The Final Fantasy Compendium: An Unofficial Supplement for D&D 5e

by Bishop1387

Search GM Binder Visit User Profile
The Final Fantasy Compendium

The Final Fantasy Compendium

An Unofficial Supplement

This guidebook is a labor of love, my gift to the overlapping fandoms of Final Fantasy and Dungeons & Dragons.

Non-commercial use only.

Thanks for reading,
Bishop

Final Fantasy and related materials are © SQUARE ENIX CO., LTD. All rights reserved. Used in accordance with Final Fantasy Materials Usage License.

Dungeons & Dragons and related materials are © Wizards of the Coast. Used in accordance with Wizards of the Coast's Fan Content Policy.

Table of Contents

Chapter 1: Rule Changes 4
Chapter 2: Races 5
      Human 6
      Ancient 7
      Au Ra 8
      Bangaa 9
      Burmecian 10
      Dwarf 11
      Elf 12
      Goblin 13
      Lalafell 14
      Miqo'te 15
      Moogle 16
      Nu Mou 17
      Roegadyn 18
      Ronso 19
      Viera 20
Chapter 3: Classes 21
      Bard x
      Black Mage x
      Dark Knight x
      Dragoon x
      Monk x
      Ninja x
      Paladin x
      Red Mage x
      Samurai x
      Thief x
      Warrior x
      White Mage x
Chapter 4: Items x
Chapter 5: Spells x
      Spell Descriptions x
Appendix A: Previous Change Notes x

Document Info

Version. Pre-release, 0.3-SNAPSHOT (notes for 0.2 below)

Change Notes

  • Update! Still intended for feedback, mostly to calibrate my sense of balance.
  • 5 additional classes. The rest of the "melee martials" bringing the total number of classes to 11.
    • Dark Knight is a half-caster built as a reconstructed PHB Paladin, but borrows mechanics from the Barbarian.
    • Dragoon is all new, though balanced on top of the Rogue's damage output. Obviously centered around their iconic Jump ability, but various lancer skills and defensive capabilities give it survivability.
    • Ninja is built atop the Monk chassis, but its focus on thrown weapons and dual-wielding katanas gives it its own flavor out of the gate. An early martial controller with that sneaky utility layered in.
    • Paladin certainly borrows from its PHB counterpart, but the flavor is all different. Many of the later abilities - particularly its aura of "always make saving throws" - didn't mesh with the FF class, so it's quite the departure by tier 3 levels.
    • Samurai is, well, it's sort of a Hexblade Warlock build. I like where it's landing mechanically, but it could use some... fun? Options while leveling? idk, something. You be the judge.
  • 15 all new races. I tried to pick recurring or important races from across the series. The Ivalice and MMO races end up featuring heavily, but there are some other favorites mixed in. You may notice thematic abilities from pre-existing D&D 5e races are re-used a bit, but I tried to give each race something new & special to call its own, too.
  • Weapons. The "melee martial" update wouldn't be complete without weapons. Katana and shuriken get their entires since they are heavily referenced by the Ninja and Samurai classes. But the rules for Gunblades are the big star! More to come in future updates.

Next Steps

  • A balance pass after I receive feedback from knowledgeable friends and internet strangers.
  • Thief's defensive kit needs a pass. Break it down to its core elements, decide on something more representative of FF's Thief, and build new abilities.
  • I'd like to take a stab at redesigning the Monk from the ground up. It's close thematically, but mechanically it should feel more like a FF Monk. As is always the problem with the 5e Monk, Stunning Strike is just so good that the class becomes centered on it.
  • More classes! The rest of the gang: Bard, Dancer, Summoner, Time Mage, Beastmaster, Chemist, Gunner.
  • Familiars! Flesh out summoning familiars in a new and interesting way.
  • Materia! FF7's unique gameplay mechanic, but built on the 5e magic item system's bones.
  • Limit breaks! A ruleset for building your own cool ultimate abilities, and the conditions where you get to bust them out in combat.

Chapter 1: Rule Changes

Dungeons & Dragons 5th Edition has rules that are light-weight enough to encompass many different settings and storylines. Some of these rules, however, need some re-imagining to better fit with Final Fantasy. Whether to better match the classic game systems and their flavor, or simply to better aid the following character options, these rules are designed to bring your D&D gameplay more in-line with the Final Fantasy experience.

Mana Spellcasting

Magic is a core element of the worlds of Final Fantasy, but it works a little differently than in the base rules. Spellcasters utilize mana points to fuel their magicks.

Mana Points

Spellcasters all have a resource pool called Mana Points, or MP for short. Rather than costing spell slots to be cast, each spell has an MP cost required to call forth its power.

Spellcasters have a couple of important values in their class table related to using mana points for spellcasting. The Mana Points column tells how much MP the caster has available to cast their spells. The Max Spell MP column tells the highest amount of MP a single spell can cost - spells with a higher cost can't be cast by that caster.

For example, at 3rd level, a Black Mage has 70 MP, and their spells can each cost no more than 15 MP. If that Black Mage casts the spell Fire 1, they will expend 10 MP, and their current mana points will be reduced to 60 MP.

Spell Tiers

Every spell belongs to a different tier of spell casting. These tiers align to the MP cost of their spells. The spell tiers are:

Tier MP Cost
Cantrip tier Cost 0 MP
Base tier Cost 10 to 35 MP
Alpha tier Cost 45 MP
Beta tier Cost 50 MP
Gamma tier Cost 55 MP
Omega tier Cost 65 MP

Spells of the Alpha, Beta, Gamma, and Omega tiers are particularly taxing to cast. Only one spell of each tier may be cast. All expended uses of these spell tiers are recovered when you finish a long rest.

Casting a Spell at a Higher Level

By default, spells can't be cast at a "higher level" like in the base spellcasting rules. Even when a spell description references that it is another spell from the Player's Handbook, that spell loses any special benefits from being cast at a higher level.

However, some spells (e.g. Counterspell) do have special rules that allow you to spend more than their base MP cost to gain an enhanced effect. In these cases, you must declare how much MP you are spending when you begin casting the spell.

Material Components

Spells do not have a specific material component. Instead, any spell with the Material component (M) denotation require a spellcasting focus to be cast.

The exception to this is spells whose component (a) has a listed cost and (b) is consumed upon casting. These function as normal.

Marking

Some features specify that they allow you to "mark" your target. The feature will include the effects of that mark. Generally, these effects are debuffs or other negative side-effects that trigger if the marked target attempts to attack a creature other than you. In this way, marks are useful for "tanking" (being the target of enemy attacks to defend less defensively capable allies) as they encourage enemies to attack you rather than your friends.

A creature can only be under the effect of one mark at a time. If a new mark is placed on a creature, any prior mark affecting it is removed. For example, a Paladin may mark an enemy using her Challenge feature. Prior to it expiring, a Dark Knight marks the same enemy with his Denounce feature. (The tricky rapscallion!) When he does so, the Paladin's mark on that enemy immediately ends.

Familiars

Work in Progress -- Coming Soon

This is still being designed, and will be released in a later version along with the Summoner class, but since it's mentioned in the Black Mage class's Augmentation feature, this stub is here as a placeholder. Notably, there will be 3 tiers of familiars. Certain class features, feats, and possibly upcoming racial traits will grant you a tier 1 familiar (or increment your available tier if you already can summon one).


  • Tier 1: Regular familiars, a la Find Familiar.
  • Tier 2: Pact of the Tome familiars; able to make attacks, passive abilities that increase utility.
  • Tier 3: Added survivability and even MORE utility.

Chapter 1 | Rule Changes

Chapter 2: Races

The worlds of Final Fantasy are teeming with life! While humans are the most common, intelligent creatures of many different species can often be found, and playable characters often range across these peoples. When creating a character using this compendium, it is recommended to select from the races found in this chapter. However, these race options, races from the Player's Handbook & official materials, and races created with the Custom Lineages & Customizing Your Origin options in Tasha's Cauldron of Everything may all adventure together in the same party without trouble.

If you create a character using a race option presented here, the following additional traits should be applied during character creation:

Ability Score Increases

When determining your character's ability scores, increase one of those scores by 2 and 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're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. Language barriers are rare in Final Fantasy, and usually a sign that two cultures are very removed from one another. Some races have a language that is unique to their people or home region. The DM is free to specify which additional languages (if any) are available to characters of a given background for a particular campaign.

If no other languages are appropriate, rather than a second language you may gain proficiency with a tool, gaming set, or musical instrument of your choice.

Chapter 2 | Races

Human

(also known as Hume, Hyur)

This is some paragraph explaining the basis for this race and what their people are typically like. Go into their culture and where they're found. Explain which games they're from, too. Whatever.

Names

Some general guidance or rules about their names, including patterns or histories or which real world cultures they borrow their names from.


  • Male Names: Here, Are, Some, Examples
  • Female Names: Here, Are, Some, Examples
  • Family Names: Here, Are, Some, Examples

Traits

Humans have a variety of natural abilities, mostly due to their predisposition for good fortune and far-reaching presence.

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

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

Speed. Your base walking speed is 30 feet.

Fortunate Ability. When you finish a long rest, roll a d6. The result determines a skill:

1 Deception
2 Insight
3 Intimidation
4 Performance
5 Persuasion
6 Stealth

For 24 hours or until you finish another long rest, you gain proficiency in that skill. If you are already proficient with it, you instead have advantage with ability checks using that skill.

Pretty Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die to replace the rolled value. Once you use this trait, you can't use it again until you finish a long rest.

Brave. You have advantage on saving throws to avoid or cease being frightened.

Side Talent. You have proficiency in one skill of your choice.

Chapter 2 | Races

Ancient

(also known as Lufenian, Lunarian, Magi, Cetra)

This is some paragraph explaining the basis for this race and what their people are typically like. Go into their culture and where they're found. Explain which games they're from, too. Whatever.

Names

Some general guidance or rules about their names, including patterns or histories or which real world cultures they borrow their names from.


  • Male Names: Here, Are, Some, Examples
  • Female Names: Here, Are, Some, Examples
  • Family Names: Here, Are, Some, Examples

Traits

Ancients vary in their abilities based on the story setting. They usually closely resemble humans, but they tend to be more tuned in to magic and nature.

Age. Modern descendants of ancients reach adulthood in their late teens and live less than a century.

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

Speed. Your base walking speed is 30 feet.

Psionic Mind. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature, but the creature must be able to understand at least one language. Your communication doesn't give the creature the ability to respond to you telepathically.

Spell Adept. You know the Minor Telekinesis cantrip. When you reach 3rd level, you can cast the Detect Magic spell once with no mana cost with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Mindread spell once with no mana cost with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

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

Chapter 2 | Races

Au Ra

This is some paragraph explaining the basis for this race and what their people are typically like. Go into their culture and where they're found. Explain which games they're from, too. Whatever.

Names

Some general guidance or rules about their names, including patterns or histories or which real world cultures they borrow their names from.


  • Male Names: Here, Are, Some, Examples
  • Female Names: Here, Are, Some, Examples
  • Family Names: Here, Are, Some, Examples

Traits

The Au Ra have a number of traits derived from both their scaley physiology and their people's history as nomadic warriors.

Age. The Au Ra reach adulthood in their late teens and live less than a century.

Size. Male and female Au Ra are very dimorphic when it comes to body size. Men range from 6.5 to 7 feet tall. Women are roughly 5 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Horse Lords. Your people have a preternatural ability to ride animals and do combat while mounted. You have the following benefits:

  • You have proficiency in the Animal Handling skill.
  • When you attempt to mount a creature that is an untamed version of a commonly tamed species, you can make a Wisdom (Animal Handling) check against a DC of 15. On a success, you mount and ride the creature as if it were tamed. On a failure, it rejects you and you remain un-mounted next to the creature, but you still expend your movement as if you mounted the creature.
  • While mounted, you have advantage on melee attack rolls against unmounted creatures that are smaller than your mount.
  • Dismounting only costs you 5 feet of movement.

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

Martial Training. You are proficient with 2 simple or martial weapons of your choice and light armor.

Sub-race. Au Ra are divided into two distinct sub-races, each with their own unique additional traits. The solitary, light-scaled Raen value tradition and harmony while the proud, dark-scaled Xaela are known for their ferocity and dominance.

Raen

Here is a brief explanation of this sub-race.

Dawn Father's Peace. You can max out the die value of the first hit die you spend to restore hit points during each short rest.

Xaela

Here is a brief explanation of this sub-race.

Dusk Mother's Glory. When you take damage from an enemy's attack, you can enter an enraged state. The first time you deal damage with a weapon attack while in this state, your weapon deals an additional 1d6 damage. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. Your enraged state lasts for 1 minute or until you deal this extra damage. Once you have used this trait, you can't use it again until you finish a short or long rest.

Chapter 2 | Races

Bangaa

This is some paragraph explaining the basis for this race and what their people are typically like. Go into their culture and where they're found. Explain which games they're from, too. Whatever.

Names

Some general guidance or rules about their names, including patterns or histories or which real world cultures they borrow their names from.


  • Male Names: Here, Are, Some, Examples
  • Female Names: Here, Are, Some, Examples
  • Family Names: Here, Are, Some, Examples

Traits

The Bangaa have a number of traits, largely drawing from their large stature, tough limbs, and scaley hide.

Age. The Bangaa mature in their late teens and tend to live to see 120 to 150 years.

Size. Bangaa all have a burly build. Their height can vary, from below 6 feet tall to over 7 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Thick Skin. You can lean into your thick hide to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

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

Bangaa Cultural Skills. You gain proficiency in two of the following skills: Animal Handling, Athletics, Religion, Stealth, or Survival.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Chapter 2 | Races

Burmecian

This is some paragraph explaining the basis for this race and what their people are typically like. Go into their culture and where they're found. Explain which games they're from, too. Whatever.

Names

Some general guidance or rules about their names, including patterns or histories or which real world cultures they borrow their names from.


  • Male Names: Here, Are, Some, Examples
  • Female Names: Here, Are, Some, Examples
  • Family Names: Here, Are, Some, Examples

Traits

Burmecians' rodent-like physiques - especially their powerful legs - lend themselves to many traits, largely centering on their jumping mobility and bursts of speed.

Age. The Burmecians reach adulthood in their early teens and live around 60 to 70 years.

Size. Burmecians can range from 5 feet to around 6 and a half feet tall. Their bodies are lithe, but they can still be very fit. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Rapid Shift. You are capable of performing a swift maneuver to evade opponents. On your turn, if your walking speed is at least 10 feet, you may spend an amount of movement equal to your speed to quickly move up to 10 feet away. This movement is so rapid that it does not provoke opportunity attacks.

Legs of Leaping. Your legs are better suited for jumping than most others. When making a long or high jump, you do not need to move 10 feet on foot immediately before the jump to travel its full distance. You also automatically pass any Strength (Athletics) checks to clear low obstacles during a jump.

Uncanny Athleticism. You can cast the spell Athlete targeting yourself without any mana cost or components. Once you have cast this spell with this feature, you cannot do so again until you finish a long rest.

Agile, Mind & Body. You gain proficiency with the Acrobatics and Investigation skills.

Craftsmen. You gain proficiency with the artisan's tools of your choice.

Chapter 2 | Races

Dwarf

This is some paragraph explaining the basis for this race and what their people are typically like. Go into their culture and where they're found. Explain which games they're from, too. Whatever.

Names

Some general guidance or rules about their names, including patterns or histories or which real world cultures they borrow their names from.


  • Male Names: Here, Are, Some, Examples
  • Female Names: Here, Are, Some, Examples
  • Family Names: Here, Are, Some, Examples

Traits

Dwarves are short and compact, but their fortitude is as tough as the mountains, hills, and caves they inhabit. They have a number of traits associated with their rough & tumble nature and their people's proclivity for working stone and metal.

Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

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

Speed. Your base walking speed is 25 feet.

Forge & Smithy. Your kind have a known prowess with weapons and armor. You gain the following benefits:

  • When wielding weapons with the Heavy property, you do not have disadvantage from being of Small size.
  • You have proficiency in one of the following artisan's tools of your choice: Jeweler's tools, Mason's tools, or Smith's tools.
  • You gain proficiency with one heavier type of armor than what would otherwise be your heaviest:
    • If you are not proficient with any armor types, then you gain proficiency with light armor.
    • If you are already proficient with light armor, then you gain proficiency with medium armor.
    • If you are already proficient with medium armor, then you gain proficiency with heavy armor.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Iron Fortitude. You have advantage on saving throws against poison, and you have resistance against poison damage.

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Lightfoot. Ability checks made to track you have disadvantage, and you can move across difficult terrain made of non-magical stone without expending extra movement.

Chapter 2 | Races

Elf

(also known as Elvaan, Elezen)

This is some paragraph explaining the basis for this race and what their people are typically like. Go into their culture and where they're found. Explain which games they're from, too. Whatever.

Names

Some general guidance or rules about their names, including patterns or histories or which real world cultures they borrow their names from.


  • Male Names: Here, Are, Some, Examples
  • Female Names: Here, Are, Some, Examples
  • Family Names: Here, Are, Some, Examples

Traits

Elves are a long-lived and proud race, and these qualities lend themselves to many of the traits that they exhibit.

Age. Elves reach physical maturity at about the same age as humans. Despite their long history as a people, individuals do not live much longer than humans, typically living to their 90s.

Size. Depending on the story, Elves may either be shorter than humans (4 feet to 5 feet tall) or a bit taller than humans, ranging up near 6-and-a-half feet to 7 feet tall. Regardless of their height, all elves tend toward skinnier body types. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Bottled Wisdom. Your people date back to before most others, and that aged knowledge permeates your culture. You were simply taught to be better at knowing, sensing, and feeling things than most others. When you make an ability check using Intelligence, Wisdom, or Charisma, you can forgo rolling a d20 and instead treat the check as if you rolled a 20. Once you use this trait, you can't use it again until you finish a long rest.

Arcane Society. Magic is a critical part of your people's society and history. You have proficiency in the Arcana skill.

Mage Craft. You can cast the spell Minor Effect at-will.

Focused Will. You have advantage on saving throws to avoid or cease being charmed.

Sub-race. Elves may be one of several sub-races. Wood Elves tend to care for the forests and their creatures. High-born are known for their magical societies. Dark Elves are shadier, and tend toward subterfuge as they oppose their kin.

Wood Elves

Here is a brief explanation of this sub-race.

Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

High-born

Here is a brief explanation of this sub-race.

Magical Knowledge. You can cast either the Encode or Identify spells once for no mana cost with this trait, and you regain the ability to cast them again this way when you finish a long rest. If you have the ability to cast spells, you can also cast them at-will if you spend their usual mana costs.

Dark Elves

Here is a brief explanation of this sub-race.

Shadowy Mind. You can cast the spell Confuse 1 once for no mana cost with this trait, and you regain the ability to cast it again this way when you finish a long rest.

Chapter 2 | Races

Goblin

This is some paragraph explaining the basis for this race and what their people are typically like. Go into their culture and where they're found. Explain which games they're from, too. Whatever.

Names

Some general guidance or rules about their names, including patterns or histories or which real world cultures they borrow their names from.


  • Male Names: Here, Are, Some, Examples
  • Female Names: Here, Are, Some, Examples
  • Family Names: Here, Are, Some, Examples

Traits

Goblins are short and shifty. They find power in their craftiness and through strength-in-numbers.

Age. Goblins reach their maturity earlier than most, generally around age 10. When they don't blow themselves up, their natural lifespan is around 60 years old.

Size. Goblins are small, with stout torsos and lanky limbs. They tend to be between 3 feet and 4 feet tall. Your size is Short.

Speed. Your base walking speed is 25 feet.

Bombastic. You have a knack for improvised explosives. During a short or long rest, you can construct a thrown explosive device, which becomes ready for use at the end of the rest. Due to its instability, it must remain on your person, and you can only have one such explosive built at a time. If your explosive leaves your possession for 30 seconds or if you toss it up to 30 feet as an action, it explodes, and all creatures within 5 feet of it must succeed on a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your choice of your Intelligence, Wisdom, or Charisma modifier. On a failed save, a creature takes 2d8 fire damage. The damage increases by 1d8 at 5th level (3d8), 11th level (4d8), and 17th level (5d8).

But Not Too Bombastic. You have advantage on saving throws to avoid damage from the explosive devices you make from your Bombastic trait or from any similar small, makeshift explosives.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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

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

Chapter 2 | Races

Lalafell

(also known as Tarutaru)

This is some paragraph explaining the basis for this race and what their people are typically like. Go into their culture and where they're found. Explain which games they're from, too. Whatever.

Names

Some general guidance or rules about their names, including patterns or histories or which real world cultures they borrow their names from.


  • Male Names: Here, Are, Some, Examples
  • Female Names: Here, Are, Some, Examples
  • Family Names: Here, Are, Some, Examples

Traits

The traits of Lalafell come from many of their attributes: their diminutive size, their helpful nature, and their affinity for magic, to name a few.

Age. Lalafell age similar to humans. They reach adulthood in the mid-to-late teens, and they live to be 80 to 90 years old.

Size. The Lalafell are smallfolk, with chubby, child-like bodies. They tend to be between 2 feet and 8 inches to just over 3 feet. Your size is Short.

Speed. Your base walking speed is 25 feet.

Helpful Ally. You can take the Help action as a bonus action. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses after you finish a long rest. Starting at 3rd level, when you take the Help action (whether normally as an action or as a bonus action using this trait), you can choose one of the following extra benefits:

  • The recipient of your help gains temporary hit points equal to 2d4 + your proficiency bonus.
  • You and the recipient of your help increase your walking speeds by 10 feet until the start of your next turn. If one of you has a speed of 0 feet, this benefit does not apply to that individual.
  • Before the start of your next turn, the first damage roll made by the recipient of your help deals extra damage equal to 1d6 plus your proficiency bonus.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Likeable. People find you more agreeable by default. You have proficiency in your choice of either the Persuasion or Deception skills.

Subtle Cast. When you cast a spell, you can choose to cast it with no verbal or somatic components, and no material components that do not have a noted monetary cost. Once you have cast a spell in this way using this trait, you can't do so again until you have finished a long rest.

Chapter 2 | Races

Miqo'te

(also known as Mithra)

This is some paragraph explaining the basis for this race and what their people are typically like. Go into their culture and where they're found. Explain which games they're from, too. Whatever.

Names

Some general guidance or rules about their names, including patterns or histories or which real world cultures they borrow their names from.


  • Male Names: Here, Are, Some, Examples
  • Female Names: Here, Are, Some, Examples
  • Family Names: Here, Are, Some, Examples

Traits

Miqo'te owe most of their traits to their feline features. They are fast yet graceful in combat.

Age. Miqo'te, like humans, reach adulthood around 18 and live to be around 80 to 90 years old.

Size. The male Miqo'te range in height from 5 feet to 5 and a half feet tall, and females are from 4 feet and 9 inches to 5 feet and 3 inches. They tend toward slender builds. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Cat-like Reflexes. When you hit a creature with an attack on your turn, you can take the Dodge action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses after you finish a long rest.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Light Defenses. You are proficient with light armor.

Punishing Guard. You are optimally prepared to take advantage of gaps in your opponents' defenses. When you hit a creature with an opportunity attack, rather than rolling dice to determine the damage, all dice are treated as if they rolled their maximum value.

Chapter 2 | Races

Moogle

This is some paragraph explaining the basis for this race and what their people are typically like. Go into their culture and where they're found. Explain which games they're from, too. Whatever.

Names

Some general guidance or rules about their names, including patterns or histories or which real world cultures they borrow their names from.


  • Male Names: Here, Are, Some, Examples
  • Female Names: Here, Are, Some, Examples
  • Family Names: Here, Are, Some, Examples

Traits

Moogles are small, fluffy, magical beings. Their traits come from their enchanted nature and jovial culture.

Age. Moogles reach physical maturity at a relatively young age, around 10 years old. They live for just less than a century.

Size. Moogles are around 3 feet tall. Most depictions of them have a pudgey, teddybear-like build, but not always; Ivalician moogles are a bit taller, slender, and lagomorphic. Your size is Small.

Speed. Your base walking speed is 25 feet.

Fluttery. Thanks to your little wings, you have a flying speed of 15 feet. When you fall, you can use your reaction to make a Dexterity saving throw (DC 10) to stop falling and fly in place until the start of your next turn.

Pom Cure. You can draw upon your innate magical energy to heal your allies. As an action, you summon a pool of hit points equal to 5 times your proficiency bonus and divide & distribute it - as you see fit - as healing to up to 10 creatures within 10 feet of you. Once you use this trait, you can't use it again until you finish a long rest.

Musically-Inclined. You are proficient with two musical instruments of your choice.

Spirit Messenger. You can call upon nature spirits to deliver simple messages for you. To do so, you perform a short ceremony:

  • First, you must write a message of up to 25 words on a small piece of parchment.
  • Then, you must focus on the message for ten minutes (as if concentrating on a spell).
  • Next, a small mote of elemental spirit will materialize around the message in the form of a Tiny flying beast. This is your spirit messenger.
  • Finally, you must specify a location, which you must have visited, and the general description of a recipient.

The spirit messenger persists for up to 24 hours. It will begin by flying toward the specified location, covering up to 50 miles over that 24 hours. When the messenger arrives, it will attempt to find a creature matching the description of the recipient. It will search nearby for up to the remainder of the 24 hours. Upon finding a creature meeting your description, it will land on or near it, audibly catch its attention, and dissipate back to the aether, leaving only your written message in its place. If the 24 hour time elapses before the message can be delivered, the messenger will evaporate, and with it the message will disintegrate into dust.

After you successfully perform the ceremony and release a spirit messenger on its way, you can't use this trait again until you finish a long rest.

Chapter 2 | Races

Nu Mou

This is some paragraph explaining the basis for this race and what their people are typically like. Go into their culture and where they're found. Explain which games they're from, too. Whatever.

Names

Some general guidance or rules about their names, including patterns or histories or which real world cultures they borrow their names from.


  • Male Names: Here, Are, Some, Examples
  • Female Names: Here, Are, Some, Examples
  • Family Names: Here, Are, Some, Examples

Traits

The Nu Mou are by-and-large a learned, wise people. They have a natural proclivity for passing along knowledge, and their traits are owed to that nature.

Age. Nu Mou have an extended life span, reaching maturity near 80 years old, and living up to 400 years.

Size. The Nu Mou, when fully extended, are 4 feet to below 5 feet tall, but their naturally bent posture means they take up much less space. Your size is Small.

Speed. Your base walking speed is 25 feet.

Revitalization. After you receive temporary hit points, as a reaction you can reduce your total temporary hit points by an amount up to half your level (rounded up) and heal yourself for the same amount. Once you use this trait, you can't use it again until you finish a short or long rest.

Modest Profile. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Storyteller. Your kind are gifted at storytelling. You have advantage on Charisma (Performance, Persuasion, or Deception) checks made while you are telling stories or spinning tall tales.

Spell Reach. You can cast spells further than others. When you cast a spell that has a range of at least 10 feet, you can add an additional 10 feet to the range of the spell. When you cast a spell that has a range of at least 50 feet, you can instead add an additional 20 feet to the range of the spell.

Scholarly. You have proficiency in one of the following skills of your choice: Arcana, History, Medicine, Nature, or Religion. You also have proficiency in one artisan's tool or musical instrument of your choice.

Chapter 2 | Races

Roegadyn

(also known as Galka)

This is some paragraph explaining the basis for this race and what their people are typically like. Go into their culture and where they're found. Explain which games they're from, too. Whatever.

Names

Some general guidance or rules about their names, including patterns or histories or which real world cultures they borrow their names from.


  • Male Names: Here, Are, Some, Examples
  • Female Names: Here, Are, Some, Examples
  • Family Names: Here, Are, Some, Examples

Traits

The Roegadyn are large, powerful folk of impressive stature. While this lends itself to many of their traits, their closeness to their lineage defines them, as well.

Age. Roegadyn age very similarly to humans, reaching maturity in their late teens and regularly living into their 80s.

Size. Roegadyn males can reach as tall as 7 and a half feet, while females max out in the lower 7-foot-range. Despite your grand stature, your size is Medium.

Speed. Your base walking speed is 30 feet.

Shrug it Off. When you are placed under an effect that allows you to make a saving throw at the end of your turn to end it, you can use your reaction to immediately make a saving throw as if it were the end of one of your turns. Once you use this trait, you can't use it again until you finish a long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Sub-race. Roegadyn may belong one of two peoples. The mighty Sea Wolves live life on the islands and coasts of northern seas - and of course as sailors on the open oceans. Meanwhile, the powerful Hellsguard hail from volcanic regions that temper their mighty bodies.

Sea Wolves

Here is a brief explanation of this sub-race.

Seaborn. You have a swimming speed of 20 feet.

Hellsguard

Here is a brief explanation of this sub-race.

Flameborn. When you take fire damage, you can use your reaction to roll a Constitution saving throw. Rather than being compared to a DC, you simply reduce the amount of fire damage you suffer by the amount you rolled. Once you use this trait, you can't use it again until you finish a long rest.

Chapter 2 | Races

Ronso

(also known as Hrothgar)

This is some paragraph explaining the basis for this race and what their people are typically like. Go into their culture and where they're found. Explain which games they're from, too. Whatever.

Names

Some general guidance or rules about their names, including patterns or histories or which real world cultures they borrow their names from.


  • Male Names: Here, Are, Some, Examples
  • Female Names: Here, Are, Some, Examples
  • Family Names: Here, Are, Some, Examples

Traits

Ronso are mighty in form and tend toward cooler climates and mountainous habitats. Many of their physical traits are results of these facts. However, their mystical attunement to beasts and magic accounts for their most unique of traits.

Age. Ronso reach maturity in their teens, and like many races, live typically into their 80s and 90s.

Size. Male Ronso grow to be from 6 feet and 4 inches up to 7 feet tall and have muscular builds. Females tend to have more agile builds, but still measure up to 6 feet to 6 and a half feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Gift of the Blue. When you take either acid, cold, fire, lightning, or poison damage, you can enter your blue state. While in your blue state, when you make a damage roll on your turn, you can use your bonus action to deal an additional 2d6 damage. The type of this extra damage is the same as the type that triggered your blue state. The damage dice increase by 1d6 at 5th level (3d6), 11th level (4d6), and 17th level (5d6). When you deal this extra damage or after one minute passes, your blue state ends. Once you use this trait, you can't use it again until you finish a short or long rest.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Acclimated. You have resistance to cold damage. You also have advantage on ability checks or saving throws to ignore penalties from being in harsh cold weather.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Athleticism. Your people have great physical prowess. You have proficiency in the Athletics skill.

Beast Awareness. Your people are supernaturally attuned to beasts and their ilk. You have proficiency in the Animal Handling skill.

Chapter 2 | Races

Viera

This is some paragraph explaining the basis for this race and what their people are typically like. Go into their culture and where they're found. Explain which games they're from, too. Whatever.

Names

Some general guidance or rules about their names, including patterns or histories or which real world cultures they borrow their names from.


  • Male Names: Here, Are, Some, Examples
  • Female Names: Here, Are, Some, Examples
  • Family Names: Here, Are, Some, Examples

Traits

The Viera are historically a xenophobic people who live in seclusion in the forests. They owe their traits to a combination of the cultural significance of sentinel wardens, a preternatural heightened sensitivity to magical energy, and... well, big bunny ears.

Age. Viera reach maturity at around the age of 20. They live about 3 times as long as humans, commonly as long as 250 years.

Size. All Viera tend toward lithe, lanky body types. Females tend to be a bit taller, maxing out just above 6 feet tall, while males may reach up to just below 6 feet tall - though their ears make them seem much taller on first impression. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Mist Sensitive. Your kind are more sensitive to concentrations of ambient magical energy (call it mist, or aether, or what-have-you) than any others. You have a sixth sense that allows you to perceive the presence of magical things in your immediate vicinity. To you, they give off a distinct scent: clean, yet pungent and sharp; like a watermelon, but devoid of any sweetness; like a chlorinated swimming pool or hydrogen peroxide; metallic.

This sense allows you to tell if there is a magic item, magical trap, or other magical effect within a few feet of you. You can tell what exactly is emitting the ambient magical energy by sniffing closer.

All Ears. Your ears grant you exceptional hearing. You have advantage on Perception checks related to hearing.

Hare Trigger. When it comes to battle, you are quick to engage. You add your proficiency bonus to your initiative rolls.

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

Chapter 2 | Races

Chapter 3: Classes

One of the classic recurring elements in many Final Fantasy games is the Job system: a gameplay system where characters have a unique appearance and set of abilities depending on what job they have equipped. Even games without the Job system are likely to have the themes of different jobs woven into their characters. For example, Yang from FFIV is a monk in occupation, and his appearance and abilities (such as Kick and Focus) are often seen as traits of monks in the Job system.

As may already be obvious, jobs in Final Fantasy are an easy parallel to the classes of Dungeons & Dragons. In this chapter, classes based on classic Final Fantasy job archetypes are presented.

The classes of this chapter can be mixed with those of vanilla 5th edition, but you will quickly notice that there is significant overlap in skills and abilities. For example, a Final Fantasy thief and a Dungeons & Dragons rogue will play very similarly as the former is largely based on the latter. For an optimal experience, all player characters in a single campaign together should use these Final Fantasy classes.

Classes
Class Description Hit
Die
Primary
Ability
Saving Throw
Proficiencies
Armor and Weapon Proficiencies
Bard A talented musician who weaves magic into song d8 Charisma Constitution &
Charisma
Simple weapons, hand crossbows, rapiers, shortswords
Black Mage A skilled caster specializing in elemental magics d6 Intelligence or
Charisma
Constitution &
Intelligence
Daggers, darts, slings, quarterstaffs, light crossbows
Dark Knight A mystic assailant who radiates dark and blood magics d12 Strength &
Charisma
Dexterity &
Charisma
All armor, shields, simple weapons, martial weapons
Dragoon A sky-bound knight who fights with the spirit of the dragon d10 Strength Strength &
Dexterity
Light and medium armor, simple weapons, glaives, halberds, javelins, lances, pikes, tridents
Monk A martial artist whose mind and body achieve extraordinary feats d8 Dexterity &
Wisdom
Strength &
Dexterity
Simple weapons, shortswords, fist weapons
Ninja A mystic assassin who walks in the shadows d8 Dexterity Dexterity &
Intelligence
Light armor, simple weapons, katana, shuriken
Paladin A knight imbued with holy powers d10 Strength &
Charisma
Wisdom &
Charisma
All armor, shields, simple weapons, martial weapons
Red Mage A magical swordsman who is studied in many different arts of war d10 Intelligence Dexterity &
Charisma
Light and medium armor, simple weapons, longswords, rapiers, shortswords
Samurai A wandering ronin who channels nature spirits into mighty blows d10 Strength or
Dexterity
Strength &
Constitution
All armor, shields, simple weapons, katana, longbow
Thief An underhanded scoundrel who specializes in stealth and trickery d8 Dexterity Dexterity &
Intelligence
Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Warrior A master of martial combat, specializing in melee weaponry d10 Strength Strength &
Constitution
All armor, shields, simple weapons, martial weapons
White Mage A holy mage specializing in heavenly spells d8 Wisdom Wisdom &
Charisma
Simple weapons
Chapter 3 | Classes

Bard

Here is an introductory blurb about one dude who is representative of a classic archetype in the Final Fantasy games. They are a person who has many traits and descriptors and other unique things that are evocative.

Here is a second introductory blurb about a different dude who represents a different archetype, but is equally as recognizable as a member of the class. Look at the cool description of him that I'm writing. It's awesome.

Taking up additional space, a third introductory blurb describes yet another archetype that we're aiming to emulate. This one is the last one, though, so at least we're done writing these things now.

This is a general statement where I talk about all black mages and like their elemental prowess and ability to summon great spells that do crazy damage. Whether it's something in-born into them, or it's due to tremendous arcane study, or it's the gift of a greater being, their magical prowess is more akin to a force of nature than mere parlor tricks.

Entertainers and Artists

This is a paragraph about how black mages are largely a conduit of great power. Things like how their spells are some of the most devastating imaginable. And because of that, black mages are necessarily rare. That power usually comes in a small package; black mages are typically small of stature - physically weak, if not utterly meek. They are the definition of a glass cannon: Big attack power in a fragile package.

The Magic Voice

So this blurb is about the kind of personalities we usually see in black mages. They run quite the gamut. On the one hand, there are wizened elders, who have spent their lives in research. On the other hand, you have the natural born talents, who may be isolated loners - probably on the younger side - because of their differences. On yet another hand, there are the top-of-their-class badasses, who span from confident alphas to arrogant braggarts.

Creating a Bard

Here's all of the roleplaying elements to consider when making a black mage. It includes things like thinking about where your powers come from, how comfortable you are wielding this power, and what you do - secretly or professionally - with that power. Give some examples of several implementations of the archetype. Then ask a bunch of questions: why they use their spells, how did they take up adventuring, what do they strive to achieve with their power?

Quick Build

You can make a bard quickly by following these suggestions. First, make Charisma your highest ability score. Your next highest score should be Constitution or Dexterity. Second, choose the entertainer background.

Chapter 3 | Classes
The Bard
Level Proficiency
Bonus
Max
Spell MP
Mana
Points
Features
1st +2 - - Bardsong, Bardsong: Minuet, Bardsong: Rime, Requiem
2nd +2 10 20 Spellcasting, Instrumental Rift
3rd +2 10 40 Bardsong: Paeon
4th +2 10 40 Ability Score Improvement
5th +3 15 70 Discord
6th +3 15 70 Dynamic Rifts
7th +3 15 95 Instrumental Rift (2), Bardsong: Ballad
8th +3 15 95 Ability Score Improvement
9th +4 25 135 Bardsong: Elegy
10th +4 25 135 Song of Endurance
11th +4 25 160 Power Chord (1), Bardsong Improvement
12th +4 25 160 Ability Score Improvement
13th +5 30 190 Power Chord (2)
14th +5 30 190 Instrumental Rift (3), Hymnus
15th +5 30 230 Power Chord (3)
16th +5 30 230 Ability Score Improvement
17th +6 35 285 Bardsong Improvement
18th +6 35 285 Refrain
19th +6 35 320 Ability Score Improvement
20th +6 35 320 Finale

Class Features

As a bard, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, rapiers, shortswords
  • Tools: Three musical instruments of your choice
  • Saving Throws: Constitution, Charisma
  • Skills: Performance and choose two from Acrobatics, Animal Handling, Arcana, Deception, Insight, Persuasion

Equipment

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

  • (a) a rapier, (b) a shortsword, or (c) any simple weapon
  • (a) a diplomat's pack or (b) an entertainer's pack
  • (a) a lute, (b) a harp, or (c) any other musical instrument
  • Leather armor and a dagger

Bardsong

You have learned the subtle skill of weaving magical power into your songs. As a bonus action, you begin to sing one enchanted Bardsong you know. You may sing a Bardsong for as long as you'd like, during which time you must concentrate on your singing (as if concentrating on a spell). For the duration, any creature you choose within 10 feet of you benefits from the effects of the song you are singing. A creature can't gain these benefits if you are silenced or if they are deafened. You may stop singing at any time (no action), but if you are forced to interrupt your song (for example, by taking damage and failing the Constitution save to maintain concentration), you can't begin a new Bardsong again until after the end of your next turn. You begin knowing two Bardsongs - Minuet and Rime - and you learn others as you gain more Bard levels.

Chapter 3 | Classes

At 11th level, you may choose to activate Bardsong at the start of your turn with no action.

At 17th level, you no longer have to wait until after your next turn to restart your Bardsong if you are forced to interrupt it.

Bardsong: Minuet

You know the Minuet, a magical song that emboldens your allies' attacks. The first time on their turn any creature empowered by this Bardsong (a) hits with a weapon attack or cantrip, or (b) has a target of a cantrip or the Requiem feature fail their saving throw, the damage taken by one target is increased by 2. This damage bonus increases to 3 at 5th level, and it increases to 4 at 9th level.

Bardsong: Rime

You know the Rime, a magical song that emboldens your allies' resilience. Any creature empowered by this Bardsong benefits from a +3 bonus to saving throws.

Requiem

You can play a dour tune infused with negative energy. As an action, you may target a creature within 60 feet of you. You must use a musical instrument you are proficient with and holding with two hands as a focus to cast your magical assault. The target must succeed on a Charisma saving throw against your Bard save DC or else take 2d8 psychic damage.

At 5th level, you may choose up to 2 targets instead of 1, but you do not deal damage the same way. Instead, you also have a dice pool of 4d8. When you choose your target(s), you split up your dice pool any way you like between the targets. Each target must succeed on a Charisma saving throw against your Bard save DC or else take an amount of psychic damage equal to the dice you assigned to it. You may target the same creature multiple times, but each time you target it counts against your maximum number of targets for that attack. All targets and the number of dice assigned to each must be declared at the start of the attack.

At 11th level, your maximum number of targets increases to 3, and your dice pool becomes 6d8. At 17th level, your maximum number of targets increases to 4, and your dice pool becomes 8d8.

Spellcasting Ability

Charisma is your spellcasting ability for your bard features and spells, since your magic is a manifestation of your character projected into the world. You use your Charisma whenever a feature or spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard feature or spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting

At 2nd level, you gain the ability to focus your will to become a boon or bane to others. The brilliance of your character enriches your spells. See Spells Rules for the general rules of spellcasting and lists of spells.

Spell Lists

Your bard spells may come from the En-magic or Utility spell lists.

Mana Points

The Bard table shows how many mana points you have to cast your bard spells. To cast one of these bard spells, you must expend the mana point cost of the spell. You regain all expended mana points when you finish a long rest.

Spells Known that Cost Mana Points

You know spells of your choice from your spell lists that each cost 10 MP. The number of spells equals your Charisma modifier (minimum 0) plus half your Bard level, rounded down. When this number increases as you level, you may learn additional spells. Each of these spells must have a mana point cost greater than 0 and at or below the value in the Max Spell MP column of the Bard table. For instance, when you reach 6th level in this class, you can learn one new spell that costs 15 MP or less.

Additionally, when you gain a level in this class, you can choose a bard spell you know and replace it with a different spell from your spell lists. This spell must have a mana point cost greater than 0 and at or below the new level's value in the Max Spell MP column of the Bard table.

Spellcasting Focus

You can use a musical instrument with which you are proficient as a spellcasting focus for your bard spells.

Instrumental Rift

Starting at 2nd level, you can play a quick riff on your instrument to will a harmful rift into existence. As an action, you create a 10ft by 10ft (by 5ft tall) zone somewhere within 40 feet of you. The zone appears to onlookers like a shimmery, wavy film is coating the air and surfaces around it. You know one effect of your choice from the list of Rift Effects below, and that effect is applied to the zone. The zone lasts for one minute, or until you place another using this feature, or until you dismiss it (no action). The rift affects any creature within it even if they can't hear.

At 7th level, you learn a second Rift Effect of your choice from the list below. When you place a rift, you may choose as many of the effects that you know as you wish to apply to the rift. All of these effects are active at the same time.

At 14th level, you learn a third Rift Effect of your choice from the list below. Again, when you place a rift, choose as many known effects to apply to it as you would like.

Rift Effects

Alarming. If a creature starts its turn within or enters into the zone on its turn, it must succeed on a Wisdom saving throw or become frightened of you. While frightened, it must use its movement to flee from you. The effect wears off when the creature is no longer in the zone.

Chapter 3 | Classes

Caustic. If a creature ends its turn within the zone, it becomes poisoned for one minute. Once it is no longer in the zone, it may make a Constitution saving throw at the end of each of its turns. If the saving throw is successful, the effect ends early.

Dense. The zone is difficult terrain

Disorienting. When a creature of size Large or smaller enters the zone or begins their turn within it, they must succeed on a Dexterity saving throw or else they fall prone.

Distracting. While a creature is within the zone, they suffer a -2 penalty to all saving throws.

Flashing. While a creature is inside the zone, it is blinded. The zone also gives off a bright light within its boundaries.

Illuminating. While a creature is inside the zone, if its AC is above 14, its AC is instead reduced to 14. The zone also gives off a dim light within its boundaries.

Stinging. The zone deals 1d4 piercing damage when a creature enters it. It deals an additional 1d4 piercing damage every time a creature moves 5ft through the zone without exiting it. If a creature ends their turn in the zone, it takes 3d4 piercing damage.

Bardsong: Paeon

Beginning at 2nd level, you know the Paeon, a magical song that emboldens your allies' health. Any creature empowered by this Bardsong may use their bonus action on their turn or their reaction at the end of their turn to gain a number of temporary hit points equal to half your Bard level (rounded up) to a maximum of 5 temporary hit points.

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.

Discord

Starting at 5th level, when a target of one of your spells fails its saving throw against that spell, you may impose one of the following negative effects upon it:

  • The target can't take reactions until the start of your next turn.
  • The target can't take bonus actions until the start of your next turn.
  • The target's speed is reduced to 10ft until the start of your next turn.

Dynamic Rift

At 6th level, you can customize the size and shape of your Instrumental Rift zone to be one of the following: Box: Length and width can be anywhere from 5ft to 15ft (they do not have to be the same measurement). The box is 5ft tall. Cylinder: Radius can be 2.5ft to 10ft. The cylinder is 5ft tall. Sphere: Radius of 5ft.

Bardsong: Ballad

At 7th level, you know the Ballad, a magical song that emboldens your allies against impairment. Any creature empowered by this Bardsong is immune to the frightened, charmed, and blinded conditions. If they are already under an effect causing one or more of these conditions when they begin being empowered by this Bardsong, and the effect placing the condition upon them allows them to make a saving throw at the end of their turn to remove it, they may use their reaction to immediately make such a saving throw to attempt to remove the effect. Any saving throws to remove these conditions is made with advantage while under the effect of this Bardsong.

Bardsong: Elegy

When you reach 9th level, you know the Elegy, a magical song that emboldens your allies' magical defenses. Any creature empowered by this Bardsong has resistance to damage from spells.

Song of Endurance

Beginning at 10th level, you learn to strengthen your allies' resolve by casually performing during your down time. If you spend 15 minutes playing an instrument you are proficient with during a short or long rest, at the end of the rest, you gain a number of temporary hit points equal to your Bard level plus your Charisma modifier. Up to 5 creatures of your choice who heard your short performance are magically infused with extra vitality, as well, each gaining a number of temporary hit points equal to half your Bard level (rounded down) plus your Charisma modifier.

Power Chords

Starting at 11th level, you learn the Power Chord ability of your choice. You learn another at 13th level, and the final one at 15th level. You can use each Power Chord ability you know one time, and you regain any expended uses of them when you finish a long rest.

Empowered Requiem. You may choose up to 3 creatures you can see within 60 feet of you at whom you project your amped up wrath. Each creature must make a Charisma saving throw. On a failure, they take 8d8 psychic damage. On a success, they take half as much damage.

Empowered Paeon. A burst of heightened positive vibrations emanates from you. Choose up to 5 creatures you can see within 45 feet of you. Each creature heals 6d6 hit points.

Empowered Discord. Choose one creature you can see within 90 feet of you to target with your enchanted harmonies. The creature must succeed on a Wisdom saving throw or else it becomes paralyzed for one minute. At the end of each of its turns, a creature paralyzed in this way can make another Wisdom saving throw, and the spell ends early on a success.

Chapter 3 | Classes

Hymnus

At 14th level, you master a song that holds sway over the spirits of the recently fallen. You can spend an hour playing a hauntingly beautiful melody during which you cast the Life spell. The song satisfies the verbal and somatic components of the spell, and casting it costs you no Mana Points, but you must still produce the material component (a diamond worth at least 1,000gp, which the spell consumes). Once you have used this feature, you can't use it again until you finish a long rest.

Refrain

When you reach 18th level, your capacity for playing heightened songs is expanded. After you finish a short rest, you may regain one use of one of your expended Power Chord abilities.

Finale

At 20th level, you can tap into your very soul to overcharge your Bardsong with incredible magical energies. As a bonus action, you activate a special version of your Bardsong. Its range increases to 25 feet, and it lasts for up to one minute. While you must still concentrate on singing the song, you cannot have your concentration interrupted by taking damage. The song grants those empowered by it all of the following effects:

  • The first time on their turn the creature (a) hits with a weapon attack or cantrip, or (b) has a target of a cantrip or the Requiem feature fails their saving throw, the damage taken by one target is increased by 10.
  • The creature benefits from a +5 bonus to saving throws.
  • The creature may use their bonus action on their turn or their reaction at the end of their turn to gain 10 temporary hit points.
  • The creature is immune to the frightened, charmed, and blinded conditions. If they are already under an effect causing one or more of these conditions when they begin being empowered by this Bardsong, the effect causing the condition ends.
  • The creature has resistance to damage from spells.

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

Chapter 3 | Classes

Black Mage

Here is an introductory blurb about one dude who is representative of a classic archetype in the Final Fantasy games. They are a person who has many traits and descriptors and other unique things that are evocative.

Here is a second introductory blurb about a different dude who represents a different archetype, but is equally as recognizable as a member of the class. Look at the cool description of him that I'm writing. It's awesome.

Taking up additional space, a third introductory blurb describes yet another archetype that we're aiming to emulate. This one is the last one, though, so at least we're done writing these things now.

This is a general statement where I talk about all black mages and like their elemental prowess and ability to summon great spells that do crazy damage. Whether it's something in-born into them, or it's due to tremendous arcane study, or it's the gift of a greater being, their magical prowess is more akin to a force of nature than mere parlor tricks.

A Font of Power

This is a paragraph about how black mages are largely a conduit of great power. Things like how their spells are some of the most devastating imaginable. And because of that, black mages are necessarily rare. That power usually comes in a small package; black mages are typically small of stature - physically weak, if not utterly meek. They are the definition of a glass cannon: Big attack power in a fragile package.

Scholars and Savants

So this blurb is about the kind of personalities we usually see in black mages. They run quite the gamut. On the one hand, there are wizened elders, who have spent their lives in research. On the other hand, you have the natural born talents, who may be isolated loners - probably on the younger side - because of their differences. On yet another hand, there are the top-of-their-class badasses, who span from confident alphas to arrogant braggarts.

Creating a Black Mage

Here's all of the roleplaying elements to consider when making a black mage. It includes things like thinking about where your powers come from, how comfortable you are wielding this power, and what you do - secretly or professionally - with that power. Give some examples of several implementations of the archetype. Then ask a bunch of questions: why they use their spells, how did they take up adventuring, what do they strive to achieve with their power?

Quick Build

You can make a black mage quickly by following these suggestions. First, make Intelligence or Charisma your highest ability score depending on if your power comes from intense study or as an internal force they can muster. Your next highest score should be Constitution or Dexterity. Second, choose the sage background. Third, choose the Minor Blizzard, Minor Fire, Minor Light, and Minor Telekinesis cantrips along with the following spells: Fire 1, Dark 1, Charm 1, Confuse 1, Comprehend 1, and Slowfall.

Chapter 3 | Classes
The Black Mage
Level Proficiency
Bonus
Spell
Shards
Max
Spell MP
Mana
Points
Cantrips
Known
Spells
Known
Features
1st +2 10 20 4 6 Spellcasting, Spellblade
2nd +2 2 10 40 4 7 Spell Shards, Shard Coalescence
3rd +2 3 15 70 4 8 Augmentation
4th +2 4 15 95 5 10 Ability Score Improvement
5th +3 5 25 135 5 12
6th +3 6 25 160 5 13 Elemental Resistance, Additional Augmentation
7th +3 7 30 190 5 14
8th +3 8 30 230 5 16 Ability Score Improvement
9th +4 9 35 285 5 18
10th +4 10 35 320 6 19 Additional Augmentation
11th +4 11 45 365 6 20
12th +4 12 45 365 6 22 Ability Score Improvement
13th +5 13 50 415 6 24
14th +5 14 50 415 6 25 Black Waltz, Additional Augmentation
15th +5 15 55 470 6 26
16th +5 16 55 470 6 27 Ability Score Improvement
17th +6 17 65 535 6 29 Additional Augmentation
18th +6 18 65 570 6 30 Elemental Immunity, Greater Blink
19th +6 19 65 615 6 31 Ability Score Improvement
20th +6 20 65 665 6 32 Sorcerous Restoration

Class Features

As a black mage, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per black mage level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per black mage level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Deception, Insight, Investigation, Persuasion, and Religion

Equipment

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

  • a quarterstaff
  • an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • Two daggers

Spellcasting

Through intense study, innate talent, or a Faustian bargain, you have been infused with the ability to channel dark and arcane magics. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and lists of spells.

Spell Lists

Your black mage spells may come from the Elemental, En-magic, and Utility spell lists.

Cantrips

At 1st level, you know four cantrips of your choice from your spell lists. You learn additional cantrips of your choice from these spell lists at higher levels, as shown in the Cantrips Known column of the Black Mage table.

Chapter 3 | Classes

Mana Points

The Black Mage table shows how many mana points you have to cast your black mage spells. To cast one of these black mage spells, you must expend the mana point cost of the spell. You regain all expended mana points when you finish a long rest.

Spells Known that Cost Mana Points

You know four spells of your choice from your spell lists that each cost 10 MP.

The Spells Known column of the Black Mage table shows when you learn more spells from your spell lists of your choice. Each of these spells must have a mana point cost greater than 0 and at or below the value in the Max Spell MP column of the Black Mage table. For instance, when you reach 3rd level in this class, you can learn one new spell that costs 15 MP or less.

Additionally, when you gain a level in this class, you can choose up to two of the black mage spells you know and replace them with different spells from your spell lists. These spells must have a mana point cost greater than 0 and at or below the new level's value in the Max Spell MP column of the Black Mage table.

Spellcasting Ability

Your choice between Intelligence or Charisma is your spellcasting ability for your black mage spells, since the power of your magic relies on your ability to recite and incant complex components, but also the burning lantern of your internal fire. You use this choice of your Intelligence or Charisma whenever a spell refers to your spellcasting ability. In addition, you use this modifier when setting the saving throw DC for a black mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Intelligence or Charisma modifier

Spell attack modifier = your proficiency bonus +

your Intelligence or Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your black mage spells.

Spellblade

You can temporarily infuse elemental energies into the weapons of your comrades. Choose a melee weapon being held by a willing creature within 30 feet of you other than yourself, and pick a damage type from the following: acid, cold, fire, lightning, poison. As a bonus action, you supercharge that weapon with an element associated with that damage type. For the next 1 minute, the first time a creature is hit with a melee weapon attack using that weapon, the attack deals an additional 1d10 damage of the chosen type. After 1 minute or when the additional damage is dealt, the elemental energy is expended and fizzles away from the weapon.

The damage dealt increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

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

Spell Shards

At 2nd level, you learn to channel mana into physical shards of magical radiance. These are called spell shards, and they allow you to create a variety of magical effects.

You have 2 spell shards, and you gain more as you reach higher levels, as shown in the Spell Shards column of the Black Mage table. You can never have more spell shards than shown on the table for your level. You regain all spent spell shards when you finish a long rest.

You can use your spell shards to regain mana, or sacrifice mana to gain additional spell shards. You learn other ways to use your spell shards as you reach higher levels.

Shard Coalescence

As a bonus action on your turn, you can transform a number of unexpended spell shards into mana, gaining 5 mana for each spell shard consumed. Also as a bonus action, you can expend an amount of mana points to gain a number of spell shards. The table below shows the cost of this conversion.

Mana Point
Cost
Spell Shards
Gained
10 1
15 2
25 3
30 4
35 5

Any mana points above your mana point maximum vanish when you finish a long rest.

Augmentation

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain three of the following Augmentation options of your choice. You gain another one at 6th, 10th, 14th, and 17th level.

Most Augmentation options improve your spells. You can use only one Augmentation option at a time on each spell you cast.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 spell shard and choose a number of those creatures up to your Spellcasting Ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Expanded Knowledge

You learn an additional cantrip of your choice from your Black Mage spell lists. This cantrip does not count against your number of Cantrips Known in the Black Mage table. You may learn this Augmentation multiple times, choosing a different cantrip each time.

Chapter 3 | Classes

Fated Luck

When you make an ability check and do not like the result, you can spend 1 spell shard to reroll the d20, and you must use the new roll. If the ability check is pass/fail, you can use this Augmentation even after being told your roll failed, potentially turning the failure into a success.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 spell shards to give one target of the spell disadvantage on its first saving throw made against the spell.

Mage Armor

You touch a willing creature who isn’t wearing armor and spend a spell shard. A protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The Augmentation effect ends after 8 hours, if the target dons armor, or if you dismiss the effect as an action.

Mana Familiar

Whenever your spell shards replenish after a long rest, you immediately spend a number equal to half your proficiency modifier (rounded up). In exchange, you gain the ability to summon a tier 1 familiar. If you already have the ability to summon a familiar, the tier you may summon increases by 1. See Familiar rules.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 spell shards to change the casting time to 1 bonus action for this casting.

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 spell shards to reroll the d20, and you must use the new roll.

Spell Shield

When you are hit by an attack, you can use your reaction to spend 2 spell shards to gain a +5 bonus to your AC that lasts until the start of your next turn. This bonus applies to the triggering attack, possibly causing it to miss rather than hit.

Subtle Spell

When you cast a spell, you can spend 1 spell shard to cast it without any somatic or verbal components.

Transmuted Spell

When you cast a spell that deals a type of damage from the following list, you can spend 1 spell shard to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of spell shards based on its mana point cost to target a second creature in range with the same spell.

Mana Point
Cost
Spell Shards
Required
0 1
10 1
15 2
25 3
30 4
35 5

To be eligible, a spell must be incapable of targeting more than one creature.

Upsurged spell

When you cast a spell that costs mana and deals damage, you may spend shell shards to increase its potency. If the spell is only capable of targeting one creature, you can spend 1 spell shard to increase one damage roll of the spell by 1d10, 2 spell shards to increase by 2d10, or 3 spell shards to increase by 4d10. If the spell is capable of targeting multiple creatures, you can spend 1 spell shard to increase one damage roll of the spell by 1d6, 2 spell shards to increase by 2d6, or 3 spell shards to increase by 4d6.

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.

Elemental Resistance

At 6th level, your exposure to the elements begins giving you certain defensive protections. Choose a damage type from the following: acid, cold, fire, lightning, poison. You gain resistance to this damage type.

Black Waltz

Beginning at 14th level, your prolonged exposure to elemental magic unlocks the potential to take on an arcane form. As a bonus action, you can spend 3 spell shards to temporarily alter your body; you grow aetheric wings resembling a bird or dark angel, and your eyes glow with an unnerving light. You gain a fly speed equal to your walking speed, you can hover, and you can see in the dark (including magical darkness). Additionally, if you are hit by a melee attack while in this form, you can use your reaction to deal 2d8 force damage back to the attacker. This transformation lasts for 1 minute or until you end it early with a bonus action. Once you have used this feature, you can't use it again until you finish a short or long rest.

Chapter 3 | Classes

Elemental Immunity

At 18th level, your defensive affinity to the elements reaches new heights. You gain immunity to the damage type from your Elemental Resistance.

Sorcerous Restoration

At 20th level, you regain 4 expended spell shards whenever you finish a short rest.

Chapter 3 | Classes

Dark Knight

Here is an introductory blurb about one dude who is representative of a classic archetype in the Final Fantasy games. They are a person who has many traits and descriptors and other unique things that are evocative.

Here is a second introductory blurb about a different dude who represents a different archetype, but is equally as recognizable as a member of the class. Look at the cool description of him that I'm writing. It's awesome.

Taking up additional space, a third introductory blurb describes yet another archetype that we're aiming to emulate. This one is the last one, though, so at least we're done writing these things now.

To fight one's enemies, one must themselves become a finely tuned weapon. That is the shared mantra of all monks. Through incredible martial arts training and learning to focus their ki, they become some of the most fearsome adventurers. Ironic for a people stereotypically known for their soft-spoken, peaceful nature.

Inner Turmoil

One doesn't simply become a well-oiled machine of punches and iron will overnight. Most monks spend years - maybe their whole young life - in training. Some entered a monastery to live among other monks, possibly as an orphan seeking care or as an adult seeking inner peace. Others live a disciplined life in isolation, using their hermitage as a means to hone their mind and body. Still others are simply spiritual leaders who may be seen as peaceful, nurturing pacifists by the locals around them.

Champion of Steel

What truly sets apart a monk from a mere highly skilled brawler is their ability to harness an internal energy source called ki. Unlike mages, who channel external magics into their spells, a monk summons their own life force to fuel their extraordinary abilities.

Sometimes ki is used to power superhuman feats of martial prowess. But its flashier uses involve touching the spirit of others to mend their wounds, or creating incredible blasts of their own aura. Whatever the case, tapping into this power isn't easy. But it pays off as a monk slowly develops into a pristine physical and mental warrior.

Creating a Dark Knight

Here's all of the roleplaying elements to consider when making a monk. It includes things like thinking about how you were initially trained, what drove you to learn this, and what drives you now that you're a skilled fighter. Give some examples of several implementations of the archetype. Then ask a bunch of questions: why did you leave your monastery, what level of spirituality do you maintain in your day-to-day life, what do you hope to accomplish by becoming an adventurer?

Chapter 3 | Classes
The Dark Knight
Level Proficiency
Bonus
Max
Spell MP
Mana
Points
Spells
Prepared
Blood
Value
Features
1st +2 2 Expertise, Darkness, Blood Drain
2nd +2 10 20 2 2 Spellcasting, Denounce, Reckless Attack
3rd +2 10 40 3 2 Black Curse, Dark Syphon
4th +2 10 40 4 2 Ability Score Improvement
5th +3 15 70 5 2 Extra Attack
6th +3 15 70 5 2 Sanguine Sword
7th +3 15 95 6 2 Absorb
8th +3 15 95 7 2 Ability Score Improvement
9th +4 25 135 8 4
10th +4 25 135 8 4 Improved Denounce
11th +4 25 160 9 4 Torment
12th +4 25 160 9 4 Ability Score Improvement
13th +5 30 190 10 4
14th +5 30 190 11 4 Sword & Sorcery
15th +5 30 230 11 4 Improved Sanguine Sword
16th +5 30 230 12 6 Ability Score Improvement
17th +6 35 285 13 6
18th +6 35 285 13 6 Souleater
19th +6 35 320 14 6 Ability Score Improvement
20th +6 35 320 14 6 Inner Darkness

Quick Build

You can make a dark knight quickly by following these suggestions. First, make Strength your highest ability score to fuel your attacks and allow you to wear heavy armor. Your next highest score should be Charisma. Second, choose the criminal background.

Class Features

As a dark knight, you gain the following class features.

Hit Points


  • Hit Dice: 1d12 per dark knight level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per dark knight level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Dexterity, Charisma
  • Skills: Intimidation and choose two from Athletics, Deception, Insight, Persuasion, Religion, and Survival

Equipment

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

  • Two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Chain mail

Expertise

Your proficiency bonus is doubled for any ability check you make that uses Intimidation or one of your other skill proficiencies of your choice.

Chapter 3 | Classes

Darkness

The darkness in your soul is able to bleed out and physically manifest. You can activate a form of darkness as a bonus action. While in your darkness form, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • Your Armor Class uses a new calculation, overriding any other possible Armor Class calculations you have available to you. This calculation is based on the armor you have equipped:
    • If you are wearing heavy armor, your Armor Class equals 15 + your Charisma modifier.
    • If you are wearing medium armor, your Armor Class equals 13 + your Charisma modifier.
    • If you are wearing light or no armor, your Armor Class equals 10 + your Charisma modifier.
    • If you are wearing a shield, it does not provide a bonus to AC.
    • If you are wearing magic armor that provides a bonus to AC, this bonus is added to your AC.
  • You deal extra necrotic damage to the first hit you make with a melee weapon attack on a turn. The amount of damage is in the Blood Value column of the Dark Knight table.

Your darkness form lasts for 1 minute. It ends early if you are knocked unconscious. You can also end this form on your turn as a bonus action.

You can use this feature twice, and you regain your expended uses at the end of a short or long rest.

Blood Drain

While you are in your darkness form, you can drain life energy from the foes you fight. If you deal damage to a creature with the Attack action on your turn, you can use your bonus action to restore hit points to yourself or an ally within 10 feet who has more than 0 hit points. The amount of hit points restored is in the Blood Value column of the Dark Knight table.

Spellcasting

At 2nd level, the furnace of dark energy within you allows you to harness dark elemental magics. The strength of your character fuels your spells. See Spells Rules for the general rules of spellcasting and lists of spells.

Spell List

Your dark knight spells may come from the Elemental spell list.

Mana Points

The Dark Knight table shows how many mana points you have to cast your dark knight spells. To cast one of these dark knight spells, you must expend the mana point cost of the spell. You regain all expended mana points when you finish a long rest.

Preparing Spells that Cost Mana Points

You prepare the list of dark knight spells that are available for you to cast, choosing from spells with a mana cost greater than 0 on your spell list. When you do so, choose a number of these spells equal to the Spells Prepared column of the Dark Knight table. Each of these spells must have a mana point cost at or below the value in the Max Spell MP column of the Dark Knight table. You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your dark knight spells, since the power of your magic relies on your churning chaos within. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a dark knight spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your dark knight spells.

At the end of a long rest, you can also focus on a weapon for one minute to bond with it. Only one weapon may be bonded with at a time, and an old weapon loses its bond when you bond with a new one. A bonded weapon can also be used as a spellcasting focus for you dark knight spells.

Denounce

Starting at 2nd level, when you attack a creature with a weapon attack on your turn, you can spend 5 mana points to mark that creature. If a creature marked in this way attacks a creature other than you, you can spend your reaction to make an opportunity attack against it provided it is within your weapon's range. The mark lasts until the start of your next turn.

At 10th level, the opportunity attack you make with your Denounce feature no longer uses your reaction. Instead you can use it twice, and you regain all expended uses at the start of your turn. While this feature does not use your reaction, any condition that prevents you from taking reactions, such as incapacitation or the Minor Thunder spell, prevents you from using this ability, as well.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Chapter 3 | Classes

Black Curse

Beginning at 3rd level, spells you cast imbue a hexing curse on your enemies. When you cast a dark knight spell, you can apply black curse on one target of the spell. This curse lasts for one minute. The first time on a turn you hit a creature under the effect of your black curse with a melee weapon attack, that attack deals an extra 1d6 necrotic damage.

Dark Syphon

When you reach 3rd level, your spells have the power to feed back into your life essence. While you are under the effect of your darkness feature and you cast a spell, you can restore a number of your hit points equal to the amount of damage your spell deals to a target of your choice. You also gain resistance to one type of damage dealt by the attack for the remainder of your darkness form transformation. Once you use this feature, you can't use it again until you finish a short or long rest.

Ability Score Improvement

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

Extra Attack

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

Sanguine Sword

Starting at 6th level, the blood spilled by your weapon attacks restores your own vitality. When you hit an enemy with a melee weapon attack, you can restore a number of your hit points equal to the damage you dealt with the attack. Once you use this feature, you can't use it again until you finish a short or long rest.

At 15th level, you can instead use this feature two times, regaining any expended uses when you finish a short or long rest.

Absorb

Beginning at 7th level, you can lessen the impact of incoming blows with false life. After you take damage from a creature's attack, you can gain temporary hit points equal to half of the incoming damage (rounded down). You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain any expended uses when you finish a long rest.

Torment

When you reach 11th level, your presence emits an air of foreboding that distracts nearby foes, leaving an opening for retaliation. If an enemy within 5 feet of you attacks an ally who is within 10 feet of you, you can allow that ally to use their reaction to make an opportunity attack against the attacking enemy. You can permit your allies to use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain any expended uses when you finish a long rest.

Sword & Sorcery

Starting at 14th level, your aptitude with black magic and armed combat allow you to rapidly swap between both skill sets. When you use your action to cast a spell, you can make a single melee weapon attack as a bonus action.

Souleater

Beginning at 18th level, you can channel your own life force into your attacks. Any time you make a melee weapon attack, you can replace it with a special attack. Make a melee spell attack against a creature of your choice within 5 feet of you. On a hit, the creature takes necrotic damage equal to 10d10 plus your Charisma modifier. If you hit the creature with this attack, you take 5d12 necrotic damage, which can not be reduced in any way. Hit or miss, you can only use this feature one time, and you regain an expended use of it when you finish a short or long rest.

Inner Darkness

At 20th level, your soul radiates pure violence. Your Strength and Constitution scores increase by 2. Your maximum for those scores is now 22.

Chapter 3 | Classes

Dragoon

Here is an introductory blurb about one dude who is representative of a classic archetype in the Final Fantasy games. They are a person who has many traits and descriptors and other unique things that are evocative.

Here is a second introductory blurb about a different dude who represents a different archetype, but is equally as recognizable as a member of the class. Look at the cool description of him that I'm writing. It's awesome.

Taking up additional space, a third introductory blurb describes yet another archetype that we're aiming to emulate. This one is the last one, though, so at least we're done writing these things now.

To fight one's enemies, one must themselves become a finely tuned weapon. That is the shared mantra of all monks. Through incredible martial arts training and learning to focus their ki, they become some of the most fearsome adventurers. Ironic for a people stereotypically known for their soft-spoken, peaceful nature.

Wyrm's Heart

One doesn't simply become a well-oiled machine of punches and iron will overnight. Most monks spend years - maybe their whole young life - in training. Some entered a monastery to live among other monks, possibly as an orphan seeking care or as an adult seeking inner peace. Others live a disciplined life in isolation, using their hermitage as a means to hone their mind and body. Still others are simply spiritual leaders who may be seen as peaceful, nurturing pacifists by the locals around them.

Aerial Ace

What truly sets apart a monk from a mere highly skilled brawler is their ability to harness an internal energy source called ki. Unlike mages, who channel external magics into their spells, a monk summons their own life force to fuel their extraordinary abilities.

Sometimes ki is used to power superhuman feats of martial prowess. But its flashier uses involve touching the spirit of others to mend their wounds, or creating incredible blasts of their own aura. Whatever the case, tapping into this power isn't easy. But it pays off as a monk slowly develops into a pristine physical and mental warrior.

Creating a Dragoon

Here's all of the roleplaying elements to consider when making a monk. It includes things like thinking about how you were initially trained, what drove you to learn this, and what drives you now that you're a skilled fighter. Give some examples of several implementations of the archetype. Then ask a bunch of questions: why did you leave your monastery, what level of spirituality do you maintain in your day-to-day life, what do you hope to accomplish by becoming an adventurer?

Chapter 3 | Classes
The Dragoon
Level Proficiency
Bonus
Tech Dice
Amount
Tech
Die
Features
1st +2 Fighting Style, Jump, Dragon Scholar
2nd +2 2 d6 Techniques
3rd +2 2 d6 Dragonbreath
4th +2 2 d6 Ability Score Improvement
5th +3 3 d6 Extra Attack
6th +3 3 d6 Reis's Wind
7th +3 3 d6 Dragonheart
8th +3 3 d6 Ability Score Improvement
9th +4 4 d6 Extra Technique Known
10th +4 4 d6 Lancet, Aloft
11th +4 4 d8 High Jump
12th +4 4 d8 Ability Score Improvement
13th +5 5 d8 Extra Technique Known
14th +5 5 d8 Defensive Stance
15th +5 5 d8 Evasion
16th +5 5 d8 Ability Score Improvement
17th +6 5 d10 Extra Technique Known
18th +6 5 d10 Sky Adept
19th +6 5 d12 Ability Score Improvement
20th +6 5 d12 Highwind

Quick Build

You can make a dragoon quickly by following these suggestions. First, make Strength your highest ability score to expower your attacks. Your next highest score should be Constitution. Second, choose the soldier background.

Class Features

As a dragoon, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, glaives, halberds, javelins, lances, pikes, tridents
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Nature, Perception, and Survival

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a glaive, (b) a halberd, or (c) a pike
  • (a) five javelins or (b) any simple melee weapon
  • (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, even if you later get to choose again.

Defense

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

Chapter 3 | Classes

Dueling

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

Great Weapon Fighting

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

Jump

You have honed a special magical ability to make superhuman leaps. As a bonus action, choose a destination location you wish to jump to. The destination location must be a stable landing point - somewhere you could walk or stand on normally. In making this jump, you expend an amount of your movement equal to whichever is the greatest between the following: (a) the horizontal distance between your starting and destination locations, (b) the vertical difference between your starting and destination locations, (c) the vertical distance you must clear to pass over any obstructing terrain or reach an enemy you are attacking (see below) between your starting and destination locations, or (d) 10 feet. If you do not have this amount of movement to spend, you can't use this feature.

The movement you make from your jump does not provoke opportunity attacks, and you do not take any fall damage from any vertical distance you descend. During the jump, you can pass through other creatures' spaces, but the destination location must be a valid location for ending your movement.

If you use an attack from your Attack action immediately following the use of Jump, the target can be any creature that passed within your weapon's reach during the movement. If you do this, you must ensure that the vertical distance clearance calculated above takes into account the height of an airborne target.

Note that when the Extra Attack feature provides additional attacks to your Attack action, this feature can be used in between those attacks if you so choose.

Dragon Scholar

You have spent time during your training studying up on dragons and their kin. You know the Draconic language. You also have advantage on Intelligence (History) and Intelligence (Arcana) checks related to dragons.

Techniques

At 2nd level, you can hone techniques that are fueled by special dice called technique dice.

Techniques Known. You know the Heavy Thrust technique and two other techniques from the list of "Optional Techniques" below. You learn an additional technique from this list at 9th, 13th, and 17th level.

Technique Dice. You have two technique dice, which are d6s. The number and size of these dice increase as you level according to the Tech Dice Amount and Tech Die columns of the Dragoon table, respectively. Your techniques expend your technique dice. You regain all expended uses of your technique dice when you use your Jump feature or if one minute has passed since you last expended a technique die.

Saving Throws. Some techniques and other dragoon abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follow:

Technique save DC = 8 + your proficiency bonus +

your Strength modifier

Heavy Thrust. When you hit with a melee weapon attack, you can spend a number of your technique dice up to a limit of half of your proficiency bonus, rounded up. Roll the dice, and add the total to the damage done by your attack. If this attack occurs immediately following your use of the Jump feature, you can spend as many (unused) technique dice as you choose with no limit.

Dragonbreath

Starting at 3rd level, you can summon the spirit of the dragon to magically replicate their breath. When you gain this feature, choose one damage type from the following: acid, cold, fire, lightning, poison. On your turn, when you can make a weapon attack as part of the Attack action, you can replace the weapon attack with a special attack. All creatures within a 15-foot cone originating from you must succeed on a Dexterity saving throw against your Technique save DC or take 3d8 damage of the chosen type, or half as much damage on a success. Once you use this feature, you can't use it again until you finish a short or long rest.

The damage of this ability increases by 2d8 at 5th level (5d8), 11th level (7d8), and 17th level (9d8).

Ability Score Improvement

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

Extra Attack

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

Reis's Wind

Starting at 6th level, you can call upon your training to infuse yourself with magical healing. As an action, you can cast Regen on yourself without mana point cost or components. Once you use this feature, you can't use it again until you finish a short or long rest.

Dragonheart

At 7th level, your passive magical connection can instinctively kick in when you need it the most. If you drop to 0 hit points and don't die outright, you drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest.

Chapter 3 | Classes

Lancet

Beginning at 10th level, you can turn the pain inflicted by your weapon damage into magical healing. When you hit a creature with a melee weapon attack, you can heal yourself for a number of hit points equal to the damage you dealt to that creature with the attack. Once you use this feature, you can't use it again until you finish a short or long rest.

Aloft

When you reach 10th level, your airborne mastery enables you to make even greater jumps into the sky. As a bonus action, you leap straight up in the air to a height of 10 to 50 feet, and you hold your position at the highest apex of that leap. This leap doesn't provoke any opportunity attacks, and you can pass through creatures' spaces. Your turn immediately ends with you still in the air. Until the start of your next turn, you have resistance to all damage, attack rolls made against you have disadvantage, and you have advantage on Dexterity saving throws.

At the start of your next turn, if you are not unconscious or otherwise unable to take actions, you must begin your turn by using your Jump ability. This use of the ability doesn't consume your bonus action. The starting location for calculating this jump is the original space you occupied before you leapt into the air on the previous turn. If you are unable to take actions, you instead descend back to the ground without taking any fall damage. If you are unconscious, you land prone.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after you finish a long rest.

High Jump

Starting at 11th level, your jumps can cause a large impact of force at their landing point. Immediately after you use your Jump feature and you make one of the attacks from your Attack action, you can replace the attack with a special attack. Instead of the normal weapon attack, you target any creatures of your choice within 10 feet of you. The targets must make a Dexterity saving throw against your Technique save DC. On a failed save, they take force damage equal to your weapon's damage. You can also apply Heavy Thrust to this attack, but the die size is d6 instead of its normal size. You can use this feature a number of times equal to your proficiency bonus, and you regain any expended uses after a long rest.

Defensive Stance

At 14th level, you can channel your focus into a defensive posture that allows for rapid counter-attacks. As a bonus action, you enter a defensive stance until the start of your next turn. While you are in this stance, if a creature targets you with a weapon attack or harmful spell, you can launch a wind slash attack against the creature with your weapon. This attack is a melee spell attack with a range of 60 feet. The attack uses your Strength modifier, and you are proficient with it. On a hit, it does force damage equal to your weapon's damage.

While this feature does not use your reaction, any condition that prevents you from taking reactions, such as incapacitation or the Minor Thunder spell, prevents you from using this ability, as well.

Evasion

Beginning at 15th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Sky Adept

Starting at 18th level, you are immune to fall damage while you are conscious.

Highwind

When you reach 20th level, you can invoke your mystical power to super-charge your skills for a time. When you use your Jump feature, you can activate this ability. Instead of restoring your technique dice to their normal pool of 5 d12s, you instead replace them with a special pool of 7 d20s. If you use an attack from your Attack action immediately after this Jump, you have advantage on the attack roll, and the attack ignores any resistance or cover. The next time you Jump, any of the special technique dice that are unused are discarded and replaced by the normal 5 d12s.

Other Techniques

Gouging Thrust. When you hit a creature with a melee weapon attack, spend 1 technique die. You make the creature bleed. At the start of each of its turns, a bleeding creature takes piercing damage equal to your technique die. At the end of its turns, a bleeding creature can make a saving throw against your Technique save DC, and on a success they are no longer bleeding.

Earthbind Thrust. When you hit a creature with a melee weapon attack, spend 1 technique die. Your attack deals extra damage equal to your technique die. You reduce the creature's speed to 0 until the start of your next turn. If the creature is flying, it falls to the ground.

Reprising Thrust. When you miss a creature with a melee weapon attack, spend 2 technique dice. You can repeat the attack against the same creature.

Precise Thrust. Before you make a melee weapon attack, spend 1 technique die. The target's AC for this attack is 12.

Long Jump. When you use your Jump feature, spend 1 technique die. The movement spent by this jump is halved, effectively doubling the potential distance you can travel.

Return Flip. On a turn where you have used your Jump feature, spend 1 technique die. You perform an impressive spinning backflip, landing at your jump's original starting location, provided it is unoccupied. This costs none of your movement and does not provoke opportunity attacks. You can pass through creatures' spaces during this special movement.

Reductive Shell. When you take damage, spend a number of technique dice. You use your reaction to reduce the incoming damage by an amount equal to the dice spent.

Reactive Shell. When you take damage from an attack, spend up to 2 technique dice. You use your reaction to deal an amount of force damage back to the attacker equal to the dice spent.

Chapter 3 | Classes

Monk

Here is an introductory blurb about one dude who is representative of a classic archetype in the Final Fantasy games. They are a person who has many traits and descriptors and other unique things that are evocative.

Here is a second introductory blurb about a different dude who represents a different archetype, but is equally as recognizable as a member of the class. Look at the cool description of him that I'm writing. It's awesome.

Taking up additional space, a third introductory blurb describes yet another archetype that we're aiming to emulate. This one is the last one, though, so at least we're done writing these things now.

To fight one's enemies, one must themselves become a finely tuned weapon. That is the shared mantra of all monks. Through incredible martial arts training and learning to focus their ki, they become some of the most fearsome adventurers. Ironic for a people stereotypically known for their soft-spoken, peaceful nature.

A Cloistered Life

One doesn't simply become a well-oiled machine of punches and iron will overnight. Most monks spend years - maybe their whole young life - in training. Some entered a monastery to live among other monks, possibly as an orphan seeking care or as an adult seeking inner peace. Others live a disciplined life in isolation, using their hermitage as a means to hone their mind and body. Still others are simply spiritual leaders who may be seen as peaceful, nurturing pacifists by the locals around them.

Mystical Ki

What truly sets apart a monk from a mere highly skilled brawler is their ability to harness an internal energy source called ki. Unlike mages, who channel external magics into their spells, a monk summons their own life force to fuel their extraordinary abilities.

Sometimes ki is used to power superhuman feats of martial prowess. But its flashier uses involve touching the spirit of others to mend their wounds, or creating incredible blasts of their own aura. Whatever the case, tapping into this power isn't easy. But it pays off as a monk slowly develops into a pristine physical and mental warrior.

Creating a Monk

Here's all of the roleplaying elements to consider when making a monk. It includes things like thinking about how you were initially trained, what drove you to learn this, and what drives you now that you're a skilled fighter. Give some examples of several implementations of the archetype. Then ask a bunch of questions: why did you leave your monastery, what level of spirituality do you maintain in your day-to-day life, what do you hope to accomplish by becoming an adventurer?

Chapter 3 | Classes
The Monk
Level Proficiency
Bonus
Martial
Arts
Ki Points Features
1st +2 1d4 Unarmed Defense, Martial Arts
2nd +2 1d4 2 Ki, Pummel, Reflexive Dodge, Wind Step, Kick
3rd +2 1d4 3 Chakra, Focus, Deflect Missiles
4th +2 1d4 4 Ability Score Improvement
5th +3 1d6 5 Extra Attack, Stunning Strike
6th +3 1d6 6 Ki-Empowered Strikes, Aura Blast
7th +3 1d6 7 Evasion, Monastic Mind
8th +3 1d6 8 Ability Score Improvement
9th +4 1d6 9 Kick Improvement
10th +4 1d6 10 Monastic Body
11th +4 1d8 11 Aura Cannon
12th +4 1d8 12 Ability Score Improvement
13th +5 1d8 13 Monastic Word
14th +5 1d8 14 Diamond Soul
15th +5 1d8 15 Timeless Body
16th +5 1d8 16 Ability Score Improvement
17th +6 1d10 17 Revive
18th +6 1d10 18 Empty Body, Kick Improvement
19th +6 1d10 19 Ability Score Improvement
20th +6 1d10 20 Perfect Self

Quick Build

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score so your martial arts skills and unarmored defense are as high as possible. Your next highest score should be Wisdom. Second, choose the hermit background.

Class Features

As a monk, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, shortswords, fist weapons
  • Tools: Choose one type of artisan's tools or one musical instrument

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

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

  • (a) shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Chapter 3 | Classes

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes or other specialized monk weapons.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

Monk Weapons

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Pummel, Reflexive Dodge, and Wind Step. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

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

Ki save DC = 8 + your proficiency bonus +

your Wisdom modifier

Pummel

Starting at 2nd level, immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Reflexive Dodge

Starting at 2nd level, you can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Wind Step

Starting at 2nd level, you can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn.

Kick

Starting at 2nd level, you learn the ability to perform empowered kicks, blasting enemies over a short distance with aura waves. As an action, you use your feet to perform a special unarmed strike against 2 creatures within 15 feet of you. This attack deals bludgeoning damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. You may use this ability a number of times equal to your Wisdom Modifier, and you regain all expended uses after you finish a long rest.

At 9th level, the number of creatures you may target with this ability increases to 3. At 18th level, the number of creatures you may target with this ability increases to 5.

Chakra

Starting at 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use Pummel, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Focus

Starting at 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra bludgeoning damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

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.

Chapter 3 | Classes

Extra Attack

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

Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can 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 your next turn.

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Aura Blast

Starting at 6th level, you gain the ability to channel your aura into a burst of raw energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to make a special attack. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much on a successful one.

You may spend additional ki points on this ability, increasing the damage by 1d6 for each additional ki point. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Monastic Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Monastic Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Aura Cannon

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

Monastic Word

Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Revive

Starting at 17th level, your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

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

Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Chapter 3 | Classes

Ninja

Here is an introductory blurb about one dude who is representative of a classic archetype in the Final Fantasy games. They are a person who has many traits and descriptors and other unique things that are evocative.

Here is a second introductory blurb about a different dude who represents a different archetype, but is equally as recognizable as a member of the class. Look at the cool description of him that I'm writing. It's awesome.

Taking up additional space, a third introductory blurb describes yet another archetype that we're aiming to emulate. This one is the last one, though, so at least we're done writing these things now.

To fight one's enemies, one must themselves become a finely tuned weapon. That is the shared mantra of all monks. Through incredible martial arts training and learning to focus their ki, they become some of the most fearsome adventurers. Ironic for a people stereotypically known for their soft-spoken, peaceful nature.

The Shadow Assassin

One doesn't simply become a well-oiled machine of punches and iron will overnight. Most monks spend years - maybe their whole young life - in training. Some entered a monastery to live among other monks, possibly as an orphan seeking care or as an adult seeking inner peace. Others live a disciplined life in isolation, using their hermitage as a means to hone their mind and body. Still others are simply spiritual leaders who may be seen as peaceful, nurturing pacifists by the locals around them.

Art of Ninjutsu

What truly sets apart a monk from a mere highly skilled brawler is their ability to harness an internal energy source called ki. Unlike mages, who channel external magics into their spells, a monk summons their own life force to fuel their extraordinary abilities.

Sometimes ki is used to power superhuman feats of martial prowess. But its flashier uses involve touching the spirit of others to mend their wounds, or creating incredible blasts of their own aura. Whatever the case, tapping into this power isn't easy. But it pays off as a monk slowly develops into a pristine physical and mental warrior.

Creating a Ninja

Here's all of the roleplaying elements to consider when making a monk. It includes things like thinking about how you were initially trained, what drove you to learn this, and what drives you now that you're a skilled fighter. Give some examples of several implementations of the archetype. Then ask a bunch of questions: why did you leave your monastery, what level of spirituality do you maintain in your day-to-day life, what do you hope to accomplish by becoming an adventurer?

Chapter 3 | Classes
The Ninja
Level Proficiency
Bonus
Ninjutsu
Points
Assassinate
Damage
Features
1st +2 Ninja Weapon Mastery, Fighting Styles
2nd +2 2 Ninjutsu
3rd +2 3 +3 Ninjutsu: Utsusemi, Ninjutsu: Assassinate
4th +2 4 +3 Ability Score Improvement
5th +3 5 +3 Extra Attack, Ninjutsu: Impair
6th +3 6 +3 Shadow Step
7th +3 7 +3 Additional Elemental Jutsu
8th +3 8 +3 Ability Score Improvement
9th +4 9 +3 Ninjutsu: Smoke Bomb
10th +4 10 +3 Ninjutsu: Heal Salve
11th +4 11 +6 Additional Elemental Jutsu
12th +4 12 +6 Ability Score Improvement
13th +5 13 +6 Improved Shadow Step, Mystic Aura
14th +5 14 +6 Ninjutsu: Steel Resolve
15th +5 15 +6 Additional Elemental Jutsu
16th +5 16 +6 Ability Score Improvement
17th +6 17 +9
18th +6 18 +9 Ninjutsu: Shadowbind
19th +6 19 +9 Ability Score Improvement
20th +6 20 +9 Stealth Kill

Quick Build

You can make a ninja quickly by following these suggestions. First, make Dexterity your highest ability score so your weapon attacks and light armor defense are as high as possible. Your next highest score should be Constitution if you want to shore up your defenses with improved health, or Charisma if you want to emphasize deception. Second, choose the criminal background.

Class Features

As a ninja, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, katana, shuriken
  • Tools: Thieves' tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Acrobatics, Deception, History, Insight, Perception, Sleight of Hand, and Stealth

Equipment

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

  • 2 katana
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 20 shuriken
  • Leather armor

Ninja Weapon Mastery

Certain weapons are such a core part of your craft that they are like extensions to your body. You gain the following benefits:

  • You can use two katana for two-weapon fighting even though they do not have the light property.
  • While you are holding a katana in a hand, you can draw and throw a shuriken or dagger with that same hand.
Chapter 3 | Classes

Other similar weapons may be used by different clans of ninja. If a weapon is similar in statistics to katana, shuriken, or daggers, it may qualify the appropriate benefits as well.

Fighting Styles

You are specially trained in two styles of fighting that complement your ninja training. You receive both of these Fighting Style options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Two-Weapon Fighting

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

Thrown Weapon Fighting

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

Ninjustu

Beginning at 2nd level, you can call upon special magical training to perform skills called Ninjutsu. These mystical skills are taxing to perform, and your energy reserves for using them are represented by Ninjutsu Points. Your ninja level determines the number of points you have, as shown in the Ninjutsu Points column of the Ninja table.

You can spend these points to perform various Ninjutsu skills. When you spend a Ninjutsu point, it is unavailable until you finish a short or long rest, at which point your endurance is restored.

Some of your Ninjutsu skills require your target to make a saving throw to resist the skill's effects. The saving throw DC is calculated as follows:

Ninjutsu save DC = 8 + your proficiency bonus +

your Dexterity modifier

Several of your Ninjutsu skills are elemental jutsu. As you learn them, each one bestows you with a passive benefit and also allows you to empower a thrown weapon with elemental power to place a debilitating veil on your foes. When you learn your Ninjutsu feature at 2nd level, choose any two of the following five elemental jutsu to learn. You learn a third elemental jutsu of your choice at 7th level, a fourth at 11th level, and the final one at 15th level.

Ninjutsu: Katon. The fire jutsu. The fiery spirit of craftsmanship burns within you. Your proficiency bonus is doubled for any ability check you make that uses your proficiency with tools.

Additionally, you can spend 1 Ninjutsu point and use your bonus action to empower the next shuriken or dagger you throw before the end of your turn. On a hit, the weapon deals an extra 2d6 fire damage and places the target in a confusing stupor. It is incapacitated until the end of your next turn or until it takes damage. The damage changes to 3d8 at 11th level, and it changes to 4d10 at 17th level.

Ninjutsu: Raijin. The lightning jutsu. Your reflexes as you enter battle are lightning fast. You gain a +2 bonus to initiative rolls.

Additionally. you can spend 1 Ninjutsu point and use your bonus action to empower the next shuriken or dagger you throw before the end of your turn. On a hit, the weapon deals an extra 2d6 lightning damage and places the target in a slowed physical state. It is unable to take reactions and it can take an action or a bonus action, but not both. This slowed state lasts until the end of your next turn. The damage changes to 3d8 at 11th level, and it changes to 4d10 at 17th level.

Ninjutsu: Suiton. The water jutsu. The waters of life enhance your understanding of creatures. You have advantage on Wisdom (Animal Handling) and Wisdom (Medicine) checks.

Additionally, you can spend 1 Ninjutsu point and use your bonus action to empower the next shuriken or dagger you throw before the end of your turn. On a hit, the weapon deals an extra 2d6 cold damage and places the target in a silent field. It is deafened and muted until the end of your next turn. While afflicted in this way, the target can't cast any spells that require a verbal component. The damage changes to 3d8 at 11th level, and it changes to 4d10 at 17th level.

Ninjutsu: Doton. The earth jutsu. The depths of the cavernous earth affect your senses. You have advantage on Wisdom (Survival) checks, and you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

Additionally, you can spend 1 Ninjutsu point and use your bonus action to empower the next shuriken or dagger you throw before the end of your turn. On a hit, the weapon deals an extra 2d6 bludgeoning damage and magically weighs the target down. If its speed is greater than 5 feet, its speed is instead reduced to 5 feet. It also has disadvantage on Strength (Athletics) and Dexterity (Acrobatics) checks. These effects last until the end of your next turn. The damage changes to 3d8 at 11th level, and it changes to 4d10 at 17th level.

Ninjutsu: Fujin. The wind jutsu. You can whisper messages on the wind, sending them to and from you and an ally. You learn the Minor Telepathy cantrip.

Additionally, you can spend 1 Ninjutsu point and use your bonus action to empower the next shuriken or dagger you throw before the end of your turn. On a hit, the weapon deals an extra 2d6 slashing damage and weakens the target's fighting capabilities. Any damage it deals with weapon attacks is halved until the start of your next turn. The damage changes to 3d8 at 11th level, and it changes to 4d10 at 17th level.

Ninjutsu: Utsusemi

At 3rd level, your mystical arts allow you to use illusions to mask your precise location. On your turn, you can spend 1 Ninjutsu point to create several illusory duplicates of yourself that mimic your actions while shifting and blurring around you making it difficult to track your real body. For 1 minute or until you make an attack, any attack rolls made against you have disadvantage. This skill does not require an action, but if you are under a condition that prevents you from taking actions, such as incapacitation, you can't use this skill.

Chapter 3 | Classes

Ninjutsu: Assassinate

When you reach 3rd level, your deadly skill with the katana can temporarily become even deadlier. On your turn, you can spend 1 Ninjutsu point to deal bonus damage with all of your melee weapon attacks made with katana for the rest of that turn. The amount of the bonus damage is in the Assassinate Damage column of the Ninja table. This skill does not require an action, but if you are under a condition that prevents you from taking actions, such as incapacitation, you can't use this skill.

Ability Score Improvement

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

Extra Attack

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

Ninjutsu: Impair

At 5th level, your Ninjutsu can be used to cripple an enemy's defenses. Before you make a weapon attack, you can spend 1 Ninjutsu point to imbue it with an impairing effect. If the attack hits, any attack rolls made against the target before the end of your next turn are made with advantage.

Shadow Step

Starting at 6th level, you can meld with the shadows to teleport around your foes. While you are under the effects of your Ninjutsu: Utsusemi skill, once on each of your turns you can use your movement to teleport, spending two feet of movement for every one foot of distance teleported. You must be able to see the destination location of your teleport.

When you reach 13th level, the movement cost while you are teleporting is reduced. You only need to spend one foot of movement for every foot teleported.

Ninjutsu: Smoke Bomb

Beginning at 9th level, you can produce a magical effect to mask your trail. As a bonus action, you can spend 1 Ninjutsu point to create a blinding cloud of smoke in the space or spaces you occupy. This smoke lasts until the end of your next turn. While it lasts, it blocks line of sight and blinds any creatures other than you who are standing in it. As part of this skill, you also take the Disengage action.

Ninjutsu: Heal Salve

At 10th level, you can channel your mystical power into a special salve that magically entreats your allies' wounds. As an action, you touch a willing creature and spend a number of Ninjutsu points of your choice up to your proficiency bonus. Roll a number of d8s equal to the number of points spent. The creature regains a number of hit points equal to the total rolled.

Mystic Aura

When you reach 13th level, the energy you summon to power your Ninjutsu now radiates from your body. Choose one of the following benefits:

  • You are permanently under the effect of the spell Detect Magic. Rather than its usual range, you can only perceive its effects up to 1 foot away from your body.
  • You are permanently under the effect of the spell Detect Poison. Rather than its usual range, you can only perceive its effects up to 1 foot away from your body.
  • You can cast the spell Illusion 1 at will without any mana point cost or components. The illusion you create must be created at a range of touch, but after it exists you can move it up to its normal range.

Ninjutsu: Steel Resolve

Starting at 14th level, your Ninjutsu can embolden your defenses. Before you make a saving throw, you can spend 1 Ninjutsu point to give yourself advantage on the roll. If you still fail the saving throw, you can spend 1 additional point to roll one final time, but you must use this last value.

Ninjutsu: Shadowbind

Beginning at 18th level, you can manipulate the shadows to grasp and disable your enemies. As an action, you can spend 5 Ninjutsu points to cast Paralyze 2 without any mana point cost or components.

Stealth Kill

At 20th level, you can launch a flurry of attacks. While you are under the effects of your Ninjutsu: Utsusemi skill, you can take the Attack action to make four attacks with your katana instead of two. Once you use this feature, you can't use it again until you finish a short or long rest.

Chapter 3 | Classes

Paladin

Here is an introductory blurb about one dude who is representative of a classic archetype in the Final Fantasy games. They are a person who has many traits and descriptors and other unique things that are evocative.

Here is a second introductory blurb about a different dude who represents a different archetype, but is equally as recognizable as a member of the class. Look at the cool description of him that I'm writing. It's awesome.

Taking up additional space, a third introductory blurb describes yet another archetype that we're aiming to emulate. This one is the last one, though, so at least we're done writing these things now.

Some people are taken by the call to a higher cause. Paladins fight for what is noble in their eyes, and the strength of their convictions powers a white-hot font of magical energy within their souls. Swearing an oath to a righteous cause means these are no mere knights, but rather they fight with the fervor of one on a holy crusade.

Sentinel of Battle

In any battle, blows are going to be exchanged. Fighting in the front line, the tip-of-the-spear vanguard will be the paladin. While they are skilled fighters in their own right, protection is their true calling. They are the metaphorical shield that keeps their weaker allies and bystanders safe from harm. Any brute that is focused on the paladin's eyes isn't going to do harm to the innocent this day.

Blessed by Holy Light

A paladin is no simple martial combatant. They are touched with a divine power that grants them magical strength, as well. They can tap into this well of power to perform minor miracles. They use this blessing for healing, protection, and to slay their foes. This gift of power is a consequence of their devotion to doing what is right in the world, whatever form that may take according to their convictions.

Creating a Paladin

Here's all of the roleplaying elements to consider when making a paladin. It includes things like what your personal definition of "noble" and "righteous" may be that you've devoted yourself to, where you trained to become a competent knight, and how you deal with less morally wholesome individuals - hopefully without being an insufferable ass. Give some examples of several implementations of the archetype. Then ask a bunch of questions: how comfortable are they with "gray" moral decisions taken by their allies, how did they get mixed up with the adventuring life, what would they be willing to sacrifice to serve their cause?

Quick Build

You can make a paladin quickly by following these suggestions. First, make Strength your highest ability score to support wearing heavy armor and using melee weapons. Your next highest score should be Charisma to power your spellcasting and abilities. Second, choose the noble background.

Chapter 3 | Classes
The Paladin
Level Proficiency
Bonus
Max
Spell MP
Mana
Points
Imbue
Dice
Imbue
Uses
Features
1st +2 1d10 1 Knight Errant, Fighting Style, Imbue Light
2nd +2 10 20 1d10 1 Spellcasting, Smite
3rd +2 10 40 1d10 2 Panacea, Challenge
4th +2 10 40 1d10 2 Ability Score Improvement
5th +3 15 70 1d10 2 Extra Attack
6th +3 15 70 2d10 2 Elude
7th +3 15 95 2d10 2 Guard
8th +3 15 95 2d10 3 Ability Score Improvement
9th +4 25 135 2d10 3
10th +4 25 135 2d10 3 Improved Panacea
11th +4 25 160 3d10 3 Lustrous Sword
12th +4 25 160 3d10 3 Ability Score Improvement
13th +5 30 190 3d10 4
14th +5 30 190 3d10 4 Sword & Sorcery
15th +5 30 230 3d10 4 Vengeance
16th +5 30 230 4d10 4 Ability Score Improvement
17th +6 35 285 4d10 4
18th +6 35 285 4d10 5 Shock
19th +6 35 320 4d10 5 Ability Score Improvement
20th +6 35 320 4d10 5 Divine Armor

Class Features

As a paladin, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol

Knight Errant

Your spirit is bolstered when your actions are pure of heart. You have advantage on Strength (Athletics) checks made when your objective is noble or selflessly in the service of others.

Additionally, it's easier for you to convince people to trust you. Whether it's because they see you're a member of a benevolent order, or because your reputation precedes you, or simply the air of your strength of character, others are more likely to take you at your word. As long as you are acting kindly and courteously, you have advantage on Charisma (Persuasion) checks.

Chapter 3 | Classes

Fighting Style

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

Defense

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

Dueling

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

Great Weapon Fighting

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

Protection

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

Imbue Light

Holy light stirs within you, and you can will it to aid you and your companions. As an action, you can touch one creature and allow it to recover 1d10 hit points. The number of dice increases according to the Imbue Dice column of the Paladin table. You can use this ability one time, regaining your expended use after you finish a long rest. The number of uses also increases according to the Imbue Uses column of the Paladin table.

Spellcasting

At 2nd level, by the power of your devotion to doing what is noble, you learn to harness healing and divine magics. The strength of your character fuels your spells. See Spells Rules for the general rules of spellcasting and lists of spells.

Spell List

Your paladin spells may come from the Heavenly spell list.

Mana Points

The Paladin table shows how many mana points you have to cast your paladin spells. To cast one of these paladin spells, you must expend the mana point cost of the spell. You regain all expended mana points when you finish a long rest.

Preparing Spells that Cost Mana Points

You prepare the list of paladin spells that are available for you to cast, choosing from spells with a mana cost greater than 0 on your spell list. When you do so, choose a number of these spells equal to your Charisma modifier + your paladin level (minimum of one spell). Each of these spells must have a mana point cost at or below the value in the Max Spell MP column of the Paladin table. You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since the power of your magic relies on your drive to be a righteous individual. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use an arcane focus, a holy symbol, or a donned shield inscribed with a meaningful crest as a spellcasting focus for your paladin spells.

Smite

Beginning at 2nd level, you can infuse your innate magical energies into your attacks. Whenever you hit with a melee weapon attack, you can spend 10 mana points to deal an extra 2d8 radiant damage to a target. The amount of mana points you are optionally allowed to spend increases at certain levels, as does the damage such an expenditure deals in additional radiant damage.

Beginning
at Level
Mana Points
Spent
Extra Damage
Dealt
2 10 2d8
5 15 3d8
9 25 4d8
13 30 5d8

As you gain new options, previous options are still available to you, but you may only choose one option per a single hit with a melee weapon attack. For example, at level 5, you can choose to spend either 10 or 15 mana points (but not both) to deal an extra 2d8 or 3d8 radiant damage respectively.

Chapter 3 | Classes

Panacea

Starting at 3rd level, your inner flame provides you with protection from certain negative effects. When you gain this feature, choose one condition from the following: blinded, charmed, paralyzed, poisoned. You are immune to this condition.

Additionally, at level 10, you extend this condition immunity to any creatures of your choice within 10 feet of you. If a creature who is already afflicted with the condition enters within 10 feet of you, you can spend your reaction to immediately remove the condition.

Challenge

At 3rd level, your stature on the battlefield supernaturally draws enemies to you rather than your allies. Whenever you spend mana points casting a spell or using your smite feature, you can mark either a target of the spell/smite or another creature within 15 feet of you. This mark lasts until the end of your next turn. While marked, if the target attacks a creature other than you, you can choose to impose disadvantage on its attack roll against that creature.

Ability Score Improvement

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

Extra Attack

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

Elude

When you reach 6th level, you can call upon the light to dampen blows against you. When you take damage, you can use your reaction to give yourself resistance to damage from the triggering attack and other damage for the rest of the current turn. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses after you finish a long rest.

Guard

Starting at 7th level, you are adept at using your own body as a shield for your allies. When a creature you can see within 10 feet of you takes damage, you can instead take the damage for them. Any other effects of the triggering attack still apply to the original target. Once you use this feature, you can't use it again until the start of your next turn. While this feature does not use your reaction, any condition that prevents you from taking reactions, such as incapacitation or the Minor Thunder spell, prevents you from using this ability, as well.

Lustrous Sword

Beginning at 11th level, you infuse your weapon with holy light. When you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Sword & Sorcery

When you reach 14th level, your aptitude with white magic and armed combat allow you to rapidly swap between both skill sets. When you use your action to cast a spell, you can make a single melee weapon attack as a bonus action.

Vengeance

At 15th level, you can deflect an enemy's blows and launch into a deadly counter attack. When you or an allied creature within 10 feet of you is hit by an attack roll, you can use your reaction to grant the target a bonus to their AC against the attack, potentially causing it to miss. The bonus is equal to your Charisma modifier (minimum of +1) . If the attack misses, you can make one melee weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

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

Shock

Starting at 18th level, you have the ability to focus your inner beacon of light into your weapon, temporarily turning it into a giant beam of radiance while you launch into a foe. Make a melee weapon attack against a creature within your weapon's reach. If your weapon's reach is less than 10 feet, it is 10 feet for this attack. On a hit, in addition to the weapon's damage, you deal extra radiant damage equal to 4d12 plus your Charisma modifier. Once you have used this feature, you can't use it again until you finish a short or long rest.

Divine Armor

At 20th level, all of your inner strength can be made manifest into a radiant physical form. As an action, your armor transforms, taking on a beautiful appearance. For one minute, it glows with brilliant white light, and it becomes decorated with vibrant golden filigree. During this transformation, your armor retains all of its properties, but gains the following benefits:

  • Bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
  • On each of your turns, the first melee weapon attack you make does not take an attack roll. Instead, it automatically hits.
  • At the start of each of your turns, you regain 10 hit points.

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

Chapter 3 | Classes

Red Mage

Here is an introductory blurb about one dude who is representative of a classic archetype in the Final Fantasy games. They are a person who has many traits and descriptors and other unique things that are evocative.

Here is a second introductory blurb about a different dude who represents a different archetype, but is equally as recognizable as a member of the class. Look at the cool description of him that I'm writing. It's awesome.

Taking up additional space, a third introductory blurb describes yet another archetype that we're aiming to emulate. This one is the last one, though, so at least we're done writing these things now.

This is a general statement where I talk about all red mages and like how they mix martial aptitude, black magic, and white magic. There are many ways to interpret this, but the core idea of a spellsword remains a persistent archetype throughout Final Fantasy and Dungeons & Dragons alike.

Student of Many Masters

This is a paragraph about how red mages are talented in a variety of arts. Some are intelligent and studious, and their aptitude comes as a result of being driven learners. For others, its simply leaning into the fantasy of wielding a flaming sword or blasting power from a swing of your blade. How much a particular red mage leans into the jack-of-all-trades identity is a matter of taste.

Bit of Everything

This blurb is about red mages and their many hats in combat. They have the means to pull their own as a front-lines fighter. They can back off and stick to blasting with black magic. Or they can support their allies with their selection of white magic spells. They're the Swiss Army Knife of adventurers, being able to fit into many different roles on the battlefield.

Creating a Red Mage

Here's all of the roleplaying elements to consider when making a red mage. It includes things like thinking about how heavily you want to lean into the "varied scholar" identity, which of your combat roles you prefer, and what does the "spellsword" fantasy mean to you. Give some examples of several implementations of the archetype. Then ask a bunch of questions: why do you have these martial and magical powers, how commonplace do you feel someone with your set of skills is in the world, what makes you the adventuring type?

Quick Build

You can make a red mage quickly by following these suggestions. First, make Intelligence your highest ability score since your skills with weapons and spells both rely on it. Your next highest score should be Dexterity. Second, choose the folk hero background. Third, choose the Minor Fire and Minor Bless cantrips along with the following spells: Thunder 1, Cure 1, Quick, Athlete, and Illusion 1.

Chapter 3 | Classes
The Red Mage
Level Proficiency
Bonus
Max
Spell MP
Mana
Points
Cantrips
Known
Elem/Heav
/En Spells
Known
Utility
Spells
Known
Mana
State
Dice
Features
1st +2 10 20 2 1 2 2d4 Spellcasting, Spell Warrior, Mana State, Mana Triggers
2nd +2 10 40 2 1 2 2d4 Jack of All Trades
3rd +2 15 70 2 2 3 3d4 Expertise, Mana Boosts
4th +2 15 95 3 2 3 3d4 Ability Score Improvement
5th +3 25 135 3 3 4 4d4 Extra Attack, Close Encounters
6th +3 25 160 3 3 4 4d4 Mana State Recharge
7th +3 30 190 3 4 5 4d4
8th +3 30 230 3 4 5 5d4 Ability Score Improvement
9th +4 35 285 3 5 6 5d4
10th +4 35 320 4 5 6 5d4 Expertise
11th +4 45 365 4 6 7 6d4
12th +4 45 365 4 6 7 6d4 Ability Score Improvement
13th +5 50 415 4 7 8 6d4
14th +5 50 415 4 7 8 7d4 Everlasting Effect
15th +5 55 470 4 8 9 7d4
16th +5 55 470 4 8 9 7d4 Ability Score Improvement
17th +6 65 535 4 8 10 8d4
18th +6 65 570 4 8 10 8d4 Dualcast
19th +6 65 615 4 8 12 8d4 Ability Score Improvement
20th +6 65 665 4 8 12 8d4 Reliable Effect

Class Features

As a red mage, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light and Medium armor
  • Weapons: Simple weapons, longswords, rapiers, shortswords
  • Tools: None
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three

Equipment

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

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat's pack or (b) an explorer's pack
  • Leather armor
  • a dagger

Spellcasting

You are a student of many disciplines, including various branches of the magical arts. Through training and practice, you've stoked a fire within yourself that fuels your spells. See Spells Rules for the general rules of spellcasting and lists of spells.

Spell Lists

Your red mage spells may come from the Elemental, Heavenly, En-magic, Utility, and Swordplay spell lists.

Chapter 3 | Classes

Cantrips

At first level, you know two cantrips of your choice from your spell lists. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Red Mage table.

Mana Points

The Red Mage table shows how many mana points you have to cast your red mage spells. To cast one of these red mage spells, you must expend the mana point cost of the spell. You regain all expended mana points when you finish a long rest.

Spells Known that Cost Mana Points

You know one spell of your choice from each of the Elemental, Heavenly, and En-magic spell lists that each cost 10 MP. You also know two spells of your choice from the Utility spell list that each cost 10 MP. Finally, you know both spells from the Swordplay spell list that cost 10 MP.

The Elem/Heav/En Spells Known per List column of the Red Mage table shows when you learn more spells of your choice from each of the Elemental, Heavenly, and En-magic spell lists. Similarly, the Utility Spells Known column shows when you learn more spells of your choice from the Utility spell list. Each spell you know must have a mana point cost greater than 0 and at or below the value in the Max Spell MP column of the Red Mage table. For instance, when you reach 3rd level in this class, you can learn four new spells (one per each of the Elemental, Heavenly, En-magic, and Utility spell lists) that each cost 15 MP or less.

Additionally, when you gain a level in this class, you can choose up to two of the red mage spells you know and replace them with different spells from the same spell lists. Any new spells must have a mana point cost greater than 0 and at or below the new level's value in the Max Spell MP column of the Red Mage table.

You automatically know all spells from the Swordplay spell list whose mana point cost is greater than 0 and at or below the value in the Max Spell MP column on the Red Mage Table.

Preparing Spells that Cost Mana Points

You prepare the list of red mage spells that are available for you to cast, choosing from your known spells. When you do so, choose a number of these spells equal to your Intelligence modifier + your red mage level (minimum of one spell).

You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Intelligence is your spellcasting ability for your red mage spells. Your magic comes from careful study and practice of various arcane arts. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a red mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Spellcasting Focus

You can use an arcane focus or a one-handed melee weapon as a spellcasting focus for your red mage spells.

Spell Warrior

At 1st level, your magical training augments your physical prowess when you arm yourself for battle. When you attack with a one-handed melee weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Mana State

At 1st level, the residual energy of your various schools of training echo in you as you exercise your combat skills. There are three mana states that you may be in: Black Mana State, White Mana State, or Swordsman Mana State. When you perform various actions, you change into a new mana state. You can only be in one mana state at a time; if you were previously in a different mana state, it expires when you enter a new one.

You enter the following mana state when taking its associated action(s):

  • Swordsman Mana State: When you take the Attack action or cast a Swordplay spell.
  • Black Mana State: When you cast an Elemental spell.
  • White Mana State: When you cast a Heavenly spell.
  • Black or White Mana State: Your choice of either when you cast an En-magic spell.

Mana State Effects

When you are in a particular mana state, you can use abilities called Mana State Effects. You can use Mana State Effects a number of times equal to your Intelligence modifier. You regain all expended uses after finishing a long rest.

Mana State Dice

When a Mana State Effect calls for a roll of mana state dice, use 2d4. These dice increase in number according to the Mana State Dice column of the Red Mage table.

Mana Triggers

At 1st level, you learn various ways to channel your mana state. Mana triggers are Mana State Effects. You know the following mana triggers, and can use them when you are in their associated mana state:


  • Combustion
  • (requires Black Mana State)
  • When an allied creature does damage to an enemy, as a reaction you can follow up with a burst of fire. Roll your mana state dice. The total is dealt to the enemy as fire damage.

  • White Rose
  • (requires White Mana State)
  • When an enemy creature does damage to an ally within 15 feet of you, as a reaction you can wrap the ally in a wreath of aetherial thorns. Roll your mana state dice. The total is dealt to the enemy as piercing damage.
Chapter 3 | Classes

  • Riposte
  • (requires Swordsman Mana State)
  • When an enemy creature starts its turn or willingly moves within your reach and you are wielding a weapon, as a reaction you can unleash a magically enhanced rebuke from your weapon. Make a melee spell attack. On a hit, roll your mana state dice. The total is dealt to the enemy as damage. The type of this damage is the same as one weapon you are currently wielding.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Healing Wind

Beginning at 2nd level, you learn to channel the light into a wave of healing warmth. You can spend one minute concentrating (as if on a spell) on a mote of light held in your hand. At the end of one minute, you release a flash of energy that splashes over you and your allies. Any creatures of your choice within 30 feet regain 1d6 hit points. Once you use this feature, you can't use it again until you finish a short or long rest.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, choose an additional two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of these chosen proficiencies, as well.

Mana Boosts

Beginning at 3rd level, you find new ways to channel your mana state. Mana boosts are Mana State Effects. You know the following mana boosts, and can use them when you are in their associated mana state:


  • Instafreeze
  • (requires Black Mana State)
  • You can unleash a sudden freezing wave. As a bonus action, choose a creature within 10 feet of you. Make a ranged spell attack against that creature. On a hit, roll your mana state dice. The total is dealt to the creature as cold damage, and the creature's speed becomes 0 until the start of your next turn.

  • Safeguard
  • (requires White Mana State)
  • You can encase yourself within a protective field of invisible energy. As a bonus action, you shield yourself. Roll your mana state dice. You gain the total as temporary hit points.

  • Dancing Blade
  • (requires Swordsman Mana State)
  • You can perform a weapon skill playing off of your magically enhanced agility. As a bonus action, move up to 20 feet. This movement does not provoke opportunity attacks. If you are wielding a weapon, you may choose one creature you moved within 5 feet of during this movement and make a melee spell attack against it. On a hit, roll your mana state dice. The total is dealt to the creature as damage. The type of this damage is the same as one weapon you are currently wielding.

Ability Score Improvement

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

Extra Attack

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

Close Encounters

Starting at 5th level, your experience getting up close and personal with foes translates over to your spellcasting. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.

Mana State Recharge

When you reach 6th level, you regain all of your expended uses of your Mana State Effects when you finish a short or long rest.

Everlasting Effect

At 14th level, you can channel lesser versions of some of your abilities at will. Whenever you would roll your Mana State Dice, you can instead roll 2d4. When you do this, you do not expend a use of your Mana State Effects.

Dualcast

Beginning at 18th level, you gain the ability to rapidly cast many spells back-to-back. When you use the Cast a Spell action, you can cast two spells that both have a cast time of 1 action and together have a combined MP cost of 50 MP or less.

Reliable Effect

At 20th level, when you roll initiative and have no uses of your Mana State Effects left, you regain one use. Additionally, any of your Mana State Effects can be used at any time regardless of what mana state you are in.

Chapter 3 | Classes

Samurai

Here is an introductory blurb about one dude who is representative of a classic archetype in the Final Fantasy games. They are a person who has many traits and descriptors and other unique things that are evocative.

Here is a second introductory blurb about a different dude who represents a different archetype, but is equally as recognizable as a member of the class. Look at the cool description of him that I'm writing. It's awesome.

Taking up additional space, a third introductory blurb describes yet another archetype that we're aiming to emulate. This one is the last one, though, so at least we're done writing these things now.

There will always be those who live life in the shadier side. A thief isn't just defined by their prowess at stealing - though it is a chief element of their persona. They are also the people who understand the secret laws of the underworld, and they can thrive in an unscrupulous environment.

Wandering Ronin

On the mean streets, you either adapt or get left behind. Thieves have to develop a certain set of skills in order to make it. That means things like staying unseen, or lock-picking their way into an empty house, or talking their way into a mark's pocket - or out of a jam. A thief is a scoundrel, but they're not unlearned. They just got their schooling from a hard-knock life.

Attuned to Nature

I really want to type this out right now, but I'm in Discord talking about which Animal Crossing villagers would be the best lovers, so I'm just going to put this placeholder text in here. If you're reading this, it's because I'm too lazy to replace it before sending this out to people. What's good, homeboy?

Creating a Samurai

Here's all of the roleplaying elements to consider when making a thief. It includes things like thinking about your possibly-lower-class background, what you do to survive in the world's underbelly, and what kind of personality you would have developed as a clever scoundrel. Give some examples of several implementations of the archetype. Then ask a bunch of questions: how comfortable are they with "gray" morality, how did they become a "good guy," how do they feel when taken out of the darker side of society and thrown into the unfamiliar daylight?

Quick Build

You can make a samurai quickly by following these suggestions. First, make Strength or Dexterity your highest ability score so your attacks with katana and your armor of choice's defense are as high as possible. Your next highest score should be Constitution or Wisdom to either shore up your health or emphasize your thoughtful connection to nature. Second, choose the hermit background.

Chapter 3 | Classes
The Samurai
Level Proficiency
Bonus
Iaido
Energy
Features
1st +2 2 Samurai Weapon Mastery, Bushido, Bushido: Fang, Bushido: Tiger
2nd +2 2 Fixate, Heightened Senses, Bushido: Dragon
3rd +2 2 Bushido: Sky, Improved Samurai Weapon Mastery
4th +2 2 Ability Score Improvement
5th +3 2 Extra Attack, Bushido: Flurry
6th +3 2 Retaliate, Draw Focus
7th +3 2 Lunging Assault, Bushido: Eclipse
8th +3 2 Ability Score Improvement
9th +4 2 Wandering Vagabond, Bushido: Oblivion
10th +4 2 Blade Grasp
11th +4 3 Coin Toss
12th +4 3 Ability Score Improvement, Improved Samurai Weapon Mastery
13th +5 3 Blade Bash
14th +5 3 Improved Fixate
15th +5 3 Banishing Blade, Nonpareil
16th +5 3 Ability Score Improvement
17th +6 4 Iai Strike
18th +6 4 Improved Heightened Senses
19th +6 4 Ability Score Improvement
20th +6 4 Meditate

Class Features

As a samurai, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, katana, longbow
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Nature, Perception, and Survival

Equipment

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

  • (a) chainmail or (b) leather armor
  • A katana
  • (a) a shield or (b) a spear
  • (a) a longbow and quiver of 20 arrows or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack
Chapter 3 | Classes

Samurai Weapon Mastery

Your skill with the katana enables you to perform incredible feats beyond what others are capable of with the same weapon. You gain the following benefits

  • For you, a katana deals 1d10 slashing damage. It also has the property "Versatile (1d12)."
  • At 3rd level, you have a +1 bonus to attacks and damage when using a katana that does not have a magical bonus to attacks and damage.
  • At 12th level, you double your ability modifier when calculating weapon damage with a katana.

Other weapons may be used by different disciplines of samurai. If a weapon is similar in statistics to katana, it may qualify for the appropriate benefits as well.

Bushido

Through meditation and reflection, you have learned the art of Iaido: the ability to draw out spirit energy from the world around you to perform profound abilities. You use this energy to execute skills called Bushido, the way of the samurai.

Iaido Energy

You have an amount of Iaido energy that you are capable of drawing out from nature. This amount is found in the Iaido Energy column of the Samurai table. At first level and additional levels beyond that, you learn certain Bushido skills. Performing a Bushido skill consumes 1 Iaido energy. All expended Iaido energy is restored to you after you finish a short or long rest.

Bushido Ability

Your choice between Strength or Dexterity is your Bushido ability. You use this modifier when setting the saving throw DC for a Bushido skill or certain other samurai abilities.

Bushido save DC = 8 + your proficiency bonus +

your Strength or Dexterity modifier

Bushido: Fang

You can focus your drawn energy into a fiery strike, unleashed upon your foes. As a bonus action, you can spend 1 Iaido energy and begin to channel energy for up to one minute. While you are channeling this energy, you must use your concentration, as if on a spell. While you are channeling, when you first hit with a melee weapon attack, your attack deals an extra amount of fire damage equal to 1d6 per your samurai level, up to a maximum of 10d6. When you deal this damage, your channeling ends.

Bushido: Tiger

You can focus your drawn energy into a sapping haze that lingers over a foe's head. As a bonus action, you can spend 1 Iaido energy and begin to channel energy for up to 1 hour. While you are channeling this energy, you must use your concentration, as if on a spell. When you first begin channeling, choose one creature within 90 feet to become sapped. A creature sapped by you takes an additional 1d6 necrotic damage whenever you hit it with an attack. If the target drops to 0 hit points before your channeling ends, you can use a bonus action on a subsequent turn of yours to sap a new creature.

At 5th level, the amount of time you may channel this energy extends to 8 hours. At 9th level, the amount of time you may channel this energy extends to 24 hours.

Fixate

Beginning at 2nd level, you can declare a vow to challenge one of your enemies. As a bonus action, you can fixate on a creature you can see within 30 feet of you for 1 minute. You gain the following benefits involving your fixated creature:

  • You deal a bonus to damage against a fixated creature equal to your proficiency bonus.
  • Any attack roll you make against the fixated creature is a critical hit on a roll of 19 or 20 on a d20.
  • If the fixated target dies, you regain hit points equal to your samurai level plus your Bushido ability modifier.

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

At 14th level, if a creature you have fixated upon dies, you can fixate on a new creature you can see within 30 feet of you, provided you aren't incapacitated. If you choose to do this, you do not regain hit points from the previous fixated creature's death.

Heightened Senses

Starting at 2nd level, your skills and ability to sense energy allow a sort of extra-sensory vision. You have blindsight to a range of 30 feet.

At 18th level, this sense improves to become truesight to a range of 30 feet.

Bushido: Dragon

When you reach 2nd level, you can focus your drawn energy into the stamina of the dragon. As an action, you can spend 1 Iaido energy to give yourself an amount of temporary hit points that last for up to 1 hour. The amount of temporary hit points is equal to 3 times your samurai level, up to a maximum of 25.

While you have these temporary hit points, any creature that attacks you takes an amount of force damage equal to the number of temporary hit points you had before their attack hit you. If these temporary hit points are overridden by temporary hit points from another source, this effect ends.

Chapter 3 | Classes

Bushido: Sky

Beginning at 3rd level, you can focus your drawn energy into the exuberant nature of the sky. As an action, you can spend 1 Iaido energy and begin to channel energy for up to one minute. While you are channeling this energy, you must use your concentration, as if on a spell. While you are channeling, any attack rolls against you are made with disadvantage as if the attacker were blind. This effect does not work against creatures with blindsight or truesight.

Ability Score Improvement

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

Extra Attack

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

Bushido: Flurry

Starting at 5th level, you can focus your drawn energy into a tempest of repeated blows. As a bonus action, you can spend 1 Iaido energy to make two weapon attacks with a katana. At 7th level, the number of attacks you make with this ability increases to three, and at 9th level, the number of attacks increases to four.

Retaliate

When you reach 6th level, you learn an impressive countering swordplay maneuver. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that attack roll. If the attack fails to hit you, you gain advantage on the next attack roll you make against that creature before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Draw Focus

Beginning at 6th level, you are unfettered when assaults attempt to interrupt your commune with spirit energy. While you are channeling energy to execute a Bushido skill or otherwise concentrating on a Samurai ability, you have a +2 bonus to Constitution saving throws to maintain your concentration on the Bushido skill's effects. This bonus increases to +3 at 11th level and +4 at 17th level.

Lunging Assault

At 7th level, you are able to charge certain foes with such ferocity that others can't stop you. If you use your movement to move as straight as possible toward a creature you have fixated upon or sapped, and that movement doesn't stop until you are within 5 feet of that creature, then that movement does not provoke opportunity attacks. This movement may even go around corners or obstacles and still apply as long as you are taking the shortest route to your target as possible.

Bushido: Eclipse

Beginning at 7th level, you can focus your drawn energy into the daunting spirit of an eclipse. As an action, you can spend 1 Iaido energy and begin to channel energy for up to one minute. While you are channeling this energy, you must use your concentration, as if on a spell. When you begin channeling, choose a creature you can see within 120 feet. That creature must make a Wisdom saving throw against your Bushido save DC. On a failure, it takes 4d10 psychic damage and is incapacitated for the duration of your channeling. On a success, it takes half damage, but suffers no other effects and your channeling ends. A creature automatically succeeds if it is immune to psychic damage.

While a target is incapacitated from this ability, it must make an additional Wisdom saving throw at the end of each of its turns. On a success, the channeling ends and it is no longer incapacitated. On a failure, it takes 4d10 psychic damage.

Wandering Vagabond

Starting at 9th level, your connection to the spirits of nature can provide you with certain freedoms of movement. As an action, you can summon nature kami to aid you. For one hour, you gain the following benefits:

  • You are unaffected by difficult terrain.
  • You can't have your speed reduced by any means.
  • You are immune to being paralyzed or restrained.
  • You can spend 5 feet of your movement to escape non-magical restraints.
  • You do not suffer any penalties to attacks or movement due to being underwater.

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

Bushido: Oblivion

When you reach 9th level, you can focus your drawn energy into the essence of oblivion. As an action, you can spend 1 Iaido energy and begin to channel energy for up to one minute. While you are channeling this energy, you must use your concentration, as if on a spell. While you are channeling, when you first hit with a melee weapon attack, the attack deals an extra 5d10 force damage. If the target of the attack has 50 or fewer hit points remaining after your attack, it is banished to an extradimensional demiplane for the duration of your channeling. If the target has more than 50 remaining hit points, your channeling ends. When your channeling ends, the creature is returned to the space from which it was banished.

Blade Grasp

At 10th level, your reflexes are honed enough that you can avoid more attacks. When a creature you have fixated upon hits you with an attack roll, you can use your reaction to roll a d6. If the result is a 4 or higher, the creature misses with the attack instead.

Chapter 3 | Classes

Coin Toss

Beginning at 11th level, you can supernaturally use a common coin to hypnotize your enemies. As an action, you focus your mind for 1 minute, requiring your concentration as if on a spell. When you first begin this focus, and on subsequent turns by using your action, you can throw one coin of any value at a creature within 60 feet. The target must succeed on a Wisdom saving throw against your Bushido save DC or become unconscious for the duration of your mental focus. Once you use this feature, you can't use it again until you finish a long rest.

Blade Bash

Starting at 13th level, you learn to stun your opponents with a spirit-infused smash of the broadside of your weapon. As an action, make a melee weapon attack. On a hit, rather than the usual damage, the target is instead paralyzed. While it is paralyzed, it may make a Wisdom saving throw against your Bushido save DC at the end of each of its turns, ending the paralyzation on a successful save. Once you use this feature, you can't use it again until you finish a long rest.

Banishing Blade

When you reach 15th level, the energy of the world around you can turn your blade into a focus that sends your foes into stasis. As an action, make a melee weapon attack. On a hit, rather than the usual damage, you begin to focus your energy into banishing the target away. This focus can last for up to 10 minutes, and it requires your concentration, as if on a spell. While you are focusing, the creature is locked away in stasis on a demiplane. At the end of each of its turns, it can make a Charisma saving throw with disadvantage against your Bushido save DC. On a success, your focus is broken. Whether your focus ends early or at the full duration, when it ends the creature is returned to the space from which it was banished. Once you use this feature, you can't use it again until you finish a long rest.

Nonpareil

Also at 15th level, your command over the spirits of nature allows you to bestow yourself and others with greater skill. You can cast the Enhance spell at will, requiring no mana points or components.

Iai Strike

Beginning at 17th level, you can draw the life energy from a weak opponent with a single swing of your blade. As an action, make a melee weapon attack. If the target has 100 hit points or fewer, you do not make an attack roll, and the target dies. Otherwise, make the weapon attack as normal. Once you use this feature, you can't use it again until you finish a long rest.

Meditate

At 20th level, you can replenish your potential to draw upon the wellspring of Iaido energy through thoughtful communion. You can spend 1 minute in meditation, at the end of which you regain all of your expended Iaido energy. Once you use this feature, you can't use it again until you finish a long rest.

Chapter 3 | Classes

Thief

Here is an introductory blurb about one dude who is representative of a classic archetype in the Final Fantasy games. They are a person who has many traits and descriptors and other unique things that are evocative.

Here is a second introductory blurb about a different dude who represents a different archetype, but is equally as recognizable as a member of the class. Look at the cool description of him that I'm writing. It's awesome.

Taking up additional space, a third introductory blurb describes yet another archetype that we're aiming to emulate. This one is the last one, though, so at least we're done writing these things now.

There will always be those who live life in the shadier side. A thief isn't just defined by their prowess at stealing - though it is a chief element of their persona. They are also the people who understand the secret laws of the underworld, and they can thrive in an unscrupulous environment.

Skills to Survive

On the mean streets, you either adapt or get left behind. Thieves have to develop a certain set of skills in order to make it. That means things like staying unseen, or lock-picking their way into an empty house, or talking their way into a mark's pocket - or out of a jam. A thief is a scoundrel, but they're not unlearned. They just got their schooling from a hard-knock life.

Slippery Suspect

I really want to type this out right now, but I'm in Discord talking about which Animal Crossing villagers would be the best lovers, so I'm just going to put this placeholder text in here. If you're reading this, it's because I'm too lazy to replace it before sending this out to people. What's good, homeboy?

Creating a Thief

Here's all of the roleplaying elements to consider when making a thief. It includes things like thinking about your possibly-lower-class background, what you do to survive in the world's underbelly, and what kind of personality you would have developed as a clever scoundrel. Give some examples of several implementations of the archetype. Then ask a bunch of questions: how comfortable are they with "gray" morality, how did they become a "good guy," how do they feel when taken out of the darker side of society and thrown into the unfamiliar daylight?

Quick Build

You can make a thief quickly by following these suggestions. First, make Dexterity your highest ability score so your attacks with finesse weapons and your light armor defense are as high as possible. Your next highest score should be Charisma to emphasize deception and social interaction. Second, choose the charlatan background.

Chapter 3 | Classes
The Thief
Level Proficiency
Bonus
Trick
Attack
Features
1st +2 1d6 Expertise, Trick Attack, Thieves' Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Steal
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Artful Dodger
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Flee
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Blindsense
14th +5 7d6 Slippery Mind
15th +5 8d6 Timeless Body
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Dyne
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Lady Luck

Class Features

As a thief, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Thieves' tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows (b) a shortsword
  • (a) a burgler's park, (b) a dungeoneer's pack or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Chapter 3 | Classes

Trick Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack. The attack must use a finesse or a ranged weapon.

The amount of the extra damage increases as you gain levels in this class, as shown in the Trick Attack column of the Thief table.

Thieves' Cant

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

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

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on your turn to do one of the following:

  • Take the Dash, Disengage, or Hide action.
  • Make a Dexterity (Sleight of Hand) check.
  • Use your thieves' tools to disarm a trap or open a lock.
  • Take the Use an Object action.

Steal

At 3rd level, your abilities as a pickpocket are second to none. While a creature is unaware of your presence or malintent, you have advantage on Dexterity (Sleight of Hand) checks to steal items from their person that are not held in their hands.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Artful Dodger

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Flee

At 9th level, you reach new heights at escaping troubling situations. When your current hit points are at or below half of their maximum value, you gain the ability to use your Cunning Action to take both the Dash and Disengage actions as a single bonus action.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Treasure Hunter

Starting at 13th level, you are adept at analyzing magical items. You can spend an hour carefully observing an object. This study time can take place during a short or long rest. If the object is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Dyne

At 17th level, you can harness a surge of power to enhance your precision attacks. On your turn, if you hit an enemy with your Attack action and use your Trick Attack ability, you can use your bonus action to deal an additional 6d6 damage.

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

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Lady Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

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

Chapter 3 | Classes

Warrior

Here is an introductory blurb about one dude who is representative of a classic archetype in the Final Fantasy games. They are a person who has many traits and descriptors and other unique things that are evocative.

Here is a second introductory blurb about a different dude who represents a different archetype, but is equally as recognizable as a member of the class. Look at the cool description of him that I'm writing. It's awesome.

Taking up additional space, a third introductory blurb describes yet another archetype that we're aiming to emulate. This one is the last one, though, so at least we're done writing these things now.

Whether fighting for good or evil or something in between, these adventurers all share unparalleled mastery of melee weaponry and martial combat. Soldiers, gladiators, knights, overlords, mercenaries, and more, they are no strangers to taking on foes, swords a'blazin', and making it look easy the whole time.

Weapon Adepts

Some thing here about how good they are at using all sorts of weapons. Some use big swords. Some use gun swords. Some use water swords. What did Final Fantasy IX have? Dude with a tail? Was it a tail sword?

Well-Rounded Combatants

Here's some thing about how their general athleticism and combat prowess crosses boundaries as they excel in offense, defense, and the physical requirements of the worldwide wars that our protagonists often find themselves in. More stuff about each of those three different attributes and how their expertise applies to each of them.

Some note about how all warriors are well-trained in their fields, but many are would never think to describe themselves as a warrior. A military academy that trains its pupils to become experts at combat likely don't actual call it "warrior training" - the class name is more of a descriptor than a title.

Creating a Warrior

Here's all of the roleplaying elements to consider when making a warrior. It includes things like thinking about how you were initially trained, what drove you to learn this, and what drives you now that you're a skilled fighter. Give some examples of several implementations of the archetype. Then ask a bunch of questions: why they use their weapon of choice, how did they take up adventuring, what job title do they consider themselves as having?

Quick Build

You can make a warrior quickly by following these suggestions. First, make Strength your highest ability score so your skill with melee weaponry can be as high as possible and you can potentially meet the requirements for heavy armor. Your next highest score should be Constitution, or Dexterity if you plan on wearing medium or light armor. Second, choose the soldier background.

Chapter 3 | Classes
The Warrior
Level Proficiency
Bonus
Superiority
Die
Number
of Dice
Maneuvers
Known
Features
1st +2 Fighting Style, Parry
2nd +2 Action Surge
3rd +2 d8 4 3 Combat Superiority
4th +2 d8 4 3 Ability Score Improvement
5th +3 d8 4 3 Extra Attack (1)
6th +3 d8 4 3 Ability Score Improvement
7th +3 d8 5 5 Remarkable Athlete
8th +3 d8 5 5 Ability Score Improvement
9th +4 d8 5 5 Defense Up (1)
10th +4 d10 5 7
11th +4 d10 5 7 Extra Attack (2)
12th +4 d10 5 7 Ability Score Improvement
13th +5 d10 5 7 Defense Up (2)
14th +5 d10 5 7 Ability Score Improvement
15th +5 d10 6 9 Relentless
16th +5 d10 6 9 Ability Score Improvement
17th +6 d10 6 9 Extra Attack (3), Defense Up (3)
18th +6 d12 6 9
19th +6 d12 6 9 Ability Score Improvement
20th +6 d12 6 9 Blurring Surge

Class Features

As a warrior, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

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

Equipment

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

  • (a) chainmail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow 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, even if you later get to choose again.

Defense

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

Dueling

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

Chapter 3 | Classes

Great Weapon Fighting

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

Protection

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

Two-Weapon Fighting

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

Parry

You are skilled at deflecting blows to limit their impact. When you are hit by a weapon attack while you are wielding a weapon or shield in at least one hand, you can use your reaction to reduce the damage you take by 1d6 + half your warrior level (rounded down). You may use this feature twice, and you regain all expended uses after you finish a short or long rest.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

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

Combat Superiority

At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn additional maneuvers of your choice at higher levels, as shown in the Maneuvers Known column of the Warrior table. You can also replace one maneuver you know with a different one each time your level increases.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain additional superiority dice and increase their size at higher levels, as shown in the Number of Dice and Superiority Dice columns of the Warrior 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 = 8 + your proficiency bonus +

your Strength modifier

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Defense Up

Beginning at 9th level, you learn new ways to shore up your defenses when you need it. You learn one of the following three abilities of your choice. You learn a second ability of your choice from the list at 13th level, and you learn the final ability at 17th level.

Shield Up. When you are hit by an attack, you can spend your reaction to give yourself a +5 bonus to your AC for the triggering attack, which can possibly change it to a miss. You can't use this ability again until you finish a long rest.

Vitality Up. When you take damage, you can choose to give yourself resistance to that damage. This does not require you to use your reaction. You can't use this ability again until you finish a long rest.

Agility Up. When you make a saving throw, you can spend your reaction to give yourself advantage on the roll. You can't use this ability again until you finish a long rest.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

Blurring Surge

At 20th level, when you push beyond your limits, you fight at a nigh-unbelievable speed. When you use your Action Surge feature, you can now take two additional actions rather than just one.

Maneuvers

The maneuvers are presented in alphabetical order.

Advance. When you make a weapon attack roll against a creature, you can expend one superiority 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.

Blade Beam. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 10 feet. If you hit, you add the superiority die to the attack's damage roll.

Chapter 3 | Classes

Brace. When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Braver. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you may choose to either push the target up to 15 feet away from you or knock it prone.

Cleave. When you hit a creature with a melee weapon attack, you can expend one superiority 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 the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

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

Defender. When you're within 5 feet of a creature on your turn, you can expend one superiority 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 superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Feint. You can expend one superiority 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 superiority die to the attack's damage roll.

Grappling Strike. Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Knight's Command. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action 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 superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Power Break. When you hit a creature with a weapon attack, you can expend one superiority die to weaken the creature's own attack capabilities. You add the superiority die to the attack's damage roll. The next attack roll made by the target has disadvantage if the attack is made before the start of your next turn.

Provoke. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Rally. On your turn, you can use a bonus action and expend one superiority 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 superiority die roll + your Charisma modifier.

Rend. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Stagger. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Chapter 3 | Classes

White Mage

Here is an introductory blurb about one dude who is representative of a classic archetype in the Final Fantasy games. They are a person who has many traits and descriptors and other unique things that are evocative.

Here is a second introductory blurb about a different dude who represents a different archetype, but is equally as recognizable as a member of the class. Look at the cool description of him that I'm writing. It's awesome.

Taking up additional space, a third introductory blurb describes yet another archetype that we're aiming to emulate. This one is the last one, though, so at least we're done writing these things now.

This is a general statement where I talk about all white mages and like their connection to the spirit and other mystical healing forces. Usually meek and polite, these are normally seen as humble acolytes rather than the true powerhouses of nature that they really are below the surface.

Agent of Ancients

This is a paragraph about how white mages are often in touch with a higher power. That doesn't necessarily mean the gods. Sometimes its a connection to an ancient race that had an innate connection to nature. Other times they blur the lines with summoners, worshiping powerful eidolons or espers. Maybe it's moon people, I don't know, Final Fantasy be weird, dawg.

Light's Blessing

This blurb is about white mages and the elephant in the room: They're crazy powerful healers. They often channel some mystical force of light to keep their allies alive in the heat of battle. The most powerful learn to defy death and raise the fallen back to life. But healing is just one side of the coin. The light can also be used as a powerful weapon. Their radiant abilities, though few in number, can largely stand toe-to-toe with their black mage cousins.

Creating a White Mage

Here's all of the roleplaying elements to consider when making a white mage. It includes things like thinking about how you learned to tap into the light, how have you used your powers in your past, and what do you intend to do with this power to restore life. Give some examples of several implementations of the archetype. Then ask a bunch of questions: does a greater power have a purpose for you, how do you feel about having a connection to the pulse of the world, what drives you to take up your quest?

Quick Build

You can make a white mage quickly by following these suggestions. First, make Wisdom your highest ability score to power your spells and unarmored defense. Your next highest score should be Constitution or Dexterity. Second, choose the acolyte background. Third, choose the Minor Dia, Minor Light, and Minor Telepathy cantrips along with the following spells: Aero 1, Heal, Bless, and Detect Magic.

Chapter 3 | Classes
The White Mage
Level Proficiency
Bonus
Max
Spell MP
Mana
Points
Cantrips
Known
Prayers Spirit
Dice
Features
1st +2 10 20 3 Spellcasting, Unarmored Defense, White Echo
2nd +2 10 40 3 2 2d6 Prayers (2 uses)
3rd +2 15 70 3 2 2d6
4th +2 15 95 4 2 3d6 Ability Score Improvement
5th +3 25 135 4 2 4d6
6th +3 25 160 4 3 4d6 Prayer (3 uses), Improved White Echo
7th +3 30 190 4 3 4d6
8th +3 30 230 4 3 5d6 Ability Score Improvement, Potent Spellcasting
9th +4 35 285 4 3 5d6
10th +4 35 320 5 4 5d6 Prayers (4 uses), White Surge
11th +4 45 365 5 4 6d6 Improved White Echo
12th +4 45 365 5 4 6d6 Ability Score Improvement
13th +5 50 415 5 4 6d6
14th +5 50 415 5 5 7d6 Prayers (5 uses)
15th +5 55 470 5 5 7d6
16th +5 55 470 5 5 7d6 Ability Score Improvement
17th +6 65 535 5 5 8d6 Enspirit
18th +6 65 570 5 6 8d6 Prayers (6 uses)
19th +6 65 615 5 6 8d6 Ability Score Improvement
20th +6 65 665 5 6 8d6 Pulse of Life

Class Features

As a white mage, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

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

  • a mace
  • a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • an arcane focus

Spellcasting

By humbling your soul and embracing the spirits of nature, you learn to harness healing and divine magics. The magical connection to creation fuels your spells. See Spells Rules for the general rules of spellcasting and lists of spells.

Spell Lists

Your white mage spells may come from the Heavenly, En-magic, and Utility spell lists.

Chapter 3 | Classes

Cantrips

At 1st level, you know three cantrips of your choice from your spell lists. You learn additional cantrips of your choice from these spell lists at higher levels, as shown in the Cantrips Known column of the White Mage table.

Mana Points

The White Mage table shows how many mana points you have to cast your white mage spells. To cast one of these white mage spells, you must expend the mana point cost of the spell. You regain all expended mana points when you finish a long rest.

Preparing Spells that Cost Mana Points

You prepare the list of white magic spells that are available for you to cast, choosing from spells with a mana cost greater than 0 on your spell lists. When you do so, choose a number of these spells equal to your Wisdom modifier + your white mage level (minimum of one spell). Each of these spells must have a mana point cost at or below the value in the Max Spell MP column of the White Mage table. You can change your list of prepared spells when you finish a long rest.

In addition to these, you always have some spells prepared beginning at certain levels. They do not count against your total number of allowed prepared spells above. These spells are:

Level Spell
1 Cure 1
3 Cure 2
3 Esuna
5 Cure 3
5 Raise
7 Cure 4
9 Cure 5

Spellcasting Ability

Wisdom is your spellcasting ability for your white mage spells, since the power of your magic relies on your will and connection to the natural energies of the world. 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 white mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your white mage spells.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier up to a maximum AC of 18.

White Echo

At 1st level, your connection to the font of white magic radiates additional energy as you expend mana. When you cast a spell that costs mana from the heavenly spell list, choose either a creature targeted by the spell or another creature within 30 feet of you. This creature gains a number of temporary hit points equal to your proficiency modifier.

Prayers

At 2nd level, you gain the ability to channel holy energy to augment your and your allies' spirits. You know the following three prayer effects: Prayer of Speed, Prayer of Spirit, and Prayer of Heart. You have two uses of your prayers, each time choosing from the prayer effects that you know. You regain all expended uses of your prayers after finishing a short or long rest.

The number of uses of your prayers increases by one at 6th level (3 uses), 10th level (4 uses), 14th level (5 uses), and 18th level (6 uses).

Prayer of Speed

As an action, cast two cantrips that each have a cast time of 1 action.

Prayer of Spirit

As an action, grant an ally you can see two d6s. After the ally makes an attack roll but before they know whether their attack succeeded or failed, they may expend any number of these d6s by rolling them and adding the value to the attack roll. Alternatively, when making a damage roll, they can expend any number of these d6s by rolling them and adding the value to the damage done by the attack. The number of d6s granted by this prayer increases at higher levels, as shown in the Spirit Dice column of the White Mage table. Any unused dice are lost at the start of your next turn.

Prayer of Heart

As an action, you cast a cantrip with a cast time of 1 action, and you also grant a creature you can see within 50 feet the effect Heart's Blessing. When a creature with Heart's Blessing takes damage, they may spend their reaction to reduce the damage taken by 5 + your white mage level. When they reduce damage in this way or at the start of your next turn, the Heart's Blessing effect expires.

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.

Chapter 3 | Classes

Improved White Echo

Starting at 6th level, your healing powers reflect back upon you. When you grant temporary hit points to another creature using your White Echo feature, you are also a second target of the ability.

At 11th level, the second target does not have to be you, but rather it can be any additional target of the spell or creature within 30 feet of you.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any white mage cantrip.

White Surge

Beginning at 10th level, you learn to maximize your spells' potential. When you cast a spell that restores hit points, you can maximize the healing done by the spell; rather than rolling any dice to determine the number of hit points restored, instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. Once you have used this feature, you can't use it again until you finish a short or long rest.

Enspirit

At 17th level, the energy you channel into yourself and others grants your spirits extra vigor. Any creature who starts their turn with temporary hit points granted by your White Echo feature can add 2d8 radiant damage to one damage roll they make on that turn.

Pulse of Life

By 20th level, you can open the floodgates of your spirit. As an action, any creatures of your choice within 30 feet of you that you can see are each healed for 50 hit points. Once you use this feature, you can't use it again until you finish a long rest.

Chapter 3 | Classes

Chapter 4: Items

Items from the "Dungeons & Dragons" world largely belong in the "Final Fantasy" world, as well. However, there are several iconic Final Fantasy items that are notably absent from the D&D core rules - either because they are anachronistic to its default setting or because they are native creations of the Final Fantasy stories.

In this section, additional items are provided that can be used in tandem with those from the Player's Handbook and Dungeon Master's Guide to fill in the gaps.

Additional Weapons
Name Cost     Damage Weight     Properties
Simple Melee Weapons
   Brass Knuckles 2 gp 1d4 bludgeoning 1 lb. Light
   Claw Knuckles 5 gp 1d4 piercing 1 lb. Light
Simple Ranged Weapons
   Shuriken 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 30/60)
Martial Melee Weapons
   Gunblade 500 gp 1d8 slashing 4 lb. Gunblade, versatile (1d10)
   Gunblade, great 500 gp 1d12 slashing 7 lb. Gunblade, heavy, two-handed
   Katana 100 gp 1d6 slashing 2 lb. Finesse
Martial Ranged Weapons
   Revolver 100 gp 2d6 piercing 3 lb. Ammunition (range 50/150), firearm,
reload (6 shots)
   Rifle 175 gp 2d10 piercing 8 lb. Ammunition (range 80/240), firearm,
reload (5 shots), two-handed
   Shotgun 200 gp 2d8 piercing 7 lb. Ammunition (range 30/90), firearm,
reload (2 shots), two-handed

Weapon Properties

Ammunition. The ammunition of a firearm is destroyed upon use.

Gunblade. A melee weapon that can optionally use special ammunition when attacking to change the way it deals damage. See the Gunblades section for more details.

Firearm. Firearms, like other ranged weapons, add your Dexterity modifier to the attack roll. They do not, however, add any ability modifier to the damage roll.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

Chapter 4 | Items

Gunblades

A gunblade is a normal melee weapon (typically a longsword or great sword) that has the trigger, cylinder, and firing mechanism of a revolver built into it. It is not a firearm; it does not fire bullets as a ranged weapon. Instead, it can optionally consume special ammunition to modify the damage roll and effects of striking with it.

A gunblade has a cylinder that can hold up to 6 pieces of special ammunition. There are several types of this ammunition, but a gunblade can only function if all of the ammunition loaded in its chambers are of the same type.

Pulling the Trigger

When you make an attack as part of the Attack action on your turn, you can use your bonus action to pull the trigger and consume one piece of ammunition loaded into your gunblade. Make the attack roll as normal. If the attack hits your target, rather than the typical weapon damage, the attack will deal special damage (and potentially apply other effects) as determined by the type of ammunition used. If the attack misses, as long as the gunblade has additional ammunition loaded, the same bonus action can be used to pull the trigger on subsequent attacks made with an Attack action until either (a) an attack hits, (b) you attack without pulling the trigger, or (c) your turn ends.

Missing Ammunition

Gunblades are designed to operate at full power when fully loaded, and they become less efficient if they have empty chambers. For each piece of ammunition the gunblade is missing below its full capacity, standard attacks (i.e. those made without pulling the trigger) suffer a stacking -1 penalty to damage. The damage of a single attack cannot be reduced below 1 damage by this penalty.

Reloading

As an action, a gunblade you are wielding can be reloaded with a number of missing pieces of ammunition. Roll a d6. You may reroll this d6 until the result is greater than or equal to your Wisdom modifier. You replace a number of missing pieces of ammunition up to the number rolled with spare ammunition you have available. If you wish to replace all of the ammunition - perhaps to change the type that is loaded - any preloaded ammunition can be unloaded at the beginning of this action, and you effectively reload it from an empty state.

Ammunition Types


  • Name: Razor ammo
  • Cost: 90gp per piece
  • Effect: Deals 3d10 force damage. If the target's size is Large or smaller, it is knocked prone.


  • Name: Shock ammo
  • Cost: 120gp per piece
  • Effect: Deals 3d8 lightning damage. The target is also incapacitated until the end of its next turn.


  • Name: Flash ammo
  • Cost: 120gp per piece
  • Effect: Deals 2d10 radiant damage. The target is also blinded until the end of its next turn.


  • Name: Pulse ammo
  • Cost: 150gp per piece
  • Effect: Deals 4d12 fire damage.

Chapter 4 | Items

Chapter 5: Spells

Spells are completely restructured in these rules. This chapter begins with the breakdown of spell names, MP costs, and their spell lists. Unlike in the Player's Handbook, these are not broken down by class, but rather thematically. In fact, different classes may have access to multiple spell lists. For example, the White Mage class has access to the Heavenly, En-magic, and Utility spell lists. The remainder contains spell descriptions, presented in alphabetical order by the name of the spell.

Elemental Spells

0 MP - Cantrip tier
  • Minor Bio
  • Minor Blizzard
  • Minor Dark
  • Minor Fire
  • Minor Stone
  • Minor Thunder
  • Minor Water
10 MP - Base tier
  • Dark 1
  • Fire 1
  • Stone 1
  • Thunder 1
  • Water 1
15 MP - Base tier
  • Bio 1
  • Blizzard 1
  • Stone 2
  • Water 2
25 MP - Base tier
  • Bio 2
  • Dark 2
  • Fire 2
  • Thunder 2
30 MP - Base tier
  • Blizzard 2
  • Dark 3
  • Stone 3
  • Water 3
35 MP - Base tier
  • Bio 3
  • Blizzard 3
  • Fire 3
  • Thunder 3
45 MP - Alpha tier
  • Flare
  • Flood
  • Quake
  • Scourge
50 MP - Beta tier
  • Burst
  • Doomsday
  • Freeze
55 MP - Gamma tier
  • Gigaflare
  • Nuke
65 MP - Omega tier
  • Ultima

En-magic Spells

10 MP - Base tier
  • Charm 1
  • Confuse 1
  • Quick
  • Sleep 1
15 MP - Base tier
  • Blind
  • Blink 1
  • Charm 2
  • Darkvision
  • Mini
  • Mirage
  • Paralyze 1
  • Purify
  • Sight 1
  • Silence
  • Weak
25 MP - Base tier
  • Blink 2
  • Confuse 2
  • Counterspell
  • Dispel
  • Drain
  • Fear 1
  • Fly
  • Poison
  • Sap
  • Stun 1
30 MP - Base tier
  • Confuse 3
  • Contain 1
  • Fear 2
  • Toad
35 MP - Base tier
  • Dominate 1
  • Paralyze 2
45 MP - Alpha tier
  • Break
  • Charm 3
  • Paralyze 3
  • Sight 2
  • Sleep 2
50 MP - Beta tier
  • Contain 2
55 MP - Gamma tier
  • Dominate 2
  • Stun 2
  • Stupify
65 MP - Omega tier
  • Death
  • Fear 3
  • Invincible
  • Transmute

Heavenly Spells

0 MP - Cantrip tier
  • Minor Aero
  • Minor Bless
  • Minor Dia
10 MP - Base tier
  • Aero 1
  • Bane
  • Barrier
  • Bless
  • Cure 1
  • Dia 1
  • Heal
  • Protect 1
15 MP - Base tier
  • Aero 2
  • Cure 2
  • Enchant 1
  • Esuna
  • Recover
25 MP - Base tier
  • Cure 3
  • Decurse
  • Dia 2
  • Heal All
  • Raise
  • Regen
  • Shell
30 MP - Base tier
  • Aero 3
  • Banish 1
  • Cure 4
  • Death Ward
  • Enchant 2
  • Protect 2
  • Reflect
35 MP - Base tier
  • Bravery
  • Cure 5
  • Cure All
  • Dia 3
  • Remedy
45 MP - Alpha tier
  • Enchant 3
  • Fade
  • Greater Bless
  • Renew
  • Shell 2
50 MP - Beta tier
  • Anti
Chapter 5 | Spells
  • Imperil
  • Life
  • Restore
55 MP - Gamma tier
  • Banish 2
  • Holy
65 MP - Omega tier
  • Arise
  • Banish 3
  • Faith
  • Full Cure
  • Lux

Swordplay Spells

10 MP - Base tier
  • Enfire
  • Spin Attack
15 MP - Base tier
  • Blade Toss
  • Rising Slash
25 MP - Base tier
  • Razor Slice
  • Shadow Blade
30 MP - Base tier
  • Dashing Blade
  • Sword Flare
35 MP - Base tier
  • Sword Wave
  • Warping Smite
45 MP - Alpha tier
  • Enlight
50 MP - Beta tier
  • Arcane Sword

Utility Spells

0 MP - Cantrip tier
  • Minor Effect
  • Minor Illusion
  • Minor Light
  • Minor Mend
  • Minor Telekinesis
  • Minor Telepathy
10 MP - Base tier
  • Alarm 1
  • Athlete
  • Comprehend 1
  • Detect Magic
  • Detect Planar
  • Detect Poison
  • Encode
  • Identify
  • Illusion 1
  • Slowfall
15 MP - Base tier
  • Climb
  • Disguise 1
  • Enhance
  • Float
  • Knock
  • Locate 1
  • Lock
  • Mindread
  • Preserve
  • Record
  • Tent 1
  • Truth
  • Web
25 MP - Base tier
  • Comprehend 2
  • Gas
  • Glyph 1
  • Illusion 2
  • Light 1
  • Nondetection 1
  • Scry 1
  • Telepathy 1
  • Tent 2
  • Ward
  • Water Breathing
  • Water Walk
30 MP - Base tier
  • Alarm 2
  • Control Stone
  • Control Water
  • Fabricate 1
  • Locate 2
  • Stash
  • Spy
35 MP - Base tier
  • Bind Planar
  • Disguise 2
  • Double 1
  • Dream
  • Fabricate 2
  • Forcefield
  • Gateway
  • Lore
  • Mind Alter
  • Scry 2
  • Telekinesis
  • Telepathy 2
  • Wall
45 MP - Alpha tier
  • Alarm 3
  • Contingency
  • Control Earth
  • Illusion 3
  • Possess
  • Retrieve
  • Route
50 MP - Beta tier
  • Double 2
  • Ghost
  • Glyph 2
  • Mirage
  • Nondetection 2
  • Simulacrum
  • Tent 3
55 MP - Gamma tier
  • Antimagic
  • Antipathy/Sympathy
  • Clone
  • Demiplane
  • Earthquake
  • Nondetection 3
  • Weather

 

Chapter 5 | Spells

Spell Descriptions

The spells are presented in alphabetical order.

Aero 1

10 MP, heavenly


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

An orb of swirling elemental air sails from your hand toward a creature within range. The target must succeed on a Dexterity saving throw or take 2d10 slashing damage.

Aero 2

15 MP, heavenly


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

A whirling burst of violent wind spins and slashes around a creature within range. The target must succeed on a Dexterity saving throw or take 3d8 slashing damage and be knocked prone. On a successful save, the target takes half damage but suffers no other effects.

Aero 3

30 MP, heavenly


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A vortex of wind erupts around a point within range in a cylinder 15-feet tall and with a 20-foot radius. Any creature within the area must succeed on a Dexterity saving throw or take 5d8 slashing damage, be knocked prone, and be moved by you to any other unoccupied space in the zone. On a successful save, the target takes half as much damage, but suffers no other effects.

Alarm 1

10 MP, utility


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M
  • Duration: 8 hours

Effect as per the Alarm spell.

Alarm 2

30 MP, utility


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: 8 hours

Effect as per the Mordenkainen's Faithful Hound spell.

Alarm 3

45 MP, utility


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M
  • Duration: 24 hours

Effect as per the Guards and Wards spell.

Anti

50 MP, heavenly


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A black mist quickly swirls around you. Any creature within range of your choice must make a Charisma saving throw. On a failure, it suffers an effect based on its current health:

  • 50 hit points or fewer: deafened for 1 minute
  • 40 hit points or fewer: deafened and blinded for 10 minutes
  • 30 hit points or fewer: deafened, blinded, and stunned for 1 hour
  • 20 hit points or fewer: killed instantly

Antimagic

55 MP, utility


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

Effect as per the Antimagic Field spell.

Antipathy/Sympathy

55 MP, utility


  • Casting Time: 1 hour
  • Range: 60 feet
  • Components: V, S, M
  • Duration: 10 days

Effect as per the Antipathy/Sympathy spell.

Athlete

10 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: 10 minutes

Effect as per the Jump spell and Longstrider spell (both effects apply).

Arcane Sword

50 MP, swordplay


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

Chapter 5 | Spells

You summon a sword of force energy that floats next to a creature within range. When it appears, you make a melee spell attack against the creature originating from the sword. On a hit, the target takes 3d10 force damage. For the duration of the spell, you can subsequently use a bonus action to move the sword up to 20 feet. If you move the sword within 5 feet of a creature, you can repeat the attack against it.

Arise

65 MP, heavenly


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
  • Duration: Instantaneous

Effect as per the True Resurrection spell.

Bane

10 MP, heavenly


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Effect as per the Bane spell.

Banish 1

30 MP, heavenly


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

Effect as per the Banishment spell.

Banish 2

55 MP, heavenly


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You banish a creature that you can see within range into a demiplane. The target remains there for the duration or until it escapes. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Charisma check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

Banish 3

65 MP, heavenly


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Until dispelled

You magically lock away a creature in a secret demiplane. The target must make a Wisdom saving throw. On a failure, it is locked away. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Scrying spells can't locate or perceive the target. The demiplane is warded against teleportation and planar travel.

During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass.

A dispel magic spell can end the spell only if it is cast with 65 mana points as an omega tier spell, targeting the location where the target last stood before being banished away.

Barrier

10 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: 1 hour

You touch a willing creature giving it a thin shield of invisible energy around its body. The creature gains a number of temporary hit points equal to 1d4 plus your Spellcasting modifier.

Bind Planar

35 MP, utility


  • Casting Time: 1 hour
  • Range: 60 feet
  • Components: V, S, M (a jewel worth at least 1 000 gp, which the spell consumes)
  • Duration: 24 hours

Effect as per the Planar Binding spell.

Bio 1

15 MP, elemental


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

A blob of poisonous gases materializes around a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 poison damage, and it must succeed on a Constitution saving throw or become poisoned until the end of your next turn.

Bio 2

25 MP, elemental


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

A thick wave of green energy convulses to life around a point within range. Any creature in a 10-foot radius sphere must make a Constitution saving throw. A creature takes 4d8 poison damage on a failed save, and half as much on a success. If a creature fails this save, it must succeed on a second Constitution saving throw or become poisoned until the end of your next turn.

Chapter 5 | Spells

Bio 3

35 MP, elemental


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Viscous green vapors of toxin fill a sphere within a 20-foot radius around a point in range. Any creature that starts its turn in the sphere or enters it for the first time on a turn must make a Constitution saving throw, taking 5d8 poison damage on a failed save or half as much damage on a successful one. The sphere is opaque, blocking line of sight. Any creature within the sphere is blind and poisoned while inside it.

Blade Toss

15 MP, swordplay


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

You throw your weapon at a creature within range. Make a ranged spell attack against the target. On a hit, it takes 3d6 slashing damage. Hit or miss, the creature and all other creatures within 5 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 2d6 force damage.

Bless

10 MP, heavenly


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Effect as per the Bless spell.

Blind

15 MP, en-magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute

A veil of darkness drapes over the head of a creature within range. The target must succeed on a Constitution saving throw or become blinded for the duration. If afflicted, the creature may repeat the saving throw at the end of each turn, ending the condition and spell on a success.

Blizzard 1

15 MP, elemental


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

A burst of ice erupts at a point within range. Any creature in a 10-foot radius must make a Constitution saving throw. A creature takes 3d8 cold damage on a failed save or half as much damage on a successful one. Any ground in the area is covered in ice turning it into difficult terrain until the start of your next turn.

Blizzard 2

30 MP, elemental


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

A sudden magical downpour of freezing sleet bombards an area around a point within range. A cylinder 20-feet tall and 20-feet in radius is effected. Any creature in the cylinder must make a Dexterity saving throw. A creature takes 6d6 cold damage on a failed save or half as much damage on a successful one. Any ground in the cylinder is covered in ice turning it into difficult terrain until the start of your next turn.

Blizzard 3

35 MP, elemental


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

Elemental ice condenses and spins about in a cylinder 20-feet tall with a 30-foot radius around a point within range. Any creature in the area must succeed on a Constitution saving throw or take 6d8 cold damage and become restrained until the end of your next turn. On a successful save, a creature takes half as much damage, but suffers no other effects.

Bravery

35 MP, heavenly


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

Chapter 5 | Spells

You touch a creature, bestowing a warming blessing on its spirit. For the spell's duration, the creature's weapon attacks deal an extra 2d8 force damage. As a bonus action on your turn, you can dismiss this spell early and cause the creature's weapon to emit a pulse of radiant energy. Each creature of your choice within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded for one minute. On a successful save, a creature takes half as much damage and isn't blinded. A blinded creature can make another Constitution saving throw at the end of each of its turns, ending the effect on a success.

Break

45 MP, en-magic


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

Effect as per the Flesh to Stone spell.

Burst

50 MP, elemental


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

A torrent of pure elemental lightning storms from one creature within range. That creature and up to 4 more creatures of your choice within 30 feet of it each must make a Dexterity saving throw. On a failed save, a creature must take 10d8 lightning damage. On a successful save, a creature takes half damage.

Charm 1

10 MP, en-magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

Effect as per the Charm Person spell.

Charm 2

15 MP, en-magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M
  • Duration: Concentration, up to 8 hours

Effect as per the Suggestion spell.

Charm 3

45 MP, en-magic


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M
  • Duration: 24 hours

Effect as per the Mass Suggestion spell.

Climb

15 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour

Effect as per the Spider Climb spell.

Clone

55 MP, utility


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes)
  • Duration: Instantaneous

Effect as per the Clone spell.

Comprehend 1

10 MP, utility


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the Comprehend Languages spell.

Comprehend 2

25 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the Tongues spell.

Confuse 1

10 MP, en-magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

One creature within range must make a Wisdom saving throw. On a failed save, it becomes incapacitated as it stands absent minded and dazed. At the end of each of its turns, and any time it takes damage, it may make another Wisdom saving throw. On a success, the spell ends.

Confuse 2

25 MP, en-magic


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

You touch a creature, attempting to place a beguiling curse upon it. The target must succeed on a Wisdom saving throw or else it becomes incapacitated with confusion for the duration of the spell.

Chapter 5 | Spells

Confuse 3

30 MP, en-magic


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Effect as per the Confusion spell.

Contain 1

30 MP, en-magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

A force sphere materializes around a creature within range who is of size large or smaller. The size of the sphere depends on the size of the creature, being just large enough to fit the creature while it stands. The creature must make a Dexterity saving throw. On a success, the sphere immediately dissipates away harmlessly. On a failure, the creature becomes trapped in the force sphere for the spell's duration. Nothing - physical or magical - can cross the border of the sphere while it remains. The spells Flare or Gigaflare can destroy the force sphere.

Contain 2

50 MP, en-magic


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the Forcecage spell.

Contingency

45 MP, utility


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M
  • Duration: 10 days

Effect as per the Contingency spell.

Control Earth

45 MP, utility


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 2 hours

Effect as per the Move Earth spell.

Control Stone

30 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Instantaneous

Effect as per the Stone Shape spell.

Control Water

30 MP, utility


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Control Water spell.

Control Weather

55 MP, utility


  • Casting Time: 10 minutes
  • Range: Self (5-mile radius)
  • Components: V, S, M
  • Duration: Concentration, up to 8 hours

Effect as per the Control Weather spell.

Counterspell

25 MP, en-magic


  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

When you see a creature within range cast a spell, you attempt to interrupt it with your own. Choose an amount of mana points to spend on this spell that is at least 25 MP but no more than your Max Spell MP. If spending an amount that coincides with the cost of the alpha, beta, gamma, or omega tiers, casting this spell counts as your single use of that tier.

If the creature is casting a spell that costs as much or less mana as you are spending, their spell fails and has no effect. If it is casting a spell with a higher mana cost, make an ability check using your spellcasting ability. The DC equals 10 + (the creature's spell's mana cost - your mana spent)/5. On a success, the creature's spell fails and has no effect.

For example, if the creature's spell costs 45 mana, and you spend 30 mana casting Counterspell, the DC = 10 + (45-30)/5 = 10 + 15/5 = 10 + 3 = 13.

Cure 1

10 MP, heavenly


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Warm healing energy bubbles around one creature within range. The creature regains 2d10 hit points.

Cure 2

15 MP, heavenly


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A flash of light shines upon a creature within range. The creature regains 3d10 hit points.

Chapter 5 | Spells

Cure 3

25 MP, heavenly


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A faint chiming sound echoes from a creature within range as it briefly glows with a white radiance. The creature regains 5d10 hit points.

Cure 4

30 MP, heavenly


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A spotlight of heavenly luster glows from beneath a creature within range. The creature regains 6d10 hit points.

Cure 5

35 MP, heavenly


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A creature within range flashes with a golden light. The creature regains 8d10 hit points.

Cure All

35 MP, heavenly


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

Up to 6 creatures within range of your choice have a flash of light shine upon them. Each creature regains a number of hit points equal to 3d8 plus your healing modifier.

Dark 1

10 MP, elemental


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M
  • Duration: Instantaneous

You fire a spear of pure darkness at a creature or location within range. If targeting a creature, make a ranged spell attack against it. On a hit, the creature takes 1d10 acid damage. When the spear reaches its destination, it explodes into a ball of energy. Any creature within 5 feet of the explosion point must succeed on a Dexterity saving throw or take 2d6 acid damage.

Dark 2

25 MP, elemental


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Instantaneous

You exude a dark mist in all directions as your elemental energy whisks you away through the aether. Make a melee spell attack against up to two creatures of your choice within 10 feet of you. On a hit, a creature takes 4d10 acid damage as dark energy accosts them. Hit or miss, you fade into the darkness, teleporting to a location within range.

Dark 3

30 MP, elemental


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

A ball of darkness appears centered on a point within range, emitting waves of violet static. Any creature within a 20-foot radius of the targeted point must make a Dexterity saving throw. On a failure, a creature takes 10d4 acid damage and becomes infused with shadow. A creature that is infused with shadow takes another 5d4 acid damage at the end of its next turn as the effect fades away. On a success, a creature takes half as much damage, but suffers no other effects.

Darkvision

15 MP, en-magic


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

Effect as per the Darkvision spell.

Dashing Blade

30 MP, swordplay


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You glow with arcane energy as you magically dash about attacking your foes. You may move up to 20 feet to a spot within 5 feet of another creature, and then make a melee weapon attack against it. On a hit, you deal an extra 3d10 force damage. Hit or miss, you may repeat this process, moving up to 20 feet to within 5 feet of a different creature, making another melee weapon attack against it, and again dealing an extra 3d10 force damage on a hit. Finally, you may repeat this process a third time, moving up to 20 feet to within 5 feet of a third creature, making another melee weapon attack against it, and dealing an extra 3d10 force damage on a hit. None of the movement granted by this ability provokes opportunity attacks.

Death

65 MP, en-magic


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You point at a creature within range and mutter the forbidden incantation. If the target has 100 hit points or fewer, it dies instantly.

Chapter 5 | Spells

Death Ward

30 MP, heavenly


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

Effect as per the Death Ward spell.

Decurse

25 MP, heavenly


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

Effect as per the Remove Curse spell.

Demiplane

55 MP, utility


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 1 hour

Effect as per the Demiplane spell.

Detect Magic

10 MP, utility


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Effect as per the Detect Magic spell.

Detect Planar

10 MP, utility


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Effect as per the Detect Evil and Good spell.

Detect Poison

10 MP, utility


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Detect Poison and Disease spell.

Dia 1

10 MP, heavenly


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A dozen glittering balls of light collapse upon a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against it before the end of your next turn has advantage.

Dia 2

25 MP, heavenly


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

A cone of radiant light beams from your hand in a brilliant flash. Any creatures in a 30-foot cone must succeed on a Dexterity saving throw or take 4d6 radiant damage and grant advantage on any attacks against it until the end of your next turn.

Dia 3

35 MP, heavenly


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

A pillar of caustic light shines brightly in a cylinder 20-feet tall with a 20-foot radius. Any creature in the pillar of light when it is created must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. When a creature enters the pillar of light for the first time on a turn or ends its turn there, it must also make succeed on a Constitution saving throw or take 4d10 radiant damage, or half as much on a success.

Disguise 1

15 MP, utility


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

Effect as per the Alter Self spell.

Disguise 2

35 MP, utility


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 8 hours

Effect as per the Seeming spell.

Dispel

25 MP, en-magic


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Chapter 5 | Spells

Choose any creature, object, or magical effect within range. Choose an amount of mana points to spend on this spell that is at least 25 MP but no more than your Max Spell MP. If spending an amount that coincides with the cost of the alpha, beta, gamma, or omega tiers, casting this spell counts as your single use of that tier.

Any spell on the target ends if its mana point cost is as much or less mana as you are spending. For each spell that cost more mana than you are spending, make an ability check using your spellcasting ability. The DC equals 10 + (the spell's mana cost - your mana spent)/5. On a success, the spell ends.

For example, if your are targeting a magical effect that cost 45 mana, and you spend 30 mana casting Dispel, the DC = 10 + (45-30)/5 = 10 + 15/5 = 10 + 3 = 13.

Dominate 1

35 MP, en-magic


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

Effect as per the Dominate Person spell.

Dominate 2

55 MP, en-magic


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

Effect as per the Dominate Monster spell.

Doomsday

50 MP, elemental


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

A pillar of pure elemental darkness engulfs a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 8d10+20 acid damage. On a miss, it takes half damage. If a humanoid is killed by this spell, it emerges from the pillar as a zombie. The zombie is telepathically under your control, and it will relentlessly follow any orders you give it.

Double 1

35 MP, utility


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 hour

Effect as per the Mislead spell.

Double 2

50 MP, utility


  • Casting Time: 1 action
  • Range: 500 miles
  • Components: V, S, M
  • Duration: Concentration, up to 1 day

Effect as per the Project Image spell.

Drain

25 MP, en-magic


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

Effect as per the Vampiric Touch spell.

Dream

35 MP, utility


  • Casting Time: 1 minute
  • Range: Special
  • Components: V, S, M
  • Duration: 8 hours

Effect as per the Dream spell.

Earthquake

55 MP, utility


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Effect as per the Earthquake spell.

Enchant 1

15 MP, heavenly


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

You touch a non-magical weapon and channel a heavenly blessing into it. For the spell's duration, the weapon gains +1 to attack and damage rolls.

Enchant 2

30 MP, heavenly


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

You touch a non-magical weapon and channel a greater heavenly blessing into it. For the spell's duration, the weapon gains +2 to attack and damage rolls.

Enchant 3

45 MP, heavenly


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

Chapter 5 | Spells

You touch a non-magical weapon and channel an extreme heavenly blessing into it. For the spell's duration, the weapon gains +3 to attack and damage rolls.

Encode

10 MP, utility


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M
  • Duration: 10 days

Effect as per the Illusory Script spell.

Enfire

10 MP, swordplay


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

You infuse one weapon you are holding with elemental fire. For the duration, the next weapon attack with that weapon that hits a target deals an extra 1d6 fire damage, and the target is ablaze for the remaining duration of the spell. While a creature ablaze, at the start of its turn it must succeed on a Constitution saving throw or take 1d6 fire damage and remain ablaze. If it succeeds on the saving throw, it does not take damage, it is no longer ablaze, and the spell ends.

Enhance

15 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour

Effect as per the Enhance Ability spell.

Enlight

45 MP, swordplay


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes

You infuse yourself and one weapon you are holding with holy light. For the spell's duration, you are immune to radiant damage and resist necrotic damage. You can also use any subsequent action for the duration to cast a beam of holiness from your weapon. When you do this, you cast out a beam 15-feet long and 5-feet wide. Any creature within the beam must make a Dexterity saving throw, taking 5d8 radiant damage, or half as much on a miss.

Esuna

15 MP, heavenly


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

You touch a willing creature, and blessing winds flow through its body removing one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Fabricate 1

30 MP, utility


  • Casting Time: 10 minutes
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Effect as per the Fabricate spell.

Fabricate 2

35 MP, utility


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Special

Effect as per the Creation spell.

Fade

45 MP, heavenly


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

You lift your hands and unleash a furious blast of pure radiance in a line 60-feet long and 5-feet wide. Any creature caught in the blast must succeed on a Constitution saving throw or take 6d8 radiant damage and become blinded until the end of your next turn. On a successful save, a creature takes half damage, but does not suffer any other effects.

Faith

65 MP, heavenly


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

You bestow the holiest of blessings upon a creature. For the spell's duration, the creature can't be surprised. It has advantage on all attack rolls, ability checks, and saving throws it makes. Others have disadvantage on attacks made against the creature.

Fear 1

25 MP, en-magic


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

Effect as per the Fear spell.

Fear 2

30 MP, en-magic


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Effect as per the Phantasmal Killer spell.

Chapter 5 | Spells

Fear 3

65 MP, en-magic


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Effect as per the Weird spell.

Fire 1

10 MP, elemental


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

A blast of fire erupts before you in a wave. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, and half as much on a successful one.

Fire 2

25 MP, elemental


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

A spiral of fire explodes from the ground from a spot in range. All creatures in a 20-foot radius must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, and half as much on a successful one. Non-magical objects in the radius that are not being held or worn may be lit on fire.

Fire 3

35 MP, elemental


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

A thick pillar of fire erupts around a creature within range. The creature must succeed on a Dexterity saving throw or take 8d6 fire damage and start burning for the spell's duration, or half as much on a success without suffering any other effects. A burning creature must make another Dexterity saving throw at the end of each of its turns. On a failure, it takes 4d6 fire damage and remains burning. On a success, the target is no longer burning and the spell ends.

Flare

45 MP, elemental


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

A concentrated beam of pure fire elemental energy strikes a creature within range. The creature must make a Dexterity saving throw. On a failed save, it takes 10d6+20 fire damage, and half as much damage on a successful one. If the target is reduced to 0 hit points, it is obliterated and turned into ash.

Float

15 MP, utility


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Levitate spell.

Flood

45 MP, elemental


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

A spinning rush of pure water elemental energy surges about in a cylinder that's 20-feet tall with a 30-foot radius. Any creature in the area must succeed on a Strength saving throw or take 6d6 cold damage, be pulled to the center of the cylinder, and become restrained. If multiple creatures are moved toward the center or it is already occupied, the caster may arrange the creatures around the center point so as to minimize their distance to it.

While the flood of water persists, any creature that starts its turn in the area must succeed on another Strength saving throw or take 6d6 cold damage, be pulled to the center of the cylinder, and become restrained. Any creature already restrained by the spell automatically fails this saving throw.

A creature that is restrained by the spell can attempt to break free by making a Strength (Athletics) ability check against your spellcasting DC. They are no longer restrained on a success.

Fly

25 MP, en-magic


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Fly spell.

Forcefield

35 MP, utility


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Wall of Force spell.

Freeze

50 MP, elemental


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

Chapter 5 | Spells

A dense storm of pure elemental ice surges throughout a cylinder that is 20-feet tall with a 30-foot radius. Any creature in the cylinder must succeed on a Constitution saving throw or take 6d10 cold damage and become paralyzed. On a successful save, a creature takes half damage, but suffers no further effects. A paralyzed creature may repeat the Constitution saving throw at the end of each of their turns. On a failure, the creature remains paralyzed. On a success, the creature is no longer paralyzed.

Full Cure

65 MP, heavenly


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

You touch a creature and breath holy life into the depths of its very soul. The creature regains all of its hit points. If it is charmed, frightened, paralyzed, or stunned, you remove those conditions. If the creature is prone, it can spend its reaction to stand up.

Gas

25 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour

Effect as per the Gaseous Form spell.

Gateway

35 MP, utility


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the Passwall spell.

Ghost

50 MP, utility


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Up to 8 hours

Effect as per the Etherealness spell.

Gigaflare

55 MP, elemental


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

Several beams of concentrated, pure fire elemental energy strike from the sky. Up to 3 creatures of your choice who are within a 20-foot radius of a point within range are targeted by the beams. Each creature must make a Dexterity saving throw. On a failed save, a creature takes 10d6+20 fire damage, and half as much damage on a successful one. If a target is reduced to 0 hit points, it is obliterated and turned into ash.

Glyph 1

25 MP, utility


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (incense and powdered diamond worth at least 200 gp which the spell consumes)
  • Duration: Until dispelled or triggered

Effect as per the Glyph of Warding spell.

Glyph 2

50 MP, utility


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (mercury phosphorus, and powdered diamond and opal with a total value of at least 1, 000 gp, which the spell consumes)
  • Duration: Until dispelled or triggered

Effect as per the Symbol spell.

Greater Bless

45 MP, heavenly


  • Casting Time: 1 hour
  • Range: 30 feet
  • Components: V, S, M (a gem-encrusted bowl worth at least 1 000 gp, which the spell consumes)
  • Duration: Instantaneous

You channel an intense font of holy energy to summon a blessing for you and your allies. Up to 12 creatures of your choice who are present when you finish casting this spell are overtaken by the blessing gaining several benefits. The creatures are cured of all diseases & poison. For the next 24 hours, they become immune to poison & being frightened, make all Wisdom saving throws with advantage, and have their hit point maximum & current hit points increased by 2d10.

Heal

10 MP, heavenly


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You quickly invigorate the spirit of a creature you can see within range. The creature regains a number of hit points equal to 1d4 plus your Spellcasting modifier.

Heal All

25 MP, heavenly


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

You rapidly send out numerous strands of light that connect to and bolster up to 6 creatures of your choice that you can see within range. An affected creature regains a number of hit points equal to 1d4 plus your Spellcasting modifier.

Chapter 5 | Spells

Holy

55 MP, heavenly


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

A white deluge of holy light floods a sphere with a 60-foot radius. Any creature within the holy flood must succeed on a Constitution saving throw or take 12d6 damage and become blinded for one minute. On a successful saving throw, a creature takes half damage, but does not suffer any other effects. A creature blinded by this spell can make a Constitution saving throw at the end of its turns. On a successful save, the creature is no longer blinded.

Identify

10 MP, utility


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M
  • Duration: Instantaneous

Effect as per the Identify spell.

Illusion 1

10 MP, utility


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Silent Image spell.

Illusion 2

25 MP, utility


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Major Image spell.

Illusion 3

45 MP, utility


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Until dispelled

Effect as per the Programmed Illusion spell.

Imperil

50 MP, heavenly


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

A golden sphere swirling with black, inky energy engulfs and explodes upon a creature of your choice within range. Make a ranged spell attack against the target. On a hit, it takes 16d6 radiant damage, and its hit point maximum is reduced by the same amount. On a miss, the target takes half damage but suffers to further effects.

Invincible

65 MP, en-magic


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small piece of adamantine worth at least 500 gp which the spell consumes)
  • Duration: Concentration, up to 10 minutes

You become encased in a translucent platinum veneer of armor that fades into an invisible force field. For the spell's duration, you are immune to all damage.

Knock

15 MP, utility


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

Effect as per the Knock spell.

Life

50 MP, heavenly


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 1 000 gp, which the spell consumes)
  • Duration: Instantaneous

Effect as per the Resurrection spell.

Light 1

25 MP, utility


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 hour

Effect as per the Daylight spell.

Locate 1

15 MP, utility


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Locate Object spell.

Locate 2

30 MP, utility


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

Effect as per the Locate Creature spell.

Chapter 5 | Spells

Lock

15 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (gold dust worth at least 25 gp which the spell consumes)
  • Duration: Until dispelled

Effect as per the Arcane Lock spell.

Lore

35 MP, utility


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M
  • Duration: Instantaneous

Effect as per the Legend Lore spell.

Lux

65 MP, heavenly


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

Bright golden light shines out irrepressibly from your body. Select any number of creatures within range. You restore up to a total of 700 hit points to these targets, split any way you wish. If any of the targets is suffering from diseases, blindness, or deafness, you cleanse them of these conditions.

Mind Alter

35 MP, utility


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Effect as per the Modify Memory spell.

Mindread

15 MP, utility


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

Effect as per the Detect Thoughts spell.

Mini

15 MP, en-magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: 1 minute (c)

Effect as per the Enlarge/Reduce spell.

Minor Aero

0 MP, heavenly


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

You create a small whirlwind within range. Until the spell ends, the magic whirlwind fills a 5-foot cube. Any creature in the whirlwind's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 slashing damage. A creature must also make the saving throw when it moves into the whirlwind's space for the first time on a turn or ends its turn there.

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

Minor Bless

0 MP, heavenly


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

Effect as per the Guidance spell.

Minor Bio

0 MP, elemental


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a blob of noxious poison at a creature within range that you can see. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Minor Blizzard

0 MP, elemental


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

A crystalline blast of freezing energy explodes at a creature you can see within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

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

Minor Dark

0 MP, elemental


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

You launch a mote of darkness at your foes. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

Chapter 5 | Spells

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Minor Dia

0 MP, heavenly


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

A burst of light erupts at a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d4 radiant damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Minor Effect

0 MP, utility


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 hour

Effect as per the Prestidigitation spell.

Minor Fire

0 MP, elemental


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A ball of fire streaks from your hand at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Minor Illusion

0 MP, utility


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: S, M
  • Duration: 1 minute

Effect as per the Minor Illusion spell.

Minor Light

0 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M
  • Duration: 1 hour

Effect as per the Light spell.

Minor Mend

0 MP, utility


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M
  • Duration: Instantaneous

Effect as per the Mending spell.

Minor Stone

0 MP, elemental


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

A large ball of stone appears before a creature within range, and it swings menacingly at their body. The target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. If the target is missing any of its hit points, it instead takes 1d12 bludgeoning damage.

This spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Minor Telekinesis

0 MP, utility


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

Effect as per the Mage Hand spell.

Minor Telepathy

0 MP, utility


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: 1 round

Effect as per the Message spell.

Minor Thunder

0 MP, elemental


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Lightning leaps from your hand to shock to a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

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

Minor Water

0 MP, elemental


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Chapter 5 | Spells

A bubble of water condenses upon a creature you can see within range and forcible rustles them. The target must succeed on a Constitution saving throw, or it takes 1d6 cold damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1. , north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Mirage

50 MP, utility


  • Casting Time: 10 minutes
  • Range: Sight
  • Components: V, S
  • Duration: 10 days

Effect as per the Mirage Arcane spell.

Nondetection 1

25 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target which the spell consumes)
  • Duration: 8 hours

Effect as per the Nondetection spell.

Nondetection 2

50 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (500)
  • Duration: Until dispelled

Effect as per the Sequester spell.

Nondetection 3

55 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours

Effect as per the Mind Blank spell.

Nuke

55 MP, elemental


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

You call down a furious storm of raw, chaotic elemental force into a cylinder that is 30-feet tall with a 20-foot radius. Any creature in the storm as it is created must succeed on a Dexterity saving throw or take 10d8 force damage. On a successful save, a creature takes half damage. The storm is so rich with chaotic energy that it blocks line of sight. Creatures in the storm are blinded. Additionally, the first time a creature enters the storm on a turn or if it ends its turn in the zone, it must make a Dexterity saving throw. On a failure it takes 10d8 force damage, and on a success it takes half as much. At the start of each of your turns for the spell's duration, you may move the storm up to 10 feet.

Paralyze 1

15 MP, en-magic


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

Effect as per the Hold Person spell.

Paralyze 2

35 MP, en-magic


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Effect as per the Hold Monster spell.

Paralyze 3

45 MP, en-magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You surround the head of a creature within range with a swirl of blue light that mesmerizes the target. It must succeed on a Wisdom saving throw or become paralyzed for the spell's duration. An afflicted creature may repeat the Wisdom saving throw at the end of each of its turns. On a successful save, the effect and spell both end.

Poison

25 MP, en-magic


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

You touch a creature, attempting to place a toxifying curse upon it. The target must succeed on a Constitution saving throw or else it becomes poisoned for the duration of the spell.

Chapter 5 | Spells

Possess

45 MP, utility


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M
  • Duration: Until dispelled

Effect as per the Magic Jar spell.

Preserve

15 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: 10 days

Effect as per the Gentle Repose spell.

Protect 1

10 MP, heavenly


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

A thin array of hexagonal plates of light align themselves into a bubble around a creature within range before fading from sight. For the duration of the spell, the target gains a +2 bonus to AC.

Protect 2

30 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamond dust worth 100 gp which the spell consumes)
  • Duration: Concentration, up to 1 hour

Rippling bands of golden energy wrap around a creature within range before becoming an invisible barrier. For the duration of the spell, the creature gains resistance to non-magical bludgeoning, piercing, and slashing damage.

Purify

15 MP, en-magic


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the Protection from Poison spell.

Quake

45 MP, elemental


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Pure elemental stone forms and begins rupturing and convulsing in a cylinder 15-feet tall with a 20-foot radius. For the duration of the spell, the area is difficult terrain. Any creature within the quake as it begins must succeed on a Dexterity saving throw or be crushed by pulsing stones, taking 4d10 bludgeoning damage and become restrained. Any creature that starts its turn in the quake must also succeed on a Dexterity saving throw or take 4d10 bludgeoning damage and become restrained. A creature that is already restrained automatically fails this save.

A creature that is restrained by the quake can be broken free if the stones holding them in place take 20 damage. If the stones are broken, the creature is no longer restrained.

Quick

10 MP, en-magic


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Effect as per the Expeditious Retreat spell.

Raise

25 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamonds worth 300 gp which the spell consumes)
  • Duration: Instantaneous

Effect as per the Revivify spell.

Razor Slice

25 MP, swordplay


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You swing your sword in a wide, downward arc, causing it to emit a wave of razor-sharp energy. Any creature in a line 5-feet wide and 15-feet long must make a Dexterity saving throw. On a failure, a creature takes an amount of force damage equal to 6d6 plus your Spellcasting ability. On a success, a creature takes half as much damage.

Record

15 MP, utility


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp which the spell consumes)
  • Duration: Until dispelled

Effect as per the Magic Mouth spell.

Recover

15 MP, heavenly


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

Chapter 5 | Spells

You channel healing energy into your body, unleashing it as a flash upon up to 6 creatures of your choice within range. Each target regains a number of hit points equal to 2d8 plus your Spellcasting modifier.

Reflect

30 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: 10 minutes

A surge of protective light inhabits the body of a creature you touch. For the duration, if the creature is hit with an attack by another creature who is within 5-feet of it, the other creature takes 2d8 radiant damage.

Regen

25 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 30 seconds

You touch a creature and a healthy green glow flashes over its skin. For the duration, as the start of each of its turns, if the target has more than 0 hit points it regains a number of hit points equal to 1d4 plus your Spellcasting modifier.

Remedy

35 MP, heavenly


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

Effect as per the Greater Restoration spell.

Renew

45 MP, heavenly


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

You target a creature within range, innervating them with an outpouring of intense spiritual light. The creature regains 70 hit points. If it is blinded, deafened, or suffering from any diseases, those conditions are all removed.

Restore

50 MP, heavenly


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the Regenerate spell.

Retrieve

45 MP, utility


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M
  • Duration: Until dispelled

Effect as per the Drawmij's Instant Summons spell.

Rising Slash

15 MP, swordplay


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V
  • Duration: Instantaneous

You empower yourself and your weapon, erupting in an arcane-enhanced uppercut. Make a melee spell attack against one creature within range. On a hit, the target takes slashing damage equal to 3d10 plus your Spellcasting modifier.

Route

45 MP, utility


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M
  • Duration: 1 day (c)

Effect as per the Find the Path spell.

Sap

25 MP, en-magic


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

You touch a creature, attempting to place a withering curse upon it. Choose one ability score. The target must succeed on a Wisdom saving throw or else it has disadvantage on ability checks and saving throws made with that ability for the duration of the spell.

Scourge

45 MP, elemental


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

A huge geyser of pure elemental poison spews forth in a 15-foot tall, 30-foot radius cylinder centered on a point within range. Any creature within the geyser must make a Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one. While the spell persists, any creature within the geyser is blinded and poisoned. The geyser provides three quarters cover to those who are blocked from line of sight by it.

Chapter 5 | Spells

Scry 1

25 MP, utility


  • Casting Time: 10 minutes
  • Range: 1 mile
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Clairvoyance spell.

Scry 2

35 MP, utility


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Scrying spell.

Shadow Blade

25 MP, swordplay


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

You summon an ethereal blade of dark energy into your hand. You are proficient with attacks made with this blade. It deals 3d8 psychic damage on a hit, and it has the finesse, light, and thrown (range 20/60) properties. You have advantage on any attacks you make with this blade in dim light or darkness.

Shell 1

25 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a creature and a prismatic bubble surrounds it before quickly fading from sight. Choose one damage type from the following: acid, cold, fire, lightning, or poison. For the duration, the target has resistance to damage of that type.

Shell 2

45 MP, heavenly


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

One creature you touch becomes encased in a shiny, reflective force field that immediately fades into an invisible energy coat of armor. For the duration of the spell, base and cantrip tier spells can't effect the creature unless it chooses to let them. The effect of any magical area effects is also nullified within a 5-foot radius around the creature.

Sight 1

15 MP, en-magic


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the See Invisibility spell.

Sight 2

45 MP, en-magic


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder saffron, and fat; and is consumed by the spell)
  • Duration: 1 hour

Effect as per the True Seeing spell.

Silence

15 MP, en-magic


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

The air stills around one creature within range. The target must succeed on a Wisdom saving throw or become deafened and muted for the spell's duration. While afflicted in this way, the target can't cast any spells that require a verbal component. An afflicted creature repeats the saving throw at the end of each of its turns, ending the condition and spell on a success.

Simulacrum

50 MP, utility


  • Casting Time: 12 hours
  • Range: Touch
  • Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
  • Duration: Until dispelled

Effect as per the Simulacrum spell.

Sleep 1

10 MP, en-magic


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

Effect as per the Sleep spell.

Sleep 2

45 MP, en-magic


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

You conjure a wisp of silver mist around the head of a a creature within range. The target must succeed on a Wisdom saving throw or fall asleep. A creature that falls asleep from this spell remains unconscious until it takes damage or until another creature uses its action to shake the sleeper awake.

Chapter 5 | Spells

On each of your turns for the duration of the spell, you can use your action to target another creature within range with the spell again. That creature also must make a Wisdom saving throw, falling asleep on a failed save.

Slowfall

10 MP, utility


  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: V, M
  • Duration: 1 minute

Effect as per the Feather Fall spell.

Spin Attack

10 MP, swordplay


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

You spin in a circle, unleashing magical energy from your weapon as you do. Any creature within 10-foot of you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 force damage and can't take any reactions until the start of its next turn. On a successful save, the creature takes half damage, but it does not suffer any other effect.

Spy

30 MP, utility


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour

Effect as per the Arcane Eye spell.

Stash

30 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Instantaneous

Effect as per the Leomund's Secret Chest spell.

Stone 1

10 MP, elemental


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

A block of stone whirls into existence, hurtling down from above a creature within range. The creature must succeed on a Dexterity saving throw or take 3d8 bludgeoning damage.

Stone 2

15 MP, elemental


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Clusters of stone encircle a creature within range and rush in upon it. The target must succeed on a Strength saving throw or take 2d6 bludgeoning damage and become restrained for the duration of the spell. A restrained creature can use its action to try to break free, making a Strength saving throw against your spell save DC, and becoming free on a successful save.

While a creature is restrained, you can use your action to crush it. It must make a Strength saving throw taking 2d6 bludgeoning damage on a failed save, or half as much on a successful save.

Stone 3

30 MP, elemental


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Pillars of stone erupt from the ground, shifting about a cylinder that is 5-feet tall and has a 20-foot radius. The area, jutting with rocks, is difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the shifting stones until the spell ends. A creature that starts its turn in the area and is already restrained by the stones takes 3d6 bludgeoning damage. A creature restrained by the stones can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Stun 1

25 MP, en-magic


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

A series of flashing orbs quickly orbit the head of a creature within range. The target must succeed on a Wisdom saving throw or become stunned. This condition lasts for the duration of the spell, or until the target takes damage for the first time, or until another creature uses their action to awaken it.

Stun 2

55 MP, en-magic


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

Effect as per the Power Word Stun spell.

Stupify

55 MP, en-magic


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

Effect as per the Feeblemind spell.

Chapter 5 | Spells

Sword Flare

30 MP, swordplay


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You throw your weapon at a location within range. As your weapon reaches that location, you teleport in a flash, reappearing at the location to catch your weapon with a spinning flourish. Any creature within a 10-foot radius of the location must succeed on a Dexterity saving throw or take 8d6 force damage, or half as much damage on a successful one.

Sword Wave

35 MP, swordplay


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

With a spinning swing, you unleash a wave of arcane energy from your weapon. Any creature of your choice within 30 feet of you must succeed on a Constitution saving throw of take 10d6 force damage and be knocked prone. On a success, a creature takes half as much damage, but suffers no further effects.

Telekinesis

35 MP, utility


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Effect as per the Telekinesis spell.

Telepathy 1

25 MP, utility


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S, M
  • Duration: 1 round

Effect as per the Sending spell.

Telepathy 2

35 MP, utility


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the Rary's Telepathic Bond spell.

Tent 1

15 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: 1 hour

You draw a 2-foot diameter circle on the ground or a wall using chalk, dirt, or some other means of marking, and you touch it. The circle disappears, but the space it enclosed is now the invisible entrance to an extradimensional space that lasts until the spell ends. The space can hold as many as eight Medium or smaller creatures. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as through a window via the entrance. Anything inside the extradimensional space is calmly ejected when the spell ends.

Tent 2

25 MP, utility


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M
  • Duration: 8 hours

Effect as per the Leomund's Tiny Hut spell.

Tent 3

50 MP, utility


  • Casting Time: 1 minute
  • Range: 300 feet
  • Components: V, S, M
  • Duration: 24 hours

Effect as per the Mordenkainen's Magnificent Mansion spell.

Thunder 1

10 MP, elemental


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

A crack of lightning ripples through the air toward one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 lightning damage. If the d8 values match, you may arc the lightning toward another creature within 30 feet of the target who has yet to be hit by this attack, repeating the attack against it. The arcing may repeat if the conditions continue to be met.

Thunder 2

25 MP, elemental


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

A bolt of lightning strikes from above a creature within range. The creature must succeed on a Dexterity saving throw or take 3d10 lightning damage and become paralyzed until it takes damage or the end of your next turn, whichever happens first. On a successful save, the creature takes half damage, but it does not suffer any other effect.

Chapter 5 | Spells

Thunder 3

35 MP, elemental


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

Orbs of ball lightning spin about while bolts of electricity dance between them. They fill a cylinder 20-feet tall with a 30-foot radius. Any creature within the area must succeed on a Dexterity saving throw or take 5d10 lightning damage and become paralyzed until the end of your next turn. On a successful save, a creature takes half as much damage, but suffers no further effects.

Toad

30 MP, en-magic


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour

A puff of smoke explodes around a creature within range. The target must succeed on a Wisdom saving throw or be turned into a frog for the spell's duration. The target's game statistics, including all ability scores and hit points, become that of a frog. It retains its alignment and personality. If the frog hits 0 hit points, the spell ends early. When the spell ends, the target reverts back to its original form. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.

The creature is limited in the actions it can perform to those available to a frog, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. This spell can't affect a target that has 0 hit points.

Transmute

65 MP, en-magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour

Effect as per the True Polymorph spell.

Truth

15 MP, utility


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 minutes

Effect as per the Zone of Truth spell.

Ultima

65 MP, elemental


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M
  • Duration: Instantaneous

Explosions of the most powerful elemental energies erupt and emit life-ending force. They form four green and white swirling spheres of ultimate power. Each sphere has a 40-foot radius. All creatures in one or more of these spheres must make a Dexterity saving throw. On a failed save, a creature takes 40d6 force damage. On a success, it takes half as much damage. Even if a creature is in multiple overlapping spheres, it only takes damage once from this spell.

Unfocus

15 MP, en-magic


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, 1 minute

Effect as per the Blur spell.

Wall

35 MP, utility


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Wall of Stone spell.

Ward

25 MP, utility


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp which the spell consumes)
  • Duration: 1 hour

Effect as per the Magic Circle spell.

Warping Smite

35 MP, swordplay


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

You boost yourself with intense power. The next time you hit a creature with a melee weapon attack, you deal an additional 5d10 force damage. If this attack reduces the creature to 50 hit points or fewer, you banish it to a demi-plane until the spell ends.

Water 1

10 MP, elemental


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

A small, spinning ball of water appears around a creature within range. The creature must succeed on a Constitution saving throw or take 2d10 cold damage. If it is not grappled or restrained, it also is moved up to 10 feet in the direction of your choosing. On a successful save, the creature takes half damage, but is not moved by the spell.

Chapter 5 | Spells

Water 2

15 MP, elemental


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

A wave of water appears from the aether and rushes into a creature within range. The creature must make a constitution saving throw. On a failed save, the creature takes 3d6 cold damage, and it is pushed up to 10 feet. Both the target and one other creature it ends adjacent to are slammed into one another, dealing an additional 1d6 bludgeoning damage to both and knocking them prone.

On a successful save, the creature takes half damage, but suffers no additional effects.

Water 3

30 MP, elemental


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A whirlpool of elemental water is summoned centered on a spot within range. The whirlpool is 15-feet tall and has a 20-foot radius. The whirlpool lasts for the duration of the spell, and it is difficult terrain. All creatures within the whirlpool when it is summoned must must succeed on a Strength saving throw or take 2d6 bludgeoning damage and be pulled toward the center point of the whirlpool. If multiple creatures are moved toward the center or it is already occupied, the caster may arrange the creatures around the center point so as to minimize their distance to it.

While the whirlpool remains, you may use your bonus action on subsequent turns to make a melee spell attack against all creatures within it using the whirlpool as the origin of the attack. On a hit, a creature takes 4d6 cold damage.

Water Breathing

25 MP, utility


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: 24 hours

Effect as per the Water Breathing spell.

Water Walk

25 MP, utility


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the Water Walk spell.

Weak

15 MP, en-magic


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

Effect as per the Ray of Enfeebling spell.

Web

15 MP, utility


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour

Effect as per the Web spell.

Chapter 5 | Spells

Appendix A: Previous Change Notes

Release 0.1

  • First release! Intended for feedback, mostly to calibrate my sense of balance.
  • 6 classic classes. Contains the first six classes, largely based on existing 5e PHB classes with changes to adapt them toward their FF counterparts.
    • Black Mage is a Sorcerer with a hint of Wizard and a custom subclass. You'll recognize your favorite metamagic options as I didn't want to fiddle with them too much (yet).
    • Monk is, well, Monk. With a custom subclass that's half Way of Mercy and half Way of the Sun Soul. It was ripe for skill renaming to match iconic monk abilities.
    • Red Mage is built on top of Bard. You'll recognize the non-combat class features, but the rest of it is pretty heavily modified.
    • Thief is a Rogue with a custom subclass. Didn't want to fiddle too much with the core 1st-7th level kit as its one of the best, IMO. A later revision will probably tweak the abilities more.
    • Warrior is a Battlemaster Fighter with some of its class abilities re-imagined to match iconic FF skills.
    • White Mage was built on the Cleric chassis, but deconstructed to where it's hardly recognizable.
  • Cast spells with mana points. I didn't really invent this one. It's the variant rule "spell point" system from the DMG, but with values multiplied by 5. Made a little messy with spell tiers so I could entirely remove "spell slots" from the spells' vernacular. Speaking of which...
  • An entirely revamped spell catalog. Half of these are just renamed PHB spells - seriously, their descriptions just reference the vanilla spells. For this first pass, the rest are largely modified versions of existing spells, as well. But Final Fantasy-ified.
Chapter 5 | Spells

Forge

Your Own

Fantasy

The worlds and characters of Final Fantasy awe and inspire us. Don't let your dreams be dreams. Bring your own fantasy to life with this supplement to Dungeons & Dragons 5th edition.

Along with the Player's Handbook and other official rule books, sing your own song in the key of Final Fantasy.

Cover Art by Square Enix

 

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.