agreeable terms. Whatever sent you from your home, you still have the blood of nobility in your veins and the mind of a merchant in your head.
Skill Proficiencies: History, Insight
Tool Proficiencies: Smiths tools, leatherworker's tools (Bahan/Vvellheim) or Calligrapher's supplies (Argosto/Duskbluff) or Jeweler's supplies (Mihamornt/Sargoso) or Mason's tools (Stoneholm)
Languages: One of your choice
Equipment: A set of fine clothes bearing your family's crest, one set of tools that you are proficient in, a scroll of pedigree, and a purse containing 20 gp
House
There are seven noble houses of Fetterfleet, each specializing in their own methods of smithing and crafting with metal. There is a palpable tension when members of different houses meet as the rivalry between them goes back for generations. You can roll on the following table to determine your noble lineage or choose the one that best fits your character.
d8 | House |
---|---|
1 | Argosto |
2 | Bahan |
3 | Duskbluff |
4 | Mihamornt |
d8 | House |
---|---|
5 | Sargoso |
6 | Stoneholm |
7 | Vvellheim |
8 | Roll again |
Feature: Known Name
As a member of one of the noble houses of Fetterfleet, your name carries weight in circles of Solicia. The bulk of the country's metal armor, weapons, tools, and components are made in Fetterfleet, so folk that deal with those items may recognize your lineage and trust your assumed wisdom when it comes to metallurgy. Even if you know nothing about it.
Background Feat
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Actor |
2 | Chef |
3 | Keen Mind |
4 | Linguist |
d8 | Feat |
---|---|
5 | Moderately Armored |
6 | Observant |
7 | Skill Expert |
8 | Skilled |
Suggested Characteristics
Those who hail from this position of privilege often hold deep family ties and value integrity from their allies while still acknowledging and acting upon the cutthroat nature of politics. Use the noble background to determine your personality traits, ideals, bonds, and flaws. Your family or house could be your bond.
Ibhutan'ai
The Ibhutan'ai is a secretive force of extensively trained and magically gifted spies that serve the Transan'Doral Ascendancy. Its members are known as inquisitors and are tasked with upholding Solician law affiliated with the divines. This entails infiltrating and unmasking cabals of worship not sanctioned by the Ascendancy.
Skill Proficiencies: Religion, Stealth
Weapon Proficiencies: Two martial weapons or one exotic weapon of your choice
Languages: Two languages of your choice
Equipment: A set of fine and poor traveler's clothes, a holy symbol of the Arcane Protectorate, and a hidden satchel containing 30gp.
Alternate Feature: Open Mind
For one reason or another, you have left the Ibhutan'ai and have found your ability to force answers ineffective. Yet the training remains. However it has turned inward allowing you greater control over your thoughts. You can communicate telepathically with any creature that is reading into your thoughts or scrying upon you.
Background Feat
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Adaptive Stances |
2 | Alert |
3 | Keen Mind |
4 | Linguist |
d8 | Feat |
---|---|
5 | Mobile |
6 | Observant |
7 | Skulker |
8 | Telepathic |
Suggested Characteristics
Inquisitors have loyalty and duty to the Transan'Doral Ascendancy drilled into them from their early training. It is an extensive and dangerous process that results in nigh-unyielding devotion. At least thats what is widely believed among members even of the Ascendancy.
Whereas those who leave the Ibhutan'ai find themselves hunted by their once comrades. These fugitives of Solician law find themselves marked for reinitiation, or death should the former fail. Use the vizier or initiate backgrounds to determine your personality traits, ideals, bonds, and flaws. Perhaps your ties to your comrades or superiors could be your bond or flaw.
Silverguard
Prerequisite: Sun Elf
You are or were a piece of the gleaming shield of Solicia. You upheld the values of honor and justice while defending the bastions of civilization under the banner of the Transan'Doral Ascendancy. You now embark on a relatively smaller adventure, perhaps a mission tasked upon you by your superiors. That is, unless you left the military in disgrace.
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: Your choice of cartographer's tools and vehicles (land) or navigator's tools and vehicles (water)
Weapon Proficiencies: Assegai, Falchion
Languages: Teu'rilli and one other of your choice
Equipment: A set of traveler's clothes, a map of a Solician province of your choice, and a lockbox containing 15 gp
Feature: Shield of Solicia
One of many, your presence in any situation when it is known has a noticeable effect on others. People who have a problem to be solved will look to you first and those who hold disdain for the law will attempt to avoid your gaze.
Background Feat
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Alert |
2 | Athlete |
3 | Fey Teleportation |
4 | Fighting Initiate |
d8 | Feat |
---|---|
5 | Inspiring Leader |
6 | Martial Adept |
7 | Polearm Master |
8 | Sentinel |
Suggested Characteristics
Silverguard typically hold ideals of militarism and nationalism. They must study elven art and history as part of their training which gives them an appreciation for the more tactical aspects of warfare. Use the soldier background to determine your personality traits, ideals, bonds, and flaws. Your view on the Ascendancy and your comrades could be your ideal or bond.
Incorporating Backgrounds
Following this, there are some provided options for adapting base 5th edition backgrounds into a campaign set in Solicia. Additionally, there are options available to allow players to take a feat at level 1 based on their background. Whether or not these feats are available to players is up to your DM, as well as what feats may be available for backgrounds not listed ahead.
Anthropologist
Sponsored by nobles or the Ascendancy to look into the Wild Lands and contact the natives or big goal to go to Caia
Background Feat
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Actor |
2 | Competent |
3 | Dungeon Delver |
4 | Keen Mind |
d8 | Feat |
---|---|
5 | Linguist |
6 | Mobile |
7 | Observant |
8 | Skill Expert |
Cloistered Scholar
Bright Banner Academy
Academy of Sigilitan
The Aarakken
Tower of Zeal
Background Feat
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | Competent |
2 | Elemental Adept |
3 | Inspiring Leader |
4 | Keen Mind |
d8 | Feat |
---|---|
5 | Linguist |
6 | Magic Initiate |
7 | Ritual Caster |
8 | Spell Sniper |
Faction Agent
Mythril chain, claret vale
Guild Artisan
Khor Zalat or Rae'del smith
Guild Merchant
Iro'kaaa soliiiice!
Knight of the Order
In Solicia and Acarro at large there are many established knightly orders. Some examples found in Solicia are as follows:
Stained Knights. Possibly the most well known order compared to its size. The Alexandrian Order of the Stained Knights were formed long ago some say under the guidance of Alexandria herself. They wander Solicia with the goal of advising proper strategy and ensuring fair competition in all things. The cause of their few numbers is their code of minimization, restricting their true membership to just eight members. Each of these knights are represented by a color that they accent or color their armor with, armor that they are forbidden to remove among others. Anonymity is required for a true stained knight so all aspects of their own individuality are left behind when one chooses to take up the mantle.
Knights of the Dreaming God. The Knights of the Dreaming God began as a settling group of moon elves. This group founded the city of Esseria and while doing so claim to have made connection to a god apart from the pantheons of Acarro. Naturally this heresy would have been suppressed once the Transan'Doral Ascendancy became aware of it, but instead it was allowed to remain. The order swore fealty to the crown and have since remained in and around the city, welcoming travelers easily into their ranks as they too connect to the dreaming god.
Background Feat
As a further embodiment of the experience and training of your background, you can choose from the following feats:
d8 | Feat |
---|---|
1 | FEAT |
2 | FEAT |
3 | FEAT |
4 | FEAT |
d8 | Feat |
---|---|
5 | FEAT |
6 | FEAT |
7 | FEAT |
8 | FEAT |
Chapter 3
Tools of the Trade
Classes in Solicia
Artificer
Shooting out across the workshop in quick succession, three bolts nearly skewer the dwarf's assistant. He profusely apologizes as the pneumatically launched red metal bolts are pried from the solid stone wall.
Within Solicia
Artificers within Solicia are rare but are most common in large cities that are made near dwarven strongholds. Dwarves have a natural inventiveness and drive to create that in recent years has greatly accelerated into the development of artifice. This has led to the largest metropolises of Solicia to hire well known artificers to create magical contraptions to make the life of the citizens easier.
The most renowned artificers hail or claim training from Irostead within Iro'ka Solice. It is a city of innovation built upon a dwarven stronghold by the same name.
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Artificer Specialties
The following are all examples of where you may find the various subclasses for an artificer throughout Solicia, with a brief description. Your campaign can have any, all, or none of the options provided. Check with your DM on what is allowed.
Alchemist.
Armorer.
Artillerist.
Battle Smith.
Barbarian
Within Solicia
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Primal Paths
The following are all examples of where you may find the various subclasses for a barbarian throughout Solicia, with a brief description. Your campaign can have any, all, or none of the options provided. Check with your DM on what is allowed.
Ancestral Guardian.
Battlerager.
Beast.
Berserker.
Storm Herald.
Totem Warrior.
Wild Magic.
Zealot. Devout warriors that channel external, usually divine, power through their rage.
Bard
Within Solicia
Bards of Solicia are simultaneously lauded and laughed off as they are known to punctuate themselves with rhythm and song. Their arcane magic is learned in much the same way as wizards, but with a touch of something like the faith clerics and paladins tap into.
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Bardic Colleges
The following are all examples of where you may find the various subclasses for a bard throughout Solicia, with a brief description. Your campaign can have any, all, or none of the options provided. Check with your DM on what is allowed.
Creation.
Eloquence.
Glamor.
Lore.
Spirits.
Swords.
Valor.
Whispers.
Blood Hunter
Within Solicia
Those who walk the path of a blood hunter in Solicia are not always welcome in civilized locations. They hold a reputation as people that bear the power of monsters to further their own strength and as cold blooded killers of those who oppose the hunter's charge.
In the Dusk Valley of The Wall and the Shattered Bluff lies a coalition of blood hunters, druids, and tamed beasts known as the Orders of the Twilit Vale. Their charge is the entirety of the valley and the flora and fauna within. Members of the orders are known as the Guardians over Twilight and use natural forces and intimidation to curb the expansion of reckless urban expansion.
Stealing Magic
What a blood hunter knows in martial prowess, they compliment with inarcane magic taken from spirits, monsters, and great beasts. The way in which a hunter takes the magic can vary greatly from consuming pieces of their prey or trapping aspects in a vessel and drawing from it when they deem necessary.
The subclass options of blood hunters typically determine the source of their inarcane magic, the ghostslayer takes their fight to beings of undeath. The mutant creates alchemical concoctions that bolster at a cost, with the lycan taking it to an extreme and infusing another creatures genetic makeup with their own. Whereas the profane soul in contrast creates a pact with an entity beyond them self and from it gains natural might.
While hunters can use their talents to develop their own magic, the powers of this class aren't truly their own. Whether developed through skill or bestowed through an external deal, the inarcane magic of a hunter vanishes entirely if they stop putting in the effort to maintain and strengthen it.
Different Options
When creating a blood hunter their spellcasting modifier can be either Intelligence or Wisdom. Depending on whether your hunter uses accrued knowledge to gain the upper hand on opponents or they possess an instinct, natural or otherwise, to exploit the fundamental make up of their foes.
However, blood hunters may not fit the campaign that a DM is trying to run in Solicia. If this is the case and you still want the flair of a learned hunter you can look to the monster slayer conclave ranger, the circle of the guardian druid as a force of inarcane power, or the college of valor bard that uses their knowledge to compliment spellcraft with sword.
Blood Hunter Orders
The following are all examples of where you may find the various subclasses for a blood hunter throughout Solicia, with a brief description. Your campaign can have any, all, or none of the options provided. Check with your DM on what is allowed.
Ghosthunter. Those who augment their rites to strike at the forces of death.
Lycan. Enhanced hunters wielding the power of a specific monster, allowing them to transform partially into it.
Mutant. Alchemists whose volatile potions and poisons transform their physical form.
Profane Soul. Hunters that bind their powers to an outer being in exchange for empowered vigor.
Cleric
Within Solicia
Much like other worlds, clerics within Solicia are traditionally seen as devout followers of a divine force, whether it be a god or ideal. This view is true for some but others that walk this path can also find a more passive connection to divinity. The arcana domain further strays from tradition, having the ability to harness arcane magic rather than divine.
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Divine Domains
The following are all examples of where you may find the various subclasses for a cleric throughout Solicia, with a brief description. Your campaign can have any, all, or none of the options provided. Check with your DM on what is allowed.
Arcana.
Death.
Forge.
Grave.
Knowledge.
Life.
Light.
Nature.
Order.
Passage.
Peace.
Tempest.
Trickery.
Twilight.
War.
8th Level Feature
Upon reaching 8th level, your cleric has the opportunity to choose between the following features to be provided by your subclass.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine powers bestowed from your worship. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. When you reach 14th level, the extra damage increases to 2d8. The type of this damage is dependent on what divine domain you have take.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Cleric: Passage
The domain of passage is one taken by nomads, explorers, and wayfarers. They follow no one else and instead choose to blaze new paths across the world.
Cleric Level | Feature |
---|---|
1st | Domain Spells, Pilgrimage |
2nd | Channel Divinity: Godspeed |
6th | Divine Sanctum |
8th | Holy Blessing |
17th | Trials and Tribulations |
Domain Spells
Blurb about domain spells
Passage Domain Spells
Cleric Level | Domain Spells |
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1st | comprehend languages, longstrider |
3rd | Eleraes' acceleration*, levitate |
5th | haste, Nedwyn's masquerade* |
7th | aura of purity, freedom of movement |
9th | far step, tree stride |
*: Appears later in this Chapter
Pilgrimage
Beginning at 1st level, your presence whether through conversation or an aura you exude comforts your allies in times of travel. You and an amount of creatures of your choice equal to your Wisdom modifier within 30 feet of you gain a bonus to their passive perception equal to half your proficiency modifier.
Additionally, after you travel at least 3 miles in one day, you gain an additional use of one of your cleric hit dice until you complete a long rest. Once you reach 8th level, you gain two additional uses of a cleric hit die.
Channel Divinity: Godspeed
Starting at 2nd level, you can grant a blessing of divine speed. As a bonus action you touch a willing creature within 5 feet of you, granting it the following benefits:
- The creature's walking speed increases by 10 feet.
- The creature can lie prone or stand up using only 5 feet of their movement, and can choose to do so at any point using their reaction.
- The creature adds your Wisdom modifier to all Strength (Athletics), Dexterity (Acrobatics, Stealth) checks and Constitution checks made to prevent exhaustion.
This effect lasts for an amount of minutes equal to your proficiency bonus unless you choose to end it early as a bonus action.
Divine Sanctum
At 6th level, your faith can shield you and your allies in moments of peril. As a reaction to you or a creature within 15 feet of you failing a saving throw, you conjure a barrier of holy energy. Every creature within 15 feet of you gains resistance to one of the damage types dealt by the effect until the end of the current turn. Once you reach 14th level the radius of the barrier increases to 30 feet.
You can use this feature a number of times equal to your Wisdom modifier (minimum 1) and regain all expended uses when you finish a long rest. Once you reach 9th level, you can also expend a 5th level spell slot to use this feature beyond its limit. If you use this feature with a spell slot, you grant immunity instead of resistance.
Holy Blessing
At 8th level, you choose to gain one of the following features:
Divine Strike
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Potent Spellcasting
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Trials and Tribulations
At 17th level, you truly become a divine nomad. You are always under the effects of your Channel Divinity: Godspeed and have advantage on all ability checks and saving throws you make to avoid or end the grappled, paralyzed, restrained, and stunned conditions on yourself.
Additionally, when a creature you can see within 30 feet of you casts the spell counterspell. You can use your reaction to attempt to dispel their casting as if you cast counterspell as a 3rd level spell without expending a spell slot.
Druid
Within Solicia
The druidic arts within Acarro are a respected and fundamental piece of the world's passage through time. The first druids were said to have learned their aptitude from watching as the world and the creatures within shifted and evolved through short periods of time as well as through long ages of history.
Heralds of the Seasons
As the months after the last snowfall march onward, druids across Solicia begin a daily ritual to divine the year's weather and celestial happenings. On the eve of both the winter and summer solstices, a unique flower that doesn't naturally grow in Solicia. The giant's basalt crown is a large flower found in Yichos that signifies the transition between the seasons.
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Druid Circles
The following are all examples of where you may find the various subclasses for a druid throughout Solicia, with a brief description. Your campaign can have any, all, or none of the options provided. Check with your DM on what is allowed.
Dreams.
Land.
Moon.
Sanctuary.
Shepherd.
Spores.
Stars.
Wildfire.
Circle of Sanctuary
Druids with a strong sense of justice and that wish to protect their friends, swear fealty to the Circle of Sanctuary. With powerful martial capabilities, even the strongest fighter will be wary. Combining their primeval force with their martial sensibilities, they're deadly on the battlefield.
Druid Level | Feature |
---|---|
2nd | Circle Spells, Weapon of the Wilds |
6th | Extra Attack, Guardian Form |
10th | Enhanced Infusion |
14th | Primeval Might |
Circle Spells
Also at 2nd level, your link with your primeval weapon grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Sanctuary Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.
Circle of Sanctuary Spells
Druid Level | Spells |
---|---|
2nd | absorb elements, compelled duel |
3rd | enlarge/reduce, hold person |
5th | aura of vitality, intellect fortress |
7th | banishment, fire shield |
9th | hold monster, steel wind strike |
Weapon of the Wilds
Beginning when you join this circle at 2nd level, you learn to wield and evolve a typical weapon into a force of nature. At the end of a long rest you may touch one weapon to infuse it with primeval magic. That weapon becomes your Primeval Weapon. You become proficient with the weapon for the duration and gain the following benefits while the weapon is infused:
- You may use your Wisdom modifier when determining the weapon's attack and damage rolls, rather than Strength or Dexterity.
- You can still complete the somatic components of druid spells you have prepared even if the weapon is in one or both hands.
- When you hit a creature, you may expend a spell slot of 1st level or higher to deal additional force damage to a target. This damage is equal to 1d8 per slot level expended.
- As a bonus action, you can summon the weapon to an empty hand.
The weapon remains infused until you finish a long rest, unless you choose to continue the infusion then.
Weapon Appearance
The weapon used by a member of the circle of sanctuary is an extension of themself and their attunement with nature. Many druids decorate their weapons with effigies of straw, bundles of flowers, or completely transform a normal weapon into a great claw or tooth from a beast they are tied to. Think about what makes your druid's weapon unique and signifies it as their personal tether to the natural world.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action using your primeval weapon on your turn. Alternatively, you can use this extra attack to instead cast a druid cantrip you know.
Guardian Form
At 6th level, you learn to bring the benefits of you primeval weapon into your wild shape. When you use your wild shape, if you choose to merge your primeval weapon into your new form, all attacks available to your current wild shape gain the same benefits from your Weapon of the Wilds feature.
Alternatively, if you choose for your primeval weapon to be worn or dropped by your new form, you are still considered proficient and able to wield the weapon. Provided you have a hand or mouth capable of doing so (DM's discretion). You cannot use an action required by a part of your new form if that form is wielding your primeval weapon, for example if you are wielding your weapon in your wolf form's mouth, you cannot make a bite attack unless you drop the weapon.
Enhanced Infusion
At 10th level, your connection with your primeval weapon grows deeper. You gain a +1 bonus to all attack and damage rolls you make with your primeval weapon and it gains the following additional benefits:
- Attacks made with your primeval weapon count as magical for the purposes of overcoming resistances and immunities to nonmagical attacks.
- As a reaction to when you or a creature you can see within 30 feet of you reaches 0 hit points or below, you can sever your connection to your primeval weapon to cause that creature to drop to 1 hit point instead.
Primeval Might
Once you reach 14th level, your weapon has become a mighty force thrust forward with nature's strength. When you reduce a creature of unnatural origin such as an aberration, construct, fiend, monstrosity, or undead to 0 hit points, you gain an additional action on your current turn. You can only gain this additional action once per turn.
Monk
Within Solicia
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Monastic Orders
The following are all examples of where you may find the various subclasses for a monk throughout Solicia, with a brief description. Your campaign can have any, all, or none of the options provided. Check with your DM on what is allowed.
Ascendant Dragon.
Astral Self.
Drunken Master.
Four Elements.
Kensei.
Long Death.
Mercy.
Open Hand.
Shadow.
Sun Soul.
Optional Revisions
The following are additional or replacement features for the base monk class:
Martial Arts
This feature modifies the martial arts feature of the monk class. Not removing any part of it, only adding the following:
Beginning when you choose this class, unarmed strikes you make land so devastatingly that they do not register for a moment. When you roll to attack with an unarmed strike, you track whether you hit or miss but you only roll damage for the attacks that hit at the end of your turn all at once.
Moment of Respite
At 2nd level, you have developed a way to restore your ki at a moments notice. Using your action and 30 feet of your movement, you can expend and roll an unused Monk hit die and regain a number of ki points equal to the number rolled.
Stunning Strike (Revised)
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with at least two unarmed strikes, you can forgo damage on two of those strikes and spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of their next turn.
Paladin
Within Solicia
Paladins across Solicia are typically one of two camps. They either are faithful hedge knights that pledge service toward factions aligned with their oaths. On the other hand, there has always been at least a few groups of paladins connected through a zealous fervor to oppose abuses of power.
The predominant face of the paladin nomads of Solicia are the Stained Knights. An order of paladins devoted to the Lady of Strategy, Alexandria. They wear armor of a uniform color and thereafter known by that color. While their oaths are varied they remain staunchly loyal to the tenants of Alexandria as well. The first and foremost being that once donned, they are forbidden from removing a part of their armor willingly while in the presence of others. For more information on the Stained Knights, check the background section of Chapter 2.
As for the second group. Throughout Solician history there have been many factions, or possibly less factions that instead renamed themselves to avoid persecution. Whether that be the Iron Spears, the Dreamrenders, the Gods' Guard, or the Chains of the Divine. These groups have always been thrust forward by paladins immersed in their fervor. Fervor devoted to the might and authority of divine magic. Though none of these factions have ever seen their goals truly come to fruition, this only steels the resolve of those who follow in their stead.
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Sacred Oaths
The following are all examples of where you may find the various subclasses for a paladin throughout Solicia, with a brief description. Your campaign can have any, all, or none of the options provided. Check with your DM on what is allowed.
Ancients.
Conquest.
Crown.
Devotion.
Glory.
Oathbreaker.
Redemption.
Spellbreaker.
Vengeance.
Watchers.
Paladin: Spellbreaker
Spellbreakers follow a life of wandering: lifting curses, breaking enchantments, freeing people from magical control, and hunting down the wicked who have used their power to harm others. Most who swear this oath are devoted to gods of justice, balance, or even magic itself, although some become militant or extreme in their crusade against magic users. These individuals can become terrifying hunters of anyone who dares to dabbles in the art.
Tenets of the Spellbreaker
Service. Magic exists to serve folk, not to rule them.
Preserve. The wasting of magic cannot be allowed.
Rebuilding. Restore balance, abandon wrath.
Paladin Level | Feature |
---|---|
3rd | Oath Spells, Channel Divinity |
7th | Eroding Aura (10 ft.) |
15th | Eldritch Sight |
18th | Eroding Aura (30 ft.) |
20th | Cleave Knight |
Oath Spells
You gain oath spells at the paladin levels listed in the Spellbreaker Spells table. See the Sacred Oath class feature for how oath spells work.
Spellbreaker Spells
Paladin Level | Oath Spells |
---|---|
3rd | detect magic, shield |
5th | moonbeam, see invisibility |
9th | counterspell, dispel magic |
13th | confusion, locate creature |
17th | banishing smite, hallow |
Channel Divinity
Beginning at 3rd level when you take this oath, you gain the following two Channel Divinity options:
Consume Enchantment. As an action while touching a magic item of common or uncommon rarity, you can draw out the magical effect from your target. The item is rendered nonmagical for a number of minutes equal to your proficiency bonus + your Charisma modifier. While the item is mundane, you store the enchantment within yourself and can take the following actions while you hold it:
- As an action, you can add a bonus to your or AC until the start of your next turn determined by the item's rarity. +1 for common or uncommon, +2 for rare or very rare, +3 for legendary.
- You can use the stored magic to fuel your divine smite. Starting at 1d8 for a common item, the amount of d8s increases by 1 for each rarity above common.
- As a bonus action, you can imprison the enchantment within your mind. You are considered to be concentrating on maintaining your hold over the enchantment. While you are doing so, you are always aware of the vague direction and approximate distance you are from the item you took the enchantment from.
When you use any of these abilities, the enchantment returns to the item. You can only store one enchantment within yourself at a time and the maximum rarity increases as you reach higher levels in this class. At 7th level you can draw out a rare item's effects. At 15th level, a very rare item's. And at 18th level, a legendary item's.
Disrupt Focus. As an action you can attempt to dissolve another creature's hold on something they are focusing on. Choose a creature within 60 feet of you that is currently concentrating, the target must succeed a Concentration check against your spell save DC. On a failure the target loses concentration on the effect and is paralyzed until the start of their next turn.
A creature that is concentrating on a spell can expend any amount of spell slots to increase the roll of their Concentration check (no action required). The increase is equal to the total combined levels of spells slots the target expends.
Eroding Aura
At 7th level, you emit an aura of restrictive magic. When a spell is cast using a higher level spell slot within 10 feet of you, you can use your reaction to remove the benefits from upcasting the spell.
At 18th level, the range of this aura increases to 30 feet.
Eldritch Sight
Once you reach 15th level, you are always under the effects of the detect magic spell. Additionally you can use a bonus action to expend a spell slot to increase the radius of the spell by 10 feet per level of the spell slot expended.
Cleave Knight
Finally at 20th level, you become the antithesis of magic. As a bonus action you gain the following benefits for 1 minute:
- When you hit a creature with a melee attack, that creature is unable to cast spells until the start of your next turn.
- While you are in an area of antimagic or a similar effect, your movement increases by 10 feet and the range of your weapon attacks doubles.
- You add the AC bonus of all armor you are wearing to saving throws you make against spells or other magical effects. As a reaction, you can apply this bonus to a creature within one of your auras when they make a saving throw.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Rogue
Within Solicia
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Rougish Archetypes
The following are all examples of where you may find the various subclasses for a rogue throughout Solicia, with a brief description. Your campaign can have any, all, or none of the options provided. Check with your DM on what is allowed.
Arcane Trickster.
Assassin.
Golden Cloak.
Inquisitive.
Mastermind.
Phantom.
Scout.
Soulknife.
Swashbuckler.
Thief.
Rogue: Golden Cloak
The Golden Cloaks are a guild founded in the city of Baatha. They are made up of three distinct groups, or 'Strands'. The Strand of Antiquities collects and protects the lore acquired by the other Strands while the Strand of Enforcement roots out corruption across Solicia and beyond. The Strand of Exploration is where this style of rogue is most commonly found, as they seek out historical sites and delve into the secrets they hold.
Rogue Level | Feature |
---|---|
3rd | In Plain Sight, The Long Haul |
9th | Lockstep March |
13th | Cascading Blades |
17th | Legendary Versatility |
Joining the Golden Cloaks of Baatha is not just a privilege but also an agreement to uphold fairness and equality wherever one finds themself. In addition, all members of any strand are forbade from withholding the secrets we so tirelessly seek.
- Dallahan Iskep
In Plain Sight
Beginning at 3rd level when you choose this archetype, you've learned how to become one with a crowd. You gain proficiency with the disguise kit, also the time it takes you to create a disguise and don or doff a disguise you have made is cut in half.
Additionally while wearing a disguise you have made you gain a bonus to Charisma checks equal to your Dexterity modifier (minimum +1). Creatures who are aware of your true identity are unaffected by this bonus.
The Long Haul
Also at 3rd level, you've become accustomed to harsh environments and extended periods of travel. While you only have 1 point of exhaustion, you do not suffer its effects. This ability increases by another point at 9th level (2 points), 13th level (3 points), and 17th level (4 points).
Once you gain a point of exhaustion beyond your limit, you suffer the effects of each point of exhaustion you have.
Lockstep March
At 9th level, you learn to silently stalk your adversaries, tailing them without arousing suspicion. When you move at least 15 feet in the same place that another creature moved within the last minute, you have advantage on the next stealth check made to hide from that specific creature within the next 10 minutes.
Cascading Blades
Once you reach 13th level, you add an ace in your back pocket in case diplomacy fails. When you use your Sneak Attack feature you can choose to make an amount of additional attacks this turn equal to one third of your total sneak attack dice (rounded down) instead of dealing extra damage.
Legendary Versatility
At 17th level, you've learned to adapt your abilities to fit any situation. You can use your action, movement, and bonus action interchangeably on your turn. For example you can use your movement to take an additional action or your action to make a second bonus action.
Additional actions granted by this feature can be used only to take the attack (one weapon attack only), dash, disengage, hide, or use an object action.
Sorcerer
A blast of fire engulfs a changeling, catching everyone off guard. His enemies are blown backward as his allies brace themselves, those left after the detonation are wracked with pain from its intensity. The quiet halls of a Golden Cloak archive are assailed by the sounds and sights of whirling wind and dancing illusions as a human revels in a sudden awakening of arcane power.
These are sorcerers and whether their gifts are theirs from birth or may manifest later in life as well as the level of control they may hold over this power varies from one sorcerer to another.
Within Solicia
Sorcerers of Solicia are rather uncommon in most regions. While there are programs within larger cities to help those gifted with innate magic, they are few and far between forcing those who wish to study possibly far from their homes.
In the north, sorcerers are seen as lucky folk who may not have done anything to earn their power, but are still people to go to for assistance when necessary. Promising sorcerers may have tuition fees reduced or waived at prestigious academies when they are noticed by officials.
In southern parts of The Wall as well as the Shattered Bluff and Isle of Drakes, sorcerers are sometimes referred to as 'star-bloods' due to the brilliant colors of the night sky created by little motes of light that are few and far between. This has led some sorcerers of the area to act as wandering sages and soothsayers, using this otherworldly perception of their origin as a way to convince others to listen.
Across the continent most sorcerers end up traveling in some way which inevitably guides them to the hub of travel and trade in Solicia, the central regions of Iro'ka Solice. It is fairly common to see a street performer slinging illusions down the street or hear stories of sailors fending off thieves with untrained magic.
Types of Magic
The magic of Acarro is categorized into three distinct kinds; Divine, Arcane, and Inarcane. Divine magic is the powers bestowed upon a creature by a higher being beyond the material plane. An entity powerful enough that it presides over its own full fledged plane. Arcane magic is the magic created and manipulated without the complete oversight of a deity. It can be learned to control as well as gifted upon others with or without consent. Finally the forces of inarcane magic are that of natural, primordial power. The magic of the creatures who develop spell-like abilities through evolution or a deep connection to nature.
Sorcerers are most commonly found wielding arcane magic but subclasses like the divine soul make use of the divine arts instead. And it is possible for sorcerers to use inarcane magic, but these kinds are exceedingly rare and dangerous as this type of magic is more chaotic in nature.
Innate Magic
As sorcerers are defined by their magic being the result of a force beyond their control that imbues them with abilities, they have access to the Constitution Casting variant rule. This allows a sorcerer to use their Constitution rather than Charisma as their spellcasting ability modifier. Additionally, the spell point variant rule can also be used to further differentiate the major spellcasting classes from each other.
Sorcerous Origins
The following are all examples of where you may find the various subclasses for a sorcerer throughout Solicia, with a brief description. Your campaign can have any, all, or none of the options provided. Check with your DM on what is allowed.
Aberrant Mind. Truly alien minded beings influenced by a psychic force of great power. Possibly some forgotten idol worshipped by monsters.
Divine Soul. Heavenly blessed creatures that commonly have a divine mission to follow. Especially sought out in the south. As a symbol, or as a martyr.
Dragonic Bloodline. Granted features of the primeval dragons through a deal or through a dragon's blood. Iadoron's noble families claim to have dragon blood in their veins.
Shadow Magic. Exposure to dark rituals or the forces of the Shadowfell has intertwined a soul to the darkness. It is said that the Platinum Channel sits as close to the Shadowfell as Solicia does to the Fey Realms.
Storm Sorcery. A being gifted with the innate ability to command the forces of elemental air and wind. Revered as messiah-like figures within Deno Eiskk. Or the weathermages of the Uvarmazin.
Wild Magic. The result of a magical experiment, powerful spell, extended exposure to an are of dead magic, or some other unnatural phenomena.
Additionally, in the companion book, Solicia: Mastercraft Magic holds a new subclass that involves bearing and using the might of an immense power.
Metamagic
The following are additional metamagic options available:
Reallocate Arcana
As an action, you can expend sorcery points to create a spell slot as you normally would, but the spell slot created is given to another creature you touch that has the spellcasting or pact magic features. The target can not be incapacitated or missing a spell slot of equal level to the one you create.
Twisted Spell
When you cast a spell that causes a creature to make a saving throw you can spend a number of sorcery points (maximum 4) to reduce your spell save DC by 1 per sorcery point expended. For each sorcery point expended in this way you can roll an additional damage die for the spell.
Warlock
Within Solicia
Source of Strength
Borrowed Boons
Otherworldly Patrons
The following are all examples of where you may find the various subclasses for a warlock throughout Solicia, with a brief description. Your campaign can have any, all, or none of the options provided. Check with your DM on what is allowed.
Archfey.
Celestial.
Fathomless.
Fiend.
Genie.
Great Old One.
Hexblade.
Undying.
Invocations
The following are additional invocation options available:
Twin Blades
Prerequisite: Soul Sword cantrip
When you take the bonus action to cast soul sword, you can choose to create an additional sword in your other hand or at the opposite end of a staff you carry. This second blade has the same properties as the first but cannot be used to make an attack in the same bonus action it was created.
Tempered Arcana
Prerequisite: Soul Sword cantrip
The magic blade conjured by your spell becomes more durable. It now can make three successful attacks before shattering and it lasts for a minute.
Wizard
Within Solicia
Study of Arcana
Magical Development
Arcane Traditions
The following are all examples of where you may find the various subclasses for a wizard throughout Solicia, with a brief description. Your campaign can have any, all, or none of the options provided. Check with your DM on what is allowed.
Schools of Magic. A wizard that studied in an academy or under master in the field. Alternatively, a self taught hedge wizard seeking knowledge.
Bladesinging. A wizard that weaves movement and weaponry into their spells. An art learned from Ashios, developed during the Age of 100 Kings.
Chronurgy. Wizards who have gained a level of control on time itself. Very rarely taught and carefully guarded by powerful factions.
Graviturgy. Wizards with influence over the forces of gravity and mass.
Lore. Expertly trained mages who augment their spells in the heat of the moment as changes are deemed necessary.
Seer. Those who study a long lost ancient art used to divine the physicality of their foes. Discovered within ruins or from uncovered spellbooks from ages past.
War Magic. Wizards especially trained as tacticians and secret weapons to fight for a cause or for coin. Highly esteemed across the seas within the Platinum Channel.
Wizard: School of Lore
The school of lore is an intensive and lengthy domain of study. It pushes a wizard's spellcraft to their limits so that they learn to reshape the most fundamental aspects of their magic. Transforming the elements of their spells to alternate types as well as changing the abilities their spells target.
Wizard Level | Feature |
---|---|
2nd | Lore Mastery, Arcane Shift |
6th | Alchemical Casting |
10th | Enhanced Manipulation |
14th | Master of Magic |
Lore Mastery
Starting at 2nd level, you become a compendium of knowledge on a select amount of subjects. You may choose an additional two Intelligence based skills to become proficient in.
In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
Arcane Shift
Also at 2nd level, you learn the first in a series of arcane secrets uncovered by your extensive studies. When you cast a spell with a spell slot and that spell deals acid, cold, fire, lightning, or thunder damage, you can provide additional components to substitute the damage type with one other type from that list (you can change only one damage type per casting of a spell). The required components are as follows:
- Acid. Snake bile
- Cold. Fine marble sand
- Fire. Sulphur
- Lightning. Iron filings
- Thunder. Stained glass
When you shift the damage type you must provide at least 5gp worth of the required material of the damage type you change the spell to per level of the spell.
Alchemical Casting
At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.
- An additional 1st-level spell slot can increase the spell’s range. If the spell’s range is at least 10 feet, it doubles.
- An additional 2nd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.
- An additional 3rd-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals an additional 1d10 force damage the second time it deals damage, and none beyond that.
Enhanced Manipulation
Starting at 10th level, you fully master your studied ability to change the powers of your spells. Your arcane shift ability now adds bludgeoning, necrotic, piercing, radiant, and slashing to the list.
- Bludgeoning. Platinum
- Necrotic. Fiendish blood
- Piercing. Silver
- Radiant. Holy water
- Slashing. Obsidian
Additionally when you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another depending on if it is a physical or mental ability, but you cannot change the saving throw to one required by an additional effect in the spell. For example a Strength, Dexterity, or Constitution saving throw can only be shifted between each other. You may use this feature a number of times equal to your Intelligence modifier, and regain all uses when you finish a short or long rest.
Master of Magic
When you reach 14th level, your intellectual might surpasses the normal boundaries of understanding. You gain proficiency in all Intelligence based skills and your Intelligence increases by 2 (to a maximum of 22).
In addition your knowledge of magic allows you to duplicate almost any spell you see. As a reaction to a spell being cast within 100 feet of you, you can attempt to learn how to cast the spell. The spell must be a level equal to or less than the highest level spell you can cast. You make an Intelligence (Arcana) check to observe the necessary methods of casting. The DC for learning a spell is 11 + the spells level + 5 if the spell requires somatic or verbal components and + 5 if the spell requires a material component. When you successfully learn a spell in this way you add that spell to your currently prepared spell list for 1 minute. After that, the spell fades from your memory. You can have only one spell prepared in this way at a time and may forget the spell you currently have prepared through this feature as a bonus action.
Altering Spells
While the Arcane Shift and Alchemical Casting features offers increased versatility, at the table its effects can be difficult to spot by the other players. If you’re playing a lore wizard, take a moment to describe how you alter your spells. Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks your character can employ.
For example, a fireball transformed to require a Strength save might become a sphere of burning rock that shatters and slams into its target. A charm person that requires an Intelligence save might take the form of incoherent thoughts within the target's mind that urge them to listen to you.
Wizard: School of Seers
Those who follow through the school of the seer study the archaic method of prying into other creatures minds and discovering quicker methods of dispatching their foes. Additionally they learn to conjure a sort of arcane sensor that they can perceive through in addition to their normal sight.
Wizard Level | Feature |
---|---|
2nd | Sight Node |
6th | Acute Identification |
10th | Stinging Sight |
14th | Perfect Vision |
Sight Node
Beginning at 2nd level, as a bonus action you may spend a spell slot and manifest a small mote of magical energy at a point you can see within 30 feet of you. It lasts for a number of minutes equal to your Intelligence modifier plus the level of the spell slot used to create it.
While the node is active you can see through the node in addition to your normal senses however the node can only see outward in a 30-foot cone. You gain a +1 bonus to your passive Wisdom (Perception) while the node is in your space, and as a bonus action you can choose to do any amount of the following:
- Move the node up to 30 feet (It must stay within 60 feet of you otherwise it disappears at the end of your turn)
- Change the direction the node is facing
- Put the node into or out of your space, while in your space the node moves with you regardless of it's movement
- Remove the node
The node can appear as any appearance of your choice that is no larger than 1 foot on a side and no smaller than 1/2 a foot. It gives off dim light in a 5-foot radius. You may only have one node at a time. The node uses your AC and has a number of hit points equal to your Intelligence score. When the node is reduced to 0 hit points it disappears.
Acute Identification
At 6th level, you mold your magical sight into a powerful surge of divination magic. As an action you may force one creature that you can see to make a Charisma saving throw. On a failure you may learn 1d3 of the following information:
- The highest unused level spell/slot that creature can cast
- What classes spell list the creature uses
- How many magical items it is attuned to
- The creature's damage resistances & immunities
- If the creature can see you and/or your allies
- The creature's senses (darkvision, blindsight, etc.)
Once you use this ability you cannot do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. If the creature succeeds or fails their saving throw they do not know you used this ability.
When you reach 10th level you roll a d6 instead of a d3 and you gain the following options to learn through this feature:
- The creature's damage vulnerabilities
- The creature's condition immunities
- The creature's spellcasting ability score
- The creature's saving throw proficiencies
- The type of creature that it is
Stinging Sight
Starting at 10th level, you enhance your node of sight, giving it the following properties:
- The range that you can create and move the node within is doubled
- The node's movement increases to 60 feet
- The range of the node's sight increases to 60 feet
- You can use a bonus action to remove and recreate the node on the same turn
If you remove and recreate a node as part of the same bonus action you do not need to spend another spell slot to manifest it.
Perfect Vision
Finally, at 14th level, you gain immunity to the blinded condition and gain the true seeing spell if you don't already have it. It is always considered prepared and doesn't count against the number of prepared spells or wizard spells you know. Any time you cast it you can make an Intelligence check against your spell save DC, if you succeed you do not use a spell slot to cast the spell. When you cast this spell using this feature, you do not need to provide the material component for the spell.
Spell Effects and the Node
Spells cast through the node change their direction of travel if the node is facing a different direction. Including ranged attack spells such as firebolt or melf's acid arrow and line spells such as lightning bolt.
Specialist
Peering from the back of the sandstone alley, the elf quiets her beast. The aura she had followed for so long now plainly visible. Suffused around the supposed half elf before her. The seasoned dwerham points and plots over a map of the local terrain. Their companions listen with great intent as she goes over their plan once again, teaching what they know to ensure the morrow's victory against all odds.
These are specialists, trained fighters talented beyond the skills of others. They spend much of their lives in the study and practice of all aspects of combat.
Within Solicia
The common specialist of Solicia is a hedge knight or mage that pulls along a modest level of renown. They are known to fight for honor or coin, and believed to take alliances as seriously as the steel they carry.
Strength of Arms
Masterful Soldiers
Martial Archetypes
The following are all examples of where you may find the various subclasses for a specialist throughout Solicia, with a brief description. Your campaign can have any, all, or none of the options provided. Check with your DM on what is allowed.
Arcane Marksman. Ranged soldier that augments their shots with the eight schools of magic.
Cavalier. Mounted combatant that is focused on deft movement and attacks.
Corsair. Gambler utilizing stealth when necessary and guile when appropriate.
Dragoon. Agile warrior that can leap into the air to empower their falling strikes.
Echo Knight. Magical fighter that creates and controls a duplicate of them self.
Guerrilla. Partisan warrior that bolsters and encourages allies through sharing abilities.
Horizon Walker. Planar sentinel focused on protecting their realm from aberrant threats.
Illaqueator. Trapmaking scoundrel that litters danger across the field of battle.
Mystic Knight. Magically gifted warrior that chooses from one of many paths.
Samurai. Masterful warrior that fights to their very last moment and beyond.
Scion. Inheritor of a powerful magical weapon that grows in strength with its wielder.
Slayer. Specially trained hunter of certain creatures, learns their prey's weaknesses and exploits them.
Swarmkeeper. Overseer of a mass of magically influenced creatures that bestow exotic boons.
Why the Specialist?
After finding and reading so many rewrites or reorganizations to the base D&D ranger, I never quite connected with them in the same way I do most other classes. I didn't feel like I could make as many of my own characters within their rules that didn't just feel like "Aragorn with a different weapon" or "Legolas with a dog," etc.
But with just the intent to remake the ranger, I was stumped. Though with the idea to tear apart the fighter which I also was unhappy with, the beginnings of the specialist were formed. I knew I wanted maneuvers front and center as the draw to the class. But I needed them to be a versatile enough resource, like spells are for spellcasters, for any kind of specialist players would want to build. Which meant I needed to make a lot.
I gathered inspiration for many of the maneuvers listed ahead from all across the internet as well as different abilities presented for monsters in the various 5th Edition rulebooks. The result is hopefully a versatile and fun class for both players and dungeon masters to have at the table.
The Specialist
Level | Proficiency Bonus | Features | Maneuvers Known | Tactical Dice | ||
---|---|---|---|---|---|---|
1st | +2 | Fighting Style, Ranger's Quarry | — | — | ||
2nd | +2 | Action Surge, Tactical Maneuvers (Tier 1) | 2 | 3 (d6) | ||
3rd | +2 | Martial Archetype | 2 | 3 (d6) | ||
4th | +2 | Ability Score Improvement, Martial Versatility | 4 | 3 (d6) | ||
5th | +3 | Extra Attack | 4 | 4 (d6) | ||
6th | +3 | Ranger's Quarry Improvement | 5 | 4 (d8) | ||
7th | +3 | Martial Archetype Feature, Tactical Maneuvers (Tier 2) | 5 | 4 (d8) | ||
8th | +3 | Ability Score Improvement | 6 | 5 (d8) | ||
9th | +4 | Indomitable | 6 | 5 (d8) | ||
10th | +4 | Second Fighting Style | 7 | 5 (d8) | ||
11th | +4 | Martial Archetype Feature | 7 | 6 (d10) | ||
12th | +4 | Ability Score Improvement, Tactical Maneuvers (Tier 3) | 8 | 6 (d10) | ||
13th | +5 | Extra Attack (x2) | 8 | 6 (d10) | ||
14th | +5 | Relentless | 9 | 7 (d10) | ||
15th | +5 | Martial Archetype Feature | 9 | 7 (d10) | ||
16th | +5 | Ability Score Improvement | 10 | 7 (d12) | ||
17th | +6 | Tactical Maneuvers (Tier 4) | 10 | 8 (d12) | ||
18th | +6 | Indomitable (x2) | 11 | 8 (d12) | ||
19th | +6 | Ability Score Improvement | 11 | 8 (d12) | ||
20th | +6 | Martial Archetype Feature | 12 | 10 (d12) |
Class Features
As a specialist, you gain the following class features
Hit Points
- Hit Dice: 1d10 per specialist level
- Hit Points at 1st Level: 10 + you Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per specialist level after 1st
Proficiencies
- Weapons: Simple weapons, martial weapons, Intelligence modifier amount of exotic weapons
- Tools: One set of artisans tools of your choice
- Saving Throws: Strength, Constitution
- Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Armor Training
- Light armor, medium armor, heavy armor, all shields
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once. The firearm fighting styles can only be taken if you have proficiency in the required firearms.
When you reach 10th level, you can choose a second fighting style available to you.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Avenging
When a creature damages one of your allies, you have advantage on the first attack roll you make against that creature during your next turn.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Chase
When a creature provokes an opportunity attack from you due to leaving your melee range. Instead of making a weapon attack, you can follow the target. Using your reaction to move up to half your walking speed with the creature.
Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Defense
While wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.
Dual Wielding
When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.
Dueling
When you are only wielding one melee weapon in one hand, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the damage, though you must use the new roll, even if the new roll is a 1 or a 2.
The weapon must have the heavy, versatile, or two-handed property to gain this benefit.
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 weapon you are proficient with to use this reaction.
Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Mixed Tactics
You can sheathe one weapon and draw another as part of the same action. You gain a +1 bonus to attack rolls you make with a ranged weapon if the last attack you made was with a melee weapon, and vice versa.
Mobility
While you are wearing light armor or no armor, you gain a +3 bonus to your AC against opportunity attacks.
Power Attack
When you make a melee attack, before you make the attack roll, you can choose not to add your proficiency bonus to the attack roll. If the attack hits, you add your proficiency bonus to the attack's damage. You cannot use this fighting style if you are using the finesse property of a weapon.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a melee weapon or a shield to use this reaction.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.
Tunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength modifier on a hit. If you have two free hands when you make the attack roll, the d4 becomes a d6.
At the beginning of each of your turns, you can deal 1d4 bludgeoning damage to one creature you are grappling.
Wrestler
You have advantage on Strength (Athletics) checks made to attempt or maintain a grapple.
Firearm Fighting Styles
Musketeer
While you are wielding only one firearm and no melee weapons, you gain a +1 bonus to your AC and damage rolls.
Riot Control
While you are wielding a firearm in one hand and a shield in another, you gain a +1 bonus to your AC when you reload until the start of your next turn.
Tactical Stance
When you engage in two-weapon fighting with a firearm and a melee weapon, if you attack the same target with both on the same turn, you gain a +2 bonus to the attack roll you make with the second attack.
Ranger's Quarry
At 1st level, you select an opponent to direct your talents toward. As a bonus action you can designate your focus onto a creature you can see within 60 feet of you. That creature becomes your quarry. While you maintain concentration, you gain the following benefits:
- You have advantage on checks made to track your quarry
- Your quarry has a penalty to Dexterity (sleight of hand and stealth) checks made against you equal to 1d6
When you hit your quarry with a weapon attack you can choose to do one of the following.
- You deal an additional 1d6 damage to the creature
- The target's AC is reduced by an amount equal to half your proficiency bonus until the end of their next turn
At 6th level, your combat instinct improves. You no longer need to see a creature to designate it as your quarry and the range you can do so increases to 120 feet.
Action Surge
At 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action and bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Tactical Maneuvers
Beginning at 2nd level, your martial prowess begins to expand. You learn maneuvers that are fueled by special dice called Tactical Dice.
Maneuvers. You learn two maneuvers of your choice. Maneuvers may enhance an attack in some way or provide a passive feature. You can use only one maneuver per attack. You learn additional maneuvers as you gain specialist levels as shown in the Maneuvers Known column of the Specialist table. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Tactical Dice. You have three Tactical Dice, which are d6s. A Tactical Die is expended when you use it. You regain all of your expended Tactical Dice when you finish a short or long rest. You gain additional Tactical Dice as you gain levels as shown in the Tactical Dice column of the Specialist table.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC
Martial Archetype
At 3rd level, you adopt an archetype that guides your martial prowess with new combat styles and techniques. This archetype grants you features at 3rd level and again at 7th, 11th, 15th, and 20th level.
Archetype Maneuvers
Each archetype has a list of maneuvers, its archetype maneuvers, that you gain at the specialist levels noted in the archetype description. Once you gain a archetype maneuver, you always know it, and it doesn't count against the number of maneuvers you can learn.
If you already know a maneuver provided by your martial archetype, you can choose to instead learn another one available to you.
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.
Martial Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
- Replace a fighting style you know with another fighting style available to specialists.
- Replace one maneuver you know with a different maneuver. You cannot replace maneuvers granted by your subclass.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 18th level.
Relentless
Once you reach 14th level, you learn to prepare your tactics on the fly. When you roll initiative and have an amount of Tactical Dice remaining thats less than your proficiency bonus, you regain an amount of Tactical Dice as to equal your proficiency bonus.
Martial Archetypes
Arcane Marksman
Weaving magic into marksmanship, these sharpshooters don't only use arcane talents to augment their shots, but also empower their shooting arm to aim true and attack faster.
Depending on the era your campaign takes place within, alternate weaponry may be available to your arcane marksman.
Specialist Level | Feature |
---|---|
3rd | Arcane Shot, Marksman Maneuvers |
7th | Magic Ammunition, Curving Shot |
11th | Multi-Shot |
15th | Ever-Ready Shot |
20th | Elite Sharpshooter |
Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).
Once per turn when you make an attack with a ranged weapon, you can apply one of your Arcane Shot options to that ammunition. You decide to use the option when the attack hits, unless the option doesn’t involve an attack roll. You have an amount of uses of this ability equal to the amount of Arcane Shot options you know, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 11th, 15th, and 20th level.
Marksman Maneuvers
Specialist Level | Maneuver |
---|---|
3rd | Ambush |
7th | Hunter's Parry |
12th | Great Volley |
Magic Ammunition
At 7th level, you gain the ability to infuse ammunition with magic. Whenever you fire a nonmagical piece of ammunition, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the ammunition immediately after it hits or misses its target.
Curving Shot
At 7th level, you learn how to direct an errant piece of ammunition toward a new target. When you make an attack roll with your magic ammunition and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
Multi-Shot
Starting at 11th level, whenever you use your action surge to make an additional attack, you can make a number of additional attacks equal to 1 + half your Dexterity modifier (minimum 1) with any ranged weapon you are holding. These attacks are made quickly and therefor have disadvantage and you cannot use your Arcane Shot feature on them.
Ever-Ready Shot
Starting at 15th level, your magical marksmanship is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain a number of uses equal to one roll of a tactical die.
Elite Sharpshooter
At 20th level, you've mastered the art of infusing magic into marksmanship. As a bonus action you can enter a state of pure shooting talent. For 1 minute you know all of the Arcane Shot options available to this subclass and can apply up to two Arcane Shots to the same attack.
Arcane Shot Options
The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic. The saving throw for your Arcane Shots are calculated as follows:
Arcane Shot save DC
Banishing Shot. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the shot must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
Beguiling Shot. Your enchantment magic causes this shot to temporarily beguile its target. The creature hit by the shot takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
Bursting Shot. You imbue your shot with force energy drawn from the school of evocation. The shot detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
Enfeebling Shot. You weave necromantic magic into your shot. The creature hit by the shot takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
Grasping Shot. When this shot strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
Piercing Shot. You use transmutation magic to give your shot an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the shot fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The shot passes harmlessly through objects, ignoring cover. 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 shot, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
Seeking Shot. Using divination magic, you grant your shot the ability to seek out your target, allowing the shot to curve and twist its path in search of its prey. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the shot, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don't learn its location.
Shadow Shot. You weave illusion magic into your shot, causing it to occlude your foe’s vision with shadows. The creature hit by the shot takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
Cavalier
Charging into battle on the back of a trained and trusted mount, the cavalier is a formidable foe. They are renowned for their ferocity both in and out of the saddle and make up powerful portions of armies across Acarro.
Specialist Level | Feature |
---|---|
3rd | Born to the Saddle, Joust, Cavalier Maneuvers |
7th | Warding Strategy |
11th | Hold the Line |
15th | Ferocious Charger |
20th | Valiant Champion |
Cavalier Maneuvers
Specialist Level | Maneuver |
---|---|
3rd | Goad |
7th | Invincible Explorer |
12th | Entrench |
Born to the Saddle
Beginning at 3rd level, your talent as a rider manifests in the following ways. You gain proficiency in one of the following skills of your choice: Animal Handling, History, Performance, or Persuasion. You also gain proficiency in Vehicles (Land) if you do not have it already.
Additionally, you have advantage on saving throws made to avoid falling off your mount or vehicle. If you fall off your mount or vehicle and descend no more than 10 feet, you can land on your feet if you're not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Joust
Also at 3rd level, while you are mounted and move at least 10 feet in a straight line then make a melee weapon attack, that attack scores a critical hit on a roll of 19 or 20.
You do not need to be on a mount or move at least 10 feet to gain this benefit against your Ranger's Quarry.
Warding Strategy
At 7th level, you learn to bolster your mount with the same maneuvers you use to defend yourself. When you give yourself temporary hit points through a tactical maneuver, you can give a creature within 5 feet of you the same amount of temporary hit points. Also when you increase your AC through a tactical maneuver, your mount gains the same increase for the same duration.
Hold the Line
At 11th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced by 15 feet until the end of the current turn.
Ferocious Charger
Starting at 15th level, your prestige in mounted combat extends. Your joust feature expands to score a critical hit on a roll of 18-20. Additionally, anytime you score a critical hit on a creature while you are mounted or on a vehicle, you knock the creature prone.
Valiant Champion
Starting at 20th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.
Corsair
FLAVOR_TEXT
Specialist Level | Feature |
---|---|
3rd | Ante and Payout, Corsair Maneuvers |
7th | Silvered Tongue |
11th | Evasive Action |
15th | Mind over Matter |
20th | Torrential Luck |
Corsair Maneuvers
Specialist Level | Maneuver |
---|---|
3rd | Evasive Footwork |
7th | Cork It |
12th | Eye of the Storm |
Ante and Payout
Starting at 3rd level, you place your trust in the randomness of the planes. Once per turn, when you make an attack roll, ability check, or saving throw, you can choose to roll one of your Tactical Dice and subtract it from your roll. If you still succeed the check, one of your remaining Tactical Dice increases by one size until you use it or you complete a short or long rest. You can only have one of these increased dice at a time. If you gain another while you still have one, the first returns to normal.
Silvered Tongue
At 7th level, you adapt your speech to echo those you hear. When you spend at least 1 minute listening to a creature you have marked as your Ranger's Quarry speak, for the next 8 hours you can attempt to mimic the sound of their voice, adding a Tactical Die to any Charisma check you make while impersonating their voice. If you are repeating something you heard the creature say verbatim, you can gain advantage on the roll instead. You can still use this feature even if you do not understand the language you are mimicing.
Evasive Action
At 11th level, your reflexes heighten to avoid dangerous effects. When you are forced to make a saving throw to only take half damage, you can use your reaction to expend a Tactical Die to only take half damage on a failed save and no damage on a successful save. You can use this reaction before or after the roll is made.
Mind over Matter
When you reach 15th level, your reflexes attune to protect your mind from onslaught. When you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to gain proficiency in the triggering saving throw before the roll is made. You retain this proficiency and cannot use this ability again until you complete a long rest.
Torrential Luck
Finally at 20th level, you become the embodiment of boldness. Every time you succeed on an attack roll, ability check, or saving throw (at the DM's discretion), you gain a cumulative +1 bonus to all rolls you make. If at any point you fail a roll, this bonus resets to 0 and you have disadvantage on all rolls for 1 minute.
Dragoon
While not a native talent to mainland Solicia, the skills of dragon knights are renowned across Acarro. Many cultures claim the dragoon as their own creation. From the frozen north ranges of Yichos to the towering jungles of Teigea and even Solicia's own cavernous Isle of Drakes. Their abilities are sources of fear for foes of dragonkind with most claiming to have either been taught by a dragon or by a master that trained under a mighty dragon.
However, there exists a faction made up of dragoons that have learned this skill in order to hunt dragons. Turning their own awe inspiring abilities against them.
Whatever your dragoon's source of talent was think about what has brought them to where they are. Perhaps as a trial or mission set upon them by their master.
Specialist Level | Feature |
---|---|
3rd | Dragon's Dive, Sky Spear, Dragoon Maneuvers |
7th | Double Jump |
11th | Highwind Drive |
15th | Impaling Strike |
20th | Draconic Paragon |
Dragoon Maneuvers
Specialist Level | Maneuver |
---|---|
3rd | Lunge |
7th | Drop Attack |
12th | Overwatch |
Dragon's Dive
Beginning when you choose this archetype at 3rd level, you learn to mimic the ferocious flight of a dragon. You can innately cast the jump spell on yourself without requiring any components. The casting time of the spell becomes a bonus action. In addition, you can choose to use your Dexterity ability score when determining your high and long jump distances.
Sky Spear
Additionally at 3rd level, your strikes become more lethal when striking from the air. For every 10 feet you fall before making a melee weapon attack the damage of the attack increases by 1d6 (maximum 3d6). This damage can only apply to one attack per turn. Furthermore for the first 30 feet you fall, you do not take falling damage.
The maximum amount of d6s increases to 5d6 at 11th level, again to 7d6 at 15th level, and 10d6 at 20th level.
Double Jump
Beginning at 7th level, while mid-air during a high or long jump, you can jump again. The second jump is treated as if you moved 10 feet before it.
Highwind Drive
At 11th level, you master the repeated strikes of a dragon. As an action while in the air, you can expend a number of Tactical Dice to attack a creature more times. For every Tactical Die you sacrifice you may make an additional attack against a single creature within your weapon's range. These additional attacks are made at disadvantage. You can use this feature two times and regain all expended uses when you finish a long rest.
Impalement
At 15th level, you fully master the strength of a dragon. You gain a new attack action you can do on your turn called an impaling strike. If the attack hits the target suffers the attack's damage and must succeed on a Strength or Constitution saving throw (your choice) against your Maneuver save DC. On a failure the creature becomes restrained until you make another attack or move, the creature can also use 20 feet of their movement to attempt to make the same saving throw again during their turn. If you make an impaling strike while mid-air the target has disadvantage on the first saving throw against this feature.
Draconic Paragon
Once you reach 20th level, you have fully embodied the ferocity and might of a dragon. As a bonus action you can enter a draconic form, giving yourself a flying speed equal to your walking speed for 10 minutes. While you are in your draconic form you gain resistance to damage from attacks originating beneath you and have resistance to falling damage.
Echo Knight
FLAVOR_TEXT
Specialist Level | Feature |
---|---|
3rd | Manifest Echo, Echo Maneuvers |
7th | Echo Avatar |
11th | Shadow Martyr |
15th | Reclaim Potential |
20th | Legion of One |
Echo Maneuvers
Specialist Level | Maneuver |
---|---|
3rd | Bait and Switch |
7th | Strike First |
12th | Entrench |
Manifest Echo
At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, faintly colored image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
Unleash Incarnation
At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Echo Avatar
Starting at 7th level, you can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Shadow Martyr
Starting at 11th level, you can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.
Once you use this feature, you can't use it again until you finish a short or long rest unless you expend a Tactical Die.
Reclaim Potential
By 15th level, you've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Legion of One
At 20th level, you can use a bonus action to create two echos with your Manifest Echo feature, and these echoes can co-exist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.
In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.
Guerrilla
The guerrilla is typically not an officially trained soldier, rather a self taught partisan taking up arms against a greater foe. Who is this foe for your guerrilla? Is it an encroaching army, an overbearing mentor, or a force of nature? The ties that bind these soldiers to their cause are constantly on their mind, yet they know they cannot handle these threats alone. So they take what they've learned and teach comrades how to take defensive matters into their own hands. Two heads are better than one, after all.
Specialist Level | Feature |
---|---|
3rd | Mobilization, Guerrilla Maneuvers |
7th | Defensive Tactics |
11th | Lessons of War |
15th | Improved Mobilization |
20th | Hero |
Guerrilla Maneuvers
Specialist Level | Maneuver |
---|---|
3rd | Rally, Bolstered Wit |
7th | Distraction |
12th | Phalanx |
Mobilization
At 3rd level, you widen the focus of your maneuvers. When you use a maneuver that targets only one friendly creature you can apply the effects of that maneuver to another friendly creature that also meets the prerequisites of the maneuver.
Once you reach 15th level, you can apply the effects of that maneuver to an amount of creatures equal to your Intelligence, Wisdom, or Charisma modifier (your choice).
Defensive Tactics
At 7th level, your presence gives off an air of protection. All friendly creatures within 10 feet of you gain the following features:
- Their AC increases by 1
- They can use an action to give themself temporary hit points equal to a roll of your Tactical Die if they don't already have temporary hit points
- At the start of their turns they can attempt a saving throw to end an effect on themself that would normally be made at the end of their turn.
Lessons of War
Starting at 11th level, when you complete a long rest you can teach a creature a maneuver you know. The creature can use one maneuver that you know once and loses the ability to do so after using the maneuver or when they complete a long rest. If the maneuver requires a Tactical Die, the creature uses a d6, and if a saving throw is required the creature uses your maneuver save DC reduced by 1d6.
Hero
At 20th level, you become a beacon of valiance to your allies. When another friendly creature within 60 feet of you fails a saving throw, you can expend a use of your indomitable feature to turn the failure into a success. After using this feature, you do not regain that use of your indomitable feature until 10 days have passed.
Horizon Walker
Toeing the boundary between the material plane and the unknown realms beyond, horizon walkers are an ancient and almost extinct conclave of specialists. The demand for planar defenses has dwindled to much smaller tasks since the formation of the Divine Barrier, however groups of these fanatical warriors still hone their skills. Should the need for them ever arise.
Specialist Level | Feature |
---|---|
3rd | Planar Warrior, Walker Maneuvers |
7th | Strategic Spellcraft |
11th | Distant Strike |
15th | Spectral Defense |
20th | Planar Zenith |
Walker Maneuvers
Specialist Level | Maneuver |
---|---|
3rd | Tactical Assessment |
7th | Avenging Stance |
12th | Feral Sense |
Planar Warrior
At 3rd level, you draw on the energy of the multiverse to grant you the following esoteric abilities:
Detect Portal
As an action, you can detect the distance and direction of the closest planar portal within 1 mile of you.
Ethereal Cloak
You learn to slip into the ethereal plane to shirk off harsh blows. As a bonus action you can expend a spell slot to enshroud yourself, until the end of your current turn you gain a +1 bonus to your armor class and all Strength, Dexterity, and Constitution saving throws you make.
Phase Magic
You harness the planar energies into the form of spellcasting to bolster your abilities.
Spell Slots
The Horizon Walker Spellcasting table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Entangle and have a 1st-level and a 2nd-level spell slot available, you can cast Entangle using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level ranger spells of your choice, two of which you must choose from the conjuration and transmutation spells on the ranger spell list.
The Spells Known column of the Horizon Walker Spellcasting table shows when you learn more ranger spells of 1st level or higher. Each of these spells must be a conjuration and transmutation 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 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the ranger spells you know with another spell of your choice from the ranger spell list. The new spell must be of a level for which you have spell slots, and it must be an conjuration and transmutation 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 ranger spells, since you gain your spells from your awareness of the planes. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
Spell save DC
Spell attack modifier
Strategic Spellcraft
Starting at 7th level, you discover ways to transfer your tactical abilities into magic. As a bonus action, you can transform unexpended Tactical Dice into one spell slot. The Tactical Spell Slots table show the cost of creating a spell slot of a given level. Any spell slot you create with this feature vanishes when you finish a long rest.
Spell Slot Level | Tactical Die Cost |
---|---|
1st | 1 |
2nd | 3 |
3rd | 5 |
Horizon Walker Spellcasting
Specialist Level | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|
3rd | 4 | 2 | — | — | — |
4th | 5 | 3 | — | — | — |
5th | 5 | 3 | — | — | — |
6th | 5 | 3 | — | — | — |
7th | 6 | 4 | 2 | — | — |
8th | 7 | 4 | 2 | — | — |
9th | 7 | 4 | 2 | — | — |
10th | 8 | 4 | 3 | — | — |
11th | 9 | 4 | 3 | — | — |
12th | 9 | 4 | 3 | — | — |
13th | 10 | 4 | 3 | 2 | — |
14th | 11 | 4 | 3 | 2 | — |
15th | 11 | 4 | 3 | 2 | — |
16th | 12 | 4 | 3 | 3 | — |
17th | 12 | 4 | 3 | 3 | — |
18th | 12 | 4 | 3 | 3 | — |
19th | 13 | 4 | 3 | 3 | 1 |
20th | 14 | 4 | 3 | 3 | 1 |
Distant Strike
At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack against a third creature as a bonus action.
Spectral Defense
At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to one of that attack's damage types for this turn.
Planar Zenith
Once you reach 20th level, you become a nigh-unstoppable force when opposing extraplanar threats. While there is an aberration, celestial, elemental, fell, fey, or fiend within 30 feet of you, you gain the following benefits:
- You are immune to the charmed and frightened conditions
- You gain 10 temporary hit points the first time you deal damage to a creature of any of those types on your turn
Illaqueator
Illaqueators are strategizing fighters that create and deploy custom made traps that they scatter around their foes. When working alone an illaqueator will setup ambushes to wear down their quarry but the deadliest of their ilk are the ones paired with allies. These trap smiths coordinate with their comrades to force opponents into a series of hazards upon hazards, all the while maintaining their position.
Specialist Level | Feature |
---|---|
3rd | Trap Smithing, Nimble Fingers, Illaqueator Maneuvers |
7th | Ranged Deployment |
11th | Enhanced Traps |
15th | Strategic Arsenal |
20th | Master of Traps |
Illaqueator Maneuvers
Specialist Level | Maneuver |
---|---|
3rd | Quick Toss |
7th | Rapid Actions |
12th | Overwatch |
Trap Smithing
When you take this archetype at 3rd level, you have learned to design and manufacture dangerous and deadly traps to litter across the battlefield. These are known as your hunter's traps. You gain proficiency with thieves' tools if you aren't proficient with them already. Over the course of a short rest while you are holding thieves' tools or a set of artisan's tools with which you are proficient, you can create a number of hunter's traps equal to your proficiency bonus. You can maintain a total number of traps equal to the amount of specialist maneuvers you know. If you attempt to create another beyond this limit the first trap becomes nonfunctional.
As an attack action you can arm then deploy one of the traps you have made into an unoccupied space within 15 feet of you. The hunter's traps you can create are detailed at the end of the class description. When you create an enhanced trap that has a Tactical Die prerequisite you must expend a Tactical Die when you deploy the trap, otherwise the trap behaves as if it were not enhanced. If a trap requires a creature to make a saving throw it uses your maneuver save DC. All the traps are small objects with an AC equal to your maneuver save DC and hit points equal to your Specialist level. They have immunity to poison and psychic damage.
Additionally, you can create mechanisms. Mechanisms can be attached to a deployed trap as an attack action or in the same action you deploy the trap. They add or change the effects of attached traps as detailed at the end of this class description with the traps available to you.
Nimble Fingers
Also at 3rd level, you have expedited your ability to interface with the mechanisms of traps. You can attempt to arm or disarm a trap as a bonus action, additionally you have advantage on saving throws against the effects of non-magical traps.
Ranged Deployment
At 7th level, you extend the range at which you can set and arm traps. The range that you can deploy your traps increases to 30 feet and, once per turn as a bonus action, you can attach and arm a trap you have created onto a piece of ammunition or weapon with the thrown property that you are holding. The attached trap is deployed in the space where the item stops. If the item hits a creature the trap immediately triggers, centered on the hit creature.
Enhanced Traps
Once you reach 11th level, you further augmented your traps with more complex mechanisms. When you create a hunter's trap, you can create two enhanced traps instead of normal ones. The amount of enhanced traps you can create at once increases to 4 at 15th level and 6 at 20th level.
Strategic Synergy
Starting at 15th level, you adapt your tactics to connect with your traps. When you deploy a trap you can use one of your known tactical maneuvers that applies to weapon attacks, treating the first damage dealt by the trap as if it were a melee weapon attack for the purposes of the maneuver. You expend a Tactical Die as usual and if the maneuver requires concentration, it is treated as if concentration immediately ends.
Master of Traps
At 20th level, you have become an expert in the intricacies and most minute details about traps. You have advantage on saving throws made to avoid the effects of all traps while you aren't incapacitated. Additionally, you can use an action on your turn to expend a Tactical Die to immediately create and arm a trap on the fly. The trap does not count against the amount of traps you can create and ceases to function after 1 minute or if it is triggered.
Hunter's Traps
Bolas
This trap does not trigger, but instead acts like a weapon with which you are proficient and has the following properties.
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Bolas | — | — | 2 lb. | Thrown 20/60 |
On a hit if the target is large, medium, or small and uses its legs to stay standing up, it is knocked prone. The target can expend 15 feet of its movement to make an Intelligence (Sleight of Hand) check to untie the bolas and stand up.
Enhanced: The target must expend 30 feet of its movement to attempt the Intelligence (Sleight of Hand) check made to untie the Bolas.
Delayed Trigger
This mechanism can be added onto a deployed trap as part of an action or bonus action used to arm the trap. When you attach this mechanism, you choose a specific amount of creatures needed to meet the trigger prerequisite in order for the trap to activate.
Fire Cracker
This trap triggers at the start of your next turn. Each creature within 10 feet of the trap must succeed a Constitution saving throw or become blinded until the start of their next turn.
Enhanced: Creatures that fail the saving throw become blinded and deafened until the end of their next turn.
Fuse
This mechanism can be added onto a deployed trap as part of an action or bonus action used to arm the trap. When you attach this mechanism you choose an amount of time up to a maximum of 10 minutes. The attached trap triggers immediately when the time runs out instead of from its usual trigger.
Enhanced: The maximum amount of time that you can choose for this mechanism increases to 24 hours.
Hunter's Caltrops
If a creature enters a space with caltrops in it, they must succeed a Dexterity saving throw or take 1d4 piercing damage and have their speed reduced by 10 feet. A creature with a passive perception above your maneuver save DC is aware of the caltrops if it can see and is within 10 feet of the trap. A creature aware of the caltrops can treat the area as difficult terrain to gain advantage on the Dexterity saving throw.
Enhanced: The damage dealt by this trap increases to 3d4 and their movement is reduced by 20 feet.
Make your own!
The traps in this section are standard traps learned by most illaqueators however, your character could and should have additional custom made traps created by you. Work with your DM to determine the effects and balancing of said traps.
Mine
This trap triggers when a creature starts its turn within the mine's area of effect. When you create this trap, choose one of the following effects for it to have:
Damage | Maximum Damage Rolled |
---|---|
Acid | Nonmagical armor being worn by creatures in the area takes a -1 penalty to AC |
Poison | Creatures in the area become poisoned until the end of their next turn |
Cold | Creatures in the area have their movement reduced by 10 feet until the end of their next turn |
Thunder | Creatures in the area become deafened until the end of their next turn |
Fire | Creatures in the area take an additional 1d6 fire damage at the start of their next turn unless a creature within 5 feet of them uses an action to extinguish the flames |
Lightning | Creatures in the area immediately drop anything they are carrying |
All creatures within a 5-foot radius sphere centered on the mine when it is triggered must make a Dexterity saving throw as the mine explodes, taking 2d6 damage of the associated damage type on a failed save. If a 6 is rolled on either of the d6s, the trap has an additional effect detailed in the table.
Enhanced: The damage of this trap increases to 3d6 and the radius of the explosion increases to 10 feet.
Pit Fall
This trap triggers when a medium or smaller non flying creature enters the space of this trap. The triggering creature must succeed a Strength saving throw or become captured. While captured, the creature's speed is reduced to 0 and they must use an action to escape the trap.
Enhanced: The trap expands to allow creatures of large size or two creatures of medium or smaller size to fall within.
Remote Trigger
Enhanced: This mechanism can be connected to a deployed trap as part of an action or bonus action used to arm the trap. When you do so you can choose whether the trap still uses its normal trigger. While a creature is holding this mechanism, they can use an action to make an Intelligence check against your maneuver save DC to activate the deployed trap. Creatures of your choice automatically succeed the check.
Springboard
This trap triggers when a creature of large size or smaller enters the space of this trap. The triggering creature must succeed a Dexterity saving throw or be hurled up to 15 feet in a direction of your choice when you deploy this trap.
Enhanced: The distance a creature is hurled increases to 30 feet. If a creature would take fall damage as a result of this trap, they become vulnerable to that damage if they are not resistant or immune to it.
Mystic Knight
The mystic knights of Acarro are specialists who combine their mastery of physical combat with the skill of spellcraft. Taking these usually separated arts find splendid synergy when wielded by the most talented of knights. These teachings have been a part of Solicia's history since its inception. It is said that the first king of Solicia, Alfhruger Transan'Doral, was the founder of the Frontier Knight foci.
Specialist Level | Feature |
---|---|
3rd | Spellcasting, Magical Foci, Knight Maneuvers |
7th | Strategic Spellcraft |
11th | Second Foci |
15th | Arcane Charge |
20th | Incarnation |
Knight Maneuvers
Specialist Level | Maneuver |
---|---|
3rd | Second Wind |
7th | Mage's Might |
12th | Arcane Deflection |
Magical Foci
Beginning when you take this subclass at 3rd level, choose one of the following focuses that you direct your magical path toward. Arcane, Eldritch, Frontier, Runic. Your choice determines what spellcasting list this subclass uses.
Once you reach 11th level, you can choose a second magical foci, gaining all the features of both foci.
Arcane
Your spellcasting feature uses the Wizard spell list and either your Intelligence or Wisdom. Additionally you gain the following feature:
Arc Beam. You direct your magic into weaponry. As a bonus action you can expend a spell slot, imbuing it into a creature summoned by you or a weapon within 5 feet of you. As an action, the creature or whoever wields the weapon, can make a ranged spell attack against a target within 30 feet of them using your spell attack modifier. On a hit, the target suffers an amount of force damage from your Tactical Dice rolled an amount of times equal to the level of the spell slot you expended.
Eldritch
Your spellcasting feature uses the Warlock spell list and either your Intelligence or Charisma. Additionally you gain the following feature:
Esoteric Rite. You are granted a magical augment to bolster your spells. You learn one eldritch invocation available to warlocks.
Frontier
Your spellcasting feature uses the Sorcerer spell list and either your Constitution or Charisma. Additionally you gain the following feature:
Arc Leap. You channel your magic into bursts of speed. As a bonus action you can expend a spell slot to leap forward 15 feet in a straight line. This leap can pass through the space of another creature or object that you can see through but cannot end there. If you leap through another creature's space, that creature must make a Charisma saving throw. On a failure, the creature takes an amount of force damage equal to a roll of one of your Tactical Dice. This movement does not provoke attacks of opportunity.
Runic
Your spellcasting feature uses the Druid spell list and either your Wisdom or Charisma. Additionally you gain the following feature:
Weapon Bond. You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Spellcasting
Depending on your chosen magical foci, you derive your magical capabilities from various sources.
Cantrips
You learn two cantrips of your choice from your chosen spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots
The Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell 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
When you gain this feature, choose one of the schools of magic to focus your spellcasting within.
You know three 1st-level spells of your choice, two of which you must choose from your focused school on your chosen spell list.
The Spells Known column of the Knight Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be from your focused school, 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 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your chosen spell list. The new spell must be of a level for which you have spell slots, and it must be from your focused school, unless you're replacing a spell you gained at 3rd, 8th, 14th, or 20th level.
Spellcasting Ability
Your spellcasting ability for your chosen spell list is determined by your chosen magical foci. You use your chosen whenever a spell refers to your spellcasting ability. In addition, you use your chosen modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Once you reach 11th level and choose a second magical foci, you can choose one modifier to use for your spellcasting. When you complete a long rest, you can change this modifier to use another one you have access to.
Spell save DC
Spell attack modifier
Knight Spellcasting
Specialist Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 4 | 2 | — | — | — |
4th | 2 | 5 | 3 | — | — | — |
5th | 2 | 5 | 3 | — | — | — |
6th | 2 | 5 | 3 | — | — | — |
7th | 2 | 6 | 4 | 2 | — | — |
8th | 2 | 7 | 4 | 2 | — | — |
9th | 2 | 7 | 4 | 2 | — | — |
10th | 3 | 8 | 4 | 3 | — | — |
11th | 3 | 9 | 4 | 3 | — | — |
12th | 3 | 9 | 4 | 3 | — | — |
13th | 3 | 10 | 4 | 3 | 2 | — |
14th | 3 | 11 | 4 | 3 | 2 | — |
15th | 3 | 11 | 4 | 3 | 2 | — |
16th | 3 | 12 | 4 | 3 | 3 | — |
17th | 3 | 12 | 4 | 3 | 3 | — |
18th | 3 | 12 | 4 | 3 | 3 | — |
19th | 3 | 13 | 4 | 3 | 3 | 1 |
20th | 3 | 14 | 4 | 3 | 3 | 1 |
FUNNY_AND_DESCRIPTIVE_TEXT
- BEACON_NAME
Strategic Spellcraft
Starting at 7th level, you discover ways to transfer your tactical abilities into magic. As a bonus action, you can transform unexpended Tactical Dice into one spell slot. The Tactical Spell Slots table show the cost of creating a spell slot of a given level. Any spell slot you create with this feature vanishes when you finish a long rest.
Spell Slot Level | Tactical Die Cost |
---|---|
1st | 1 |
2nd | 3 |
3rd | 5 |
4th | 7 |
Occult Empowerment
At 15th level, you bolster your abilities connected to your spellcasting. When you complete a long rest, you gain proficiency in a saving throw associated with your spellcasting ability if you do not have it already and add a d4 to any ability check made using the same ability.
Incarnation
Once you reach 20th level, your coalesced magical might imbues your form. You gain two of the following features depending on what two Magical Foci you chose.
Arcane: War Magic
When you use your action to cast a spell, you can make one weapon attack as part of the same action.
Eldritch: Esoteric Touch
You ignore all class, race, and level requirements on the use of magic items. You can also attune to an additional item.
Frontier: Mystic Aegis
When you cast a spell, you gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.
Runic: Ancient Mind
While you are concentrating on a spell or maneuver, you can cast another spell or maneuver that requires concentration without losing concentration on the first. You can maintain this dual concentration for up to 1 minute no matter the duration of either spell, but at the start of each of your turns you must make a concentration check with the DC equaling 10 plus both the spell's levels or your spell save DC, whichever is higher.
Samurai
Said to be the purest of fighting arts, the way of the samurai is one of virtue and discipline.
Specialist Level | Feature |
---|---|
3rd | Fighting Spirit, Samurai Maneuvers |
7th | Elegant Courtier |
11th | Relentless Talent |
15th | Rapid Strikes |
20th | Strength Before Death |
Samurai Maneuvers
Specialist Level | Maneuver |
---|---|
3rd | Disarm |
7th | Single Combat |
12th | Eye of the Storm |
Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can expend a Tactical Die to give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check against a creature you have marked as your Ranger's Quarry, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Relentless Talent
At 11th level, you press your superiority when you strike true. When you score a critical hit on an attack, you can use a maneuver you know without expending a Tactical Die to do so. Once you reach 20th level and use this feature, you regain an expended Tactical Die.
Rapid Strikes
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can use this feature only once per turn.
Strength Before Death
Starting at 20th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
Scion
FLAVOR_TEXT
Specialist Level | Feature |
---|---|
3rd | Mythic Arm, Wielding Legend |
7th | One of a Kind |
11th | Unlocked Potential |
15th | Wondrous Wielder |
20th | Mythic Scion |
Scion Maneuvers
Specialist Level | Maneuver |
---|---|
3rd | Precise Attack |
7th | Single Combat |
12th | Shock and Awe |
Mythic Arm
When you choose this archetype at 3rd level, you wield a mythic arm, an extremely powerful weapon brimming with boundless potential for you to unlock. How you acquired this mythic arm is up to you, but it must be a weapon you are proficient with.
When you reach 3rd level, choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. All mythic arm attacks made with the additional action granted by your action surge deal 1d8 of your chosen damage along with your weapon damage.
Wielding Legend
At 3rd level, the powerful magic that makes your weapon a mythic arm protects it from tampering. Your mythic arm cannot rust, be dulled, have its shape altered, or break, and you cannot be disarmed while wielding your mythic arm as long as you're not incapacitated.
Additionally, your mythic arm can absorb the enchantment of another weapon. When you acquire an enchanted weapon, you can take one hour to transfer the enchantment from the enchanted weapon into your mythic arm. For example, if you wield a longsword as your mythic arm and acquire a +1 handaxe that has advantage on all attack rolls against beasts, you can take one hour to transfer that enchantment to your mythic arm, after which it will be a +1 longsword that has advantage on all attack rolls against beasts. If you do not meet the prerequisites to attune to the weapon, you cannot transfer its enchantment into your mythic arm. If the enchantment is unique to the weapon type, it cannot be transferred; for example, an enchantment on a longbow that allows it to shoot fire arrows can be transferred to a crossbow, but not a greataxe. The mythic arm can only contain one enchantment at a time; if you pass a different enchantment from a different weapon onto it, this new enchantment replaces the previous one.
One of a Kind
At 7th level, your knowledge of your mythic arm and its magic nature increases your understanding of other magical items. While your mythic arm is in your possession, you have an additional attunement slot.
Unlocked Potential
At 11th level, the bond between you and your mythic arm allows you to draw even more power from your weapon. The additional damage you deal when making an attack with your mythic arm with the additional action granted by your action surge increases to a d10. At 18th level, it becomes a d12.
Wondrous Wielder
At 15th level, you gain further control of your mythic arm, and you can manipulate the way you wield it in battle to transcend the limits of normal weapons. At the end of a long rest, you can select one of the following weapon properties to apply to your mythic arm: finesse, light, reach, or thrown.
Mythic Scion
At 20th level, your mythic arm has become an extension of yourself, unlocking its full potential. Whenever you make an attack roll after you use your action surge, you treat all rolls of 9 or lower as a 10, and those attack rolls cannot be made at disadvantage.
Slayer
FLAVOR_TEXT
Specialist Level | Feature |
---|---|
3rd | Slayer's Prey, Slayer Maneuvers |
7th | Dread Gambit |
11th | Hunter's Mysticism |
15th | Vanish |
20th | Apex Predator |
Slayer Maneuvers
Specialist Level | Maneuver |
---|---|
3rd | Natural Explorer |
7th | Take Cover |
12th | Shock and Awe |
Slayer's Prey
Beginning at 3rd level, you direct your hunter's instincts to focus on specific types of creatures. Choose one of the following prey features:
Dragon. You have adapted to hunt some of the most ferocious creatures of the world. Your Slayer's Prey is dragons. Once you reach 15th level, you ignore your prey's damage resistances.
Foe. You've studied the minds and behaviors of humanoid shaped creatures of most kinds. Your Slayer's Prey is giants and humanoids. Once you reach 15th level, whenever your prey makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it.
Monster. Your targets are the monsters of the world, natural or otherwise. Your Slayer's Prey is beasts, chimera, plants, and vermin. Once you reach 15th level, when your prey forces you to make a saving throw, you can expend a Tactical Die to add it to the roll.
Befouled. You have dedicated yourself to eliminating utterly unnatural beings. Your Slayer's Prey is aspects, oozes, and undead. Once you reach 15th level, you gain resistance to melee damage dealt by your prey.
When you focus one of your Slayer's Preys with your Ranger's Quarry feature, all mentions of a d6 become a d8. Over the course of a long rest while you have access to information appropriate to another prey, you can change your chosen Slayer's Prey.
Dread Gambit
At 7th level, your tactics when facing your prey improve. When you use your Ranger's Quarry feature on your Slayer's Prey you can expend a Tactical Die to use the same bonus action to take the Dash, Dodge, or Disengage actions.
Additionally, when you roll initiative and your Slayer's Prey is within 60 feet of you, you gain a bonus to initiative rolls equal to your Intelligence or Wisdom modifier (minimum +1).
Slayer's Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack against your Slayer's Prey, you can make another weapon attack as part of the same action.
Vanish
Starting at 15th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
Apex Predator
Once you reach 20th level, you become an unparalleled killer of your chosen prey. You gain a bonus to the damage you deal against your Slayer's Prey equal to your Intelligence or Wisdom modifier (minimum of +1). If you reduce one of your Slayer's Prey to 0 hit points, you regain two Tactical Dice.
Swarmkeeper
FLAVOR_TEXT
Specialist Level | Feature |
---|---|
3rd | Gathered Swarm, Otherworldly Presence, Swarmkeeper Maneuvers |
7th | Writhing Tide |
11th | Mighty Swarm |
15th | Swarming Dispersal |
20th | Grand Hive |
Swarmkeeper Maneuvers
Specialist Level | Maneuver |
---|---|
3rd | Break the Ice |
7th | Invincible Explorer |
12th | Feral Sense |
Gathered Swarm
At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. You determine its appearance and, until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space.
Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
- The attack's target takes 1d6 piercing damage from the swarm.
- The attack's target must succeed on a Strength saving throw against your maneuver save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
- You are moved by the swarm 5 feet horizontally in a direction of your choice.
Otherworldly Presence
Additionally at 3rd level, your swarm augments your demeanor to aid in your charms or otherwise. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).
In addition, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Persuasion.
Writhing Tide
Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wondrous Swarm
At 11th level, your Gathered Swarm grows mightier in the following ways:
- The damage of Gathered Swarm increases to 1d8.
- If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.
- When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.
Swarming Dispersal
When you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can expend a Tactical Die and use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.
Grand Hive
At 20th level, your body becomes the perfect hive for your swarm. Your AC permanently increases by +1 and you can cast the telekinesis spell, requiring no components. Your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one weapon attack as a bonus action.
Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Tactical Die to cast it again.
Maneuvers
Tier One Maneuvers
Ambush
First Tier Maneuver
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one Tactical Die and add the die to the roll, provided you aren't incapacitated.
Bait and Switch
First Tier Maneuver
When you're within 5 feet of a creature on your turn, you can expend one Tactical Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the Tactical Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to their AC equal to the number rolled.
Bestial Companion
First Tier Maneuver
You gain an animal companion that follows and fights alongside you. Choose a beast that is size large or smaller, cannot increase in size, and is CR 1/4 or lower. Add your proficiency bonus to the creature's AC, attack rolls, damage rolls, saving throws and skills it is proficient in. Its hit point maximum changes to equals four times your specialist level.
The beast obeys your commands as best as it can. It does not roll initiative, instead taking its turn simultaneously with you. On your turn you can communicate a command to the beast where to move and to take the disengage or dash action as part of your action. Additionally, on your turn, you can expend a Tactical Die to command the beast to take the Attack or Help action, adding the Tactical Die to the damage roll or the roll the help action applied to. If you do not make a command, the beast takes the Dodge action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself.
Once you reach 7th level, the maximum CR of the beast increases to 1/2. Once you reach 12th level, the maximum CR of the beast increases to 2 and when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. Finally at 17th level, the maximum CR of the beast increases to 6.
Bolstered Wit
First Tier Maneuver
You gain an additional Tactical Die. Each time you gain a feature from your specialist subclass, you can take this maneuver again.
Break the Ice
First Tier Maneuver
When you hit a creature on your turn, you can expend a Tactical Die to force your target to make a Constitution saving throw. On a failure, the target becomes vulnerable if it is not resistant or immune to the next damage dealt by your Tactical Dice before the end of your next turn.
Call to Action
First Tier Maneuver
As a bonus action, you can expend a Tactical Die to mobilize your allies. An amount of creatures within 30 feet of you of your choice equal to your Charisma modifier can immediately use their reaction to stand up if they are prone or move up to half their movement provided their movement is not 0.
Commanding Presence
First Tier Maneuver
When you make a Wisdom (Insight) or a Charisma (Intimidation, Performance, Persuasion) check, you can expend one Tactical Die. Rolling it and adding the total to the ability check.
Disarm
First Tier Maneuver
When you hit a creature with a weapon attack, you can expend a Tactical Die to force it to make a Strength saving throw. On a failure, it takes additional damage equal to your Tactical Die, and it drops an item of your choice it is holding. The item lands at the creature's feet.
Evasive Footwork
First Tier Maneuver
When you move, you can expend one Tactical Die, rolling the die and adding the number to your AC until you stop moving.
Feint
First Tier Maneuver
You can expend one Tactical Die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the Tactical Die to the attack's damage roll.
Goad
First Tier Maneuver
As a bonus action you can expend a Tactical Die to attempt to taunt a creature that can hear or see you. The target must make an Intelligence saving throw, on a failure the target has disadvantage on attacking creatures other than you for 1 minute while you maintain concentration on the goading sounds or gestures.
If a creature other than you deals damage to your goaded target, they can attempt to make the saving throw again. Ending the effect on itself on a success.
Grappling Strike
First Tier Maneuver
Immediately after you hit a creature with a melee attack on your turn, you can expend one Tactical Die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the Tactical Die to your Strength (Athletics) check.
Lunge
First Tier Maneuver
When you make a melee weapon attack on your turn, you can expend one Tactical Die to increase your reach for that attack by 5 feet. If you hit, you add the Tactical Die to the attack's damage roll.
Menacing Command
First Tier Maneuver
When you hit with an attack or succeed a saving throw, you can make a Strength or Charisma (Intimidation) check directed toward a creature that can see you, adding a Tactical Die to the roll. Your target must make a Wisdom saving throw against your check. On a failure, your target becomes frightened until the end of their next turn.
Natural Explorer
First Tier Maneuver
Over the course of 10 minutes, you can expend a Tactical Die as you survey the local area. For the next 4 hours while you are in an area similar to the one you surveyed, whenever you roll a Dexterity (Stealth) check, an Intelligence (Investigation or Nature) check, or a Wisdom (Animal Handling, Perception, or Survival) check you can add a roll of your Tactical Die to the check.
Additionally once you reach 7th level, while you have this maneuver active you and up to three other creatures of your choice are immune to nonmagical difficult terrain in regions similar to the one you surveyed.
Precise Attack
First Tier Maneuver
When you make a weapon attack roll against a creature, you can expend one Tactical Die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack
First Tier Maneuver
When you hit a creature with a weapon attack, you can expend one Tactical Die to attempt to drive the target back. You can add the Tactical Die to the attack's damage roll or the saving throw DC. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 10 feet away from you.
When you reach 7th level in this class the distance you can push your target increases to 20 feet. And again at 12th level, increasing to 30 feet.
Quick Toss
First Tier Maneuver
As a bonus action, you can expend one Tactical Die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the Tactical Die to the weapon's damage roll.
Rally
First Tier Maneuver
On your turn, you can use a bonus action and expend one Tactical Die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the Tactical Die roll plus your Charisma modifier.
Once you reach 7th level, you can choose up to two creatures to receive temporary hit points. This increases again to three creatures once you reach 12th level, and again to four at 17th level.
Release the Beast
First Tier Maneuver
When an allied creature starts their turn within 5 feet of you, you can expend a Tactical Die to give that creature 10 feet of extra movement. The creature adds the Tactical Die to the first damage they deal on this turn.
Reposition
First Tier Maneuver
As part of an action, you can expend a Tactical Die to mobilize an ally. One creature of your choice that can see or hear you can use their reaction to move up to half their speed provided their movement is not 0. This movement does not provoke opportunity attacks.
Once you reach 12th level, your target adds a Tactical Die to the first saving throw they make before the end of their next turn as well.
Riposte
First Tier Maneuver
When a creature targets you with a melee attack, you can roll a Tactical Die and add it to your AC for this attack, possibly causing the attack to miss.
Second Wind
First Tier Maneuver
As a bonus action you can expend one Tactical Die. You regain hit points equal to a roll of the die plus your specialist level.
Sweeping Attack
First Tier Maneuver
When you hit a creature with a melee weapon attack, you can expend one Tactical Die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to a roll of your Tactical Die. The damage is of the same type dealt by the original attack.
Tactical Assessment
First Tier Maneuver
When you make an Intelligence (Investigation, History) check you can expend one Tactical Die, rolling it and adding it to the ability check. You can use this maneuver before or after making the roll, but before any effects of the roll are applied.
Trip Attack
First Tier Maneuver
When you hit a creature with a weapon attack, you can expend one Tactical Die to attempt to knock the target down. You add the Tactical Die to the attack's damage roll or the saving throw DC. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Wake up Call
First Tier Maneuver
You can expend 10 feet of your movement rather than an action to attempt to wake a sleeping creature or trigger a saving throw that normally takes damage to roll.
Tier Two Maneuvers
Avenging Stance
Second Tier Maneuver
As a bonus action you can expend a Tactical Die to enter a stance prepared to exploit your foe's mistakes. For 1 minute, while you maintain concentration, when a creature misses you with an attack, you can immediately make a weapon attack against that creature.
Battle Command
Second Tier Maneuver
When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one Tactical Die. That creature can immediately use its reaction to make one weapon attack, adding the Tactical Die to the attack's damage roll.
Blinding Flurry
Second Tier Maneuver
When you attack a creature with a weapon attack, you can expend a Tactical Die to cause a disrupt your target's vision. Your target must succeed a Constitution saving throw or become blinded until the start of their next turn.
Blockade
Second Tier Maneuver
When you end your turn while you are not incapacitated, you can expend a Tactical Die to halt or slow the movements of your opponents. Creatures of your choice that move within 5 feet of you treat the area as though it were difficult terrain until the start of your next turn.
Cork It
Second Tier Maneuver
When you hit a creature with a melee weapon attack, you can expend a Tactical Die to subdue your target's speech. Your target must succeed a Charisma saving throw or become unable to coherently speak until the end of their next turn, only able to mutter falteringly.
Curve Ball
Second Tier Maneuver
When you make a ranged attack, you can expend a Tactical Die to arc the path the projectile takes. When the projectile reaches the destination of your throw, you can choose for it to move 5 feet left or right. If you are throwing the object to hit a creature, you can add a roll of your Tactical Die to the attack or damage roll.
Cyclone Blade
Second Tier Maneuver
When you take the Attack action on your turn, you can expend a Tactical Die to replace one of your attacks with a wide spinning attack around you. All creatures within the range of a melee weapon you are holding must succeed a Dexterity saving throw, taking damage equal to a roll of your Tactical Die on a failed save. If a creature fails the save by 5 or more, they are knocked prone as well.
Deft Stance
Second Tier Maneuver
As a bonus action you can expend a Tactical Die to enter a stance of spatial awareness. For 1 minute, while you maintain concentration, your movement speed increases by 10 feet and you can add a Tactical Die to any Dexterity (Acrobatics) check you make or a creature within 10 feet of you makes. Additionally, while you are wielding a weapon you can use your reaction to turn a critical hit directed toward you into a normal hit. Doing so however ends this maneuver immediately.
Distraction
Second Tier Maneuver
When you make an attack against a creature you can expend a Tactical Die, forcing your target to make a Wisdom saving throw. On a failure, the target loses a Legendary Action if it has any otherwise it loses its reaction. If the attack hits, you can add the Tactical Die to the damage roll.
Drain Resolve
Second Tier Maneuver
You learn the vicious mockery cantrip. You use your maneuver save DC for the spell. Additionally, you can expend a Tactical Die to cast this spell as a bonus action.
Drop Attack
Second Tier Maneuver
Once per turn, when you make a melee attack against a creature that is standing on a level below you, you can expend a Tactical Die to give yourself advantage on the attack roll.
Hunter's Parry
Second Tier Maneuver
As a reaction to being hit with a weapon attack while you are wielding a ranged weapon, you can expend a Tactical Die to make a ranged attack against your attacker. This attack scores a critical hit on a roll of a 19 or 20. If you hit, you gain resistance to one damage type from the triggering attack until the end of the current turn.
Invincible Explorer
Second Tier Maneuver
As an action you can roll a Tactical Die. You gain an amount of temporary hit points equal to the roll total plus your Constitution, Intelligence, or Wisdom modifier (your choice).
Know your Enemy
Second Tier Maneuver
If you spend at least 1 minute observing or interacting with another creature outside combat, you can expend a Tactical Die to learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels, if any
Lightning Reflexes
Second Tier Maneuver
When you use an action to cast a spell, you can expend a Tactical Die to take the Dash action as a bonus action. Additionally you gain a +1 bonus to your AC until the start of your next turn.
Mage's Might
Second Tier Maneuver
If you are forced to make a Constitution saving throw to maintain concentration on a spell or maneuver. You can expend a Tactical Die, rolling it and adding it to the saving throw. You can choose to use this maneuver before or after you make the roll.
Meteor Stance
Second Tier Maneuver
As an attack action while you are wielding a melee weapon you can expend a Tactical Die to enter a stance prepared for making a devastating strike. For 1 round, while you maintain concentration, you stand with the weapon poised above you preparing to attack. If you maintain concentration until the following round the next attack you make that hits with that melee weapon is automatically considered a critical hit.
At any point while you are concentrating on this maneuver, you can use your reaction to make an attack with the weapon, it is not automatically a critical hit and whether you hit or miss the maneuver ends.
Nimble Landing
Second Tier Maneuver
As long as you are conscious and not incapacitated, you take no falling damage when falling from 30 feet or less.
Parting Shot
Second Tier Maneuver
When you use at least 20 feet of your movement to move away from a creature, you can expend a Tactical Die to turn and make one attack with a ranged weapon you are holding. Add the Tactical Die to the attack roll and on a hit, the target's speed is reduced by 10 feet until the end of their next turn.
Quickling Steps
Second Tier Maneuver
As a bonus action you can expend a Tactical Die to take the Dash action and begin concentrating for up to 1 minute. While you maintain concentration on this maneuver, you are considered to always be under the effect of the Dash action. When you lose concentration, you still retain the effects of the Dash action until the end of the current turn.
Rapid Actions
Second Tier Maneuver
When you use your action to Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object, you can expend a Tactical Die to use one of the other options as a bonus action.
Scholarly Mind
Second Tier Maneuver
When you are forced to make a saving throw against a spell effect, you can expend a Tactical Die. Rolling it and adding it to your saving throw. You can use this maneuver before or after making the saving throw roll, but before any effects of the spell are applied.
Additionally, when you make an Intelligence (Arcana, History, or Religion) check, you can expend a Tactical Die to gain advantage on the check.
Single Combat
Second Tier Maneuver
As a bonus action or a reaction to a creature moving within 30 feet of you, you can expend one Tactical Die to focus on that creature, mentally marking it as your adversary. For 1 minute, while you maintain concentration on your target, you have a bonus to attack rolls against that creature equal to your Tactical Die.
However while you focus on your target, other creatures aside from your target have advantage on attack rolls made against you.
Spirit Guardian
Second Tier Maneuver
You gain the service of a small or tiny intangible spirit. It has an AC equal to your Charisma score and 1 hit point. It can only take the Dash, Dodge, Disengage, and Hide actions as an action or bonus action. It has a walking speed of 10 feet and flying (hover) speed of 60 feet. It acts on its own initiative and is under the DM's control but is otherwise loyal to you.
All allied creatures within 30 feet of the spirit gain a +1 bonus to all saving throws. As a bonus action, you can expend a Tactical Die to cause the spirit to teleport up to 60 feet.
Splintered Shield
Second Tier Maneuver
As a reaction to when you are hit with a critical hit and are wielding a shield, you can sacrifice the shield to turn the critical hit into a normal hit. This maneuver destroys a nonmagical shield and renders an enchanted one unusable until properly repaired.
Strike First
Second Tier Maneuver
When a creature you can see moves into the reach you have with a melee weapon you're wielding, you can use your reaction to expend one Tactical Die and make one attack against the creature using that weapon. If the attack hits, add the Tactical Die to the weapon's damage roll.
Suppressing Fire
Second Tier Maneuver
When a creature within range of a ranged weapon you are holding moves more than 10 feet, you can expend a Tactical Die to use your reaction to make a single ranged attack against that creature.
You add the Tactical Die to the attack's damage on a hit. On a miss, you still roll the Tactical Die and instead subtract it from your target's next attack roll they make this turn.
Take Cover
Second Tier Maneuver
As a reaction when a creature you can see targets you with a ranged attack or forces you to make a Dexterity saving throw, you can expend a Tactical Die to immediately fall prone and gain temporary hit points equal to a roll of your Tactical Die.
Tier Three Maneuvers
Arcane Deflection
Third Tier Maneuver
As a reaction to being targeted with a spell attack, you can expend a Tactical Die. Adding it to your AC for this attack, possibly causing the attack to miss. If the attack misses, you can choose to do one of the following:
- You redirect the magic into the ground which creates an upheaval of energy, throwing you up to 20 feet in a direction of your choice.
- You fling the energy back toward its source, if the caster of the spell is within 30 feet of you you can make a ranged spell attack against them, adding an ability modifier of your choice to the roll. On a hit, your target takes 3d8 force damage.
- You absorb the spell's magic into yourself, if you have any used first level spell slots, one of them is restored.
Archaic Insight
Third Tier Maneuver
You learn the identify and legend lore spells. You can cast each spell without requiring material components. In order to cast legend lore you must see the target of the spell within 30 feet of you, after you cast it in this way, you cannot do so again until you finish a long rest.
Entrench
Third Tier Maneuver
When you move within 5 feet of a willing creature and that creature's movement is not zero, you can expend a Tactical Die and use a bonus action to guide them. Until the end of your current turn, the creature moves with you as if in the same space as you. When you stop moving, the creature moves to the nearest unoccupied space.
Eye of the Storm
Third Tier Maneuver
When you are surrounded by three or more hostile creatures, you do not need to expend a Tactical Die to use tier one and tier two maneuvers. Instead rolling a d6 in their place.
Feral Sense
Third Tier Maneuver
When you attack a creature you cannot see, you can expend a Tactical Die to remove the disadvantage imposed from your inability to see your target. If you hit, you can add the Tactical Die to the attack's damage.
Also when you reach 17th level, you can detect any invisible creature within 30 feet of you, as long as the creature isn't hidden from you and you aren't blinded and deafened.
Great Volley
Third Tier Maneuver
As an action while you are wielding a ranged weapon, you can expend a Tactical Die to fire off a volley of shots in a 10-foot square within the weapon's minimum range. Creatures in that area must make a Dexterity saving throw, on a failure the creature takes the weapon's normal damage with a Tactical Die added. On a successful save, the creature takes half damage. Objects hit by this maneuver take double damage.
Overwatch
Third Tier Maneuver
While you are positioned above an ally and that ally can either hear or see you, that ally can not be surprised except for by things that surprise you as well.
Phalanx
Third Tier Maneuver
You can use an action to expend a Tactical Die and combine the defenses of surrounding creatures. All friendly creatures within 5 feet of you add their AC together and all take the average for their AC. If a creature leaves this area, their AC returns to normal and the AC of the group is recalculated.
Shock and Awe
Third Tier Maneuver
While you are wielding a weapon with which you are proficient, whenever you roll initiative all hostile creatures within 30 feet of you must make a Wisdom saving throw. On a failure they become frightened of you until the end of their next turn.
Sudden Warning
Third Tier Maneuver
As a reaction to a creature hitting an allied creature with an attack, you can expend a Tactical Die to allow that ally to use their reaction to halve the damage dealt against them from the triggering attack.
Tier Four Maneuvers
Blitzkrieg
Fourth Tier Maneuver
When you roll initiative, you can expend an amount of Tactical Dice to begin a violent charge. An amount of creatures of your choice within 100 feet of you equal to the amount of Tactical Dice you chose to expend can immediately take their turn rather than going through the initiative order. After these turns are finished, initiative continues as usual. You cannot use this maneuver if you are surprised.
Finishing Blow
Fourth Tier Maneuver
When you hit a creature with a weapon attack, you can expend a Tactical Die to roll your maximum amount of Tactical Dice. If the creature has fewer hit points remaining than the result of the roll, it is instantly killed.
Hellish Fighter
Fourth Tier Maneuver
You have honed yourself into a monstrous opponent to face in battle. You gain an additional attack as part of your Extra attack feature. Additionally at the start of your turn if you are below half of your total hit points, you don't need to expend a Tactical Die to use tier 1 maneuvers on your current turn.
Scorched Earth
Fourth Tier Maneuver
When you use your full walking movement during your turn, you can use your action to expend a Tactical Die and make one attack against each creature of your choice that you moved past this turn, adding the Tactical Die to each attack or damage roll (you choose for each creature before rolling).
Homebrew Content
The following is some examples of homebrew used in the playtesting of this book as well as other creations that fit in well within the land of Solicia and Acarro as a whole. These are not necessary for the world to be fully fleshed out, they are just fun and interesting ideas that mesh well.
Classes
Maledictor
Within Solicia
The teaching of malediction is overseen by Ascendancy academies built in major cities while being uncommon elsewhere. Those taught in their halls eventually go on to become magisters in the ranks of the magical military of the Transan'Doral Ascendancy. Therefore practitioners of brandshaping are nearly ubiquitous with the magistrate and are commonly assumed to be among their ranks.
Credit to u/Dracovitch
Warden
Within Solicia
The ways of the warden in binding oneself to the raw elemental energies of the world are utilized by the Order of the Twilit Vale. Located in the Dusk Valley, they are a solid oaken fist against the prioritizing of urbanization over incorporating with the natural world. Elsewhere within the most extreme environments of Solicia and Acarro, wardens appear as if from nowhere in the form of tentiae-like elemental beings. Driven to rout some force that opposes either the natural order or the humanoid established and beneficial order.
Credit to Vorpal Dice Press
Equipment
Weapon Properties
Concealed. As long as you are wearing clothes/armor that could hide this weapon you have advantage on Dexterity (sleight of hand) checks made to conceal this weapon.
Dexterous. This weapon only uses dexterity for attack and damage rolls.
Double. When used with two hands, this weapon can function as two for the purposes of two-weapon fighting. The die in the parentheses determines the damage of the second attack made with this weapon.
Drawn. When you draw this weapon, you gain a +1 bonus to the first attack roll and damage roll you make with it. Otherwise, this weapon has a -1 penalty to attack and damage rolls.
Parry. When you take the dodge action and an attack misses you, you can immediately make one attack with this weapon without using your reaction.
Penetrate. This weapon ignores an amount of armored AC equal to the number written. Magical increases to AC are not ignored. This property does not ignore the AC of a creature's unarmored defense.
Returning. Once thrown, this weapon returns to your hand following the arc of an area-of-effect cone.
Strike. This weapon's damage is added to unarmed strikes you make.
Sweep. When you hit a creature with a melee attack and there is another creature within your weapon's melee range and within 5 feet of the creature you just hit, you may immediately make another attack at disadvantage against the second creature (no action required).
Exotic Weapon Properties
Atlatl. This tool doubles all of the ranges at which you can throw assegai, javelins, spears, and other polearms. It also adds penetrate (2) to weapons thrown with it. By itself, it acts as a club.
Bladestaff. This weapon has an additional 5 ft of melee range but attacks made at that range are at disadvantage and it cannot make opportunity attacks from opponents leaving this extra range.
Greatbow. This weapon has disadvantage on attacks against creatures within 20 feet of it.
Hook Sword. This weapon almost always comes in a pair. While you are wielding two hook swords, as part of an attack you make with one of the swords, you can hook the heads together and let go of one of the swords. While attacking this way the weapon's melee range increases to 10 feet and deals 2d6 damage instead of 1d6 damage. Attacks made against creatures within 5 feet of you while the swords are hooked together are at disadvantage. As a bonus action you can unhook the swords, if you have a free hand you catch the second sword.
Simple Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Assegai | 1 gp | 1d6 piercing | 2 lb. | Finesse, thrown (30/30) |
Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light |
Dagger | 2 gp | 1d4 piercing | 1 lb. | Concealed, finesse, light, thrown (range 20/60) |
Gauntlet | 8 sp | +2 bludgeoning | 1 lb. | Strike |
Gauntlet (spiked) | 8 sp | +1 piercing | 2 lb. | Penetrate (1), strike |
Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed |
Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) |
Javelin | 5 sp | 1d6 piercing | 2 lb. | Penetrate (1), thrown (range 30/120) |
Light Hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) |
Mace | 5 sp | 1d6 bludgeoning | 4 lb. | ─ |
Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Double (d6), versatile (1d6) |
Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light |
Sickle | 1 gp | 1d4 slashing | 2 lb. | Light, sweep |
Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |
Simple Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (bolt, range 80/320), loading, two-handed |
Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) |
Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (arrow, range 80/320), two-handed |
Sling | 1 sp | 1d4 bludgeoning | ─ | Ammunition (tiny object, range 30/120) |
Martial Melee Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) |
Falchion/Broadsword | 12 gp | 1d8 slashing | 4 lb. | Sweep |
Flail | 10 gp | 1d8 bludgeoning | 2 lb. | ─ |
Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach/parry, two-handed |
Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed |
Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, sweep, two-handed |
Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach/sweep, two-handed |
Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special |
Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) |
Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed |
Morningstar | 15 gp | 1d8 piercing | 4 lb. | ─ |
Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed |
Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light, sweep |
Trident | 5 gp | 2d4 piercing | 4 lb. | Penetrate (2), thrown (range 20/60), versatile (1d8) |
War Pick | 5 gp | 1d8 piercing | 2 lb. | Penetrate (1) |
Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |
Martial Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Blowgun | 10 gp | 1d8 piercing | 1 lb. | Ammunition (dart, range 25/100), loading |
Crossbow, hand | 75 gp | 1d8 piercing | 3 lb. | Ammunition (bolt, range 30/120), light, loading |
Crossbow, heavy | 50 gp | 1d8 piercing | 18 lb. | Ammunition (bolt, range 100,400), heavy, loading, two-handed |
Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (arrow, range 150,600), heavy, two-handed |
Net | 1 gp | 1d8 piercing | 3 lb. | Special, thrown (5/15) |
Exotic Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Atlatl | 5 sp | ─ | 1 lb. | Special |
Bastard sword | 35 gp | 1d10 slashing | 5 lb. | Heavy*, two-handed |
Bladed fan | 12 gp | 1d4 slashing | 2 lb. | Concealed, drawn, finesse, light, returning, thrown (range 10/20) |
Bladestaff | 40 gp | 2d4 slashing | 8 lb. | Special, two-handed |
Boomerang | 25 gp | 1d6 bludgeoning | 2 lb. | Finesse, light, returning, thrown (range 20/40) |
Claw | 15 gp | +2 slashing | 2 lb. | Strike, sweep |
Double-bladed sword | 55 gp | 1d6 slashing | 7 lb. | Double (d6), finesse, two-handed |
Hook sword | 80 gp | 1d6 slashing | 2 lb. | Finesse, light, special |
Katana | 70 gp | 1d12 slashing | 6 lb. | Dexterous*, drawn, sweep, two-handed |
Rapier | 25 gp | 1d8 piercing | 3 lb. | Dexterous, parry, penetrate (3) |
Ribbon sword | 65 gp | 1d6 slashing | 4 lb. | Concealed, reach, sweep |
War scythe | 30 gp | 1d10 piercing | 10 lb. | Penetrate (2), sweep, two-handed |
Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach |
Exotic Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Crossbow, wrist | 110 gp | 1d6 piercing | 2 lb. | Ammunition (bolt, range 30/60), concealed, light, loading |
Greatbow | 65 gp | 1d12 piercing | 10 lb. | Ammunition (great arrow, range 200/800), heavy, special, two-handed |
Throwing star | 2 gp | 1d4 piercing | 1/2 lb. | Concealed, finesse, light, thrown (range 20/45) |
*(If your Strength and Dexterity scores are both higher than 13 you may ignore these properties)
Short Firearms
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Double action revolver | 95 gp | 1d6 piercing | 2.5 lb. | Ammunition (low caliber, range 120/250), reload (6), fast fire, misfire (3) |
Duelist's revolver | 155 gp | 2d4 piercing | 2 lb. | Ammunition (low caliber, range 80/180), reload(4), misfire (2), parry, quickdraw, special |
Machine pistol | 210 gp | 1d6 piercing | 3 lb. | Ammunition (low caliber, range 180/300, reload(10), fast fire, misfire (1) |
Sawed-off shotgun | 130 gp | 2d4 piercing | 5 lb. | Ammunition (shell, range 40/80), reload (2), misfire (6), unwieldy |
Service revolver | 235 gp | 1d10 piercing | 4 lb. | Ammunition (low caliber, range 200/360), reload (6), heavy, hammer, long reload, misfire (2) |
Single action revolver | 60 gp | 1d6 piercing | 3 lb. | Ammunition (low caliber, range 160/300), reload (6), hammer, light, misfire (2) |
Volcanic pistol | 140 gp | 1d6 fire | 2.5 lb. | Ammunition (modified low caliber, range 150/210), reload (8), long reload, misfire (3) |
Long Firearms
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Bolt action rifle | 165 gp | 1d10 piercing | 8 lb. | Ammunition (high caliber, range 300/300), reload (5), loading, misfire (2), two-handed |
Boltblaster | 170 gp | 1d8 piercing | 10 lb. | Ammunition (bolt, range 200/400), reload (1), long reload, misfire (1), two-handed |
Express repeater | 180 gp | 1d8 piercing | 8 lb. | Ammunition (low caliber, range 200/250), reload (9), fast fire, misfire (2) |
Hammer shotgun | 210 gp | 2d6 bludgeoning | 9 lb. | Ammunition (shell, range 60/120), reload (4), misfire (4), two-handed, unwieldy |
Longshot repeater | 200 gp | 1d10 piercing | 10 lb. | Ammunition (low caliber, range 300/400), reload (7), misfire (4), two-handed |
Scattershot shotgun | 250 gp | 3d4 piercing | 10 lb. | Ammunition (two shells, range 30/90), reload (2), misfire (6), heavy, two-handed, unwieldy |
Fast Fire. When you make an attack with this weapon using your action, you can use your bonus action to make an additional attack with this weapon.
Hammer. On your turn you can use an action to fan the hammer of your revolver and fire every remaining shot in this weapon at disadvantage at up to 3 different targets.
Long Reload. This weapon takes an action to reload.
Misfire. A firearm's misfire score indicates a chance for the weapon to malfunction and require repairs. If the attack roll with a firearm before adding any modifiers is lower than the weapon's misfire score, the attack immediately fails and you must roll one of the weapon's damage dice. On a roll of 5 or higher, the weapon is unusable until it is repaired with time and materials. Otherwise, the weapon only requires an action to get back into working order.
Quickdraw. This weapon can be drawn as a free action once per turn.
Reload. After the weapon is used an amount of times equal to its reload score, the weapon cannot be used again until it is reloaded. As an attack action, you can reload this weapon.
Unwieldy. This firearm's attacks are so chaotic and sudden that it uses your Strength rather than Dexterity for attack and damage rolls.
Duelist's Revolver. When you engage in a duel with this weapon you add your attack bonus to each preparatory roll.
Manufacturing Quality
Depending on what genre and time period your campaign is set in, the quality of these firearms may vary, or not exist at all. If you want to make firearm creation seem like an established and developed part of your campaign you can ignore the misfire properties of them.
Armor
Light Armor
Armor | Cost | Armor Class (AC) | Properties | Strength | Stealth | Weight |
---|---|---|---|---|---|---|
Padded | 5 gp | 11 + Dex modifier | Quilted | ─ | -2 | 8 lb. |
Leather | 10 gp | 11 + Dex modifier | ─ | ─ | ─ | 10 lb. |
Fitted Leather | 55 gp | 12 + Dex modifier | ─ | ─ | ─ | 13 lb. |
Medium Armor
Armor | Cost | Armor Class (AC) | Properties | Strength | Stealth | Weight |
---|---|---|---|---|---|---|
Hide | 10 gp | 12 + Dex modifier (max 2) | ─ | ─ | ─ | 12 lb. |
Chain Shirt | 50 gp | 13 + Dex modifier (max 2) | Mesh | ─ | -2 | 20 lb. |
Brigandine | 40 gp | 13 + Dex modifier | Quilted | Str 11 | Disadvantage | 35 lb. |
Scale Mail | 50 gp | 14 + Dex modifier (max 2) | Sheer | Str 11 | -2 | 45 lb. |
Breastplate | 400 gp | 14 + Dex modifier (max 2) | ─ | ─ | ─ | 20 lb. |
Half Plate | 750 gp | 15 + Dex modifier (max 2) | Sheer | Str 13 | Disadvantage | 40 lb. |
Heavy Armor
Armor | Cost | Armor Class (AC) | Properties | Strength | Stealth | Weight |
---|---|---|---|---|---|---|
Ring Mail | 30 gp | 14 | Sheer | Str 11 | -2 | 40 lb. |
Chain Mail | 75 gp | 16 | Mesh | Str 13 | Disadvantage | 55 lb. |
Splint | 200 gp | 17 | Quilted | Str 15 | -2 | 60 lb. |
Plate | 1,500 gp | 18 | Sheer | Str 15 | Disadvantage | 65 lb. |
Shields
Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
---|---|---|---|---|---|
Buckler | 10 gp | +1 | ─ | ─ | 2 lb. |
Targe | 15 gp | +1 | ─ | ─ | 4 lb. |
Heater | 5 gp | +2 | ─ | ─ | 6 lb. |
Kite | 35 gp | Special | Str 13 | ─ | 8 lb. |
Tower | 155 gp | +3 | Str 15 | Disadvantage | 15 lb. |
Mesh. This armor reduces all piercing damage by an amount equal to your proficiency bonus.
Quilted. This armor reduces all bludgeoning damage by an amount equal to your proficiency bonus.
Sheer. This armor reduces all slashing damage by an amount equal to your proficiency bonus.
Buckler. This small shield is designed to be equipped at a moments notice. You may don or doff this shield as part of another action.
Kite Shield. While you are wielding a kite shield and you are not incapacitated, you are considered to always have half cover. If another benefit would give you half cover, you instead gain three-quarters cover from that source.
Feats
Adaptive Stances
Prerequisite: Proficiency with a versatile weapon.
You've learned two stances to use with versatile weapons. You gain the following benefits while you are holding a versatile weapon with which you are proficient.
- While you are wielding a versatile weapon with one hand, your AC is increased by +1.
- While you are wielding a versatile weapon with two hands, damage rolls made with that weapon gain a +2 bonus.
Celestial Touched
Your exposure to the magic of the Upper Planes has changed you, granting you the following benefits:
-
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
-
You learn the warding bond spell and one 1st-level spell of your choice. The 1st-level spell must be from the abjuration or necromancy school of magic. You can cast each of these spells once without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Opportunist
Your years of combat training have given you an edge when it comes to noticing and taking advantage of the gaps in an enemy's defenses.
- When a creature moves more than one space through an area in your reach, or tries to stand up from being prone in a space in your reach, you may use your reaction to make an opportunity attack against that creature.
- If you damage a creature with your reaction, you regain the use of your reaction. You may not make an opportunity attack against the same creature with this reaction.
Tormentor
Prerequisite: Spellcasting or Pact Magic Feature
You have honed your skill with afflicting creatures with saving throws, and as a result you have discovered how to strengthen your spells.
- When you cause a creature to make a saving throw you can use your reaction to roll the proficiency die an additional time and choose either result.
You can use this ability a number of times equal to your proficiency bonus and regain all expended uses when you complete a long rest.
(This feat uses the Proficiency Dice optional rule)
Warfront Bowman
You're trained to combat those who attempt to approach you while you're fighting at range.
- You can wield a ranged weapon in one hand as a melee weapon with which you are proficient. It deals 1d4 damage and, while you hold it, gives you advantage on checks made to shove a creature that is your size or smaller.
- When you make a ranged weapon attack, you can use your bonus action to rapidly shoot the weapon again at disadvantage, ignoring the loading property.
Ancestry Feats
Abyssal Savagery
Prerequisite: Hundur
Some fell influence from the infinite layers of the abyss has tainted your soul. When you reduce a creature to 0 hit points, ou can immediately use your bonus action to move up to half your speed and make one melee weapon attack.
Legacy Feats
Aspect of the Lycan
Prerequisite: Shifter
You have developed a much deeper connection to your lycanthropy. Whether it be innate or pushed on by an exterior force, you have more in common with your wild side. You gain the following features:
- You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't made of silver.
- As an action, you may assume the shape of a beast that fits with the type of shifter that you are. You gain the statistics of a beast with CR no higher than 1 but retain your Intelligence, Wisdom, and Charisma modifiers. You can remain in this form until you end it as an action. It ends early if you are reduced to 0 hit points, at which point you return to normal at 0 hit points.
Divine Radiance
Prerequisite: Aasimar
- You gain resistance to radiant and necrotic damage.
Elemental Attunement
Prerequisite: Tentiae
Your elemental connection has strengthened, granting you the following benefits determined by what element you hail from:
- Air. You gain resistance to lightning damage and gain a flying speed equal to your walking speed. If you are midair at the end of your turn, you fall.
- Earth. You gain resistance to thunder damage and can innately cast the pass without trace spell, requiring no material components. You can cast this spell with this feature an amount of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
- Fire. You gain resistance to fire damage and gain advantage on initiative checks.
- Water. You gain resistance to acid and cold damage. Additionally you know the shape water cantrip.
Constitution is your spellcasting ability for spells granted by this feature.
Infernal Constitution
Prerequisite: Cambion
- You gain resistance to your choice of cold, fire, necrotic, poison, or psychic damage.
Prerequisite: Hexblood
Undead Fortitude
Prerequisite: Reanimated
- You gain resistance to necrotic damage.
Vampiric Empowerment
Prerequisite: Dhampir
Vampiric Form
Prerequisite: Dhampir
- You gain resistance to necrotic damage.
Additional Components
The following options provide new prerequisites for the casting of some spells. Just like the verbal, somatic, and material components, these are listed in the Components section of the spell's description.
Casters (C). Spells marked with a C are followed by a number in parentheses. This number determined the minimum amount of spellcasters needed to cast the spell at the same time in order for the spell's effects to activate. If this component is not used, the spell only requires one caster.
Enhancement (E). Spells marked with an E are followed by the name of another spell in parentheses. In order to learn a spell marked with an E, the spellcaster must also know the spell in parentheses. That spell is replaced on the spellcaster's list by the marked spell and the marked spell is considered as both spells while only taking up the space of one. The spellcaster can still cast the spell in parenthesis as long as they meet the requirements to do so.
Location (L). Spells marked with an L are followed by a description or specific location in which the spell can be cast. In order for the spell to take effect, a suitable location must be within the casting area.
Some spells already provided in 5th edition could make sense to have these additional components such as teleportation circle possibly using the location component as follows: L (a flat area with at least a 5 foot radius). Usage of these components is determined by your DM.
New Spells
Talk with your DM and players if you'd like to use these new spells in your campaign set in Acarro or elsewhere. They are listed in alphabetical order disregarding if the spell's name has the mage that invented the spell.
Cantrips (0-Level spells)
Mablevi's Soul Sword
conjuration cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: S
- Duration: Instantaneous
- Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
You temper together your magical prowess into the form of a bladed weapon in your hand or at the end of a staff. The blade takes the form of a simple weapon with which you are proficient. It deals 1d6 magical slashing damage on a hit with a melee range of 5 feet, or 10 feet if the blade was summoned at the end of a staff. You can use your spellcasting ability modifier instead of Strength or Dexterity for the attack and damage rolls made with this weapon. As part of the bonus action used to cast this spell you can make one attack with the weapon. When you successfully hit a creature with this spell the blade shatters and the spell ends. Otherwise the blade dissipates at the end of your turn.
At Higher Levels. This spells damage increases by 1d6 when you reach certain levels in this class. 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6).
1st-Level Spells
Flash Freeze
1st-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V
- Duration: 1 minute
- Classes: Bard, Druid, Sorcerer, Warlock, Wizard
You cause the surface of a body of water to immediately freeze into solid ice. You can choose the form the ice takes from the following:
- Line. The water freezes in a line that is 30 feet long and 5 feet wide.
- Cone. The water freezes in a 20 foot cone.
- Area. The water freezes in a 10 foot circle originating from you.
The ice begins to respond to the environment after the duration, depending on the area it can melt or remain.
Tripmotes
1st-level divination
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (handful of pebbles)
- Duration: Concentration, up to 1 hour
- Classes: Druic, Ranger, Sorcerer, Wizard
You spread small stones out in four 5ft cubes within range, the rocks hover half a foot above the ground. If another creature enters the same space as the stones you are immediately aware of that creature and can use your reaction to make the stones in that space attack that creature. The target must succeed on a Dexterity saving throw taking 1d10 bludgeoning damage on a failed save. After you cause a cube to attack the stones in that area fall to the ground.
At Higher Levels. When you cast this spell using a spell slot of 2nd level of higher, the amount of cubes you can create increases by one for each slot level above 1st.
Wailing Harpoon
1st-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Druid, Ranger, Sorcerer
You thrust a harpoon of elemental force out at a creature within range. Make a ranged spell attack, on a hit, the target takes 2d10 piercing damage and is grappled by you for the duration. While you have a creature grappled by this spell, you can use an action on subsequent turns to attempt to fling the creature in a direction of your choice. The target must succeed a Strength saving throw or be thrown up to 20 feet in the chosen direction, the spell then ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each spell slot above 1st, the damage dealt by this spell increases by 1d10.
Wind Chakram
1st-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: S
- Duration: Instantaneous
- Classes: Bard, Druid, Sorcerer
You rotate your hand in a circular motion and cause the air to swirl into an invisible ring shape. Make a ranged spell attack against a target you see within range, on a hit the target takes 1d8 slashing damage and the chakram dissipates.
At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage increases to by 1d8 for each slot level above 1st. Optionally, you can choose to make separate attacks instead of increasing the damage equal to the total number of d8s the spell increases to.
2nd-Level Spells
Binding Seal
2nd-level abjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pane of glass with an arcane symbol carved into it which the spell consumes)
- Duration: 1 minute
- Classes: Artificer, Bard, Wizard
You weave magical symbols of binding into the air as they circle and surround a creature within range. For the duration that creature is restrained or until they use their action to attempt a Strength saving throw. The DC for this spell is equal to 10 + your spell save DC. When a creature attempts the saving throw to escape this spell, the result of their roll reduces the DC by that amount. If the DC reaches 0 or below the spell ends.
If a creature remains restrained for the full duration of the spell they gain a point of exhaustion.
At Higher Levels. When you cast this spell using a slot of 3rd-level or higher, the base DC of the spell increases by 5 for each slot level above 2nd.
Dox's Claw of Chaos
2nd-level conjuration
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S, M (a talon or claw of a monstrosity)
- Duration: Instantaneous
- Classes: Druid, Sorcerer
You summon a magical appendage behind one of your arms. As part of the casting of the spell, make a melee spell attack at a creature within range. On a hit, the target takes 3d8 force damage, and must make a Strength saving throw. On a failure, one of the following effects based off the damage rolled occurs:
3-8. The target falls prone.
9-12. The target takes an additional 2d6 bludgeoning, piercing, or slashing damage (your choice).
13-16. Another creature within range takes 2d8 force damage.
17-20. The target is pushed up to 10 feet away from you in a straight line.
21-24. The target is restrained until the end of your next turn.
25-28. The target makes their next attack at disadvantage.
29+. The target makes the next saving throw from one of your spells at disadvantage.
At Higher Levels. When you cast this spell using a slot of 3rd-level or higher, the damage dealt by the initial attack increases by 1d8 for each slot level above 2nd.
Eleraes' Acceleration
2nd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pouch of sugar)
- Duration: Instantaneous
- Classes: Bard, Ranger, Wizard
You enhance the reaction time of a creature adding 1d6 + your spellcasting ability modifier to their current initiative, possibly changing the order of combat. A creature can only be effected by this spell once until they take a short or long rest.
Hrakkam's Hammer
2nd-level conjuration
- Casting Time: 1 action
- Range: 20 feet
- Components: V, S, M (a broken key or lockpick)
- Duration: 1 minute
- Classes: Artificer, Druid, Wizard
You create a large battering ram in an unoccupied space within range. The ram immediately flies 40 feet in a straight line in a direction of your choice. Each medium or smaller creature in the area must succeed a Strength or Dexterity saving throw, taking 4d8 bludgeoning damage on a failed save and be pushed to the nearest unoccupied space not in the path of the ram. On a successful Dexterity saving throw a creature takes no damage and may choose to move to an unoccupied space within 5 feet of them that's not in the ram's path. If a creature succeeds the Strength saving throw or the ram hits a large or bigger creature, that creature takes 2d8 bludgeoning damage and the spell ends. If the ram strikes an object it instead takes 8d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd while the damage to objects increases by 2d8.
Kaldar's Steel Grip
2nd-level conjuration
- Casting Time: 1 action
- Range: 40 feet
- Components: S, M (a wilted flower)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Cleric, Paladin, Warlock
You manifest magical chains that fly toward a creature within range. The target must make a Strength saving throw or become grappled for the duration. As a bonus action while the creature is grappled you can pull it up to 10 feet directly toward you. While grappled in this way, the creature cannot move further away from you and can use an action on their turn to make the saving throw again to end the effect. The chains form a direct path between you and the grappled creature, if they are severed or obstructed the chains break and the spell ends.
Knifed Ear
2nd-level illusion
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, M (an iron bell)
- Duration: Instantaneous
- Classes: Bard, Ranger, Warlock
A wave of sonic energy echoes out in a 30-foot cone originating from you. Each elf in that area must succeed a Constitution saving throw. On a failure a creature loses the ability to understand all languages and takes 4d6 psychic damage. On a successful save the creature takes half damage and suffers no additional effects.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell also effects creatures that speak elvish.
Trailing Beacon
2nd-level conjuration
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
- Classes: Bard, Paladin, Sorcerer, Warlock
You create a small orb of fire that hovers 5 feet above a creature of your choice's head within range, emitting bright light in a 15 foot radius and dim light in a 15 foot radius. The orb has its own initiative and only moves to remain above the target. It has a movement speed of 20 feet, an AC of 13 and 1 hit point. While the orb is above the target and you make an attack against them you can cause the orb to fly down and attack the same target dealing an additional 3d6 fire damage, the spell then ends.
Weasel Wind
2nd-level transmutation
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S, M (two different feathers)
- Duration: Instantaneous
- Classes: Bard, Druid, Ranger
You send out a torrent of wind and debris in a 30-foot cone originating from you. Each creature in that area, including you, is treated as if it took the disengage action until the end of their next turn.
3rd-Level Spells
Contorsion
3rd-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a rusted plate of iron)
- Duration: Concentration, up to 1 minute
- Classes: Ranger, Warlock, Wizard
You empower a creature's musculature. Choose a creature within range, they must succeed a Constitution saving throw. On a failure their Strength modifier is increased by +2 for the duration. At the start of the afflicted creature's turn it suffers necrotic damage determinded by an amount of d4s equal to the creature's Strength modifier. If at least half of the damage dice roll maximum damage in one roll, the spell ends and the creature becomes stunned until the start of it's next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the increase to the Strength modifier increases by +1 for each spell slot above 3rd (maximum +5).
Dox's Incantation of Predictability
3rd-level transmutation
- Casting Time: 1 hour
- Range: Self
- Components: V, S, M (a crystal worth at least 50 gp)
- Duration: Instantaneous
- Classes: Artificer, Bard, Sorcerer, Wizard
Upon the completion of casting this spell, you gain a feeling of control over the forces of Wild Magic in the form of a control die (1d6). While this spell is active and you roll on the Wild Magic Surge table, you may expend your control die to roll a d6 and add or subtract it from the total. Once the die is expended or you take a long rest the spell ends. A creature can only benefit from this spell once, and regain the ability to have it cast on them when they finish a long rest.
Frieda's Primordialize
3rd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M ()
- Duration: Concentration, up to 10 minutes
- Classes: Bard, Druid, Ranger, Warlock
You target up to two beastfolk within range, they must each make a Charisma saving throw. On a failed save, the target's Intelligence score is reduced to 3 unless it is already lower for the duration. The remove curse spell or a similar effect removes the effect from one target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, for each slot level above 3rd, you can target an additional beastfolk. When you cast this spell using a spell slot of 6th-level or higher you can choose to polymorph a creature that failed its save instead of reducing its Intelligence. The target is transformed into whatever beast they closest resemble and the duration no longer requires concentration. For example an undyne would turn into a fish and a centaur would turn into a horse.
Guardian Pillars
3rd-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a stone chisel)
- Duration: Concentration, up to 10 minutes
- Classes: Artificer, Druid, Sorcerer
You create up to 6 magical obstructions within range. You choose the locations and appearance they take when you cast the spell. They can appear as stone walls rising up from the ground all the way to arcane shields formed out of thin air. Each section can be made opaque or transparent as well when the spell is cast. No matter their outward appearance, each segment is an object and has an AC equal to 5 + your spell attack modifier and an amount of hit points equal to your spellcasting ability score with immunity to poison and psychic damage and resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. The segments are all 10 feet tall and occupy the space they are in, blocking creatures and objects from moving through. When a segment is reduced to 0 hit points it disappears but has no effect on the other segments. If you lose concentration on the spell all the segments disappear immediately.
At Higher Levels. When you cast this spell using spell slot of a 4th level or higher, the amount of segments you create increases by 2 for each slot level above 3rd.
Kaldar's Arcane Bulwark
3rd-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, M (a ruby worth at least 100 gp embedded into a set of metal armor)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Cleric, Maledictor, Paladin
A magical barrier 20 feet wide, 5 feet tall, and one inch thick eminates from you. The barrier moves with you and is centered on you. When you cast this spell and on your turn as part of your movement you can change the direction the barrier faces as well as designate one side of the barrier to provide half cover to creatures within 10 feet of it from attacks originating on the other side of the barrier.
Nedwyn's Masquerade
3rd-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, C (2)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Bard, Ranger, Wizard
You create a veil of invisibility in a 10-foot radius centered on a point you can see within range. Creatures within the spell's area as well as anything they are wearing or carrying become invisible to creatures outside of the spell's area.
At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the spell's radius increases by 5 feet for each slot level above 3rd. Additionally, if you use a spell slot of 6th-level or higher, the spell's effects extend to encompass an entire vehicle or building you can see that is no larger than 50 feet in any dimension. When you target a vehicle, the spell's area moves to remain on the vehicle.
Render into Rock
3rd-level transmutation
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S, M (a petrified dwarven hand)
- Duration: Instantaneous
- Classes: Druid, Ranger, Wizard
You target a dwarf within range, they must make a Constitution saving throw. On a failed save, the target gains 2d10 temporary hit points, replacing any temporary hit points they may have, and is restrained while these temporary hit points remain. Additionally the target cannot gain temporary hit points from another source while they still have temporary hit points from this spell.
Shackles of Nessus
3rd-level conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a broken chain)
- Duration: 1 minute
- Classes: Artificer, Cleric, Paladin, Warlock
You place your hand on a creature. The target must succeed on a Charisma saving throw or become bound to Asmodeus. For the duration, for every 5 feet the afflicted creature moves, it takes 1 force damage at the end of its turn.
At Higher Levels. When you cast this spell using a higher level spell slot, the damage increases by 1 for each level higher than 3rd.
4th-Level Spells
Absorbing Shield
4th-level abjuration
- Casting Time: 1 hour
- Range: Self
- Components: V, S, E (shield)
- Duration: Instantaneous
- Classes: Artificer, Sorcerer, Wizard
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from the magic missile spell.
Enhancement. If the increase to AC causes a spell to miss you that was cast at a lower level than what you cast this spell at, you regain an amount of spell slots whose combined level is equal to or less than the level the triggering spell was cast.
Dox's Arcane Relay
4th-level enchantment
- Casting Time: Special
- Range: 5 feet
- Components: S, M (a tiny or small hollow mithril disc worth at least 300 gp)
- Duration: Instantaneous
- Classes: Artificer, Sorcerer, Wizard
You raise the disc towards a creature under the effects of a spell of 4th level or lower. The target must make a Charisma saving throw, on a failure you pull the spell's effect from them and grant it to another creature within range.
Additionally, this spell can be used to transfer an enchantment from one item to another. When you cast the spell in this way, the casting time and cost of additional materials are determined by the following table:
Rarity | Time | Materials |
---|---|---|
Common | 1 hour | 10 gp |
Uncommon | 2 hours | 50 gp |
Rare | 5 hours | 200 gp |
Very Rare | 8 hours | 1,000 gp |
Legendary | 12 hours | 2,500 gp |
The materials necessary must be the same material as the item the enchantment is transferring onto and are consumed when the spell is completed. When the spell is completed in this way, the magical effect from the first item is moved to another item matching the initial item's criteria within range. The magical effect can only be transferred if the item is common or uncommon. Attempting to transfer an enchantment onto an already magical item causes the spell to fail without consuming the components.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can transfer a magical effect of a less than or equal level to the slot used. If you cast this spell using a spell slot of 5th or 6th level, you may affect a rare item, when using a spell slot of 7th or 8th level, you may affect a very rare item, and when using a spell slot of 9th level, you may affect a legendary item.
Eleraes' Surging Bolt
4th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: S, M (a metal rod worth at least 30 gp)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Paladin, Wizard
You thrust the metal rod used in the casting of this spell into the air and begin charging electrical energy. Starting at 3 bolts, for each bonus action you use to focus on this spell on subsequent turns while you maintain concentration, you add an additional bolt. When you lose concentration on this spell you are struck with lightning that deals 2d8 lightning damage to you and is then sent out in an amount of 20-foot long, 5 feet wide bolts equal to the total number charged originating from you in directions of your choice. Creatures in the area of the bolts must succeed a Dexterity saving throw, taking 1d8 lighting damage per bolt they are struck by and half damage on a successful save. A creature only makes one saving throw if it is in the area of multiple bolts. The amount of bolts increases by 1 if you cast this spell while you are outside and is further increased by 2 if it is also currently stormy weather.
At higher levels. When you cast this spell using a spell slot of 5th or higher level, the amount of starting bolts increases by 1 per level of the spell slot used above 4th level.
Hail of Fire
4th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (8 marbles, which the spell consumes)
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Warlock, Wizard
You throw the marbles into the air as they shatter into floating orbs of fire that move to eight places within range. While the spell is active as a bonus action on your turn, you can choose one of the orbs and cause it to fall. Each creature within 5 feet of where the orb falls must make a Dexterity saving throw, taking 3d6 fire damage on a failed save or half as much on a successful one. The spell ends when the last fireball falls. If you lose concentration on the spell while there are still orbs remaining, they all fall suddenly and deal 2d4 fire damage to any creatures below them.
At Higher Levels. When you cast this spell using spell slot of a 5th level or higher, the amount of orbs increases by 1 for each slot level above 4th as well as the amount of marbles needed in the material cost.
Rend Mind
4th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a torn out page from a book, which the spell consumes)
- Duration: 1 minute
- Classes: Artificer, Cleric, Ranger, Wizard
You manipulate the remains of the page into creating an aura of confusion. For the duration the target's mind is clouded and nonfocused. The target has disadvantage on concentration checks and cannot attempt to begin concentrating on anything. As an action on their turn the target can attempt an Intelligence saving throw. The DC for this spell is equal to 10 + your spell save DC. When a creature attempts the saving throw to escape this spell, the result of their roll reduces the DC by that amount. If the DC reaches 0 or below the spell ends.
If a creature remains affected by the spell for the full duration they gain a point of exhaustion.
At Higher Levels. When you cast this spell using a slot of 5th-level or higher, the base DC of the spell increases by 5 for each slot level above 4th.
5th-Level Spells
Accretion Blade
5th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a jeweled disc made of a precious metal worth at least 450 gp)
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Bard, Wizard
You create a wellspring of graviturgic energy centered on yourself that pulls loose material and items into an orbit around you. The orbit extends out 15 feet from you in a flat disc and moves with you. When you cast this spell you choose the angle and direction of the orbit. When a creature other than you starts its turn within the orbit they must make a Strength saving throw or a Dexterity saving throw (their choice). The DC for the Dexterity saving throw is increased by +2.
On a failed Strength save, the creature takes 5d10 damage of a type corresponding to what a majority of the material in the orbit is and is pushed 10 feet following the orbit. On a successful Strength save, the creature can choose to move along the orbit up to 15 feet if they want and take half damage.
On a failed Dexterity save, the creature takes 8d8 damage of a type corresponding to what a majority of the material in the orbit is. On a successful Dexterity save, the creature instead takes no damage.
At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, both damages increase by an additional die (1d10 & 1d8) for each slot level above 5.
Ultraviolet Barrage
5th-level evocation
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (a magnifying glass worth at least 100 gp)
- Duration: Instantaneous
- Classes: Cleric, Warlock, Wizard
You invoke and magnify sunlight toward a creature within range. The target must succeed a Constitution saving throw, the saving throw is made at disadvantage if the target is not wearing armor or is currently afflicted with a disease. On a failed save the target suffers 6d8 radiant damage and cannot regain more than 10 hit points at a time until they complete a short rest. The spell's damage dice increase to d10s if the target is in sunlight.
At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the damage increases by 2d8 for each slot level above 5th.
6th-Level Spells
Unending Hall
6th-level illusion
- Casting Time: 1 minute (ritual)
- Range: Touch
- Components: V, S, L (a straight corridor at least 10 feet long and no larger than 20 feet on a side)
- Duration: 1 hour (if ritually cast, duration is 24 hours)
- Classes: Wizard
Upon the completion of casting this spell, invisible arcane symbols spread out across the location used in the casting of this spell. You choose one or both sides of the spell's location. From your chosen direction the corridor appears to stretch out infinitely, repeating the same section of corridor connected end to end. When a creature enters the spell's area they become trapped in the illusion. While trapped, a creature's speed becomes 0 but they perceive themself as still moving through the hallway. Trapped creatures can attempt an Intelligence (Investigation) check against your spell save DC, on a successful save the creature sees through the illusion and the effects of this spell end on them.
If this spell is cast in the same place every day for 1 year the duration becomes until dispelled.
7th-Level Spells
Flay
7th-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
- Classes: Druid, Warlock
You rend the flesh from a creature within range. The target must succeed a Strength saving throw, the target has disadvantage on the saving throw if they have less than half of their maximum hit points remaining. On a failed save the target suffers 10d8 slashing damage and has their AC become 10 unless it is already lower. This effect lasts until the target has the spell remove curse or similar magic cast on them, or until they complete a long rest.
At Higher Levels. When you cast this spell using a spell slot of 8th-level or higher, the damage increases by 2d8 for each slot level above 7th.
8th-Level Spells
9th-Level Spells
Sister's Staring Contest
3rd-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
- Classes: Paladin, Warlock
You impose your influence over a spell being concentrated on within range. The caster of the spell must succeed a spellcasting ability check against your spell save DC or they lose the ability to willingly drop concentration on the affected spell. As a bonus action you can force the caster to make a Charisma saving throw. On a failure you may take control of the spell until the end of your current turn.
Mylzerith's Tea Party
4th-level enchantment
- Casting Time: 1 hour
- Range: Self
- Components: V, S, M (an item that has been in the possession of your target)
- Duration: 10 minutes*
- Classes: Cleric, Druid, Warlock
You reach through the ether to commune directly with a creature on the same plane as you. As part of casting this spell you must utter aloud your desired target's true name. When the spell is cast your's and the creature's consciousnesses are transported to a harmless demiplane that can appear in any shape or form of your choice. Neither you nor your target can make attacks or cast spells and any other harmful effects cause by either creature is nullified while this spell is active. The spell can end early if you choose to end it. When the spell ends it seems as though no time passed for all creatures involved.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the amount of creatures you can target increases. For each slot level above 4th you can affect an additional three creatures provided you have the material components for all of your targets.
Additionally, when you cast this spell using a spell slot of 9th level or higher, the duration of the spell becomes indefinite. Only ending when you choose for it to.
Spell_Name
Spell_Type
- Casting Time: Casting_Time
- Range: Range
- Components: VSMCLE
- Duration: Duration
- Classes: Classes
DESCRIPTION
Optional Rules
Typically in Acarro, spellcasting and resting as well as other traditional rules function differently than other settings. The following optional rules provide additional options to use in your campaign set in Acarro or elsewhere.
Advantage Stacking
When a character gains advantage on a roll from more than one source, for each additional advantage above one their total roll gains +2.
Class Ability Critical Hits
Damage dealing class abilities that can be applied after the attack roll is made, such as a paladin's divine smite and a rogue's sneak attack, do not get doubled if the attack rolled is a critical hit.
Click!
When a trap is triggered the DM lets the players know by saying "click" or signifying it in some other way. In response to this, so long as they are able to, the players can decide how their characters react in the immediate situation possibly changing the DC of their roll to save against the trap or nullifying the need for a roll entirely.
Constitution Casting
When a creature uses the innate magic within oneself, such as a creature's innate spellcasting feature or the Sorcerer class, the DM can choose to allow the creature to use Constitution as it's spellcasting ability. Any time the creature's other innate or class abilities apply to their original spellcasting modifier it is instead replaced with Constitution.
Fall Damage
When a creature would suffer fall damage, they can use their reaction to make a Dexterity (Acrobatics) check. On a failed save, the creature takes damage as usual from the fall and lands prone. On a successful save, the creature takes half damage and does not land prone. The DC is determined by the DM before the roll is made and at a certain height there may be no DC determined and the character may just instantly fail.
Flanking
A creature gains a +2 bonus to attack rolls against a creature that has another source of danger to it (such as another enemy, a trap, or a pit) on the exact opposite side of it. This bonus is prevented if the target has a passive Wisdom (Perception) score of 16 or higher, if the creature has blindsight, or if it can reasonably see in multiple directions at once (such as a beholder).
Help Action Revised
In order to take the help action, a creature must describe in what way they choose to assist. Whether it be using their knowledge of a relevant skill or a unique way to use an ability they have. And, when a creature is making a skill check, only creatures that are proficient in that skill can help them.
Keep Death Save Failures
The death save failures a creature gains do not get removed when they regain hit points. Instead they are removed once a creature completes a long rest. Optionally the creature must expend hit dice during the rest to remove each or all failed death saves. (See: Rest Variant, Long).
Language Percentage
Each language that a character knows is tracked on a scale from 1 to 100 percent. Every time that character attempts to translate a language that they know, but that isn't at 100%, they must roll a d100 and roll beneath their current percentage in that language representing their level of knowledge.
The DM determines effects that increase or decrease a character's level of knowledge. Successfully deciphering or communicating in a language can increase one's level of knowledge. While spells like feeblemind can reduce all a character's by half.
Language Points
Instead of a player character learning languages through character creation, they gain Language Points. These points are used in game when a situation arises in which a player is confronted with a language they do not know. The player can take a moment to explain a story in their character's history in which they have had some experience in learning this language and can spend a Language Point to learn how to read and write that language.
Necromantic Healing Spells
In the realm of Acarro the energies of life and death fall in the school of necromancy rather than some healing magics being in the school of evocation.
Quicker Attunement
While holding an item that requires attunement a character can use an action to make an Intelligence saving throw. On a success, the player attunes to the item provided they meet any prerequisites it has and have an available attunement slot. The DC for the saving throw is determined by the item's rarity or by the DM and are as follows:
Item Rarity | Attunement DC |
---|---|
Common | 5 |
Uncommon | 10 |
Rare | 15 |
Very Rare | 20 |
Legendary | 25 |
Artifact | 30 |
On a failed saving throw, the character takes psychic damage equal to an amount of d4s equal to the attunement DC / 5.
Rest Benefits
When a character completes an eight hour rest they gain different benefits depending on the level of comfort they had while resting. If a character rests while wearing metal armor, the benefits are halved and the detriments are doubled.
Lifestyle | Effect |
---|---|
Wretched | Halve total recovered hit points and spell slots, does not remove exhaustion |
Squalid | Halve total recovered hit points and spell slots, removes one point of exhaustion |
Poor | Halve total recovered spell slots, removes one point exhaustion |
Modest | Removes 1d3 points of exhaustion |
Comfortable | Removes 2d2 points of exhaustion, adds +1 to each hit die roll |
Wealthy | Removes 2d4 points of exhaustion, maximizes healing on an amount of hit dice equal to your Constitution modifier |
Aristocratic | Removes all points of exhaustion, maximizes healing on an amount of hit dice equal to double your Constitution modifier |
Rest Variant, Short (Respite)
A character can take at least a half an hour to relax, catch their breath, focus on their magic, or hone their weapons to take a respite. Upon taking the full time without major interruptions, such as a fight or flight, the character can use up to half their total hit dice (rounded up) to recover their hit points. Adding their Constitution modifier to each roll.
An additional half hour is added to this time if there is no suitable accommodations to complete the rest and a further additional 7 hours are added if the character sleeps during the time. The character also regains an amount of hit dice equal to their Constitution modifier plus their Wisdom modifier if they sleep.
Rest Variant, Long (Quarter)
A character can spend time resting and recuperating over a period of 12 to 24 hours within a suitable location as determined by the DM to quarter. Regarding all the prerequisites as a respite, upon the completion of quartering the character regains half of their total hit dice and can spend any number of them to use on the Quarter table.
Quarter
Effect Recovered | Cost |
---|---|
Cure a condition removed by lesser restoration | 1 hit die |
Keep a 24 hour immunity | 1 hit die per additional 4 hours |
Recover hit points | 1 hit die roll + Con modifier |
Recover lowered hit point maximum | 1 hit die roll + Con modifier |
Remove a failed death save | 2 hit dice per save |
Remove a point of exhaustion | 2 hit dice per point |
Slower Unattunement
Going along with the Quicker Attunement rule. This rule makes it so in order for a character to unattune to an item they must do so during a short rest.
Alternatively, a character can choose to sever an attuned item as an action. Taking 1d4 psychic damage if the item is common and an additional 1d4 for each rarity above common.
Team Instinct
Right before initiative is rolled for combat, the players can take a moment to survey the battlefield and plan out their actions while the DM prepares on their end. In the event of a surprise round the players do not get this additional time to prepare.
Chapter 4
Setting the Table
Varied Domains
Within each of the eight provinces of Solicia dwell diverse factions and cultures of varying sizes. This chapter will highlight widespread knowledge about many of the places and peoples you may interact with while adventuring. While reading, consider what connects your character to the region they hail from. Do they fall into stereotypes tacked onto their culture? Or do they embody a whole other slew of traits that may ostracize them from their peers.
In addition to the following pages, listed below are some different time periods of Solicia. Within them attitudes and development change wildly. So take into consideration when your campaign is set while developing your characters.
Forgotten Ages
Records and ruins from the time before the Wars of Reconquest are incredibly rare. Very little of what happened during this time has survived and even less is believed by most. Some think the continent was uninhabited for centuries before and after the formation of the Divine Barrier due to some kind of cataclysm. However that is seemingly contradicted by records from the upcoming wars in which it is said that dwarven, orcish, and human ancestors have lived on the continent for generations.
Wars of Reconquest
The Kingdom of Solice is established in the year 301db, and with it begins the Wars of Reconquest. A series of conflicts all over the continent, at this time known as Prea'Utralu, that lasted for over 150 years. The war was coined by Alfhruger Transan'Doral himself as he announced it to thunderous fervor within the city of Laranlors.
Spearheaded by Alfhruger, the forces of Solice invaded and overtook the city states of Andor'Ikar. Afterward taking over the silver mines within the Rae'del Heights mountain range to create the silver armor of the ubiquitous silverguard. The other major forces across the continent at this time were as follows:
Jabour Emirate
The first major obstacle to the expanding Kingdom of Solice. The Jabour Emirate of Khor Zalat was a dwarven council presiding over the Eroan Steppe. They venerated the dwarven deity Datar and considered the three deserts around the steppe to be their domain. Unlike the other powerful forces at the time, the emirate had no ambitions beyond their deserts but they did not approve of others in their lands. However they did know when and when not to fight. Alfhruger recognized this aw well and did not move into the
deserts until he had taken control over the entire northern peninsula. Once he did, the rightly guided emirs offered parley rather than conflict. As for the south and east, dwarven ambushers made sure that their sands were not defiled by godless foes or worse, foes that held other gods.
Iro'ka Circala
Overseeing the trade and travel across the Shining Bay were five merchant princes known as the Iro'ka Circala. Johannes the Fox, Prince of the Pass, was famous for his fleet established around Sabreslate and the Sword Islands. Galgaarder the Copper, Prince of the Green Teeth, held great influence among his peers with the brass exported from Myelthendaas. Geronimma the Fat, Princess of Steel, used her foreign mercenaries to secure her trade and quiet her foes. Romero the Gray Rose, Prince of Wiles, was said to have a hundred children and in his old age they all worked as spies and saboteurs to protect their father. And Julian the Mountainhand, the Fallen Prince, ruled much like a king from Arizera's Arch and dominated over the south of the bay. These five allied with one another to maintain their rule. But one by one they grew to be dominated by the Kingdom of Solice as it grew both in its economy and miltary.
The City of Baatha
As strong and influential as an entire small nation, the city state of Baatha held behind its walls and high cliffed straight. For decades during the fighting, Baatha remained as an unconquered stronghold. All the while the Golden Cloaks of the city spread across Prea'Utralu, gathering intelligence from all sides. Ultimately the city relied on trade with the surrounding merchant princes and as they fell into line with Solice, Baatha too joined. Even after surviving being besieged for at least a full year they remained in a position to negotiate a level of autonomy which the city still retains.
The Uvarmazin
Hailing from the continent to the west, Ashios, the Uvarmazin were and still are one of many exarch coalitions. An exarch being the Ashios profession of magic wielding executioner. These coalitions spread from the dying Phoenix Empire of their homeland to proselytize their gods of fire and ice. The Uvarmazin however took it further and jumped at the opportunity to claim territory during this time of upheaval. They landed in what is now Qadiya and built great holy sites dedicated to gods unfamiliar to all those on Prea'Utralu. Briefly they allied with the Ignian Army of Iadoron but no camaraderie was amble to be made between the two idealistic states and it quickly fell apart.
Ignian Army
After their own long, long history of warfare, the Ignian Army of Iadoron sought to expand their territory amid the chaos. They used their high cliffed island as a staging ground to invade the mainland and take over settlements along the coast of Andor'Ikar. Ultimately the land was taken back by the Kingdom of Solice. But the strange weapons wielded by the Ignian forces made them formidable foes, despite them always being outnumbered. It is still unknown how the metal barreled weapons functioned completely but the soldiers from Iadoron were quite proficient with them. Even so, when they succumbed to Solice's power the few remaining intact weapons were hidden away and never became part of the silverguard's arsenal.
The Gods' Guard
Founded amid the warfare, the Gods' Guard goal was to oppose the Kingdom of Solice's expansion. As Solice allied and conquered further south, many temples presiding over diocese from the Dusk Valley to the Scarred Reaches banded together a holy army to crusade for their independence. Not every faith provided for the crusade and some sought to undermine or oppose it throughout the war. Even so, the first incursion by the silverguard into the Dusk Valley was successfully repelled. What proved to be the Gods' Guard's ace was the enchanting of an antimagic shield around the city of Delrokh. A second shield was in the beginning stages of being built as the silverguard sailed the Shining Bay with the ships of the merchant princes. With this, the Kingdom of Solice routed the Gods' Guard within a year and its final great foe fell.
Reign of the King
The Wars of Reconquest came to an end in the year 469db. With its end Alfhruger renamed the Kingdom of Solice to the Transan'Doral Ascendancy to secure his lineage's authority and renames the continent to Solicia. It is a time of development across the renamed continent. As Alfruger hosts a royal precession from one province to another.
Arcane magic experiences a renaissance in this era. Development and implementation is sponsored directly by the Ascendancy and many great mages flourish amid the bustle. Additionally travel along the ancient roadways that weave along Solicia's major routes becomes easier as they are refurbished in expectation of Alfhruger's possible arrival. The cleansing of the roads also has another unexpected effect, reactivating the magical properties of them. They are enchanted to increase the speed subtly of those who travel on them, decreasing travel times by almost fifty percent.
Passing of the Crown
Following an apparent illness, Alfhruger Transan'Doral dies in the year 527db. He is succeeded by his only child, his daughter Allenna. She is dubbed Queen of Solicia and the Transan'Doral Ascendancy, Ally to the Dwarflords, Shining Star of Justice, and Paragon of Arcane Faith. Almost immediately, Allenna shifts the focus of the Ascendancy from economic development to social and political reforms. The distinction of each province is increased as Richters are assigned and nobles are appointed by the queen herself to oversee cities.
New settlements of import are founded as well to assure Ascendancy control. One of these being Port Rilkur on Deno Eiskk. With it, the Ascendancy claimed full control over the islands even a decrepit temple devoted to Kallisk. Knowing Kallisk is outlawed and many of orcish descent looked to the god of storms, the Ascendancy promoted its site toward those in a successful effort to urge them to travel from all over Solicia's south to Deno Eiskk. Upon their arrival, they realized they had been deceived. But in all the efforts to return to what was once their home, they were rebuffed on the Ironshore Peninsula by the Ascendancy. Afterward the area to the peninsula's south has been called the Crimson Coast.
Zigarrahk Joins the Ascendancy
Continuing Allenna's expansion of Ascendancy control, the frozen eastern island of Zigarrahk is inducted under the orange eagle banner in the year 603db. This is done so through many, at this point, Ascendancy ambassadors and spies suffusing into the government of the island. This time marks an increase of dragonborn populations on the mainland, both great drakes and scions. It also sees the end of naval skirmishes between the Brass Islands and Zigarrahk.
A Realm Divided
Beginning circa 950db, tensions across Solicia have started to swell. The opinions on the control that the Transan'Doral Ascendancy has over the continent held by some in positions of power has withered. Groups of malcontents band together and plan various methods of enacting change. Coming to a head in the year 998db with the death of the second monarch of Solicia, Allenna Transan'Doral. Many of those groups develop into rebellious forces and seek to establish their own sovereign state apart from Ascendancy rule.
This period sees the reestablishment of the Mythril Chain and its ingratiation into Ascendancy service. And later, its slowly expanding control over the trade of magically enchanted items amid the war to come. Should the opposition to the Ascendancy gain a foothold, they will found the Regency of Arcadia. A theocratic coalition that demands piety toward the gods, while forbidding the outlaw of any worship so long as it remains in the bounds of other laws.
The Fulcrum of History
Beyond the passing of the first millennium after the foundation of the Divine Barrier, the future could change in many drastically different ways. Ahead are a few options that may happen following the end of the war that would later be known as the Schism of Solicia.
An Uneasy Coexistence
The Schism of Solicia concludes around 2 to 4 years after its inception. The Regency of Arcadia has been officially established in the south of the continent abutting the crumbling Transan'Doral Ascendancy. The border sits in the once bountiful fields of grain north of Ditrias, cutting the Dusk Valley in half. For a time, once it opens, crossing the border is done so with the highest scrutiny, but as time marches onward things are expected to become more lax.
Within the Transan'Doral Ascendancy, King Cyraeus has taken a much more visible presence over his remaining population. He hosts tournaments, feasts, and grand competitions for athletes and spellcasters. All of these sudden displays of wealth and power have strained the unprepared and already war-haggered treasuries across the nation. Leading to a stricter level of control as taxes increase under the ordained nobility of the Ascendancy's cities. New inventions from the Platinum Channel get introduced in this time as well. Leading to a boom in industry as arcane and mundane steam engines begin to generate kinetic force used to produce a new resource known as aether. (For more information on the specifics of aether, see the books detailing the setting of the Platinum Channel, Platinum Enchiridion Volume I and II.)
Meanwhile in the burgeoning Regency of Arcadia, the production of aether has been quickly outlawed due to its arcane origin. Some of the regents (or bishops) over the diocese created across the new realm gain their footing as rulers quickly, others fumble under the pressure or are revealed to be abusing their power and are difficultly replaced. Some willingly and some through force. These conflicts slow down the rebuilding necessary, leading to initial unrest. But as new prioritized temples and settlements are built up, public opinion rapidly turns around with the introduction of another scientific development. The usage of a magical application known as runic computation to create mundane mechanisms that are brought to life through imbuing of any kind of magic. Arcadian officials do their utmost to ensure their runic computers weren't fabricated with arcane magic. Some of the newly possible assembled things created in these factories are mass produced clothing, including waterproof variants. As well as a sort of concrete and new ways to preserve perishable materials.
Aether Charged Assegai
Weapon (assegai), uncommon | evocation | inarcane
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Assegai | 40 gp | 1d6 piercing + 2d4 force | 4 lb. | Aether, finesse, thrown (20/20) |
Aether. Attacks made with this weapon against a target wearing metal armor (except orichalcum) are made at advantage. Additionally, the weapon can make one ranged attack using your same modifier. It has a range of 30 feet and deals 2d4 force damage on a hit. After you use either of these features, the aether charge depletes and must be refilled. The weapon can be inserted into an aether powered conduit to either recharge or overload it. Or the aether cartridge can be replaced with another.
Waterproofing
Any piece of armor or clothing can be made waterproof. It costs an additional 10 gp in materials and an additional 15 gp to refit an existing piece to become waterproof.
The World of Tomorrow
At some time in the future as the new technological developments are further and further refined, Acarro is a vastly different place than it was in relative recent history. Possibly around the year 1,200db the Transan'Doral line ends either abruptly or in obscurity. This either causes or is a symptom of the final collapse of the Ascendancy, leading to land grabbing from the Federation of the Arcadian Fatherland and more newly created states. Baatha, if it remains, becomes a city-state. The cordoned off territories of the Wild Lands either spread amidst the chaos or are wiped out with new modern weapons and applications of magic. And once again, the dwarven caliphates reform to sequester their lands and live in isolation.
Powerful nations from across Acarro watched and waited for this moment and begin an onslaught of colonialization. A new War of Reconquest begins with it only ending from effort by the characters or a global catastrophe. As colonies are made and gain footing, the newly discovered natural resources of Fallen Solicia are harvested and pumped into the war effort. Propaganda and spies are rampant throughout the new aether communication networks as well as in everyday streets and alleys.
Argos-2000 Brand Aether Coils
Fusing the concentrated aether within a vessel inscribed by a runewright using runic computation, these cylinders are heavy batteries of magical energy. They power the new vehicles of the modern age and factory-built machinery. Including the iceboxes, lights, and arcane telegraphs we all have in our homes. Purchase one today from your local Runic Technology Emporium for as low as 2,990 gi. Or 22,990 gi for a bundle of eight of these amazing devices.
Ascendancy Golden Age
The Schism of Solicia is abruptly brought to an end due to a sudden and decisive operation. Either an independent group or an Ascendancy backed squadron, subverted the power behind the Regency of Arcadia.
Central Deserts
This region overlaps with its neighbors above and below, but mostly makes up the windswept and arid places of central Solicia. Townships or smaller villages are much less common as the people prefer to gather in the shade of the mesas and ancient ruins scattered throughout. Large settlements have risen on the fringes of the deserts including the most populous city of Solicia, Baatha, as well as within the heart of the desert beneath the steep mesas of the Eroan Steppe. There lies Khor Zalat and its tributary cities positioned around the steppe.
People of the Sands
When an aged or wizened beyond their years dwarf beckons those around them in to tell an old myth or legend, they say "story, story." In response, typically children or other elders, respond with "tell us a story," as they gather together in a cross legged semicircle. These stories are usually told in front of a mural, stage, or statue and are about said feature. When no feature is readily available, the night sky is used.
Northern Realms
The lands above the Eroan Steppe, including the upper Wild Lands all the way to the islands over Durmista make up the agreed upon boundary of 'Northern Solicia.' People from this region are much more likely to speak the Andari language as their mother tongue and, especially with humans and elves, are stereotyped as haughtier or as behaving in more uptight or dignified ways.
Elven Heritage
It is said that the first major modern civilization on Solicia was founded in the year 301db as the Kingdom of Solice. It covered a swathe of territory around the northern gulf of Solicia known as the Sea of Stories. This realm is agreed upon by historians to have been founded by sun elven sailors but their origin beforehand is contested.
Documents alluding to a conquering force from the Platinum Channel contradict the tales told by sages detailing the divine mandate heralded by the arriving seafarers, referring to them as saviors. These along with more accounts lead historians and archaeologists to frequent the continent, hoping to piece together its past.
Whatever its origin may be, the Kingdom of Solice would later have, after bringing the mainland of the continent under one banner, redubbed itself the Transan'Doral Ascendancy.
Oceans Around
Maritime Discovery
Dotted Islands
Regions of the South
Legacy of Conquest
Factions and Patrons
Exarch Coalitions
Smaller factions with their own magic related goals
Golden Cloaks
Gather histories and expose corruption
Benefits of Membership
Access to the Library
Only ranked members are permitted to enter and peruse the collection of books, maps, tomes, and scrolls present in each archive. Those who wish to but are not members must be accompanied by a curator of the strand of antiquities or higher rank.
Lodging
Major archives of the Golden Cloaks have built in housing apart from the main library or set up deals with local inns provided they hold the funds necessary. These chambers are available to members at a cost unless they
Sponsorship
Once a golden cloak reaches the rank of archivist, mountebank, or surveyor, they begin to receive weekly pay so long as they are continuously pursuing ends that in some way benefit the faction. This pay varies but is usually around 5 gp.
Holy Vindication
Provide safe harbor for those devout to illegal faiths
Mythril Chain
Collect arcane items to be kept out of irresponsible hands
Benefits of Membership
Should a character become or create their character as a member of the Mythril Chain, be sure to make them aware of the duties expected of them. They may be assigned to accrue and turn over magical relics, take out and decipher the true power of a caught and cataloged item, or infiltrate an adventuring party to reliably source arcane implements for the Mythril Chain.
Whatever job they are assigned they are expected to complete without complaint or disobedience. And movement up the ranks of membership is granted only to those who adhere to the strict boundaries of the Mythril Chain and prove themself a worthwhile asset.
Lodging
No Mythril Chain hall provides lodging for members beneath the rank of Mytheye. The lodgings they do contain are well furnished and provide a wealthy lifestyle. When lodgings are not present for appropriate members, the Mythril Chain will provide payment for lodging in an inn.
Sponsorship
Arbiters are compensated for their completion of jobs and all unrequested magic items or implements turned in to the faction. The challenge posed by a job is not always based on an arbiter's rank. Prior experience is evaluated and taken into consideration when jobs are assigned.
Spellcraft & Spellcasting
Spellhunters or higher ranked arbiters gain access to spellcasters capable of up to level 4 within established Mythril Chain halls. Sometimes level 5 or 6 are accessible with direct orders from a Mytheye or Grand Arbiter. These spellcasters will not provide the material components or the coin to acquire these components unless ordered to as well.
The spells they can cast include arcane lock, identify, legend lore, magic aura, etc. They are typically mages and are not a part of the faction to fight so they trade offensive spells for more utility or defensive spells, such as these.
Reasonable Autonomy
To an extent, arbiters are allowed to carry out their jobs as they see fit so long as they don't besmirch the image of the Mythril Chain. While actively pursuing a job, ranked and trusted arbiters, or if the job necessitates it, are allowed to either use the artifacts they are sent to retrieve or they are given leave to use one that the Mythril Chain possesses. With the word and reputation of the arbiter on the line as to if the item returns.
Oceanspire Bank
Amass wealth through sponsoring treasure hunters
Order of the Twilit Vale
Guard the natural boundaries of the Dusk Valley
Stained Knights
Provide tactical support to those who are favored by the Red Knight
Appointed Nobility
Keep their cities running smoothly
Provincial Richters
Oversee the developments of a province and work to further the Ascendancy's goals
Features of the Wilds
Northern Fauna
Northern Flora
Yellowhand Fern
Southern Fauna
Bright Hoppers
Bioluminescent insects that gather in swarms just as day fades. Their bluish glow sometimes gives them the nickname "Wiggle Wraiths" for the movement they make before leaping to another perch.
Southern Flora
Banshee's Blanket
A deep crimson red patch resembling moss sprouting from gray-green stems. Banshee's Blanket is commonly found growing around or on the corpses of decomposing creatures deep in the woods and, when in that environment, masks the smell of rot with the aroma of a fresh kill.
Its name is derived from the sharp pain one feels moments after coming into contact with the plant as a horrid rash bubbles on the surface of where it was touched frequently accompanied by a shriek of pain by the victim.
Banshee's Kiss
Wondrous item (food), rare | mundane
This cloudy crimson oil comes in a 12oz. bottle and has no odor to it, but does stain skin and fabric permanently if not quickly cleaned. When added to a food it transforms the flavor to taste like a perfect cut of meat that was prepared in the most refined ways. All the spices are as though measured to perfection and the aftertaste leaves you with a satisfied feeling. Any creature that consumes 1oz of this oil regains 1 hit die and gains an additional cumulative 2 temporary hit points when they roll hit dice to regain hit points. Meaning the temporary hit points provided by this oil add together. They do not add to temporary hit points a creature may already have nor can you add a different source of temporary hit points to them.
Banshee's Bite
Poison (consumed, touched), very rare | mundane
This opaque red liquid smells of delectable spiced meats. When it comes into contact with living flesh it begins to cause horrible blisters and rapid-onset rotting. It causes a DC 14 Constitution saving throw that deals 2d12 necrotic damage to a creature that briefly touches it (increasing by 2d12 for each round they remain in contact) on a failed save and half as much on a successful one. A creature that consumes the poison must succeed a DC 24 Constitution saving throw or suffer 10d12 necrotic damage, taking half as much on a successful save. The poisoned creature's maximum hit points are reduced by an amount equal to the damage taken no matter whether they succeed or fail the saving throw. Creatures immune to poison damage are unaffected by this poison and its effects.
Liar's Lily
A purple to red hued flower on the end of a long stem that droops under the flower's weight. The petals of this flower grow in a spiral pattern downward that causes the plant's pollen to collect on the ground beside the flower. Without being brought to another plant, the pollen becomes a sort of fertilizer for weeds that wind themselves up the stem of a liar's lily in thin strands.
This plant is known to be poisonous by most practiced herbalists with specifically the pollen being the source of most of its toxicity.
Lord's Allergies
Poison (inhaled), uncommon | mundane
Weeping Gas
Poison (inhaled, touched) | evocation | arcane
Raised Feather Plume
Appearing as two or three stems that conjoin above ground beneath a set of usually four but rarely five long, limp yellow petals that resemble feathers. Frequently this plant is found with its tributary stems connecting between flagstones or loose rock at higher altitudes where it flutters in the wind.
Frequently a welcome or at least pleasant sight, the raised feather plume's main stem and petals can be ground with water and sometimes bits of animal fat into a salve that assists in natural remedies.
Red Wort
Appearing almost like lantern posts topped with fungi, the red wort is a faint red capped mushroom that, when close to the ground, are typical places to find bright-hoppers asleep during the day. These mushrooms grow horizontally at first which makes them appear like bulbous red pimples on the side of a decaying tree, until they can turn and continue to grow upward at a sharp angle.
Beyond this point, the following text and imagery is for the eyes of one who is privy to the furthest depths of the archives. If you're a mere sellsword or treasure hunter its best to turn back now.
Wouldn't want to spoil the fun.
- Dallahan Iskep
Chapter 5
Solician Provinces
Here be dragons, and worse... Spoilers ahead!
Divisions of Territory
Solicia is a continent situated in the southern hemisphere of Acarro and is divided into eight provinces.
- Andor'Ikar the northernmost province of lush savannas seated at the foot of tall cliffs
- Deno Eiskk a collection of islands off the west coast teeming with natural and unnatural life
- Iro'ka Solice the central province surrounding a crystal clear sea that connects the north to the south
- The Isle of Drakes or Zigarrahk as it is known by its draconic inhabitants who have learned to harness the bitter cold
- The Sands of Olara situated in the middle of the continent and filled with unnatural windswept deserts slowly chipping away at ancient monuments
- The Shattered Bluff the southernmost region of gray wastelands ringed with immense ridges
- The Wall a hardy region of tall woods and the tallest of mountains that cradle a valley of plentiful growth
- The Wild Lands a territory of mostly untamed wilderness scarcely mapped and more scarcely known.
Tiers of Power
The hierarchy of the Transan'Doral Ascendancy is that of a rigid autocracy. A crowned regent sits at the top, holding absolute authority on the passing and enforcement of laws. Beneath them sits the Sovereign Parliament, a council appointed under the approval of the crown to oversee designated realms of control. These positions are as follows. The High Richter that takes reports and requests from each provincial Richter and presents the most pressing to the council. The Royal Treasurer who keeps track of the Ascendancy's budget and financing, this position is sometimes made up of multiple figures in times necessitating keener oversight. The Silverguard General that leads the Silverguard forces, the military and law enforcement of the Ascendancy. A position focused on the deployment of mage-soldiers known as the Arcarral. The Royal Pontiff, an elected position from the clergy of Laranlors that provides supplies and services to the Ibhutan'ai. Finally is the Azhar Synod, a smaller council of individuals hand picked by the seated regent to advise and govern.
Andor'Ikar
The northernmost province of Solcia, Andor'Ikar takes up the entire span of contiguous land north of the Crown of Olara. As well as the surrounding local islands of Iadoron and Saliscoln, Alfhruger's Eye, the Mothers, and according to some the floating city of Caia.
Officials of Andor'Ikar
Historically a greatly important and luxurious position, the richter of Andor'Ikar currently is a ruthless bureaucratic kender named Saxim Irinzu. Along side him, he has gathered political allies and wealthy benefactors to ensure his influence in Solician politics remains strong.
The northern commandant of the Silverguard is expectedly stationed within the province. Vadar Saurlance, a human sovereign Silverguard, leads a special force of soldiers known as the Red Brands. They act almost as a mercenary company within the Silverguard army, taking quests to protect the innocent and fight monstrous foes.
Known as the Chromat Octad, the Transan'Doral Ascendancy both sponsors and promotes eight spellcasters as masters of each understood school of magic. These mages are afforded great luxuries and accommodations in the hopes that they will work toward the development and expansion of the unknown limits of arcane magic.
School Member Abjuration MEMBER Conjuration MEMBER Divination MEMBER Enchantment MEMBER
School Member Evocation Alestier Zorg Illusion MEMBER Necromancy MEMBER Transmutation Caith'ra Futhral Finally, the Ibhutan'ai also operates out of Andor'Ikar. Next to nothing is publicly known about this branch of Ascendancy control besides that their members are called inquisitors and they are led by a high inquisitor. Adaar Pale, a hells-touched elf leads the Ascendancy's inquisition, running operations to infiltrate and obliterate cabals and cults to illegal faiths across the continent.
Alfhruger's Eye
Located in the center of the Sea of Stories, Alfhruger's Eye is picturesque and tropical, with swaying trees and wild ferns. The island is known for the glowing light it shines across the gulf. Able to be plainly seen even through fog and stormy weather, the orangish white light is known as the King's Beacon. Dubbed so when the first king of Solicia used the beacon's light to conquer the Sea of Stories at the beginning of the Wars of Reconquest.
Passage going to or even too near the island is illegal under Ascendancy law, enforced by Silverguard 'emitter ships.' Any vessel caught close to or docked on the island is redirected or sunk. With sailors or passengers suspected of collecting information taken to an Ibhutan'ai interrogation chamber, either located within an emitter ship or in any Ascendancy city along the coastline.
Ame Iloya
Population: 9,260 (77% elves, 6% dwarves, 17% others)
Government: Akande "Big" Ben Barka has the position of appointed noble over the city. Alongside a rotating squad of ambassadors, he is tasked with all the formalities of foreign diplomacy. The upkeep of the city is therefore maintained by a special "Green" council made up of from local diplomats and mages. The day to day of the city is left to sponsored locals, payed by advisors and magisters.
Defense: A healthy regiment of Silverguard are always present in the city. As well as the "Arcarral's Five," a group of magisters highly trained in arcane displays of power.
Commerce: The equipment, goods, and services available in the city are typically more luxury versions while the more mundane things are imported when needed rather than produced within the city.
Organizations: The Transan'Doral Ascendancy tends to suppress guilds and factions from gaining a foothold in the city as to not interfere with negotiations or embassies. Though, Uvarmazin exarchs have been set up within an embassy after posing as dignitaries from Ashios.
Ame Iloya is carefully manicured and the most well presented city as a whole within Solicia. This is done so through strict Ascendancy guidelines to maintain a face of dignity and poise. As Ame Iloya is used as the disembarking point for all foreign dignitaries or ambassadors.
Anthaes
Population: 4,820 (82% elves, 7% humans, 11% others)
Government: Primarily a stronghold for the Silverguard, there is no appointed noble within Anthaes but rather it is overseen by a royal Silverguard. A sun elven man named Sidab Sounta. He runs the keep and town as if they were the same entity, hierarchical order with loyalty to your superiors.
Defense: A large number of Silverguard soldiers maintain the outpost. In addition to patrolling the streets, the soldiers frequently travel the roads around Anthaes.
Commerce: Out of the way of commonly used trade routes for its defensive position, you can only find basic equipment and goods within the town. With high quality or luxury goods rare and more expensive than other places.
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Bavant
Population: 11,870 (38% draconic scions, 29% humans, 24% elves, 9% others)
Government: Bavant and Iadoron as a whole have a level of autonomy separate from the Ascendancy with Bisar Hadouni, the only appointed noble stationed in Iadoron acting as an advisor to the ducal line of the Vardusk family presiding over the island's cities. Eidwaren Vardusk II holds court as the fifteenth Duke of the Stone Court.
Defense: The city proper is ringed by two large stone walls, dotted by 24 towers every 200 to 300 feet apart. And while a garrison of Silverguard are present within the city, the Vardusk family maintains a great number of levies and at-the-ready soldiers who maintain the combined Ignian and Ascendancy laws.
Commerce: Most equipment, goods, and services can be found here, alongside up to aristocratic lodgings available at a slightly increased cost to foreigners. Additionally, allies to the Vardusk line are afforded opportunities to partake in large scale games and recreation commissioned by the ducal family.
Organizations: The Knights of the Scalewarren's first hall stands proud in the garden district. Within it and elsewhere in the city, secret shrines devoted to Alavum and Brahn lie guarded. The Vardusk family holds tightly onto power within the city, acting as though they are the highest level of authority.
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Caal Em'sera
Population: 17,600 (71% elves, 12% draconic scions, 6% niawa, 6% kender, 5% others)
Government: Claurdith Yapatiis, a draconic scion holds place as the city's appointed noble. She served as an sovereign Silverguard within Laranlors before turning to politics. Her offices reside as part of the immense Silverguard garrison within the city.
Defense: Caal Em'sera sits around a natural harbor, the central bay is a great deep underwater trench thought to be littered with all the ships that failed to invade the city. In addition, the city is the location where the bulk of the Ascendancy's fleet is created.
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Durmista
Durmistel
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Galder's Gorge
Iadoron
Located off the western coast of Andor'Ikar atop high cliffs around the island, Iadoron is home to staunchly independent folk.
Kicusia
King's Road
Laranlors
Population: 67,800 Inner / 20,300 Slums (26% elves, 21% humans, 18% dwarves, 17% draconic scions, 18% others)
Government: The seat of national power lies within this city. It has been overseen by the ruling sovereign since the transformation from the Kingdom of Solice into the Transan'Doral Ascendancy.
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Mahverdet
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Mothers' Islands
O'isari
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Port Ettyl
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Rae'del Heights
Red Keystone
Renthas
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Ruala by the Lake
Saliscoln
Sea of Stories
Vel Thorim
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Villeau
Population: 14,920 (40% humans, 19% orcs, 19% draconic scions, 11% elves, 11% others)
Government: Another city on Iadoron, the somewhat capital of the island, Villeau is the seat of power of house Vardusk. With Grand Duke Wulfram Vardusk IX ruling over the city and island as a whole.
Defense: The main force of the Vardusk army remains within the city. If one looks far back enough into history they will find a direct path from it to the ferocious Ignian army of the Wars of Reconquest. The same tactics and training that fended off the Ascendancy before has only been continuously refined over the centuries.
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Dominated by six looming towers, Villeau is a city of dark gray stone and choking smog. The skyholmes style industry of the underdark make one of their only surface appearances within the city. With the enriched smog flowing out of the city's port gates to settle atop the waters of the Asarian Ocean around the island.
Known as 'walking the labyrinth,' there is a tradition for citizens of Villeau to stroll through the ruins of the maze-like ruin of the old Ignian castle within the city.
Wagib
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Zweilvadan
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Deno Eiskk
Broken Span
Medhmar
Medhmar is the north island of Deno Eiskk, known for its volcanoes and rocky cliff faces.
Mer Accol
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Mer Orez
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Port Rilkur
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Rhoghkal
Rhoghkal is the wilder southern island of Deno Eiskk. Its jungles are thought to grow indefinitely if left undisturbed.
Rogh Dar
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Rogh Lun
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Iro'ka Solice
Wrapping around the Shining Bay, Iro'ka Solice is the central province of the Transan'Doral Ascendancy. It is known across Solicia and beyond as a hub of maritime trade and the exchange of cultures. Iro'ka Solice's landscape is as diverse as its people with lush coastlines with vine-wrapped stonework, high cliffed rocky coastlines, and both rocky and sandy deserts.
The great cities of the bay include Baatha, Ryhelm, Esseria, Selvas, Sabreslate, and Myelthendaas. Beyond these cities sit the local islands of the Shattered Coast, the Brass Islands, Zilla, Kalja, Banibous, and Damas. Most of these islands contain communities of their own, ultimately beholden to the provincial richter and the Ascendancy over them. But while it is that way on paper it is not enforced due to the small size and populations of them.
Officials of Iro'ka Solice
The position of richter over the 'center slice' of Solicia is affluential and possibly the busiest. Currently Mikhail Nicodemus, the son of Sander Nicodemus world famous retired adventurer, is the provincial richter. He leverages the renown of his father to strengthen ties and bring in famous figures to promote the province.
Within this province stands the secondary capital of the Transan'Doral Ascendancy, Ryhelm. The city serves as the military capital, training and stationing at some point every serving Silverguard since the city's inception. The southern commandant, a moon elven tactician of great fame, Bisatra Vuusath, is stationed within the the Crown's Keep of the city. She did not grow up in Solicia but legend of her exploits in the conflicts of the Platinum Channel came to the ear of the late queen Allenna. Her majesty requested that Bisatra travel to the continent and serve in the crown's military.
Practically ubiquitous with the province itself, the Golden Cloaks are likely the reason Iro'ka Solice has become so wealthy. Though having a city funded and ultimately beholden to a faction seems like a prime nest for corruption. So after its integration, the appointed nobility has maintained a separation from the guild.
A faction favored by the Transan'Doral Ascendancy, the Mythril Chain is directly funded by the crown. Though the funding has halted in the past when the Chain has made attempts to expand beyond the continent. Now they have become more secretive in their far off exploits, using unmarked civilian vessels.
Arizera's Arch
Once connecting the regions of the Amber Vale to Latchrock, the bridge now lies in ruin. It fell just after the induction of Iro'ka Solice into the Kingdom of Solice. Bringing down the town built upon it as well as the merchant ruler presiding over it. Upon the destruction of the town, refugees fled to Selvas, Rosdale and Luceria. They brought accusations and assumptions of what happened to bring down the bridge, blaming Solice for silencing the opposition from the now dead merchant prince.
Nowadays the ruin stands overgrown with blighted plants and wild animals. Additionally, a cabal of maddened dwarves from Durah Dür use the fallen structures as a hideout. Keeping their captured mynthel (see chapter 8) giant within, poisoning its mind and decorating its body with esoteric scriptures of dark gods.
Amber Vale
A rocky and undulating region, the Amber Vale is pockmarked by geysers and hot springs. The scalding water that billows out of the ground is superheated by the near-surface leylines that criss cross the area, heating the ground and melting would-be permafrost to allow vegetation to take root. This vegetation is nourished and offered a great many nutrients from beneath the ground. Local legends claim the fruit and vegetables of the Amber Vale are finer than most anywhere else. The truth of these claims is disputed but it gives the locals a common ideal to rally together.
Attleto Highlands
The middle of the three mountain ranges that encircle Iro'ka Solice, the Attleto Highlands stand as the northern buffer between The Wall and the Dehali Desert. Known for the great many kinds of gemstones, these peaks are a common goal for uninformed miners who typically meet a savage end. For these mountains are where a lot of the monsters of both the Dusk Valley and Dehali Desert were pushed to as civilization took root around them.
Attleto Highland Adventures
Though the mountains are perilous, there still do remain the resilient or lucky few who value the fortune they think they could make.
Flight from Home (Mid Level). A dwarven hermit named Shafee al-Einres seeks out the characters after hearing of their reputation. She is a refugee from Honor Rock Mine, located near the peak of one of the Attleto mountains. If the characters take up this task they are warned of crystalline humanoids led by a group of fanatic cultists. The cultists are members of The Reborn and needed the special resource mined and processed at the mine, orichalcum. They have began to experiment with using the magic retardant metal to augment the transformation into a shardmind. After dealing with the cultists, upon their return to where they met Shafee she is over excited and rushes to inform the other survivors from the mine. The characters are rewarded with a suitable amount of gemstones and the offer to have equipment made out of orichalcum by the surviving priest-smiths.
Baatha
Population: 93,600 (25% dwarves, 21% humans, 14% niawa, 10% elves, 9% draconic scions, 21% others)
Government: The city is directly overseen by the richter of Iro'ka Solice due to its vast commerce and size, a kender named Mikhail Nicodemus. While the position of appointed noble is taken by Mennes Pahmanath, an undyne who acts with diligence but is very aware he has little responsibility outside of Baatha's innermost circles.
Defense: Baatha is built on a high cliff overlooking a straight connected to the Shining Bay. From the north it is walled off by a rounded sandstone wall that most foot traffic must climb over as the great arcane stone doors are only opened for caravans that have been approved for passage by city or Ascendancy officials.
Commerce: Baatha is the wealthiest and most populous city of Solicia, importing and exporting goods from across and beyond the continent. It is thought that anything can be bought in Baatha within the bounds of common sense and decency. Including a unique Teigean art form of cyphers.
Organizations: The Golden Cloaks of Baatha expectedly operate out of the jewel of Solicia. They take the utmost pride in maintaining the safety of their home city. Across Baatha, faceless shrines unattached to any specific deity are available to far off or local worshipers.
Known as the Jewel of Solicia, Baatha is the foremost hub of trade on the continent. The city operates almost entirely independently and self sufficiently as it did before its induction into what would become the Transan'Doral Ascendancy. From this, the people of Baatha greatly value freedom in all things, scintillating banners and elaborate mosaics decorate the entire city. Streaming down the cliff face are smooth stone staircases that connect to the lower city and lead to the docks below.
When a resident refers to Baatha, most if not all the time they are meaning the uppermost part of the city built above ground. But in truth, Baatha is a three tiered city that uses the excavated and studied ruins beneath to house the poorer citizens. These ruins are what brought the first archaeologists to the city who would later join with well intentioned knaves to form the Golden Cloaks. With their founding, Baatha quickly became one of the safest cities for leagues. It grew rapidly and exponentially into what it is today, still in its own golden age of prosperity.
Welcome One and All
Located prominently in the docks of Baatha is a towering structure, taller than the cliff edge and wide enough to fully contain three large ships behind immense stone doors. Port Attharos is the predominant place that the ships of the wealthy or influential moor their ships. The magical enchantments of the great square tower cause it to slowly fill with water, raising up ships to be at the same level as the city proper. The top floor is a wide open bay where the crew of docked ships can look down out to sea.
Engraved into the flat faces of the aquatic elevator are depictions of four famous ships. In order from the bottom of the port to the top are: Two blank faces, as of yet uncarved. The Devil of Details, the ship taken by Leene Lahreft, an explorer who made the first complete map of Acarro. GlanderHamar, one of very few dwarven built ships, captained by Daerdrom al-Mazzek when he defended the Crimson Coast from orcish invasions. The Shining Wake, an elven ship led by Pres'oris Thel'ittal, the founder of Baatha. And at the pinnacle, Asthal'finare, the great elven galleon of Alfhruger Transan'Doral, who arrived to and conquered the continent on its deck.
A Visual History
Within the western district of Baatha, known as the Skyrown, stand the great street of Baatha. Named so due to the collection of towering structures that stand clustered together. Some of the oldest and newest buildings lie within this district of the city, surrounded by terraced roadways shaded with canopies from the sun and shining domes.
Centrally located is the Richter's Palace, a building designed meticulously with its surroundings in mind to direct the arid, dry winds from the desert through specialized aqueducts. These channels cool the wind and impart a moisture to them that makes travel in this district refreshing, though humid in places.
Historic gallery hall with diadon illusions (or wherever the illusion keystone is)
Residence and gala hall of Mennes
Silverguard barracks with scrying shackles
popular spot for retired adventurers
Sights of the Evernights
Sitting in the dark under the thick ceiling of carved and supported earth, the undercity is home to the Ascendancy mandated slums of Baatha. Statues and densely packed buildings crowd the area, providing a look into the ancient history of the ruins. Within the western side of the runoff level, just a ways behind the bitterbridge, runs the Nightingale Market. A hub of curios and trade busy at almost all hours. Even frequented by denizens of the city proper drawn to the oddities and unique goods available.
Over on the eastern runoff there stands a curiously half built chapel with a long forgotten symbol of a god carved into it. The Holy Hall now is operated as a pantry and shelter for the needy. To ensure the safety of those who take refuge within, the 'Cook' or caretaker of the hall gives out pieces of a secret phrase to those in need of being vetted. While only the trusted are given the entirety of the multi part password.
Government
The focus Mikhail Nicodemus puts toward the operation and oversight of Baatha causes other cities in Iro'ka Solice to be somewhat neglected. Lord Mennes Pahmanath did once try to alleviate city tasks for the richter but Mikhail has continuously refused in order to continue the prosperity of the city under him. Mennes has subsequently used his position to gather influential allies across the city to enact what change he can. All the while, they both hold an unyielding trust in the Golden Cloaks. Allowing them to handle serious law enforcement and maintain political equity and stability.
Crime
Those who would subvert or break the laws of Baatha do so with the utmost care, confidence, or recklessness. With not only Silverguard present to enforce Ascendancy law, the Golden Cloaks quash any burgeoning political or social corruption, and finally almost all of the thousands of merchants within the city have the means to guard themselves and their inventories.
Though with all this said, there do still remain the clever few who know how to use the winding alleys of the ancient undercity to lose any kind of law enforcement that may be after them.
Geography
Baatha is built at the pinnacle of a steep cliff edge bisected by and bridged over a river known as the Banke Battha. The city stands tall in a semi-circle shape overlooking the Gondaantha Strait leading out to the Shining Bay. Beneath the surface and also open to the bay are two more tiers of humanoid made structures. The undercity as it is known is divided into the upper level, known as the runoff, and lower level, known as the shallows. They are connected in various places through carved stairwells but only the western runoff has a direct connection to the city proper, known as Bitterbridge.
Crested Thoroughfare. The crest bridge of Baatha is inscribed with a divine bargain. The nature of which was to ask for great arcane power for eternal service. It is said to have been uttered by the founder of the Golden Cloaks amid the Wars of Reconquest and was granted through the gift of incredible divine insight. The Thoroughfare hosts many establishments to satisfy most needs travelers may have.
To the east sits the Sister's Bundle, an apothecary themed around classic tales about fey and hags. In the central crest near the falls stand Kraken's Folly, a repurposed icebreaker ship adorned with the massive jawbone of a 'kraken.' (DC 14 Nature check to discern its really a froghemoth jaw.) And Green Scale Baths an inn and public bath decorated inside with statues of a copper dragon and a bronze dragon lounging in the water.
Golden Square. Located in the center of Baatha, the square is the convergence of all the major roads in the city decorated with a giant mosaic of a coiled and sleeping golden dragon. The Luminous Athenaeum of the Golden Cloaks stands tall on the edge of the square. The great archive is the first and foremost base of operations for the faction.
Caldain Jaw. The streets around the Caldain Reservoir are known as the Jaw for the handful of outcroppings into the waters that make the land resemble a draconic maw. South of the reservoir is known as bayside jaw as it is the closer of the two to the coast whereas the north is called the shoreside jaw. A Silverguard barracks sits inland where bayside meets shoreside, it includes a division placement for Ascendancy magisters. Who, try as they might, are subject to the same restrictions as normal civilians to enter the Athenauem.
Runoff & Shallows. The architecture of the undercity is unlike all other modern cities across Solicia. The terracotta mosaics and vast draconic imagery inspired the continuation of the unique style in the newly built city. The western runoff is where a deadly cave-in dropped an entire city block down into the undercity. The rubble was cleaned up and transformed into a roadway connecting to Baatha.
Baatha Adventures
Citizens of Baatha are raised to know that going to the scattered busts of Golden Cloak members throughout the city means that quickly a member of the guild will arrive to hear out their plight. Many of the tasks are more mundane than is necessary to be dealt with by strand members so they assure it will be done then locate suitable and capable adventurers to help.
Out of the Game (Low Level). Alfonse Dundaz, a kender retired adventurer (see chapter 8) has run a streak of bad luck and seems to have forgotten a debt owed to the city's appointed noble. The characters are asked to stop by and remind Alfonse of his obligations to the people of Baatha but when confronted he tries to hide obvious signs of a robbery at his home. Turns out when you choose to leave the life of an adventurer, that life isn't always ready to let you off the hook. Alfonse eventually relents and says a former associate of his, Katrit, violently robbed his home in an effort to steal coin as well as a curious magic item they collected together long ago, a red keystone fragment (see chapter 7).
Luminous Athenaeum
The Luminous Athenaeum is the home and heart of operations for the Golden Cloaks. Within the polished and layered walls sits the largest library in Solicia, comprised of five open stories in the main cylindrical hall connected by bridges and staircases that wind around upward in a spiral. Thousands of books, scrolls, and notes fill the shelves here as well as implements for the creation and transcription of spells. Admittance into this domain of knowledge is restricted to only those who are members themselves of the Golden Cloaks or are approved and in the presence of a Golden Cloak of high rank or renown.
Within the uppermost chambers of the Athenaeum sits a magical development invented by the Golden Cloaks, a theatre of passage. These halls have small, minimally decorated rooms branching off of them. The small rooms are locked from the outside and contain typically only a teleportation circle in the middle of the room on a lowered floor.
Brass Islands
Piercing out of the eastern waters of the Shining Bay, the Brass Islands are an archipelago of stone spires spiraled with metal. The metal of the spires inexplicably is a refined yet veined alloy of brass. Nowhere else known in Acarro lies such a quantity of the alloy occurring seemingly naturally.
Dehali Desert
Dire Oryx
Darkling beetle
Giant beetles with tubes that collect water from the air
Dehalirae
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Dol Badir
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Esseria
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The Wayward Word
Located in the theater district of Estarro is the Wayward Word, a for-hire spellcasting business established in various distant locations across all of Acarro. Specifically focused on the magical distribution of information or messages, those with enough means can hire the 'speakers' of the guild to cast the sending spell to another Wayward Word location which will then pass it along via letter or oral courier. These spellcasters use a centuries old (possibly even older) method of communication known as sendspeak to condense a lot of information into a brief summary fitting into the word constraints.
Eye of Alavum
Fort Fire
Population: 1,520 (34% humans, 32% elves, 17% great drakes, 17% others)
Government: Established as an outpost to host guides and transport through the Dehali Desert, Fort Fire has frequent Silverguard marching patrols visit it. Daily, it is also a temporary home to travelers willing to protect the outpost.
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Goldcrest
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Greunvault Keep
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Hadnet Sands
Hero's Point
Irostead
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Lake Woe
Latchrock
Lathrea's Cradle
Luceria
Population: 3,260 (43% humans, 28% great drakes, 11% dwarves, 8% undyne, 10% others)
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Commerce: Luceria has its own contained economy between farmers, construction workers, and miners. They and more businesses trade in special leather notes that only have value in the town rather than coins. The conversion from Strap Bills to Solician coinage is done so only through the office of the appointed noble.
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Melthendaas
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Port Tanett
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Rhogrull Mountains
Ryhelm
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Sabreslate
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Selvas
Population: 31,990 (42% humans, 18% dwarves, 13% great drakes, 11% draconic scions, 16% others)
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DESCRIPTION One of three chains used to pull Eroa to Acarro lies dormant beneath the city of Selvas. It can be directed through the touch of a creature in the possession of a piece of divinity such as an aasimar, a shard of eroa, or some other godlike influence. Summoned celestials can't do it, it has to be a mortal.
Serrated Coast
Shining Bay
Stonewall Abbey
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Ullyr River
Isle of Drakes
Sprawling Caves
Storied Cities
Officials of Zigarrahk
Sands of Olara
Ahlirah
Banmord
Caliph's Cradle
Crown of Olara
Divine Battlements
Eagle's Pass
Eroan Steppe
The territories within the Eroan Steppe are allied and autonomous from the Transan'Doral Ascendancy. Though it remains part of the Ascendancy so there aren't processes of controlling who moves in or out of the borders.
Ghost of Olara
Heart of Olara
Khaderis
Khaldak
King's Road
Khor Zalat
Population: 56,230 (70% dwarves, 14% niawa, 9% humans, 7% others)
Government: Khor Zalat is both the name of one city as well as the 'greater city' that all mines and outposts within the Eroan Steppe fall under. The city and steppe are ruled as they have been since before the Wars of Reconquest, under the Datar focused religious doctrine of a dwarven caliphate. For the past two centuries, the al-Shehatah Caliphate has ruled with the current caliph being a sedimentary dwarven woman named Brylmara.
Defense: Khor Zalat hosts a garrison of Silverguard across the steppe but not a single soldier more, as per the details in the centuries old treaty. The laws of the steppe are enforced by a dwarven army made up of soldiers known as Datari Cataphracts.
Commerce: Dwarven craftsmanship across all of Acarro is at its peak within Khor Zalat. The most valuable alloy, mithril, is created en-masse every 50 or so years here and traded at caliph set prices. All kinds of equipment, goods, and services can be found in the city proper with some notable exceptions.
Organizations: The only public temples and shrines within the city are devoted to dwarven gods, but there do exist private sanctums for Ascendancy gods and hidden places with profane transformations of the traditional dwarven faith.
DESCRIPTION Central city of the Eroan Steppe and heart of dwarven culture in Solicia. Produces large quantities of mithril every 50 years due to a captured merchurion that is butchered and allowed to regenerate slowly.
Kreen Savanna
North Scouting Co.
Phantom's Retreat
Qadiya
Redwall
Shashtav Caravanserai
Population: Typically 120 (28 dwarven workers)
Government: Meant to adhere to the laws of the Eroan Steppe, Shashtav is governed by the family of the wealthy emir, Asghar al-Dessir. Olfan, his eldest son, works as the proprietor and organizer of where people rest and he oversees the remainder of his extended family in their various jobs around the caravanserai.
Defense: Shashtav is surrounded by thick sandstone walls filled with dense gravel. It has only one entrance large enough to bring vehicles and large animals through but does contain two hidden exits known by all workers and most regular visitors.
Commerce: The caravanserai offers sheltered rest to travelers in the Heart of Olara as well as food for people and beasts of burden. The highest quality lifestyle the caravanserai can provide is comfortable. Beyond that, Shashtav is a popular destination for merchant caravans of all kinds.
Organizations: Occasionally a squad of Datari Cataphracts settle within Shashtav while they are operating or enforcing in this region of the desert. Other times, women of the Desert Maiden use the caravanserai to blend into legal society. Rarely do these two groups dwell here at the same time but when they do, traditional dwarven laws of hospitality keep them from each other's throats while in Shashtav's walls.
DESCRIPTION
Skystride Outpost
Starcrest Cliff
Shattered Bluff
Immense Cliffs
Keeps and Kingdoms
Officials of the Shattered Bluff
Aurora Hold
Dawn's Blade
Durah Dür
Fangs of Aezoc
Gulf of Alavum
Jagged Strait
Latchrock
Scarred Reaches
Svalholt
Tears of Svaeus
The Drop
The Wall
The Wall is the southwestern province of the Solician mainland. It contains the Dusk Valley and stretches further south to the edge of the Scarred Reaches.
Ashridge
Attleto Highlands
Bay of Thunder
Blue Keystone
Undead rise up due to the keystone infused into the ground
Bromrial Mountain
Crimson Coast
Where it meets the Asarian Ocean, the Wall's shoreline is known as the Crimson Coast. It received this title over its years of rebuffing attempted invasions against the deadly rocks it has littered over it.
Delrokh
Population: ()
Government:
Defense:
Commerce:
Organizations:
DESCRIPTION
Ditrias
Population: 9,720 (38% elves, 30% humans, 14% half-elves, 8% atalash, 10% others)
Government: The appointed noble of Ditrias is Elvaren Theina, a moon elf of the fading crown. She works with a cobbled together counsel of various powerful individuals from across the city. Faziir Saurton, an affluential but retired politician. Ilehana Alder, the undisputed and unquestioned leader of the city guard. And Kanagan Ganu-Molake, a wealthy tradesman from the north.
Defense:
Commerce:
Organizations:
Ditrias as it stands is almost two cities in one. There is the upper city physically above the surrounding area on a tall, naturally occurring but now intricately carved pillar. And the lower city, surrounding the upper and sprawling out into the vast golden hills of the Dusk Valley countryside.
Divine Battlements
Driftwood Isle
Dusk Valley
Fetterfleet
Population: 7,840 (31% humans, 28% dwarves, 11% elves, 7% great drakes, 33% others)
Government: Shayra Dhekaad, a kender woman, presides over the city as appointed noble. She works closely with her adjudicator, Ida, to ease frequent tensions between the city's noble houses.
Defense: Nestled within a valley open to the east and west, the city possesses natural and man-made walls surrounding it. The walls as well as many first floors of buildings in the city are reinforced with sturdy iron bracing.
Commerce: Most goods and services can be found here as well as intricate and high quality equipment marked with unique styles and designs from each noble house. The cliffs around the city have been an abundant and incredibly lucrative source of coal and iron for centuries, leading to the city becoming a dominant exporter of metal goods.
Organizations: Seven competing noble houses each own swathes of land past the city, into the mountains nearby. Each of these houses try different avenues to get the upper hand against all the others, and will gladly sabotage their competition. Mostly within the confines of the law.
DESCRIPTION
House | Known for... |
---|---|
Argosto | Construction and high quality hardware |
Bahan | Intricate leatherwork with metal accents |
Duskbluff | Huge seller of coal, increases prices for other houses |
Mihamornt | Enchanted metals and tools |
Sargoso | Intricate and small but quite durable jewelry |
Stoneholm | Longstanding masonry family, around since Fetterfleet's founding |
Vvelheim | Specially bred, fiendishly good meats |
Hearthold Timberlands
Impaled Garden
Ironshore Peninsula
Jagged Strait
Lord's March
Mistwatch
Population: 450 (53% half-elves, 32% humans, 15% others)
Government: Lord Leopold Lennox, the youngest son of the appointed noble within Esseria Aldabert Lennox, presides over Mistwatch in mostly name alone. He remains mostly within his estate off the edge of town and is seldom seen outside of it. The upkeep of the town is left to its people.
Defense: Mistwatch's greatest defense is only its location. It is nestled within the Hearthold Timberlands, uphill and upriver to the tributaries of Redoubt Lake.
Commerce: Mistwatch hosts very basic goods and services. The village has a farm, a carpenter business, an inn, and beneath that inn a kobold tinkerer named Blanch.
Organizations: Silverguard haven't been seen in Mistwatch since the appointment of Leopold Lennox into the village, which was almost 4 years ago. Rarely members of the Order of the Twilit Vale pass through, but never for long. This has made Mistwatch and its local area a nest for secretive factions like the Chains of the Divine to flourish.
DESCRIPTION
Mistwatch Adventures
Very little happens within the village of Mistwatch, though word may spread to it of local quests. If the characters make their way into the local wilderness, they'll find it teeming with all sorts of vile foes.
Adventurers Calling! (Low Level). A speaker for the Lord Leopold Lennox bursts into the inn, known as the Sunken Stronghold, and cries out that "Adventurers and the able bodied are hereby ordered to travel to the old keep on the lake and rid it of the infesting vermin! The individuals who carry out this task will be rewarded a sum of 50 gold pieces each." Residing in the decrepit castle are a group of kuo-toa that have began worshiping a hydra statuette. Though the townsfolk think its only bandits and pay it no mind.
Myntferd
Port Siam
Population: 6,730 ()
Government:
Defense:
Commerce:
Organizations:
DESCRIPTION
Redoubt Lake
Rhogrull Mountains
Roanoak
Rosdale
Rozdak's Stockade
Sabor Trade Stop
Population: Typically 60 (12 workers)
Government: The current Sabor is Vigun Elanigane, an unnaturally tall human man marked by decades old tattoos in jotun script. He is beholden to provincial law in his oversight of the outpost but is left mostly undisturbed.
Defense: Vigun has a lead enforcer backed up by a squad of decently paid mercenaries. Fenlo, a minotaur, has worked along side Vigun since before he became Sabor and is unwaveringly loyal to him.
Commerce: An unexpected amount of equipment and goods can be acquired here considering its size, Vigun prides himself in the renown of the trade stop attracting many fine items. As far as beds to sleep on go however, the highest level of lifestyle it can support is modest.
Organizations: All kinds of factions pass through the trade post. Adventurers know it as a place to make final preparations for local exploits and guild members stock up on supplies and leave wanted posters or faction invitations.
Founded almost seven centuries ago, during a time when the region of Fetterfleet had closed itself off from the outside world. This outpost was stationed along the Myntferd trade route, taken every year or so by a collection of giants known as the mynthel (see chapter 8). Historically the Sabor, "Overseer" in jotun, role was created by a caretaker of the mynthel giants. Tidying up and creating new staircases and landings along the immense bodies, while ensuring that no harm came to the peaceful and oblivious behemoths.
Sabor Trade Stop Adventures
From sketched wanted posters to noble decrees of a great hunt, all kinds of news and information can be acquired at this outpost. Characters may be approached directly or overhear of local events.
Death Spiral (Mid Level). The trade stop has been unnaturally crowded lately. Talk of a rogue member of the Stained Knights has put a damper on people's willingness to travel northward. Fenlo has offered to take his soldiers and do what must be done to free up travel, but Vigun has refused to leave the trade stop undefended. The characters are requested to travel with Fenlo to hunt down the stained knight (see chapter 8) and their entourage of bandits and thugs.
Scarred Reaches
Scarstone Shallows
Syltellyn
Tower of Zeal
Ullyr River
Verdant Flats
Wild Lands
Settlements and Tribes
Caia
Appeared in the material plane 20 years ago when half the city was brought through some effect related to the keystones
Even further removed from Solicia than both Deno Eiskk and Zigarrahk due to the city only being on the material plane for the past 8 years. Caia is still considered to be under the Transan'Doral Ascendancy's jurisdiction when it comes to foreign policy but has remained entirely autonomous in its method of governing.
The city itself is located on a collection of seven floating islands clustered near each other roughly 1100 miles off the northeastern coast of the Wild Lands.
Uncharted Wilds
Officials of the Wild Lands
Blue Nimbus Notch
Beyond
Aruma
Soaring amid the sun and stars of Acarro's sky, Aruma is the common name of this moon. It is distinguished as the larger of the two moons and bears a band of red that goes across its surface in a slightly curved line like layered sediment or winding rivers of crimson.
Solician correlations relating to Aruma characterize it as the face of Shar, scarred by her betrayal and forced to use the light of Meyath to illuminate the night. This viewpoint sees the moon's phases as Shar pulling a veil over to cover the world in darkness with solar and lunar eclipses being feared times when Shar is at her most advantageous against Meyath's power. The size of Aruma makes it so when a solar eclipse does occur, the area central to the eclipse is thrust into complete darkness.
Kuja
The smaller moon of Acarro, Kuja soars in a closer orbit than Aruma. Yet its size is insufficient to create an occultation over Aruma or Myora.
Teleportation circle to Kuja is in pieces and possibly on part of a Champion's Palisade.
New moons of Aruma at the same times of full moons of Kuja cause the sky to darken and magic is suppressed.
New moons of Kuja have a shooting star pass in front of it known as Mystra's tear.
The material that makes up Kuja is known as Kuja Steel, Sky Steel, or Kujan Platinum and applies gravity related effects or enchantments to items
Lymfell Depths
Temple surrounding the white keystone built by the Champions of the Divine. The keystone was put there when it was taken from the flying islands of the Sol so that Kuja could be made
Eclipses and Full Moons
Over the skies of Acarro, the two moons dance a chaotic dance. When the scarred face of Aruma is shrouded in a veil of darkness it is said that some places, you can still see the red band of the moon lit by some far off light. Kuja flies much slower across the sky, reflecting radiant light from Myora for many days at a time then hides away in total darkness for just as long.
When Aruma passes in front of Myora it brings about the visage of an eye wreathed in flame. The reddish band definitively illuminates as the star's corona surrounds the moon. Whereas when Kuja passes in front of Myora it vanishes completely.
Chapter 6
The Powers that Be
Divine Forces
Arcane Protectorate
Deity | Titles | Suggested Domains | Symbol |
---|---|---|---|
Alcas. goddess of magic | Madame Magic | Arcana, Light | Eight stars within a halo |
Amni. goddess of knowledge | Exalted Keeper | Knowledge | A lit lantern made of stained glass |
Cor'layph. god of art and song | Patron of the Arts | Arcana, Light | Sun behind a crescent moon |
Datar. god of creation | The Sunhammer | Forge, Knowledge | Shining anvil over a mesa |
Despot. god of indulgence | Keeper of the Nine | Knowledge, Trickery | Decorated empty disc |
Evania. goddess of good fortune | Lady Luck | Passage*, Trickery | Face up gold coin |
Geon. god of the hunt and nature | Great Huntsman | Nature, Passage* | Bow made of antlers with an arrow |
Meyath. goddess of the harvest | Mistress of the Dawn | Light, Nature | Golden cornucopia |
Ru'al. god of patience and peace | Sentinel of the Sands | Life, Peace | White desert rose |
Syn, Ato, Ven. Triple gods of time | Inevitable Trio | Grave, Order | Hourglass filled with black sand |
Champions of the Divine
Deity | Titles | Suggested Domains | Symbol |
---|---|---|---|
Alavum. god of justice | Sky Sentinel | Light, War | A closed golden gate |
Augr the Prime. god of giants | The First Titan | Forge, Nature | Two hands together with finders down |
Beion. god of victory and war | Great Crusader | Knowledge, War | Black hand grasping a star |
Dhmenys. god of secrets | Dead Martyr | Trickery, Peace | Winking skull over a purple sunburst |
Kallisk. god of storms | The Sweeping Tide | Passage*, Tempest | A fanged tidal wave |
Liri'anselle. goddess of resurrection | Frozen Consort | Death, Life | Silver spider on a web |
Mesqhi. god of fear | Faceless One | Arcana, Trickery | A blank white book |
Neleshra. goddess of departures | Mistress of the Night | Forge, Twilight | A dead and dried wreath |
Yzohan. goddess of wealth | The Dreadback | Light, Tempest | Dragon skull with five distinct eyes |
Protectors of Man
Deity | Titles | Suggested Domains | Symbol |
---|---|---|---|
Alexandria. goddess of tactics | The Red Knight | Order, War | Knight dragonchess piece with stars for eyes |
Draeniir. goddess of truths | The Messenger | Passage*, Twilight | Road winding into the sun |
Svaeus. god of endurance | Enduring Spirit | Nature, Peace | Cliff edge radiating light |
Warden. god of judgement | The Final Judge | Grave | Set of scales with petals and brimstone |
*: Appears in chapter 3.
Lesser Idols
Entity | Alignment | Warlock Patron | Suggested Domains | Common Symbol | History |
---|---|---|---|---|---|
Annohka | Chaos | The Fathomless, The Fiend | Death, Tempest | Three hollow purple discs over one solid black disc | Sentient floor of the Abyss |
Bahl | Neutral | The Fiend, The Hexblade | Light, War | Half oni mask decorated with smoke patterns | Exiled former archdevil that is bound to the Ethereal Plane |
The Hungering Hive | Neutral | The Genie (earth), The Great Old One | Forge, Nature | A living ant colony | Entity of elemental earth that creates drones to serve it |
Jabaira al-Batan | Chaos | The Genie (air) | Tempest, Trickery | Four eyes arranged in a spiral | Self imposed djinn ruler of the plane of air, enemy of Kilik |
Kilik ulu atta | Neutral | The Fathomless, The Genie (air) | Nature, Tempest | Purple snake with one eye coiled around a lightning bolt | Formed when Kord attempted to conquer the elemental planes to repel him |
Mylzerith | Chaos | The Archfey | Knowledge, Trickery | Red and gold scaled sphere | Ancient and immortal true ruler of the Transan'Doral Ascendancy |
Odalla | Chaos | The Celestial, The Fiend | Death, Knowledge | Downward pointing white triangle with a closed eye in the center | Archon loyal to Amni but fell to demonic corruption |
Vasipius | Law | The Hexblade | Light, Order | Flaming lion's mane | Brahn's second in command, an Androsphynx that was left on the material plane |
Vazz'ach | Law | The Fiend | Knowledge, Twilight | String made of sage with alternating teeth and knucklebones on it | Fiend used to gather knowledge in celestial wars and now knows too much to be killed |
The Winter Throne | Chaos | The Archfey, The Great Old One | Death, Peace | Pale blue disc with an open mouth on it | Puppetmaster of the Winter Courts of the Feywild |
Entity | AA | The_Patron | Domains | Esoteric_symbol | History_of_the_entity |
Annohka
- Not a demon prince?
- Kind of a evil, crazed elevator that can willingly raise or lower the bottom of the abyss
- Can't raise the floor above a prince's layer
- Can drop the floor infinitely to be nigh unreachable but this allows princes to expand downward and thus prevents Annohka from raising itself
- Desires reaching the first layer to spill into the hells then beyond to consume all planes
- Layer lair is decorated with chains that almost make Annohka appear to be imprisoned but the chains are really for moving itself through the abyss
Acting as the floor and entire bottom layer of the Abyss, Annohka is as old as its home plane. Possibly being a very literal representation of the very foundation the Abyss was founded upon.
Bahl, the Excommunicated
Once a vain and proud piece of the devilish hierarchy, Bahl took the place of his once duke and ascended to the position of archdevil. But the lengths he went through to achieve this goal were discovered through disloyal underlings and Bahl was directly stripped of his title and cast into the ethereal plane on the border of the material planes. The definitive infraction that triggered his banishment not even Bahl is aware of. Though in the century past his excommunication, a divine war broke out and the Divine Barrier severed the once direct connection to the hells. Since, Bahl has adapted to his new home and gained the ability to manifest partially through the ethereal plane to direct those who would follow him through fear or malice on the material planes. He appears as a semi-visible form that reflects no light aside from two glowing white irises.
- Broke a contract but had a failsafe so that he would not lose his powers
- The other party of the contract pleaded/bribed/somehow convinced Asmodeus to banish Bahl (or used erinyes)
- He did and Bahl was transformed to not have the hells be his plane of origin then banished him
- He ended up in the ethereal plane and is trapped there still
- He can peer into the prime material, feywild, and shadowfell and invoke a sort of 'burning shade' as an avatar of himself
- The shade resembles a humanoid shaped figure made of dense smoke that is illuminated from the inside with fire
The Hungering Hive
- Urges followers to bury things & creatures alive to be consumed by the hive
- Is the actual hive not the drones or the queen of the hive, both are just puppets
- Allows xorn to inhabit it to clean the corridors in exchange for gems
Kilik ulu atta
- Avatar of elemental air in the form of an elder tempest
- Goal is to exist as a force of elemental power and sustain itself
- When 'dormant' takes the form of a whirling vortex of air that is dangerous to go within
Mylzerith
Odalla
Theodoric
Vasipius
Vazz'ach
The Great Magical Severance (248 p.b. - 1 p.b.)
Shackled and pulled toward Acarro by the same three massive adamantine chains that pulled the planet to its current location, the second star of the solar system, Eroa, is condensed above the central mountain range of Solicia . It was safely cradled in what would later be known as the Eroan Steppe by Annam, Moradin, Liri'anselle and Bahamut. The presence of Eroa even in its divine shield fundamentally altered not only the surrounding area, transforming it into a desert from a lush forested mountain ring, but also imbued the planet itself with a force of magic separate from divine. This Inarcane magic would influence creatures born into the world much like the other planes do. Granting magical abilities to some, transforming others completely into monstrosities or other new forms of life. The four gods along with Mystra Augauzorg, a Sol and the first wizard of Acarro, developed a method of containing the incredible power of the star within massive magical crystals.
As Eroa was shattered into the Keystones and Mystra ascended to preside over the new divine domain they created, arcane magic flourished. Granting the ability for all forms of life on Acarro to wield and strengthen magic with enough study or training. This was quickly followed by many humanoid empires rising to a level where they believed they had surpassed their creators and directly opposed them.
This created a rift within the heavens with one group of gods seeing this as proof arcane magic has no right to exist if it gives this much power and confidence to mortal beings. Whereas the opposing side perceived it as a natural and direct evolution to life. These ideals were found to be impossible to coexist even with the area that was granted arcane magic being reduced through the relocation of the Keystones.
The destruction that followed in the wake of the Great Magical Severance fundamentally changed the people of Acarro's perception of the gods they devoted themselves to as well as the makeup of the world itself. Scars left from each clash can still be found in the tales written in less than favorable lights. The damage dealt to Acarro itself went deeper still, leaving sites corrupted by the alien influence of the celestials.
Without ceremony or during a battle, in the darkened night of Aruma's new moon and a full moon of Kuja. Cyric wielding the Dawnbringer cut down Mystra's divine form, leaving the weave of Acarro bereft of her guiding hand. The subsequent calamities can all be traced back to the Keystones violently reacting to the loss of their creator.
In a brief moment of peace during the Great Magical Severance Draeniir brought the atrocities caused by the other gods to light for all to finally realize the toll of godly warfare. This reveal shocked the gods enough and in a moment of shared worry toward their creations on Acarro, they agreed to pause their conflict. However, the Arcane Protectorate held firm on two conditions; the first being that the only method of removing the barrier remain within it, thus keeping it out of the god's reach. And the second being the denouncement and execution of Cyric for the murder of Mystra.
The first condition set out by the arcane deities was quickly agreed to as long as Cyric used his godly influence to remove the knowledge of how to extinguish the barrier from all minds and writing. He agreed as the Keystones and the, currently dormant, tarrasque within Kuja were blessed with a power beyond what even the gods could do.
The second condition laid forth was met with apprehension. Members of the Champions of the Divine such as Bahamut and Tiamat believed that Cyric's death was necessary and just. The other deities opposed this, stating Cyric's death would set a dangerous precedent and that his domain was a necessary shadow to be cast for the continued safety of Acarro. It wasn't until Cyric, Mask, Asmodeus, and Warden plotted together to fake Cyric's death. The combined powers of the four divines bypassed the knowledge of even the knowing master, Ioun.
Immediately after the formation of the barrier the lost city of Ataraxia was thrust back to the material plane and slammed into the mountainous rainforests of Teigea . The conflict then quickly resumed as Cyric's lie was made know to the gods by Asmodeus which caused the tenuous alliances made to be for the most part shattered.
Death of Olara
As the armies following the combined authority of Brahn and Tiamat charged across Ashios seeking to recover control over the King's Crater, the mortal wife of Moradin, Olara had already discovered its location and established a garrison within. A long battle ensued until Olara found herself face to face with the then champion of Brahn, Reimfried of the Ashgale. He wielded the black hand and in a fell stab impaled the dwarven queen.
Olara's death not only destroyed the morale of the arcane armies within Ashios but also severely weakened their connection with their patron deity. This was more than enough to grant those loyal to the divine control over the migrating powers of the Nomadic Wastes, using them to transport soldiers across northern Ashios.
The Sol
Precursor race that evolved on Acarro then during the earliest parts of recorded history were introduced to the divine forces that would become the gods later.
The divine powers took forms of advisors and sages and used their might to help civilizations flourish.
Flying Islands
The spell to first sunder and lift the peak of a mountain was created partially with the involvement of Mystra and the then circle of priests beneath her. After being raised a sizeable chunk of the main body of the Keystone would be sundered and placed within a chamber located deep within the island. Each fragment would have orichalcum struts locking it in place that were able to become tightened as the Keystone was used up. With the pieces of Keystone being the source of arcane fuel maintaining the island's levitation and their finite nature, tensions began to rise as the amount of unused white Keystones dwindled and those that were in use shrunk too small to keep the city aloft.
Some cities migrated their population to another island while some allowed their island to fall. Gently guiding it to a chosen location where it would find a permanent home. However as with all things, some cities strove to maintain and stockpile the Keystone batteries through violent means. Waging wars against other flying islands to sabotage or steal their access to the sky, causing the complete annihilation of a few cities and killing tens of thousands.
Ataraxia
In the last decades before the formation of the Divine Barrier many of the Sol attempted to use the power of the white Keystones they possessed to ascend to the outer planes and join the gods in their conflict. However, the cost was immense and only the richest flying city with the bloodiest history, Ataraxia, was able to shunt itself off the material plane and into the astral sea. Once there most of the Keystones were used in the transport and the city was left to drift.
For a time there was panic and confusion that nearly erupted into a civil war but the people became united again once they became aware of the creatures they now shared a plane with. For nearly three generations Ataraxia drifted along the astral clouds, aimlessly with the slowly decreasing momentum from when it first entered the plane. However when the Divine Barrier was erected 77 years after Ataraxia left the material plane, each piece of the Keystones was abruptly pulled back to the prime material. This violent upheaval ripped the city apart and pulled only the center of it back to its native plane. The city appeared and crashed within the rainforests of Teigea leaving few survivors compared to the nearly million that thrived in the astral sea.
While the people of Ataraxia were lost beyond the plane the remaining Sol of Acarro had divided and fully devoted themselves to waging their own war on Acarro for the gods they followed. This vehement devotion and boons granted upon them by their divine patrons altered their physiology creating the numerous races that live on Acarro now. While the returned Sol of Ataraxia kept the adaptability and innate potential they had been granted upon their creation.
The Moons
Kuja
Charging across the sky of Acarro, [b]Kuja[/b] shines brightly with the reflected light of Myora in a brilliant white sheen. Appearing less than half as large as Acarro's other moon, Aruma, Kuja can pass by the untrained eye unnoticed on nights where it is mostly in shadow.
Kuja has historically been associated with the platinum dragon, Bahamut due to its almost mirror like reflectiveness. On nights where the moon is full it casts almost a spotlight across Acarro. Illuminating the night with an eerie brightness that has been said to unsettle shapechangers and those who commit evil deeds within its moonlight.
The full moon of Kuja is seen as a grand omen of salvation and safety in western Teigea and Yichos, and respected as a blessed event on nights where it shines upon the Platinum Channel. In Otoria and southeastern Teigea children born under the full moon of Kuja are said to be pure blooded and revered by some much in the same way aasimar are respected by followers of the divine.
Transan'Doral Ascendancy
The established government ruling over the nation Solicia on the continent of Solicia. Making it the only country on Acarro whose borders extend across an entire continent. Founded in the year 301 db as the Kingdom of Solice when Alfhruger Transandoral united an army of sun elves under his banner. Since then, the Ascendancy has spread its influence across Solicia and currently is not directly involved in any conflicts across the world. The capitol of the Ascendancy is Laranlors, an opulent city surrounded with a massive circular moat.
History
Prior to the Barrier
The history of the Transan'Doral Ascendancy begins before the formation of the Divine Barrier, within the Feywild. There, when the first fey amassed the power to raise to archfeydom, a fey of renown, reputation, and regalia was one of the chosen. They were known as Mylzerith.
Their status as an archfey allowed them entry to the Seelie Court where they found that they could not comfortably abide with taking orders. Yet they came to this conclusion after being steeped in court politics for far too long, so they remained and grew disdainful of everything around them. Until one day when a brand new creature, one of comparatively smaller stature and mortality. The creature was only present for a moment before teleporting away through an unfamiliar magic. Mylzerith scoured the surroundings and concluded, to their utter jubilance, the creature had gone to another world.
Mylzerith's desire to witness this alternate realm grew to a fervor. They used their accrued secrets to weave themself into a position where they nearly gained their desired ability. Yet Mylzerith was reckless and impatient in their efforts and the brightlord and co-creator of the Feywild, Cor'layph, discovered their ploy and cast them to the lowest rungs of the Seelie Court.
There Mylzerith stewed on their failure and retreated into quieter machinations while watching the activities of mortals within this alien plane. Up until a planar shockwave cascaded through both realms and the direct connection Mylzerith felt to their creator entity was suddenly absent as the Divine Barrier encased the material planes.
The Divine Barrier is Erected
Upon its creation marking a new era, the now needed tools of planar travel, were pulled into the prime material plane. This left no traversal going anywhere except from the prime material impossible and stranded extraplanar creatures on the plane unless they were to acquire the arcane keys.
Frustrated with their ensnarement within this foreign plane, a cabal of fey gathered mortals to seek out a method of travel. While transport was impossible, communication was still very much possible. Through this, an archfey now known as the Mylzerith the 'Mad' saw an opportunity to flee their bondage within the Feywild and whispered accrued secrets they had gathered to their distant cousins.
Convincing the mere fey of the prime material to assist, the archfey was able to guide them to the island situated in the circular northern bay of Prea-Utralu. There the fey performed a spell of similar nature to the one Mylzerith had seen so long ago to open a rift between the planes. Once through, Mylzerith established their 'Dawn Empire' through the rapid conquest of the north of Prea-Utralu and outward to claim territory on Ashios, Yichos, and Diadon.
Formation of the Dawn Empire
The empire held absolute power for almost three hundred years, starting in the year 21db, facing opponents to their rule with overwhelming strength. Foes of the empire found their homelands transformed and invaded by legions of zerethi, a race molded by the empire to serve obediently.
Meanwhile within the Feywild, the returned fey were chastised and charged with rectifying their error of trading places with Mylzerith. They eventually devised the plan to create powerful fey knights to cull the archfey's herd and when they brought the idea to the two courts of the fey the Overlord of the Unseelie suggested turning the returned fey into these knights as penance.
The Seelie Court agreed, and the three pleading fey were transformed into hauntingly quiet and deadly knights and thrust into the ethereal plane. A clause was bound to them so that if Mylzerith's name were ever said aloud or written, carved, painted, or otherwise scribed, the Knights of the Mourning Grove (see chapter 8) would be pulled into the prime material and act with a singleminded purpose.
Kill and destroy whoever said or wrote the name, as well as anyone who may have heard it and all nearby writing.
The Forgotten Empire
This tactic proved all but perfect as very quickly, tens of thousands of people were suddenly found dead, gone missing, or brutally killed in plain view by alien warriors that disappeared shortly after. From the year 296db to 299db, the world wept as thousands died. The efficiency of the knights was augmented through the suppression of the original fey's own thoughts while their emotions were increased tenfold.
Confusion swept across Acarro as nobody that fell under the two court's conditions was spared, aside from Mylzerith themself who was too powerful to be slain by the knights. As the sightings of the knights lessened and people began to realize their trigger, a sizable amount of the empire remained and slowly began to rebuild. Mylzerith drew back from view, keeping their surviving flock close while plotting.
Mylzerith, instead of reuniting their loyal and clever followers, sentenced them to death through their planar wardens. They manipulated their followers to enter these communities and once gathering a majority of the people who once served Mylzerith, scream their name for all to hear.
After this second wave of carnage Mylzerith continued to remain secluded until they believed all of their once fanatic followers were killed. With this, they adopted the guise of a sun elven man named Alfhruger, and began his conquest outward. Suppressing the history that stained the continent.
Kingdom of Solice
Alfhruger turned to the confused and terrified slave race created by the Dawn Empire. Raising them up to fight for him and dubbing them the new sun elves after their predecessors fell victim to the genocide.
These new sun elves worshipped Alfhruger, under the thought that he was some manifestation of the divines. He was said to be blessed with twice the life span of his kin and ten times the might of the strongest mage. They rallied around his cause and as the Kingdom of Solice was established in the year 301db, so too was a secret police force known as the Ibhutan'ai.
Wars of Reconquest
Beginning shortly after the establishment of the Kingdom of Solice, these series of conflicts raged across Solicia from the year 302db to 469db. The first operations bound the land of what would later be named Andor'Ikar. In this process, mines were refit and made anew across the Rae'del heights to extract the silver the Dawn Empire put little thought toward.
Once Alfhruger's army was equipped with silver arms and armor they marched south to continue their conquest. In the year 319db the Silverguard met the Eroan Steppe. After gauging the strength of Alfhruger's army, the caliphate of Khor Zalat chose to invite the elven king within their city to discuss terms for an alliance. They reached an agreement that saw the independence of dwarven strongholds within the kingdom's borders.
After more skirmishes to gain control of the remainder of central Prea-Utralu, in the year 352db the Wild Lands were established as a historic and dangerous province to be left available for future development. Also during this time, Alfhruger came into the possession of a Shard of Eroa, the Dawnbringer (see chapter 7).
The year 387db marked the addition of the Irokan people into the kingdom. The province around their vast mercantile routs was dubbed Iro'ka Solice. This marked a decisive turning point for the remaining clans and kingdoms south of the Shining Bay, showing that definitively the Kingdom of Solice would not stop until they held absolute control.
Solician control over a majority of the continent coincided with the dissolution of the Coalition of Exarchs. Who had been placing their own agents on the continent to spread their faith and cause. They quickly scattered afterward.
As the conflicts raged on, in the year 402db the Silverguard were rebuffed not once but twice by the bannermen of the noble houses of Fetterfleet, the strongest unified force of the Dusk Valley. This bolstered the resolve of the south and led to the formation of the Gods' Guard.
This new power proved an actual adversary to the Silverguard, and managed to take terrirory back all the way to the mountain range where the Dusk Valley ends. This range became known as the Divine Battlements. The folly of the Gods' Guard however, was their over reliance on advantageous terrain.
Amid projects to establish a barrier of antimagic at the mouth of the Divine Battlements, in the year 460db the Kingdom of Solice used the Shining Bay to navigate around to the south of the Gods' Guard and destroyed their forces. The final battle of the Wars of Reconquest was fought at Castle Mistwatch.
Death of Alfhruger
Alfhruger held onto the land taken during the wars as he redubbed his domain the Transan'Doral Ascendancy. Citing divine right to set the laws, borders, and gods of this continent which was also renamed. He gave it the prior name of his realm, Solicia. His reign remained stable as he bit by bit expanded the control of the Ascendancy to encompass all of mainland Solicia by the year 515db. Afterward he appeared to be growing infirm as Mylzerith wished to pursue alternate endeavors with his newly established territory.
Alfhruger's death was a meticulously planned and thought through endeavor. Mylzerith took great care to observe the mannerisms and personality quirks displayed by the child he sired while he was Alfhruger. He memorized her features and once finished, moved forward with his own 'death.' As Allenna was being prepared for her ascention to the throne, she was met with an exact replica of herself. Mylzerith had then taken their daughter's place after muddling all of her memories from her mind and sending her across the world.
In the year 528db, Allenna Transan'Doral was crowned queen of Solicia and the Transan'Doral Ascendancy. Overseer of the six provinces, ally to the dwarflords, shining star of justice, and paragon of arcane faith.
Orcish Excommunication
The city of Port Rilkur is established on Deno Eiskk, marking the entire continent to be under Ascendancy control in the year 531db. An already made temple to Kallisk is repurposed to be the meeting hall and market. This connection to Kallisk is exploited by the Ascendancy to convince most of the remaining orcish clans of Solicia to migrate to the islands. The last of the migrating clans arrived in Deno Eiskk in the 545db. For years afterward, militias of orcs and those sympathetic to their cause tried to return to the mainland but were rebuffed by the Ironshore Peninsula of The Wall.
Death of Allenna
The year 998db is marked by the passing of Allenna 'the kind' Transan'Doral. Tens of thousands of people across Solicia mourned her passing and eagerly await the coronation of her only son, Cyraeus.
The Schism of Solicia
In the years leading up to Allenna's death, a force of zealous soldiers grew in the south. They dubbed themselves the Chains of the Divine and founded communities of people unhappy with Ascendancy control and spread their ideals. Their main focus was the Ascendancy declared illegality of the worship to the gods that make up the Champions of the Divine. These separate communities stayed in contact through knights that personally delivered messages on horseback throughout the south and had members in some of the highest echelons of the Ascendancy.
Later in the year 998db war would be declared as a force of Chains of the Divine marched on the city of Ditrias and espoused their ideals to the people. They resonated with minor feelings of discontent most folk carried and led to the quick expansion of their influence. Faster than they had expected due to subtle manipulations by Mylzerith. He not only knew about the oncoming war, but fostered its growth so that he would be provided with more opportunities to rid himself of the Knights of the Mourning Grove.
Military
Silverguard
The formation of the Silverguard occurred as the Kingdom of Solice was founded. Albeit it wasn't until the full unification of Andor'Ikar that they would gain the silver to make the armies' signature armor.
Red Brands
The Red Brands are a specialized group of soldiers within the King's Hand who stand apart from their other comrades. They wear scarlet silk surcoats or tabards. This distinction isn't only visual however as those who possess the title of Red Brand stand as exemplary soldiers who are renowned for their strength and bravery.
Richters of Solicia
To become a Richter one must be put up for consideration by a sitting member of the sovereign parliament then be approved by both the High Richter and the sitting regent.
Province Richter Andor'Ikar Saxim Irinzu Deno Eiskk Briar Midhorn Iro'ka Solice Mikhail Nicodemus Isle of Drakes Echilak Hihazbar Sands of Olara Omar Haddah Shattered Bluff Baahnel al-Zahra The Wall Bibella Rendri'ir Wild Lands Hanala al-Hefden
Iadoron
Ignian war was centuries ago when ignian government got red keystones and used them to reach into the future for weapons. All of Iadoron was put in a demiplane before Acarro was pulled to the twin suns. Used up all their keystones but stashed away some guns and bombs. Ignia won the war and conquered the island.
The Gods' Guard
spoke of as a theocracy much like the chains of the divine but in reality were soldiers against the kingdom of solice for a believed connection to the late dawn's empire.
Ranks include templars and other religious sounding stuff because they were religious just not only cessation god religious
The Reborn
A religious organization devoted to learning and carrying out the perceived will of the Keystones. It currently has members within some of the highest levels of worldwide governments but each sect remains mostly disconnected from the rest.
A cult centered around the Keystones has originated many different times and by many different names throughout history across Acarro since the Keystones were first created. However, due to prosecution from entities that wished to keep the knowledge of the Keystones and their powers for themselves or were abhorred by some practices done within these cults, history has seen many of the groups burned from its pages.
Southern Sect
Led by Varis the southern sect of the Reborn work toward finding other sorcerers and weaponizing their innate magics against them by transforming them into shardmind. This corruption is done through direct contact with a fragment or shard of a Keystone and takes place during a ceremony they call a 'Perfected Rebirth'.
Exarchs
Founded in the Age of a Hundred Kings in Ashios when Czarina Gulsum of the Phoenix Empire established a sect of her military specifically devoted to using magic to execute her political and military rivals. When the Phoenix Empire fell due to the eruption of Mt. Ahadov. The growing alliance of exarchs within the Empire however survived the immolation their overlords faced.
This new Coalition of Exarchs established a mageocratic society that later dissolved to infighting and mistrust. However, while the Coalition fell it had sent out agents to infiltrate other nations of Acarro. While on these foreign shores the exarchs worked as expensive but incredibly effective mages for hire which has caused the title exarch to become synonymous with a professional mage mercenary.
The Golden Cloaks
The Golden Cloaks of Baatha is a guild focused on finding the facts of history and subtly watching over government proceedings and officials to root out and expose corruption.
Those who join are typically fresh-faced adventurers leaving home for the first time, historians that love their craft, or once criminals who have chosen to turn their skills toward changing the systems that led them on their paths.
The organization is divided into three groups or 'Strands' as they're known. The Strand of Antiquities is charged with overseeing and protecting Golden Cloak archives as well as communicating with other archives. The Strand of Enforcement goes out to accompany or infiltrate official circles and report signs of corruption. And the Strand of Exploration, they strike out into lost and forgotten places in the world to recover lore and historical artifacts. The latter two strands take their findings back to an archive to be acted upon and/or safeguarded.
Motto. "History, Freedom, Truth"
Beliefs. The code adhered to by members of the Golden Cloaks can be summarized as follows:
Joining the Golden Cloaks of Baatha is not just a privilege but also an agreement to uphold fairness and equality wherever one finds themself. In addition, all members of any strand are forbade from withholding the secrets we so tirelessly seek.
Goals. Catalogue Acarro's history so that it can be used as example. Furthermore, prevent history repeating from the ignorant.
Members
The typical statistics for members of the Golden Cloaks, known as Golden Cloaks or Hoods, are as follows:
- Typically members within the Strand of Antiquities are not frequent fighters so they use the acolyte, commoner, or noble statblocks.
- Some higher ranked members can be bards, diviners, or martial arts adepts.
- Members of the Strand of Exploration use the statblocks of thugs, veterans, or archers.
- Higher ranked members use the swashbuckler, gladiator, or abjurer statblocks.
- Most well trained members possess a resistance to frightening effects.
- Members of the Strand of Enforcement use the statblocks of scouts, spies, or swashbucklers as well.
- Higher ranked members use the master thief, illusionist, or mage statblocks. All gain proficiency in disguise kits and/or thieves' tools.
Faction Assets
The Golden Cloaks wield skills of subterfuge and keen listening. Mainly focusing on in depth training that is possibly augmented with associated magical equipment. Though members sent to infiltrate tend to not use these as they can be detected. Additionally, the sorting and searching of archived materials is magically expedited through enchanted statues that retrieve requested books. Each archive contains study and sleeping chambers available to members. As well as selling components for spellcraft.
Theater of Passage
Within the innermost chambers of Golden Cloak archives are clustered rooms known as Theaters of Passage. These areas are restricted to unapproved members. A maester, prosecutor, pioneer, or higher ranked member can give access to an archive's theater of passage. All those who have approved usage of these chambers are noted.
The chamber itself can take any arrangement the archive builds it to. But they each have a main chamber with small, unfurnished rooms branching off of it. In these smaller rooms are permanent teleportation circles inscribed into the floor. These circles connect to other Golden Cloak archives throughout Acarro. The list of archives with theaters of passage are as follows:
- The Luminous Athenaeum, Baatha: toward the top of the massive library in magically obscured rooms overlooking the city and surroundings.
- Twin Obelisk Archive, Laranlors: Within the center-most chamber, has Silverguard guarding it as well.
- Gold Prism Archive, Ryhelm: Within Crown's Keep
- Libraries of Augran the Wise, Khor Zalat: three locations with one on each tier of the city.
- Honored Halls, Bavant: located beneath the main library hall and can be accessed from the undercity.
The Luminous Athenaeum of Baatha is the primary headquarters of the Golden Cloaks and contains additional in progress or unmarked circles:
- Bright Banner Academy, Qadiya: circle is unfinished.
- Rhogrull Waytower, near Esseria: Set into a wall within a canyon watched by mountebanks and rigged to break.
- Palaestra of Time, Besmos (Alganne, Diadon):
Waystations
Spread across regions under the scrutiny of the Golden Cloaks are settlements used as outposts and rest stops for travelers. They provide a temporary headquarters for all three strands while apart from a library. As well as a location for unaffiliated folk to purchase rest and supplies.
Ranks of the Golden Cloaks
Renown | Antiquities | Enforcement | Exploration |
---|---|---|---|
1 | Steward | Scout | Aspirant |
3 | Curator | Auditor | Pathfinder |
10 | Archivist | Mountebank | Surveyor |
25 | Maester | Prosecutor | Pioneer |
50 | Archmaester | Commissioner | Proctor |
Mythril Chain
The Mythril Chain is a firmly regimented organization who scour the areas around Solicia for magical artifacts.
The faction consists of seekers of arcane lore, retired soldiers that wish to make discoveries, and mercenary companies that have been incorporated over the years they have been active. Beginning in the year 990db the Transan'Doral Ascendancy has been a continuous patron to this faction but only when it involves discoveries in or around Solicia. Thus keeping the faction mostly within the territories of Solicia and under the Ascendancy's watch.
Motto. "The gifts of the arcane must be known"
Beliefs. The Mythril Chain's rigid mandate can be summarized as follows:
We must go forth into the scattered realms of this world and recover the disparate relics of arcane conflicts. These items hold power far too dangerous to be left in the hands of whomever may claim them.
They are safer under our protection.
Goals. Seek out the depths of magical artifacts and catalog their effects and abilities.
Members
The typical statistics for members of Mythril Chain members, known as arbiters, are as follows:
- Arcane Seekers & low tier Spellhunters use the statistics of an aspiring caster (chapter 8).
- Exceptional Spellhunters and Runefinders use the statistics of a mage (p347 MM).
- Mytheyes use the statistics of either a conjurer (p212 VG), diviner (p213 VG), evoker (p214 VG), or transmuter (p218 VG)
- Grand Arbiters usually have their own stat blocks, otherwise they use the archmage (p 342 MM) statistics.
No matter what statblock is used they always have detect magic, locate object, dispel magic and/or counterspell known and prepared.
Extended Titles
- Legionnaire. Militant arbiters commanded not to negotiate but to violently ensure the faction's will.
- Marshal. Arbiters that oversee Mythril Chain compounds and businesses.
- Steel. Arbiters that use weapons and armor more regularly than spellcraft.
- Templar. New tier of arbiters trained by members of the Ibhutan'ai. Trained in divine enforcement and stealth.
Ranks of the Mythril Chain
Renown | Rank |
---|---|
1 | Arcane Seeker |
3 | Spellhunter |
10 | Runefinder |
25 | Mytheye |
50 | Grand Arbiter |
Faction Assets
With the primary principals of destination focused exploration and item recovery and transport. Equipment used by the Mythril Chain includes magical items that can hold more than they appear, quick transport over long distances with space to securely hold loot, and arms, armor, and arcana should arbiters face opposition in their duties.
Seeker Ships
The iconic vessel of the Mythril Chain are the seeker ships they use to traverse the waters around Solicia. The five sails of these vessels are bound to a single mast and have enchantments woven into the gilded fabric that lines them. Built into the middle of the ship is a magical container that within is free from the turbulent motion of the crashing waves, provided the ship remains mostly upright. They are referred to as 'Penta-Sails' by other sailors or folk that dwell near ports they frequent.
Order of the Twilit Vale
The Order of the Twilit Vale is a band of communities localized within the Dusk Valley, guarding the natural world there from threats.
The faction's members connect themselves to the primal forces of the region and use the ties within their blood from this to defend. New members are found through nomads finding purpose in their goals or through them raising children born or abandoned to them.
Members
Warriors, as the faction's members are known, use the following statistics:
- Blood hunters, wardens, monks, druids but all with a blood theme
Ranks of the Twilit Vale
Renown | Rank |
---|---|
1 | Rootguard |
3 | Trunkarme |
10 | Boughknight |
25 | Crownlance |
50 | Archheart |
Stained Knights
Ranks of the Stained Knights
Renown | Rank |
---|---|
1 | Tinted |
3 | Dyed |
10 | Marked |
25 | Painted |
50 | Stained |
Benefits of Membership
Joining the arrays of the Stained Knights is seen by most as a position taken for life. Most stained knights are expected to live nomadic lifestyles, finding folk that cannot help themself against a stronger foe and evening the field. Those who abandon their banners see these boons revoked and are shunned by others that hold the knightly order in esteem.
The Stained Knights have no true base of operations and therefor provide no worldly assets to its members. However, those devout to the cause and that have proved themself in the eyes of Alexandria may be granted magical benefits that apply to their current missions.
Kaleidoscopic Mind
These stained knights find themselves bestowed with the ability to peer into the talents of others. They gain one first level feature from any class that is not the spellcasting or pact magic feature.
Call to Arms
Stained knights are bound by code to provide balance in lopsided conflicts. When a stained knight calls upon another, they also must partake in whatever strife no matter the scale. The participation is also not guaranteed to be on the same side as the other knight should that imbalance the odds.
Chapter 7
Magical Miscellany
Magic Items of Solicia
Blade of Vengeance
Weapon (pike), uncommon (requires attunement) | Enchantment | Divine
Weapon | Damage | Weight | Properties |
---|---|---|---|
Pike | 1d10 piercing | 18 lb. | Heavy, reach, two-handed |
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This pike is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the pike, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the pike forces the vengeful spirit to leave it. The pike then becomes a +1 weapon with no other magical properties.
Blood Forged Weapon
Weapon (any), uncommon | Necromancy | Divine
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you deal damage to a creature with this weapon that creature suffers an additional 1d4 necrotic damage and you heal that much.
Blue Steel Bolster
Wondrous item, very rare (requires attunement by a spellcaster) | Evocation | Divine
This cobalt bracer has four sapphires embedded into the back. This item gives you a +1 bonus to the saving throw DC of your spells. The bracer has four charges, when you upcast a spell that’s base level is 3rd or lower and only targets one creature you may expend a charge to immediately use your reaction to cast the same spell again at its lowest level without using a spell slot. The target of the additional spell remains the same as the first and if it cannot, the spell fails and the charge is wasted. The bracer regains a charge for every hour that passes without it being used.
Bracer of Extend Arcanum
Wondrous item, uncommon (requires attunement by a wizard) | Transmutation | Arcane
This bracer comes as a pair with a fine silken leather glove. Inscribed on both is a depiction of a brass dragon holding a scroll in its talons, the heraldry of the Bright Banner Academy. While you are wearing both the glove and bracer you learn an additional wizard cantrip of your choice and can prepare one extra spell when you complete a long rest.
Breath of Thunder
Wondrous item (necklace), rare (requires attunement) | Evocation | Divine
This scaled choker is made of blue draconic hide. It is bound in the middle with a metal blue dragon skull that has a sapphire gem embedded into the forehead. While you are wearing this item you gain resistance to lightning and thunder damage as long as the Thunderous Roar feature hasn't been used.
Thunderous Roar. As an action while wearing this item you can emit a booming roar in a 30-foot cone. Each creature in the area must succeed a Constitution saving throw where the DC is 12 + your proficiency bonus. Taking an amount of d6s of thunder damage equal to your proficiency bonus.
Once you use this item you cannot do so again until you complete a short or long rest.
Chains of Binding
Wondrous item, uncommon | Enchantment | Divine
When these thick iron manacles are bound around the limbs and neck of a shapeshifter their transforming ability is suppressed until the chains are removed. While the chains are locked, the bound creature or a creature within 5 feet of the bound creature can make a DC 20 Strength check to escape. Breaking the chains and removing the magic in the process.
Dagger of Division
Weapon (dagger), uncommon | Abjuration | Divine
Weapon | Damage | Weight | Properties |
---|---|---|---|
Dagger | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
This well-made iron dagger is emblazoned with a golden symbol at the base of the blade.
Aura of Dampening. As an action while wielding this dagger, for the next hour the dagger emits a field of antimagic. While the effect is active and this dagger is used to attack a creature or object protected by magic, the effect is suppressed within the area of antimagic until the dagger is moved away.
Fey Irritant
Wondrous item, rare | Enchantment | Divine
This iron tuning fork is deceptively heavy, weighing a pound while only being 3 inches long. As a bonus action, you can strike the fork causing a ring within 20 feet that only fey can hear. Each fey creature that can hear the ring must succeed a DC 15 Charisma saving throw or suffer disadvantage on all attack rolls and ability checks for an amount of rounds equal to 20 minus their Charisma modifier (minimum 1 round).
If this item is struck while in the area of the silence spell it shatters and the magic fades.
Flux Weave Cloak
Wondrous item, very rare (requires attunement) | Transmutation | Arcane
This cloak's outside is that of a dark velvet with a cowl of soft white fur on the top linked together with a golden chain and brooch that has a large ruby inlaid into it.
Empowering Hue. While you are attuned to the cloak, you can use an action to make the inside change color giving you one of the effects of the enhance ability spell while you wear the cloak depending on the color.
Color | Effect | Ability |
---|---|---|
Red | Bull's Strength | Strength |
Black | Cat's Grace | Dexterity |
Gray | Bear's Endurance | Constitution |
Orange | Fox's Cunning | Intelligence |
Green | Owl's Wisdom | Wisdom |
Yellow | Eagle's Splendor | Charisma |
Once you use this ability you cannot do so again until you complete a long rest. However, upon the completion of a short rest you may change the color without expending this charge.
Giant's Nap
Potion (poison) rare
Guardian Emblem
Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin) | Abjuration | Divine
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Maestro's Finger
Wondrous item, uncommon | Enchantment | Arcane
This petrified finger appears to be from a humanoid creature turned to stone. As a bonus action you can point the finger at a creature within 100 feet of you, forcing your target to make a DC 13 Charisma saving throw. On a failure the target sings a note aloud in a random key. If a creature is unable to make noise the effect does nothing. Fey have disadvantage on the Charisma saving throw.
Mindmeld Earring
Wondrous item, uncommon | Transmutation | Arcane
This nickel earring has a pointed garnet hanging from it with runes intricately carved into it. When you raise it to your ear it affixes itself to a suitable location and hovers in place as though it was attached to your ear.
This earring comes in a set of 2 to 6 and while you touch the earring and speak each other creature within 1000 feet of you that is also wearing an earring of the same set is able to hear your voice directly in their mind.
Necklace of Sanctuary
Wondrous item (necklace), uncommon (requires attunement) | Abjuration | Divine
An oblong opal sits in the center of this thick silver necklace. This item has three charges and regains them daily at dawn. As a bonus action, while attuned to this item you can expend a charge to cast the sanctuary spell on yourself.
Oil of Obscuring
Potion, uncommon
An item doused in this black semisolid liquid becomes guarded from divination for 24 hours or until the oil is removed. The flask holding the oil contains 8 uses on an item no larger than 1-foot in any direction, 4 uses on an item no larger than 5 feet in any direction, or 1 use on a medium humanoid or similarly sized object.
Ring of Shielding
Rind, rare | Abjuration | Arcane
As an action while wearing this ring you can summon an arcane barrier in an unoccupied space within 5 feet of you. The barrier remains until you create another or move 10 feet away from it, at which point it shatters into nothing. The barrier provides 1/2 cover to creatures standing in front or behind it.
Robe of Desert Traversal
Wondrous item (cloak), common | Abjuration | Arcane
Scroll of Greetings
Wondrous item (scroll), common | Illusion | Arcane
This fine parchment bears introductory phrases in 1d10 + 5 different languages written on it. When unraveled and placed on a surface the scroll begins to store an illusory copy of everything the nearest creature does and says for the next minute. Once the minute ends the scroll rolls itself back up and cannot be used in this way again.
As an action the scroll can be unraveled to replay the minute with visual and sound in the form of a tiny illusion hovering over the paper.
Sentinel Shield
Armor (targe shield), uncommon | Evocation | Divine
Armor | AC | Requirements | Stealth | Weight |
---|---|---|---|---|
Targe | +1 | — | — | 4 lb. |
While holding this shield, you can use it as a weapon that has the light property that deals 1d4 bludgeoning damage on a hit. Additionally, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of a gold eye that appears to be always reflecting a flame. As an action you can cause the flames to flare up, causing the shield to emit dim light in a 10-foot cone.
Staff of Travel
Staff, uncommon | Transmutation | Divine
This neatly carved stone staff bears chiseled dethek runes along one side of the shaft and a well-made leather hand wrap. While traveling with this staff, you and up to 12 other creatures within 40 feet of you gain advantage on Constitution saving throws to avoid exhaustion from travel.
Stone Crow of Wondrous Power
Wondrous item, uncommon | Divination | Arcane
This stone statuette is carved in the likeness of a crow. It has 5 charges and as an action, you can speak its command word and expend a charge causing it to animate. It flies upward up to 100 feet and looks in all directions. Afterward it falls into your hand and whispers in a language you understand the amount of humanoids within 60 feet of you that it could see. It then reverts into a statue. When the final charge is used the figurine is unable to be used until 3 days have passed.
Sword of Devotion
Weapon (shortsword), uncommon (requires attunement) | Enchantment | Divine
Weapon | Damage | Weight | Properties |
---|---|---|---|
Shortsword | 1d6 piercing | 2 lb. | Finesse, light |
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by an obsessive spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, when you hit a creature with this sword, you must succeed a DC 15 Wisdom saving throw. On a failure you expend one of your hit dice to deal extra damage to the target equal to one role of the die expended. If you have no hit dice remaining when you fail the saving throw, you take psychic damage equal to a role of one of your hit dice as the obsessive spirit berates you for being a poor fighter. This damage cannot be reduced in any way.
You can break the curse in the usual ways. Alternatively, casting banishment on the shortsword forces the obsessive spirit to leave it. The shortsword then becomes a +1 weapon with no other magical properties.
Umbral Vestments
Wondrous item (cloak), rare (requires attunement) | Illusion | Divine
This dark leather cloak magically affixes itself to your shoulders when you wear it allowing you to don it as part of another action. While wearing this cloak with the hood up your facial and body features are made to look unremarkable and ambiguous making it so you are unrecognizable. You can pull the hood up as a bonus action while wearing the cloak.
Additionally as an action while the hood is up, you can create an illusory duplicate of yourself that can take one of the following course of actions which you decide as you create the illusion:
- The duplicate runs toward a location that you are familiar with of your choice within 1 mile of you. Once it reaches the location it stands still for 1 round then vanishes.
- The duplicate approaches creatures of your choice that you can see as if to engage in combat. It takes the dodge action on its turn. The illusion disappears after 1 minute.
The duplicate shares your AC and moves on your initiative. If the duplicate would suffer damage from any source it immediately vanishes. You can use this feature twice and regain the ability to use it daily at midnight.
Additional Boons
Boon of Fey Speech
You are always under the effect of the tongues spell. If you were to enter an antimagic field or a similar effect this boon ceases to function for 1 hour.
The Keystones
Created by the gods and a mortal who ascended through their power. Studied for years before the barrier but once it was formed and the ascendancy was established, the study of them was suppressed. The Solician inquisition's real goal is to hide the info they have on the keystones.
Only thing that can bypass the divine barrier is the superweapons made by the gods which were all pulled within the barrier when it was created. (Tarrasque & the Keystones/Shards of Eroa)
Resonate with their respective schools of magic, enhancing the spells' effects and influences the surroundings with their magic school
As the keystones are used up their respective schools of arcane magic become harder to cast. Higher material cost or higher spell slots for same effect
Using keystones of the appropriate school negate this effect allowing spells to be cast normally
Keystones and tarrasque are what maintains the barrier, if they both are destroyed the barrier falls. The more things that get destroyed the more visible the barrier becomes in the sky. Like a white aurora
Forms of Keystones
When broken down, Keystones fall under the following types depending on their formation and features:
- Core: The single whole form of the Keystone that is situated at a specific place on Acarro.
- Fragment: A broken off piece of a Keystone ranging in sizes from medium to gargantuan.
- Shard: Typically tiny to small sized, shards are distinct through the immense power they contain in comparison to their size. They are only obtained from the deeper parts within a Keystone.
- Sliver: A small, jagged piece of a Keystone that can fit in the palm of one's hand. These pieces are always single use and only ever strong enough to be used in the casting of up to a second level spell.
- Shardmind: Creatures corrupted by the Keystones that have partially or completely had their bodies transformed into arcane charged crystals.
- Cut: Geometrically carved pieces of Keystones that have the magic within them contained, preventing Keystone corruption while still providing their benefits.
Locations
Abjuration
Buried in the dripping caves of the Drowned Valley of Yichos, this Keystone
Conjuration
Seated now in a castle of enormous and opulent design sculpted and built by the first elves that arrived on Solicia after the formation of the Divine Barrier. It gives off a bright orangish flickering light across the entirety of the Shining Bay , acting as a constant lighthouse for ships within the bay. Those with the ability to teleport find it enhanced in not only extended range but sometimes even what can be teleported. The Silverguard ships that patrol the waters around Alfhruger Isle are equipped with orange Keystone battery cells fitted into an enchanted mechanism built into the ships that allow the entire vessel to teleport short distances. This Keystone is a flickering reddish orange, like an enormous lantern, and is eerily silent while suppressing other sounds close to it.
Divination NOT ANYMORE, CHANGE
Situated hovering above the high mesas of the Eroan Steppe almost frozen in time. The closer one is to the core of the Keystone the more intense of heat they feel causing exhaustion and dehydration. Additionally time seems to warp as in truth the nearer to the body the further back in time you are sent all the way to when the Keystone was first placed there before the divine barrier was erected. Therefor a mile away from the epicenter the divine barrier intersects with the material plane, barring any travel within without the proper means. This Keystone is a vibrant red, matching Eroa when it burned in the sky and sounds like an immense burning flame.
Enchantment
Evocation
Illusion
Necromancy
Seated off the west coast of Solicia between the extruding cliffs of the Ironshore Peninsula on one of the many unmarked islands. Around the location of the core the soil appears to contain small flecks of blue crystal that dissolve moments after being exposed to air. Corpses buried where these flecks are eventually rise again as undead. Corpses of spellcasters, especially sorcerers, not only rise quicker but also seem to move toward the core once risen. This Keystone is a soft ocean blue tone and hums a low, howling tone.
Transmutation
Sunken beneath the Lymfell Depths, miles west of Diadon and barricaded within an undersea temple built around the crystal to contain it and prevent humanoids from wielding the Keystone's power. Even with this bulwark the ocean above the Keystone is constantly distorted by its presence. The sea is drawn inward to directly above the Keystone where it forms into a magically propelled geyser straight upward. Additionally, half the floating city of Caia that was brought to the material plane floats in an aimless pattern above the body of this Keystone, held aloft by the transmutive magic similar to the plane of air itself. This Keystone is a pale radiant white and whistles like the wind.
Corruption
When something that has magic currently within it makes physical contact with the core, fragment, shard, or even sliver creeping crystals spread out and grow over whatever is placed against the Keystone until the magic stops or the item is completely covered, then transformed, into a Keystone. Magical items of very rare or lower quality completely lose their previous effect and crumble to sparkling dust before disappearing completely. This also destroys a piece of the Keystone used to corrupt the item.
Creatures that possess magical capabilities are susceptible to the Keystone's corruption as well. Depending on the potency of the Keystone and the extent of the creature's magical abilities the process of transformation ranges from months to seconds. These creatures once afflicted are known as Shardmind, and they gain additional magical powers at the expense of more and more of their bodies.
Shardmind
The process of Shardmind corruption begins with the uncut crystal affixing itself to the area of contact. This connection is made directly with the skin of the creature, passing through most materials that may be between the Keystone and the creature but is stopped by a layer of nonmagical leather from an aberration or any amount of orichalcum. After the crystal is affixed the chaotic magics within begin to surge through the creature as it begins to creep both along the outside of the creature and deeper within the already exposed areas. From this stage until the Keystone stops spreading it is incredibly susceptible to movement and other sources of magic, having the chance to detonate in a blast of magical energy destroying itself and any part of the creature that had already transformed into crystal.
The speed of the next stage depends on the magical power held by the creature. With arcane magic being the fastest to be transformed followed by inarcane then divine. A fifth level sorcerer that has a sliver or shard pressed against their chest would typically be transformed in a matter of hours. Whereas a cleric possessing the same ability could stave off the spread for a number of days. These times greatly change when additional magic through spells or magical items are introduced to the equation, increasing the time to minutes or even seconds while running the risk of retributive magic.
Barring the sudden halt of magic within the creature or the corrupted area being severed from the rest of the body, as the Keystone reaches the head of the creature it transforms the brain to crystal and kills the creature. Any missing limbs or other typical extremities are still formed by the crystal. After a moment of the now crystalline figure remaining inert, it begins to glow with a dim light from within the center of its being. As it rises, reborn as a Shardmind. Edges of the crystal that are broken off through the initial flex of the new body disintegrate to nothingness as it stands for the first time. New Shardmind possess distant faint memories of who they once were that typically fade away in the first few days of its life. They are driven with the purpose of devoting their lives to using up the Keystone's magic that they originate from.
Shattered
The shattered are the result of individuals that, during the process of Keystone corruption, had the afflicted area severed from the remainder of their body. The severed piece becomes fully engulfed in the spreading Keystone and gains a basic level of motor function and intelligence. While remaining as intelligent as the average beast, these clumsy creatures retain the Shardmind drive to destroy the Keystone they were created from. Mindlessly moving toward the nearest piece they can sense. If a creature's head becomes a shattered, they gain the intelligence they would have had as a full Shardmind and some develop arcane abilities to levitate or even influence other shattered to form an amalgamated body that are known as Crystal Golems.
Shards of Eroa
Forged from the pure magical essence of the star Eroa after it was pulled to Acarro, these artifacts were made to be conduits of arcane and divine power merging together to produce immense effects.
Athame, the Focal Point
Weapon (scimitar), legendary (requires attunement by a warlock) | Transmutation | Arcane & Divine
Weapon | Damage | Weight | Properties |
---|---|---|---|
Scimitar | 1d6 slashing | 2 lb. | Finesse, light, sweep |
This curved ivory kopesh's intricate carvings spell out the weapon's name in infernal on the side of the blade. Its handle's color and shape change to fit your current pact and patron. You gain a +1 bonus to the saving throw DCs of your warlock spells.
Spell and Sword. While you are attuned to this item you are considered proficient in it and you can use this weapon as a spellcasting focus for your warlock spells. Also, when you hit a creature with this weapon, that creature has disadvantage on the next saving throw it makes against one of your warlock spells or a creature summoned by you.
Awakened. When a character awakens Athame, it changes as the lower point of the blade extends downward like a gnarled fang. Apply the following changes to the item's traits:
- Increase the bonus to saving throw DCs to +2.
- Depending on the current pact you have taken, you gain the following benefits:
- Blade. While this is your pact weapon, you may use a bonus action to teleport to it while it is within 60 feet of you. After teleporting, if you have a free hand, the blade appears in that hand.
- Chain. Creatures summoned by you gain a +2 bonus to attack and damage rolls.
- Talisman. This weapon functions as an additional talisman for you. Giving all the benefits of your talisman.
- Tome. After casting a spell on your turn you may use a bonus action to make one attack with this weapon.
Exalted. When a character exalts Athame, it changes again as the inner side of the blade and the designs softly glow with hellfire that trails behind the sword as it moves. Apply the following changes to the item's traits:
- Increase the bonus to saving throw DCs to +3.
- When a creature fails a saving throw against one of your warlock spells by 5 or more, you may use your reaction to double one of the damage types dealt by that spell.
Destroying the Sword. The blade itself can be broken with a strong enough force, but if it is broken in this way the blade slowly reforms while it is attuned to a creature. Each day at midnight the attuned creature's Constitution score reduced by 1 until Athame has stolen a total of 20 points and reforms fully.
In order to permanently destroy Athame, the blade must first be coated in demonic ichor then quickly covered in the soil of one of the heavenly planes. Once this is done the devil who's horn Athame was created from is made aware of what is occurring as well as who and where the creature attuned to the blade is. After 1 hour of the blade remaining covered in the ichor and heavenly soil, the ivory shatters and becomes nonmagical.
Dawnbringer, Harbinger of the Light
Weapon (glaive), legendary (requires attunement) | Evocation | Arcane & Divine
Weapon | Damage | Weight | Properties |
---|---|---|---|
Glaive | 1d10 slashing | 6 lb. | Heavy, reach, versatile (1d12) |
Standing at 7 feet tall, this brass glaive's head is a hollow disc sharpened on the outer edge and is otherwise wrapped in deep red leather. You gain a +1 bonus to attack and damage rolls made with this weapon. As a bonus action you can cast the light spell, targeting the glaive.
Geocentrism. As a bonus action while wielding this weapon, you can cause it to levitate in your space. While it is levitating the glaive moves with you, its melee range increases to 30 feet, you cannot make attacks of opportunity with it, and it loses its properties. As part of another action you can return it to your hand.
Awakened. When a character awakens Dawnbringer, it changes so that the hollow disc now contains a mote of fiery energy. Apply the following changes to the item's traits:
- Increase the bonus to attack and damage rolls to +2. In addition, targets damaged with this weapon take an additional 1d8 fire damage.
- When you cast light using this item, you become wreathed in fire as well. You gain resistance to fire damage while the spell remains active.
Exalted. When a character exalts Dawnbringer, it changes again so that the hollow disc now resembles a hollow sun held aloft by a divine figure. Apply the following changes to the item's traits:
- Increase the bonus to attack and damage rolls to +3. In addition, the fire damage dealt by this weapon bypasses resistances of other creatures.
- Creatures of your choice that start their turn within the bright light emanated from this weapon must succeed a DC 16 Constitution saving throw or take 2d4 fire damage and become blinded until the end of their turn. Creatures immune to the blinded condition take no damage.
Destroying the Glaive.
Lone Manifold
Weapon (shortsword, longsword, greatsword), legendary (requires attunement) | Conjuration | Arcane & Divine
Weapon | Damage | Weight | Properties |
---|---|---|---|
Shortsword | 1d6 piercing | 3 lb. | Finesse, light |
Longsword | 1d8 slashing | 6 lb. | Versatile (1d10) |
Greatsword | 2d6 slashing | 8 lb. | Sweep |
This weapon appears to be nothing more than a handle and cross guard of a sword along with three different sheaths of ornate design each embedded with a sapphire, emerald, or ruby. As part of an action you can place the empty hilt to the opening of one of the three sheaths and form one of three blades depending on which sheath is drawn from.
- Sapphire Sheath. This blade is a tapered sleek apparition of a shortsword. While this blade is active, the weapon is treated as a shortsword and each time you would make one attack with it, you may instead attack twice. You do not add your modifier to the damage of your attacks if you use this feature.
- Emerald Sheath. This blade is a sturdy smooth apparition of a longsword. While this blade is active, the weapon is treated as a longsword that grants you a +1 bonus to your AC against melee attacks.
- Ruby Sheath. This blade is a long slender apparition of a greatsword. While this blade is active, the weapon is treated as a greatsword without the heavy or two-handed properties.
While a blade is active, you can use a bonus action to dismiss the current blade. You gain a +1 bonus to attack and damage rolls made with this weapon.
Awakened. When a character awakens Lone Manifold, it changes as the sheaths' designs turn to gold and the arcane blades thrum with greater power. Apply the following changes to the item's traits:
- Increase the bonus to attack and damage rolls to +2.
- Dismissing the current blade is now considered a free action for you.
- You also gain an additional attack action. You can swing the weapon while a blade is active to dismiss the blade and cause it to fly toward a creature within 30 feet of you. Make a ranged spell attack using the same modifier you use for melee attacks with this weapon. On a hit, the target suffers the current blade's normal damage.
Exalted. When a character exalts Lone Manifold, it changes again as the sheaths become wreathed in unblemished adamantine and the blades surge with incredible strength. Apply the following changes to the item's traits:
- Increase the bonus to attack and damage rolls to +3.
- Each time you attack, the damage type dealt by this weapon can now be your choice of piercing, slashing, psychic, or force.
Destroying the Sheaths. The annihilation of these items is possibly the simplest among the Shards of Eroa. All that must be done is a creature must fairly best a wielder of the exalted Lone Manifold in single combat. If they do so, they can easily sunder the sheaths with a single strike.
The Myntferd of One Million Steps
Wondrous item, legendary (requires attunement) | Transmutation | Arcane & Divine
These sleek gray leather boots have winding inscriptions of giant runes twisting up to the cuffs and a harness that can be worn underneath armor. While wearing these boots your walking speed increases by 10 feet and you turn difficult terrain you walk over back into normal ground. Additionally when you jump toward a wall you can immediately make another long or high jump in the opposite direction you moved toward the wall in. This jump is treated as if you moved 10 feet before making the jump.
Sprinter's Spirit. While wearing these boots, you can use the dash action as a bonus action. Additionally, as an unarmed attack, you can strike nonmagical ground within 5 feet of you to create a 10-foot square of difficult terrain originating from you.
Awakened. When a character awakens The Myntferd, apply the following changes to the item's traits:
- When you take the dash action you may choose to gain the benefits of the disengage action as well. (No additional action required)
- The difficult terrain created by this item extends to create a second 10-foot square that must be next to the first.
- Your unarmed strikes can deal thunder damage instead of their normal damage type.
- You gain advantage on Constitution checks made to avoid exhaustion from travel.
Exalted. When a character exalts The Myntferd, apply the following changes to the item's traits:
- When you take the dash action you may choose to gain the benefits of the disengage or dodge action as well. (No additional action required)
- The difficult terrain created by this item extends further to create four 10-foot squares of difficult terrain that must be connected in a line.
- You gain an additional reaction that you can use an amount of times equal to half your proficiency bonus, you may not use these additional reactions on the same turn as another reaction, even one granted by this feature.
Destroying the Boots. The process of annihilating these boots is an arduous journey unto itself. First they must traverse the entirety of the Myntferd across Solicia, then they must be brought back to where they were created within the depths of Zigarrahk and once there they can be easily taken apart by a crafter with giant's blood in them. Once the boots are disassembled, they become nonmagical and the enchantment is lost.
Orileth, the Hunter's Eye
Weapon (longbow), legendary (requires attunement) | Divination | Arcane & Divine
Weapon | Damage | Weight | Properties |
---|---|---|---|
Longbow | 1d10 piercing | 4 lb. | Ammunition (range 150/600), heavy, two-handed |
This ornate bow is made of antlers from a large beast bound together with living bark from an ancient tree that grafts itself with your armor and apparel while you wield this bow. You cannot be unwillingly disarmed of this weapon while you are attuned to it and gain a +1 bonus to attack and damage rolls made with this weapon. This weapon has 5 charges and regains 1d4 + 1 charges daily at dawn. It also regains a charge when you roll a critical hit with this weapon. Spells cast from the bow have a spell save DC of 14. You may also cast these spells expending a spell slot as normal. While attuned to this item these spells are considered to be on your class' spell list.
You can cast the following spells from Orileth, expending the necessary number of charges: hunter's mark (0 charges), faerie fire (1 charge), or guiding bolt (3 charges).
Stalker's Prey. Creatures under the effects of spells cast by this weapon become outlined in a magical aura. This outline is visible to you through walls as long as the affected creature is within 600 feet of you, but is blocked by 10 feet of stone, 6 inches of common metal, a thin sheet of lead, or 30 feet of wood or dirt.
Awakened. When a character awakens Orileth, apply the following changes to the item's traits:
- Increase the bonus to attack and damage rolls to +2.
- Your Stalker's Prey feature now allows you to strike targets that attempt to evade your sight. As long as you are able to see the outline of a creature you may target that creature with an attack from this bow. The arrow harmlessly flies through any obstacle in its path until it reaches your target but stops short if it enters an area of antimagic or similar effect. You may use this additional ability once per turn.
Exalted. When a character exalts Orileth, apply the following changes to the item's traits:
- Increase the bonus to attack and damage rolls to +3 and the spell save DC increases to 16.
- The outline created by Orileth's Stalker's Prey feature now are only invisible when in an area of antimagic or similar effect.
Destroying the Bow.
Materials
Material | Origin | Trade Value |
---|---|---|
Mithril | Forced alloy of silver and mercury | 1 lb. bar: 10gp |
Orichalcum | Rare ore found at high altitudes | 1 lb. bar: 10gp |
Forge Quartz | Forced alloy of quartz and metal dust | 1 lb. bar: 10gp |
Vanadium | Ore found near lead | 1 lb. bar: 10gp |
Cobalt | ORIGIN | 1 lb. bar: 10gp |
Yronwood | Forms at the base of yronwood trees | 1 lb. bar: 10gp |
Solice | Alloy of yronwood and an aspect of a fey | 1 lb. bar: 10gp |
Adamantium | ORIGIN | 10 lb. bar: 1000gp |
Kuja Steel | ORIGIN | 1 lb. bar: 10gp |
MATERIAL | ORIGIN | 1 lb. bar: 10gp |
MATERIAL | ORIGIN | 1 lb. bar: 10gp |
Class Magic
Artificer
- Arcane
Barbarian
- Inarcane
Bard
- Arcane
Blood Hunter
- Taken inarcane
Cleric
- Divine
Druid
- Inarcane
Monk
- Inarcane
Paladin
- Divine
Rogue
Sorcerer
- Arcane
Warden
- Inarcane
Warlock
- Arcane
Wizard
- Arcane
Chapter 8
Allies & Adversaries
Bestiary of Solicia
Alu-rabisu
Medium undead (husk), typically chaotic evil
- Armor Class 12 (pallid flesh)
- Hit Points 67 (9d8 + 27)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 11 (+0) 16 (+3) 6 (-2) 10 (+0) 8 (-1)
- Damage Resistances cold, necrotic, poison
- Condition Immunities poisoned
- Senses darkvision 30 ft., passive Perception 10
- Languages Understands the languages it knew in life but cannot speak
- Challenge 4 (1,100 XP)
Abilities
Undead Fortitude. If damage reduces the alu-rabisu to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the alu-rabisu drops to 1 hit point instead.
Shaded Step. While in dim light or darkness, the alu-rabisu can move through transparent materials as if they were air.
Actions
Multiattack. The alu-rabisu can make four slam attacks if it moved no more than half of its walking speed. Otherwise, it makes two and takes the dodge action by clutching its garroted neck.
Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage
"Guilty" (Recharge 6). The alu-rabisu touches a creature within 5 feet of it, the target must make a DC 14 Constitution saving throw. On a failed save, the creature takes 27 (6d8) necrotic damage and has their hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Alu-rabisu
Appearing uncannily deformed compared to how they appeared in life, alu-rabisu are mouthless, noseless, and earless humanoid shaped figures. With their deeply craned neck and four additional arms where they once had legs they fully embody their horrific creation. They originate from the vengeful dead that were killed through hastened or unbalanced trials. Whether one is innocent or not, an executed humanoid that is strung up by a rope may change their physical form if left to be devoured by carrion beasts. As they tear off chunks of flesh it has a chance to regrow and reform the corpse into and alu-rabisu.
Once transformed, the alu-rabisu remembers the last known location and faces of those that sentenced it to death. It begins to hunt down them one by one in seemingly no particular order. Once it finds one of its killers the alu-rabisu approaches under cover of darkness if possible. So that it can move through glass and other transparent barriers as if they weren't there. It then confronts its target and as a mouth tears open on its face it says only one word.
Once the verdict is sentenced and the prey is killed, the alu-rabisu seeks out their next quarry. When their lists are complete or when they are killed, their bodies quickly bloat then decay into rotted flesh that even carrion beasts avoid. Alu-rabisu, unless bent to another's will, are only encountered alone if not followed by desparate scavenging beasts.
Undead Nature. The alu-rabisu doesn’t require air, food, or water.
Amygdala
Medium undead, neutral good
- Armor Class 15 (unsettling flesh)
- Hit Points 58 (9d8 + 18)
- Speed Speed 40 ft., climb 20 ft.
STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 14 (+2) 6 (-2) 16 (+3) 14 (+2)
- Saving Throws Dex +5, Cha +4
- Skills Perception +5, Stealth +7
- Damage Vulnerabilities radiant
- Condition Immunities charmed, exhaustion, frightened, unconscious
- Senses darkvision 60 ft., passive perception 15
- Languages Understands primordial but cannot speak
- Challenge 3 (700 XP)
Abilities
Undead Fortitude. If damage reduces the amygdala to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the amygdala drops to 1 hit point instead. The amygdala has advantage on the saving throw if a creature it has decided to protect is within 30 feet of it.
Actions
Antler. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d6) piercing damage and if the target was stared at by this amygdala, they take an additional 10 (3d6) necrotic damage.
Stare. The amygdala magically divines into a creature or object within 60 feet of it. It learns how many hit points remaining the target has and where all wounds on the target's body are. If the amygdala targets an object and the object has an interior, the amygdala sees into the object. This sight is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Amygdala
Roaming on the fringes of civilizations, amygdala are quiet and reclusive creatures. They resemble pale deer at a distance but in truth have humanoid hands as front feet and their face is a blank white oval with two slits shaped like humanoid eyes that are filled with a black void.
Amygdala originate when somebody responsible with the care over a weak or innocent creature either fails to protect or loses their charge and pleas for redemption. In death, these individuals' faces do not decompose, instead they lose their shape and turn hard as ceramic. They rise out from their resting place to scatter into the wilderness.
When an amygdala finds travelers in their territory they typically follow at a safe distance, using their hands and keen vision to make sure they remain unseen. Its not until another creature appears to be preparing an attack on the group the amygdala is stalking that they make a move, attacking the would be ambushers and protecting the wayward travelers. Many lives have been saved by these silent wardens who only seek to protect others after their failure in life.
Undead Nature. The amygdala doesn’t require air, food, or water.
Andari Eagle
Teleporting fey bird
Andari Eagle
Small hybrid (fey, beast), unaligned
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)
- Saving Throws saving_throws
- Skills skills
- Damage Vulnerabilities damage_vulnerabilities
- Damage Resistances Resistances
- Damage Immunities Damage_Immunities
- Condition Immunities condition_Immunities
- Senses Senses
- Languages Languages
- Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and type of attacks
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage
General Ability Description. General Attack Description
Balev
Giant flesh golem
Balev
Huge undead (husk), Alignment
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)
- Saving Throws saving_throws
- Skills skills
- Damage Vulnerabilities damage_vulnerabilities
- Damage Resistances Resistances
- Damage Immunities Damage_Immunities
- Condition Immunities condition_Immunities
- Senses Senses
- Languages Languages
- Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and type of attacks
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage
General Ability Description. General Attack Description
Bluecap
Small fey, typically chaotic neutral
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)
- Saving Throws saving_throws
- Skills skills
- Damage Vulnerabilities damage_vulnerabilities
- Damage Resistances Resistances
- Damage Immunities Damage_Immunities
- Condition Immunities condition_Immunities
- Senses Senses
- Languages Languages
- Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and type of attacks
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage
General Ability Description. General Attack Description
Bralani
Bralani resemble shorter, stockier sun elves without the elves' facial markings. They make up the ranks of eladrin shock troops, using their innate ability to turn into swirls of wind to move behind opposing forces and initiate pincer attacks.
Born from Ice. The bralani were created by the ancient archfey known as the Winter Throne. It pulled the frigid winds of their domain and sculpted soldiers of ice and snow. These forces have been used to maintain the control over the domains of winter within the Feywild.
Summoned Soldier. Bralani brought to the material plane through rituals or direct spellcasting express little dissatisfaction in being taken from the Feywild. They see being transported as an opportunity to study the natives of other planes and learn different aspects of culture beyond just the warfare they face in their plane.
Bralani
Medium fey, typically chaotic good
- Armor Class 15 (breastplate)
- Hit Points 45 (6d8 + 18)
- Speed 35 ft., fly 80 ft. Whirlwind form only
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 17 (+3) 13 (+1) 14 (+2) 14 (+2)
- Saving Throws Dex +5, Wis +5
- Skills Perception +5, Stealth +8
- Damage Resistances bludgeoning, piercing, and slashing damage from weapons wielded by lawful creatures, cold
- Senses darkvision 60 ft., passive perception 15
- Languages Celestial, Infernal, Sylvan
- Challenge 6 (2,300 XP)
Abilities
Fey Tongue. The bralani is always under the effect of the tongues spell. If it were to enter an antimagic field or a similar effect this trait ceases to function for 1 hour.
Whirlwind Form. As an action the bralani and all of it's equipment magically shift into a whirlwind of dust, snow, or sand. The whirlwind form lasts until the bralani uses another action to end it. While in this form the bralani's walking speed decreases by 10 feet and it gains a flying speed of 80 feet and it gains the innate spellcasting feature.
Innate Spellcasting. The bralani's spellcasting ability is Charisma (spell save DC 13). The bralani can innately cast the following spells, requiring no material components:
At will: blur, gust of wind
2/day each: lightning bolt, wind wall
Actions
Glaive (Bralani Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage. When the bralani hits with this weapon it can make another attack against a creature within 5 feet of the first creature hit and the bralani at disadvantage as part of the same attack.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.
Wind Burst. Ranged Spell Attack: +5 to hit, range 80 ft., one target. Hit: 9 (3d4+2) bludgeoning damage.
Demons
Asanbonsam
Residing in twisting overgrowth, the asanbonsam appears like a pitch black humanoid figure whose ribcage extends unnaturally far and possesses arms where it should have legs. Its head sits atop a frizz of black hair wet with the innards of whatever it last consumed. The face of an asanbonsam can rotate completely around whether it desires to lash out with a steel hard and perpetually closed jaw on one side or drain the life with its thousand needle thin teeth in its other jaw.
These demons rely on ambushes to capture foes, but have been known to treat with those who pay them homage. As long as the asanbonsam is well fed with the blood of living creatures it can provide insight into things it has heard whilst hiding among treetops, narrow pavilions, and the twisting arches of the abyss.
Gnarled Babau
Asanbonsam
Large fiend (demon), typically chaotic evil
- Armor Class 17 (demon hide)
- Hit Points 147 (14d10 + 70)
- Speed 30 ft., climb 50 ft.
- Souls 2 (1d4)
STR DEX CON INT WIS CHA 16 (+3) 19 (+4) 20 (+5) 9 (-1) 15 (+2) 13 (+1)
- Saving Throws Dex +7, Con +8, Cha +4
- Skills Acrobatics +7, Perception +5, Stealth +7
- Damage Vulnerabilities bludgeoning, piercing, and slashing while it is in sunlight
- Damage Resistances bludgeoning, piercing, and slashing while it is in dim light or darkness
- Damage Immunities cold, fire, lightning
- Senses darkvision 240 ft., passive Perception 15
- Languages Abyssal
- Challenge 8 (3,900 XP)
Abilities
Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the demon can take the hide action as a bonus action.
Actions
Multiattack. The demon makes two grappling arm attacks, it can also make a needle bite attack against a target that is at less than half its maximum hit points.
Grappling Arm. Melee Weapon Attack. +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage and the target is moved 5 feet closer to the demon. If this movement pulls a creature off of the ground, it is held there until it or the demon moves.
Needle Bite. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage and the target must make a DC 16 Strength saving throw. On a failure the target is grappled by the demon. While grappled in this way, the creature gains 1 level of exhaustion at the start of its turn and can then repeat the saving throw. The demon also regains 15 hit points unless it was hit with damage it was vulnerable to in the last round.
Reactions
Retributive Slam. When a creature deals more than 15 damage to the demon with a single attack, the demon can use its reaction to make a grappling arm attack against that creature. On a hit, the target becomes stunned until the end of their next turn.
Devils
Battle Devil
Tower Devil
Tall boys
Whisper Devil
Secret boys
Flamehusk Belcher
Flamehusk Blaze
Giants
Mynthel
Vhinn
Guttermaw
Homunculi
Curious Homunculus
A curious homunculus is created with the remains of a humanoid creature implanted with an eye of an aberration. These eyes are embedded in the torso or the top of the shoulders and cause a strained madness to consume the creature. The homunculus is typically tasked with locating and reading tomes, scrolls, and other methods of spellcraft kept hidden by its creator's foes. It brings this knowledge back but must have what it learned extracted through having its mind read. Once the knowledge is shared in this way, the homunculus forgets it.
The madness of the eye is typically constrained by the enchantments put in place during its creation. But either purposely or accidentally be made weaker and result in the amassed knowledge not being forgotten. The continuous overflow of information eventually forces the madness to take over, transforming the homunculus into a monster hungry to devour all arcane knowledge it can find.
Variant: Voracious Homunculus
If a curious homunculus' mind becomes overloaded with information it transforms into a large construct thats body rips apart to form dozens of chittering, babbling, or screaming mouths. These creatures lose all connection to its creator and cannot be transformed back into its previous form. It gains the following features:
Devour Arcana. As an action, the homunculus targets one magic item carried by a creature it is grappling. That item loses all magical properties for 1 hour and the homunculus gains an amount of temporary hit points depending on the item's rarity. 1d6 for common, 2d6 for uncommon, 4d6 for rare, 6d6 for very rare. The homunculus cannot consume a magic item that is legendary or an artifact.
Curious Homunculus
Medium construct, same alignment as its creator
- Armor Class 14 (constructed flesh)
- Hit Points 45 (7d8 + 14)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 14 (+2) 7 (-2) 14 (+2) 6 (-2)
- Saving Throws Con +5
- Skills Perception +5, Stealth +6
- Condition Immunities charmed
- Senses darkvision 120 ft., passive Perception 15
- Languages Understands the languages of its creator but cannot speak
- Challenge 6 (2,300 XP)
Abilities
Innate Spellcasting. The curious homunculus's spellcasting ability is Constitution (spell save DC 13). The curious homunculus can innately cast the following spells, requiring no material components:
- 3/day each: knock, silence
- 1/day each: color spray (10d10), invisibility
Magical Absorption. If the homunculus is damaged by a magical effect it can make a Constitution saving throw where the DC is the damage taken. On a success, the homunculus gains resistance to one of the effect's damage types until the start of its next turn (its choice) as some of the magic remains until the end of the homunculus' next turn. As an action the homunculus can remove the remnants of magic to cause one of the following effects to occur.
- The homunculus expels the energy toward a creature within 60 feet of it. It makes a ranged spell attack (+5 to hit). On a hit, if it chose a creature within 30 feet of itself that creature suffers 10 (3d6) points of whatever type of damage triggered this ability. If it chose a creature beyond 30 feet but within 60 feet of it the target takes 7 (2d6) points of whatever damage triggered this ability.
- The homunculus gains +1 AC until the end of its next turn for every 5 points of damage that triggered this ability.
- The homunculus gains 1d8 temporary hit points for every 5 points of damage that triggered this ability.
Many Armed. The homunculus can grapple up to five creatures at once and does not suffer any movement penalty while grappling creatures the same size as it.
Actions
Multiattack. The homunculus uses a charge of its Magical Absorption feature if it has one, then makes one slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
Stunning Gaze (Recharge 6). The homunculus sends piercing magical energy in a 30 foot cone originating from it that remains there until the beginning of its next turn. Any creature that starts its turn in that area or enters the area for the first time on their turn must make a DC 15 Charisma saving throw or become stunned until the end of their next turn.
Wide-eyed Homunculus
Illmalain
Medium fey, typically chaotic neutral
- Armor Class 14 (brigandine)
- Hit Points 58 (9d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 14 (+2) 12 (+1) 15 (+2) 14 (+2)
- Saving Throws Cha +4
- Skills Animal Handling +4, Stealth +3
- Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons unless the attack also deals thunder or fire damage or if the illmalain has taken thunder or fire damage this turn
- Senses darkvision 60 ft., tremorsense 10 ft. passive Perception 12
- Languages Celestial, Infernal, Sylvan
- Challenge 4 (1,100 XP)
Fey Tongue. The illmalain is always under the effect of the tongues spell. If it were to enter an antimagic field or a similar effect this trait ceases to function for 1 hour.
Sand Shift. As a bonus action, the illmalain can turn itself and all equipment it is wearing or carrying into a nonmagical pile of sand or back into its true form. While it is made of sand it is no longer a creature and can choose to reform in any other equal amount of sand within 30 feet of it. While the illmalain is occupying a pile of sand the pile cannot be separated from itself unless it is hit with an attack that deals at least 10 magical damage. If this happens, the illmalain turns back into its true form immediately and takes 16 (3d10) force damage. If the sand the illmalain is inhabiting is sealed within an airtight container that isn't large enough to hold its true form it is unable to transform back.
Innate Spellcasting. The illmalain's spellcasting ability is Charisma (spell save DC 12). The illmalain can innately cast the following spells, requiring no material components:
At will: catapult (can target three different objects and creatures), mold earth (can target three different areas)
3/day each: earthen grasp, silence
Actions
Multiattack. The illmalain makes two falchion attacks. If it reformed from sand this turn, it can add 1d6 to the first damage roll.
Falchion (Illmalain Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., two targets wthin 5 ft. of each other. Hit: 7 (1d8+3) slashing damage.
Illmalain
Illmalain are gaunt, tall, and long limbed fey. They
Granular Risks. The illmalain makeup the best assassins within fey courts, with the ability to turn into sand and move unseen across dusty rooms. The only weakness that these advantages have is that if an illmalain should find itself in a closed container while in its sand form it becomes unable to transform back into its original fey form.
Lindwurm
Lindwurm
Large dragon, typically neutral evil
- Armor Class 13 (17 with inner roar)
- Hit Points Hitpoints
- Speed 30 ft., burrow 45 ft.
STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 15 (+2) 14 (+2) 16 (+3) 9 (-1)
- Skills Endurance +5
- Condition Immunities stunned
- Senses passive Perception 13
- Languages Dzriegesh and one other language
- Challenge Challenge and Xp
Abilities
Inner Roar. As a bonus action, the lindwurm's voice thrums in its torso causing its body to vibrate while it maintains concentration. It can remain roaring for up to 1 hour after which it must bathe in hot sand to recuperate. Alternatively any amount of magical healing restores this ability. While this ability is active, the lindwurm gains the following features:
- It can dash as a bonus action when burrowing
- It gains a +4 bonus to its armor class and to Dexterity saving throws it makes
Actions
Multiattack. The lindwurm makes two melee attacks. If the lindwurm's inner roar is active, when it makes a melee attack it is considered to have taken the dash or disengage action (it's choice).
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the lindwurm's inner roar is active, this attack is considered magical.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the lindwurm's inner roar is active, the target must succeed a DC 14 Constitution saving throw or be stunned until the end of their next turn.
Reaction
Draconic Resilience (Recharge 6). When the lindwurm is hit with an attack or when it fails a physical saving throw, it can use its reaction to roar and shrug off the effects. Forcing the attack to miss or automatically succeeding the saving throw.
This ability recharges automatically when the lindwurm uses its inner roar feature.
Mage Horror
Manananggal
These terrifying undead possess an intelligence uncommon among their kind. They use this and their unnatural ability to assume a grotesque humanoid form to hide within societies of the living. They may stalk potential prey, ambushing them in dark streets or assume a role of influence to allow others to bring feed to them. A manananggal's source of food is the freshly taken heart of living creatures. They prefer to devour them immediately after extraction, which they do themself by entering a humanoid's body through its throat or grievous wound with their tongue. Sinking their barbs into the heart the manananggal then tears it from the chest.
Undead Nature. The manananggal doesn’t require air, sleep, or water.
Variant: Spellcasting
Some manananggal study the practice of spellcraft in an effort to increase their opportunities to feed. Using this variant a manananggal can develop spellcasting similar to the way in which other creatures do it. The manananggal cannot learn spells that deal radiant damage or spells that change its form in any way.
Additionally, the manananggal's CR increases to reflect the level of its new abilities.
Manananggal
Small undead, typically neutral evil
- Armor Class 13
- Hit Points 85 (13d6 + 39)
- Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 17 (+3) 12 (+1) 14 (+2) 11 (+0)
- Saving Throws Con +6
- Skills deception +3
- Damage Vulnerabilities radiant
- Damage Resistances cold, necrotic, poison
- Condition Immunities charmed, poisoned
- Senses darkvision 120 ft., passive Perception
- Languages Understands the languages it knew in life
- Challenge 5 (1,800 XP)
Abilities
Undead Fortitude. If damage reduces the manananggal to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the manananggal drops to 1 hit point instead. The manananggal has advantage on the saving throw if a creature it has decided to protect is within 30 feet of it.
Actions
Multiattack. The manananggal makes two barbed tongue attacks, if it is affixed it can replace one of these with a slam attack.
Barbed Tongue. Melee Weapon Attack: + 6 to hit, reach 5 ft., up to three targets. Hit: 10 (3d4 + 3) slashing damage.
Slam (While affixed only). Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. The manananggal can also choose to disconnect from its lower half as part of this attack, forcing the target to make a DC 15 Strength saving throw or be knocked prone.
Affix Corpse. As an action, the manananggal places itself onto the severed lower half of another creature. At the start of its next turn it gains the following benefits while it remains attached:
- It gains 27 (5d10) temporary hit points
- Its base speed increases to 30 feet and it can't fly
- Its Strength score increases to 18 (+4)
These benefits last until the manananggal loses all the gained temporary hit points, at which point the half quickly rots and is unusable by the manananggal. It then falls prone.
The manananggal can use a bonus action to detach itself from the lower half without it rotting.
Merchurion
Mohrg
Undead Nature. The mohrg doesn’t require air, sleep, or water.
Ravendrake
Large hybrid (dragon, beast), unaligned
- Armor Class 14 (scaled feathers)
- Hit Points 110 (13d10 + 39)
- Speed 40 ft., Climb 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 17 (+3) 5 (-3) 12 (+1) 8 (-1)
- Skills Athletics +6, Intimidation (Strength) +8
- Damage Resistances cold
- Damage Immunities slashing from nonmagical attacks
- Senses Darkvision 60 ft.
- Languages —
- Challenge 4 (1,100 XP)
Tactics
Alone. Solo ravendrakes tend to be larger, more dangerous versions of their kind. They have increased hit points, a heavier beak that has a higher chance to knock prey prone, and can let out their screech more often.
Grouped. A flock of ravendrakes pounce all at once to grapple each potential prey. They then one by one release their quarry to systematically kill them then collect them back within their feathers for later feeding. When facing a larger foe, ravendrakes target typically vital areas such as the back of the leg and exposed inner joints to bring them down.
Abilities
Damage Transfer. While it is grappling a creature, the ravendrake takes only half the damage dealt to it, and the creature grappled by the ravendrake takes the other half.
Pounce. If the ravendrake moves at least 15 feet straight toward a creature then hits it with s melee attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is knocked prone the ravendrake can attempt to grapple the creature as one of its multiattacks.
Actions
Multiattack. The ravendrake makes one screeching call then attacks twice with its gore attack. Alternatively it can make four gore attacks with its claws.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing or slashing damage.
Screeching Call (Recharge 5-6). The ravendrake bellows out a grating sound from its gullet. Each creature that is not deafened within 60 feet of the ravendrake must succeed a DC 13 Constitution saving throw. On a failure, the creature suffers 13 (2d12) thunder damage and becomes stunned until the start of their next turn.
Reactions
Fluffy Camouflage. When an ally moves while within 5 feet of the ravendrake, it can expand its feathers to lightly obscure the allied creature until it or the ravendrake move.
Rusalka
Shardmind
Tether
Shardmind Tether
Small aberration (shardmind), unaligned
- Armor Class 10
- Hit Points 13 (2d6 + 6)
- Speed 0 ft., fly 20 ft. (hover)
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 16 (+3) 0 (null) 0 (null) 0 (null)
- Damage Immunities necrotic, poison, psychic, radiant
- Condition Immunities stunned, charmed, deafened, exhaustion, frightened, petrified, prone
- Senses —
- Languages Can only communicate with other shardmind, Telepathy 60 ft.
- Challenge 1/8 (25 XP)
Tactics
Alone. Shardmind tethers when not commanded by other shardmind remain motionless in mid air even if attacked.
Grouped. When commanded by other shardmind, tethers obey like programmed machines.
Abilities
Inanimate Creature. The shardmind does not die when its ability scores are reduced to 0. It automatically fails ability checks and saving throws using an ability score that is 0.
Arcane Ricochet. When a spell is cast into the tether, the caster can choose to change the direction of the spell as if it originated from the tether while still keeping any already used range on the spell.
Shardmind Ravendrake
- 'feathers' on neck frill up and shoot a laser beam
- while damaged it shatters partially and can fly
- can send out flight crystals to ricochet attacks ala sight node
- crystals can be attacked
- no crystals = no flight
Shardmind Ravendrake
Large aberration (shardmind), unaligned
- Armor Class 14 (crystalline form)
- Hit Points 110 (13d10 + 39)
- Speed 40 ft., Climb 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 13 (+1) 20 (+5) 8 (-1) 16 (+3) 8 (-1)
- Skills Athletics +9
- Damage Resistances acid, cold, fire, psychic
- Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
- Senses Darkvision 60 ft.
- Languages Can only communicate with other shardmind, Telepathy 300 ft.
- Challenge 11 (7,200 XP)
Tactics
Alone. A shardmind's main goal is always to utterly annihilate the Keystone they originate from, annihilate the other Keystones, destroy other shardmind, then destroy themself. In that order. When faced with obstacles to this goal, the shardmind prioritizes positioning itself to take enough magical damage to buff itself before unleashing its most devastating attacks against those magic users.
Grouped. Gathered shardmind use their telepathy to work as one unit and systematically relay all information gathered so that if one shardmind detects something, the rest of the group soon learn.
Abilities
Magic Susceptibility. Each time the shardmind is dealt magical damage, it takes an additional 1d6 force damage.
Magical Weapons. The shardmind's weapon attacks are magical.
Sense Magic. The shardmind senses magic within 100 feet of it at will. This trait otherwise works like a detect magic spell.
Pounce. If the shardmind moves at least 15 feet straight toward a creature then hits it with a melee attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is knocked prone they are considered restrained until the end of their next turn or until the shardmind moves.
Overcharge Burst. For every 10 points of force damage the shardmind is dealt, a burst of arcane energy is released from the creature. Each creature in a 15-foot radius must succeed on a DC 17 Intelligence saving throw, taking 20 (8d4) psychic damage on a failed save or half as much damage on a successful save. The burst also has the following effects each time it occurs.
- The shardmind creates a Shardmind Tether in an unoccupied space within 5 feet of it.
- The shardmind's walking speed increases by 5 feet.
Actions
Multiattack. The shardmind uses its mage bolt attack three times if it is unable to pounce on a creature, otherwise it attempts a pounce with two gore attacks.
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing or slashing damage.
Mage Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 11 (1d12 + 5) force damage.
Arcane Cannon (Recharge 6). The shardmind unleashes a beam of rending energy in a 50-foot long, 5-foot wide line. Each creature in that area must succeed a DC 15 Dexterity or Charisma saving throw (their choice).
On a failed Dexterity saving throw, the creature takes 22 (5d8) psychic damage, or half as much damage on a successful save. Either success or failure the creature has their Intelligence, Wisdom, or Charisma score decrease by one.
On a failed Charisma saving throw, the creature's Intelligence, Wisdom, and Charisma scores each decrease by one. On a successful save the creature's ability scores are not decreased. Either success or failure, the creature takes 18 (4d8) psychic damage.
Reactions
Proximity Detonation (1/day). When another shardmind moves within 5 feet of this creature, this creature can use its reaction to immediately cause an overcharge burst on itself or the other shardmind.
Shracca
Medium fey, typically chaotic neutral
- Armor Class 15 (innate armor)
- Hit Points 90 (12d8 + 36)
- Speed 35 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 16 (+3) 12 (+1) 15 (+2) 16 (+3)
- Saving Throws Str +8, Cha +6
- Skills Athletics +11, Deception +6
- Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks
- Condition Immunities charmed, unconscious
- Senses darkvision 60 ft., passive perception 12
- Languages Celestial, Infernal, Sylvan
- Challenge 7 (2,900 XP)
Fey Tongue. The shracca is always under the effect of the tongues spell. If it were to enter an antimagic field or a similar effect this trait ceases to function for 1 hour.
Metal Skin. As a bonus action the shracca can magically turn a large portion of its skin into metal. This applies the following effects to the shracca:
- Its movement speed decreases by 10 feet.
- Its AC increases to 20 unless it is already higher.
- The damage dealt by its unarmed strikes increases to 2d6 rather than 2d4. The damage is now considered magical.
The shracca can remain in this metallic form for 1 minute. It ends early if it enters an area of antimagic or a similar effect.
Innate Spellcasting. The shracca's spellcasting ability is Charisma (spell save DC 14). The shracca can innately cast the following spells, requiring no material components:
At will: absorb elements, hunter's mark, jump
2/day each: staggering smite, thunderous smite
Actions
Multiattack. The shracca makes two punch attacks. If both punch attacks hit the same creature, the shracca can forgo damage on the second attack to force the target to make a DC 14 Constitution saving throw. On a failure the creature is stunned until the start of the shracca's next turn.
Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) bludgeoning damage.
Steel Dragon
Totem Giants
Non Player Characters
Aspiring Caster
humanoid (any), any alignment
- Armor Class 10 (13 with mage armor)
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA 8 (-1) 11 (+0) 10 (+0) 16 (+3) 12 (+1) 11 (+0)
- Saving Throws Int +5
- Skills History +5
- Senses passive Perception 11
- Languages any three languages
- Challenge 3 (700 XP)
Abilities
Spellcasting. The aspiring caster is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The aspiring caster has four first level spell slots and two second level spell slots.
Detect Magic (1st- level slot). The aspiring caster can percieve any magical effect within 30 feet of them.
Mage Armor (1st-level slot). The aspiring caster's AC becomes 13 + its Dexterity modifier.
Actions
Shocking Grasp. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d8) lightning damage and the target can’t take reactions until the start of their next turn.
Magic Missile (1st-level slot). Ranged Spell Attack automatic hit, range 60 ft., up to three targets. Hit: 3 (1d4 + 1) force damage.
Misty Step (2nd-level slot). The aspiring caster, along with anything it is wearing or carrying, teleports up to 30 feet away to a point it can see.
Lookout
Magister
Lookout
humanoid (any), any alignment
- Armor Class 14 (fitted leather)
- Hit Points 22 (5d8)
- Speed 35 ft.
STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 10 (+0)
- Skills Investigation +3, Perception +6
- Senses passive Perception 16
- Languages any two languages
- Challenge 1/4 (50 XP)
Abilities
Alert. As long as the lookout isn't incapacitated, it cannot be surprised.
Actions
Multiattack. The lookout makes two attacks with their dagger, if they both miss, the lookout automatically takes the disengage action.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
Magister
humanoid (any, usually elf), any lawful
- Armor Class 15 (half plate)
- Hit Points 44 (8d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 16 (+3) 14 (+2) 11 (+0)
- Saving Throws Cha +2
- Skills Arcana +5, Investigation +5
- Senses passive Perception 12
- Languages Andari, Irokan, Teu'rilli
- Challenge 2 (450 XP)
Abilities
Brand (3/day). As a bonus action the magister can curse a creature that it can see within 60 feet of it, that only it and other magisters can see.While branded the target's speed is reduced by 10 feet and their weapon attack rolls are reduced by 1d6. The magister can only have one creaturebranded at a time. The brand lasts for 1 minute but ends early if the magister is reduced to 0 hit points or is incapacitated.
As an action the magister can detonate their brand by expending a maledictor spell slot and consuming the brand causing it to inflict 3 (1d6) force damage to the branded creature.
Spellcasting. The magister is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The magister has three first level slots.
Compelled Duel (1st-level slot). The magister compels a creature to make a Wisdom saving throw. On a failure the creature has disadvantage on attacking any creature other than the magister. At the end of its turn, a creature can attempt the saving throw again.
Actions
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
Reactions
Shield (1st-level slot). The magister adds +5 to its AC in response to an attack.
Silvery Barbs (1st-level slot). When a creature rolls a 20 on a d20 test, the magister can force the creature to reroll the d20 and use the lower roll. The magister can then grant advantage to the next roll an ally within 60 feet of them makes.
Spellbreaker
humanoid (any), typically lawful
- Armor Class 16 (brigandine & shield)
- Hit Points 27 (5d8 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 13 (+1) 10 (+0) 12 (+1) 15 (+3)
- Saving Throws Wis +3, Cha +4
- Skills Arcana +2, Religion +2
- Senses passive Perception 11
- Languages any three languages
- Challenge 1/2 (100 XP)
Abilities
Sense Magic. The spellbraker senses magic within 30 feet of it at will. This trait otherwise works like a detect magic spell.
Spellcasting. The spellbreaker is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The spellbreaker has four first level spell slots and two second level spell slots.
Zephyr Strike (1st-level slot). As a bonus action the spellbreaker hastens their movements. For 1 minute while it maintains concentration they do not provoke opportunity attacks. As part of an action, the spellbreaker can give itself advantage on an attack roll and increase its movement by 30 feet until the end of its turn. The spell then ends.
Actions
Broadsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Command (1st-level slot). The spellbreaker says a one word command to a creature within 60 feet of it. On a failed Wisdom save, the creature must use their action on their next turn to complete the command.
See Invisibility (2nd-level slot). For 1 hour the spellbreaker can see invisible creatures and objects as if they were visible, and they can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Characters
Mylzerith
Odalla
Glossary
People
Abrukha
Shifter chieftain of the Outland Beasts, views the 'hairless pigs' of civilized lands as lesser while believing her community is where all lycanthropes should reside.
Adfaren Ral'lokas
Ancient archmage who fell victim to a mage burn and became the first piece of the Black Tower within Limbo.
Bisatra Vuusath
Dallahan Iskep
Kashvi Rahal
Kelmont 'Sunspear' Midhorn
Son of the richter of Deno Eiskk and hailed as the chosen hero of the Chains of the Divine. Unable to fully connect as a paladin of Brahn so instead gains strength as a celestial warlock pact of the blade to Brahn.
Kheles III, the Second Great Maharajah of the Valevia
Triton lord that made a deal with Asmodeus to empower his people at the price of normalizing his worship.
Leene Lahreft
Leopold Lennox
Machi Monaco
Polymorphed copper dragon that follows adventurers around to hear about their journeys.
Morgaus Rhinad
Mylzerith
Archfey on the material plane that has secretly been the entire royal lineage of Solicia
Odalla
Vadar Saurlance
Places
Andor'Ikar
Northernmost province of Solicia, known for grassy savannas and numerous valleys. Holds the political capitol of the Transan'Doral Ascendancy, Laranlors as well as the Keystone attuned to the school of conjuration.
Roles
Exarch
Arcane executioners that grew in influence and power and tried to become a shogunate type deal
Things
Index
Practice
Safe
Homebrewing
People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.
What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.
So go ahead, remove this chunk of copy and tell everyone who inspired you.
Cover Art: Skiorh
When you're ready to share with the community, don't forget to mark your document as public so people can find it in the GM Binder Search
More Credits
Maybe you have so many people to give credit to that you need a bit more space. Well, you can use this column to do exactly that!