Warhammer 40k Xenos Codex

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Warhammer 40,000 (5E D&D)

Codex Aeldari

Aeldari

As a humanoid race, Aeldari are physically very similar to Humans, although not entirely identical by any means. They possess longer and cleaner limbs, and fine ascetic features with penetrating and slightly slanted, almond-shaped eyes.

Their ears are also slightly pointed, but otherwise they could pass as Human at first glance. The most obvious difference between Humans and Aeldari can only be seen when they move, for the movements of an Aeldari radiate a subtle grace which is impossible for a Human to emulate.

This can be seen in even their slightest gestures or the dexterity with which they manipulate small objects.

The Aeldari mind, while similar in general to the Human psyche, is far more inclined towards emotional extremes. Because of this, Aeldari are more intelligent but also far more intense than Humans.

Although an Aeldari and a Human can both feel grief or joy, the Aeldari's experience is likely to be far more extreme.

This natural inclination towards emotional extremes is both a blessing and a curse to the Aeldari. On the positive side, it gives them an unparalleled appreciation of life and an unrivalled ability to express themselves through music and other creative endeavours.

A melody or gesture made with grace and skill can elicit an intensity of pleasure which is unimaginable to a Human.

But this potential for joy is paralleled by an equal capacity to feel despair, ambition and even hatred. Confronted by grief or other personal setbacks, an Aeldari suffers mental torments which far exceed the boundaries of Human anguish.

The extreme nature of their temperament makes it very important that the Aeldari maintain a measure of self-control at all times, for it is dangerously easy for them to become entranced by and ultimately dependent upon the experiences that their culture offers them.

They must learn to control the darker side of their natures, which is no less an essential portion of the Aeldari psyche -- and the source of the catastrophe that nearly caused their extinction.

For this reason, the Asuryani are defined as a culture by their pursuit of the Asuryani Path. This philosophy teaches them how to balance their potent minds and pursue constructive goals rather than falling to the amoral pursuit of pleasure and selfishness that ultimately destroyed the ancient Aeldari and still defines their dark kin, the Drukhari.

The Aeldari are a naturally psychic species, and all Aeldari possess the potential to become powerful psykers if they choose to pursue this path.

The Aeldari can use these innate abilities to shape matter, which lies at the foundation of their extraordinary command of technology.

Though highly advanced and feared across the galaxy, the Aeldari are still a dying people in the late 41st Millennium -- a shadow of their former glory -- and their species teeters on the brink of final annihilation.

Traits


Ability Score Increases/decreases. 4d6, Re-roll 1's drop lowest. Then Dex go's up by 4 and Charisma up by to a max of 20, Furthermore constitution down by 2 to a maximum of 20.


Age. Although Aeldari reach physical maturity at about the same age as humans, the Aeldari understanding of adulthood goes beyond physical growth to encompass worldly experience. An Aeldari typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.


Alignment: Aeldari love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.


Size: Aeldari range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.


Speed: Your base walking speed is 40 feet.


Alian metabolisum: Gain advantage against resisting the poisoned condition and resistance aginst poison damage.

Furthermore you need only eat once a Week and drink once a day.


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


Meditation: Aeldari don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.


Alien reflexes Aeldari gain advantage on initiative rolls and a + 2 AC When not Wereing Heavy Armor.


Languages: You can speak, read, and write gothic and Aeldari. Aeldari is fluid, with subtle intonations and intricate grammar. Aeldari literature is rich and varied, and their songs and poems are famous among the Imperials.


Skill Profeciencies: Insight.

Asuryani

The Asuryani ("children of Asuryan" in the Aeldari Lexicon), also called Craftworld Aeldari as they were named before the fall of their lost realm, or the Eldar as they were long known to outsiders, are an ancient humanoid alien species whose vast empire once extended the width and breadth of the known galaxy, but who now live on vast, city-like starships called craftworlds.

A Craftworld is a vast, planetoid-sized spacecraft populated by the highly advanced humanoid species known as the Eldar. The Craftworlds travel through the void of space at sublight speeds, carrying the greater remnant of the Eldar race after their Fall. Each Craftworld is a self-sufficient, independent realm with its own distinctive culture. The most important Eldar Craftworlds of the Milky Way Galaxy are listed and described here.

Every Craftworld is built upon a skeleton of Wraithbone whose structure extends throughout the gigantic voidcraft. A similar skeletal core lies at the heart of most Eldar constructions and every one of their spacecraft. In function, this core is similar to the blood vessels and nervous system of a living creature, pumping life-giving energy around the body and also transmitting the psychic impulses that coordinate its many functions. Wraithbone is psycho-conductive, and the core of a Craftworld acts as a self-replenishing reservoir of psychic power. The invasive rib-like structures carry this energy throughout the entire length and breadth of the vessel.

In a very real sense, the Craftworld is a living entity, powered by psychic energy and responding in an organic way to the stimuli of psychic forces. The power contained within it can be expended as light and heat, and most ship-board devices could not actually function without the wireless psychic power grid that runs throughout the substructure of the Craftworld.

The Eldar refer to this grid as the Infinity Circuit, a metaphysical neural structure studded with the Spirit Stones of the Craftworld's dead, their gestalt psychic collective serving as the source of the great vessel's power--and its ghostly sentience.

The Aeldari Empire was without equal, and they counted themselves masters of the stars. But millennia ago, the Aeldari's overweening pride and their fall into hedonistic practices led to a cataclysm that all but eradicated their kind and led to the birth of the Chaos God Slaanesh.

Despite their boundless power, the heart of their civilisation was torn out by this catastrophe of their own making, forcing many of the surviving Aeldari, now calling themselves "Eldar" to outsiders and "Asuryani" among themselves, to flee upon gigantic, continent-size starships once used for commerce and trade that they named craftworlds. Now the Asuryani cling to survival by a thread, fighting the horrors of the galaxy with ritualised discipline and consummate skill.

The Aeldari species has a long and complex spacefaring history, so long in fact that little is known for certain about the course of their physical evolution and early planet-bound existence. The original Aeldari homeworld was destroyed during the catastrophic collapse of the Aeldari civilisation known as the Fall of the Aeldari.

The remnants of Aeldari culture that survived the cataclysm among the Asuryani preserved much of their species' history in the form of traditional stories, songs and dance. Written records, monuments and visual records were almost completely destroyed except for a few instances where they were taken aboard voidcraft fleeing from the doomed worlds.


Prerequisites To be a Aeldari Warrior you must be a Aeldari

Level Proficiency Bonus Features Battle Focuses Battle Focus Damage
1st +2 Battle Focus 2 +2
2nd +2 Asuryani Focus, Sixth sence 2 +2
3rd +2 Patient Defence 3 +2
4th +2 Ability Score Increase 3 +2
5th +3 Extra Attack 3 +3
6th +3 Asuryani Focus Feature 4 +3
7th +3 Cunning 4 +3
8th +3 Ability Score Increase 4 +3
9th +4 Evasion 4 +4
10th +4 Asuryani Focus Feature 4 +4
11th +4 Adamant Focus, Extra Attack (2) 4 +4
12th +4 Ability Score Increase 5 +4
13th +5 Unyielding 5 +5
14th +5 Asuryani Focus Feature 5 +5
15th +5 Purge Mind and body 5 +5
16th +5 Ability Score Increase 5 +5
17th +6 Perfect body 5 +6
18th +6 Asuryani Focus Feature 6 +6
19th +6 Ethreal Walk 6 +6
20th +6 Ability Score Increase Unlimited +6

Class Feature

As a Asuryani you gain the following class features

Hit Points


  • Hit Dice: Dependant on Asuryani Focus, each Asuryani Focus has its own hit die per level, see chart below,
Focus Hit Die
Gaurdian 1D12
Autarch 1D10
Farseer 1D6
Warlock 1D10
Spiritseer 1D8

  • Hit points at 1st level: 6 + your constitution modifier.
  • Hit Points at Higher Level: Focus Hit die + your Constitution modifier per Inquisitor level after 1st

Proficencies


  • Armor: Light, Medium, and Sheilds
  • Weapons: All simple and martial weapons plus all Sharuken weapons.
  • Tools: Alchemical tools
  • Saving Throws: Strength, Wisdom

  • Skills: Choose 3 Inteligence modifier skills from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Medicine, Persuation, Perception, Religion Technolegy,

Equipment

Aeldari starter kit

Battle Focus

In battle, you fight with Focus and cunning. On Your Turn, you can enter a battle focus as a Bonus Action.

While in the battle focus, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Dextarity Checks and Dexterity Saving Throws.

  • When you make a Ranged weapon or spell Attack or a dextarity based weapon attack, you gain a +2 bonus to the damage roll. This bonus increases as you level as seen on calss table.

  • you gain advantage on all saves to resist the effects of charmed and frightened conditions.

  • If you are able to cast Spells you have advantage on concentration Skill checks While in the battle focus.

  • you may use the Dash action as a bonus action.

Your Battle focus lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked or effected a Hostile creature or effected a friendly creature since your last turn. You can also end your battlefocus on Your Turn as a Bonus Action.

Once you have battle focused the maximum number of times for your Asuryani level, you must finish a Long Rest before you can Battle focus again. You may battle focus 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Asuryani Focus

At 2nd level, you choose a Aeldari focus that you focus and train in. you Pick a Aeldari focus to train in. Choose either Guardian, Autauch, Farseer, Spiritseer and Warlock all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th level.

Sixth Sense

At 2nd Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.

Patient Defence

At 3rd Level, you may take the dodge action as a bonus action.

Furthermore you gain a + 1 to your AC, this increases by 1 at level 8, 14 and 20.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 20th 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 by 1 when you reach 11th level in this class.

Cunning

By 7th level, your instincts are so honed that you have advantage on Initiative rolls.

Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your battle focus before doing anything else on that turn.

Evasion

Beginning at 9th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Adamant Focus

Beginning at 11th level, your battle focus is so tuned, that it ends early only if you fall Unconscious or if you choose to end it.

Unyielding

Starting at 13th level, your battle focus can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while you're in a battle focus and don't die outright, you can make a DC 10 Wisdom saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.

Purge body and mind

Starting At 15th level, you can use your action to end one effect on yourself that is causing you to be Charmed, Frightened, disesed or poisoned. This may be done a number of times equal to your wisdom bonus you regain uses of this after you preform a long rest

Perfect Body

Starting at 17th level your Aeldari body and mind is so tuned 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 it will be in about double the normal time it would take. In addition, you need fery minimum food or water.

Aethreal Walk

Beginning at 19th level, you can use your action to become Invisible for 1 minute. During that time, you also have Resistance to all damage. or you can cast the Astral Projection spell, without needing material Components. When you do so, you can't take any other creatures with you. this may be done a number of times per long rest equal to your Wisdom Modifier.

Asuryani Focus

Gaurdian

A Guardian is one of the militia infantry of the Aeldari craftworlds who serve multiple tactical roles as needed in the defence of their homes.

In times of peace the Guardians pursue their normal civilian roles. All adult Asuryani, however, are trained in the arts of warfare and can be called to arms if their craftworld is threatened.

It is a painful irony that, in the Aeldari species' endless quest for survival, the very civilians the warhosts fight to protect are all too often forced to take up arms. Every Aeldari is trained and ready to fight as a Guardian if need be.

On some craftworlds, Ulthwé foremost amongst them, the Guardians are the most common of all Aeldari warriors. As the number of dedicated, professional Aeldari troops -- the Aspect Warriors -- in a craftworld are simply too few to meet all threats, those Aeldari dedicated to a civilian Asuryani Path serve as Guardians in battle, forming the bulk of the Craftworlder Aeldari armies.

Guardians are also called upon to pilot and crew the majority of the Aeldari's many war machines, providing vital armoured support and transportation for the warhost in battle.

Guardian forces consist of two main types; the tactically flexible Guardian Defenders, and the more assault-oriented Storm Guardians. Both are equipped with Aeldari Mesh Armour.

When you choose this Asuryani Focus you gain Proficiency in Survival, Acrobatics, Athletics and Dextarity saves. If you are already proficient in any of these you may pick one to have expertise in it.


Furthermore you become Proficient with all Spacial Ranged and melee Weapons.

Warriors Focus

Starting at 2nd level, Your focus is true and Ferce When you are in a battle focus you double you extra damage during the focus.

Exarch Traits

At 6th level, you gain the the folowing abilitys.

Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Imperial legionnaire level. Once you use this feature, you must finish a short or Long Rest before you can use it again.

Indomitable: you can re-roll a saving throw that you fail. If you do so, you must use the new roll. Once you use this feature, you must finish a Long Rest before you can use it again.

Action surge: you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again.

Exarch Endurance

At 9th level, you gain one extra use of Indomitable ability

Exarch Action

At 14th level, you gain gain the Extra Attack (3) and one extra use of the Action surge ability.

Exarch

At 18th level you may use the indomitable ability 3 times between rests and you get one extra use of either, action surge or second wind per short rest or long rest.

Autarch

They are held with high esteem by both Seers and warriors alike with each Autarch having mastered many paths across their centuries-long lifespans. This includes one or more facets of the Warrior Paths and at some point in their lives, they begin to show a passion for the intricacies of command as well as strategy. They do not believe in victory being achieved by simple martial excellence in the heat of the battlefield but that the true path lies in holding a wider vision whilst directing a war host in achieving the most lethal as well as efficient manner. Thus, they walk the Path of Command that leads to a burning obsession where they see each mission and battle being part of a much grander battle plan. Inspiration and guidance comes to them from the mythical leaders of the ancient Houses such as Eldanesh, Ulthanash and Bierellian

When you choose this Asuryani Focus you gain Proficiency in Intimidation, Persuasion, Athletics and Wisdom saves. If you are already proficient in any of these you may pick one to have expertise in it


Furthermore you become Proficient with all Spacial Aeldari Ranged and melee Weapons.

Exarch

When you choose this path at 2nd level, Your command presesnts bring the best out in all around you.

You have a constant command aura, the aura is 10ft Sphere centered on you. Any creatures you wish in the sphere gain any auras you have, provided you are conssious and can speak. you Start with the Tactical persicion and Expert team command aura.

Tactical Percision: Any creature you wish Within you command Aura range, may add your Charisma Modifier to any of there damage rolls from any source.

Expert Team: Any creature you wish Within you command Aura range, may add your Charisma Modifier to all there skill checks made.

Battlemaster

At 6th level you can impower your allies, gain the Rights of battle and battlemaster command aura. Furthermore your command aura sphere increses to 15ft.

Rights of ballte: Any creature you wish Within your command Aura may add your Charisma Modifier to all of there Attack rolls.

Battlemaster: Any creature you wish Within your command Aura may add your Charisma Modifier to all of there ability saves.

Strategist

At 10th level, gain the Seise the Initiative and Expert Team command aura. Furthermore gain your command aura sphere increses to 20ft

Seise the Initiative: Any creature you wish Within your command Aura may add your Charisma Modifier to all of there Initiative checks and players on the first round of combat may Re-roll a die of there choosing this may be done after you roll but before the sucsess of the roll was determined by the DM and you must keep the second result.

Elite Team: Any creature you wish Within you command Aura range, has advantage on all there skill checks made.

Wise Commander

By 14th level, a creature may add your charisma madifier x 2 to any aura's insteed of just your charisma modifier and you gain the Wise Commander command aura.

Wise Commander: Any creature you wish Within your command Aura has advantage on all ability Saves.

Autarch

At 18th level, gain the Rites of war and Autarch command aura.

Rights of War: Any creature you wish Within your command Aura has advantage on all attacks roll.

Autarch: Any creature you wish Within your command Aura may add a D10 to all attacks damage roll.

Farseer

A Farseer is the most potent and respected form of Eldar psyker or Seer. A Farseer was once a Warlock, but has now become lost upon the Path of the Seer forever in the same way as the Exarchs are wed eternally to the Path of the Warrior. A council of the most powerful Farseers generally governs a Craftworld. Farseers possess a wide diversity of psychic specialities with divination being the most common skill. They are most often known for using their vast psychic powers to see the possibilities of the future so that they can manipulate events to better ensure the survival of the Eldar species in the wake of the Fall.

When you choose this Asuryani Focus you gain Proficiency in Warp/Arcane, History, Insight and Charisma saves. If you are already proficient in any of these you may pick one to have expertise in it


Furthermore you become Proficient with all Witch weapons.

Farseer Powers
Level Power Runes Cantrips Known Spell Runes Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd 3 4 4 3
3rd 4 4 5 4 2
4th 5 5 6 4 3
5th 6 5 7 4 3 2
6th 7 5 8 4 3 3
7th 8 5 9 4 3 3 1
8th 9 5 10 4 3 3 2
9th 10 5 11 4 3 3 3 1
10th 11 6 12 4 3 3 3 2
11th 12 6 13 4 3 3 3 2 1
12th 14 6 14 4 3 3 3 2 1
13th 16 6 15 4 3 3 3 2 1 1
14th 18 6 15 5 4 3 3 2 1 1
15th 20 6 16 5 4 3 3 2 1 1 1
16th 22 6 16 5 4 4 3 2 1 1 1
17th 24 6 17 5 4 4 3 2 1 1 1 1
18th 26 6 18 5 4 4 3 3 1 1 1 1
19th 28 6 19 5 4 4 3 3 2 1 1 1
20th 30 6 20 5 4 4 4 3 2 2 1 1

Rune Psyker

At 2nd level, you gain the ability to cast Psychic powers, this acts the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifications as Seen on PG. ___ Using Psychic Powers.

Farseer Runes

Asuryanii Farseers dose not focus on a limited number of Psychic Disciplines they may pick from any Discipline with the exception of Necromancy and Imperialis Divinus.

Cantrips

You learn 4 cantrips of your choice from the psychic disciplines your allowed. You learn additional cantrips as you level, see cantrips collumn of the Farseer. Cantrips may be cast without having your spell tomb and do not use any pages within it.

Power Slots.

The Farseer powers table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these spells, you must expend a power slot of the spell’s level or higher. You regain all expended power slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level power slot available, you can cast shield using either slot.

Spell Runes Known. You know 4 1st-level powers at 2nd level. The Spells Runes Known column of the Farseer table shows when you can learn more powers of 1st level or higher. Each of these spells must be choosen from a list you are allowed and you must be of a level for which you have power slots. Whenever you level up you may swap out a power with one with a level of wich you can cast and from a discipline you are allowed.

Spellcasting Ability Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. 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 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

Eldrich lighting

At 2nd level You gain the Eldrich blast cantrip and it deals Lightinig damage instead force. This spell does not count tword your Rune spells known.

Rune Attunment

At 2nd level, your deep understanding and advanced studys of the warp allow you to manipulate the warp in diferent ways. This is represented by power runes, which allow you to create a variety of different Effects.

Runes of Empowerment

You have 3 Runes of Empowerment, and you gain one additional point every time you level up until level 12 then it goes up by 2 each level, to a maximum of 30 at level 20., to a maximum of 22 at level 20. You can never have more Runes of Empowerment than shown on the table for your level. You regain all Runes of Empowerment runes when you finish a Long Rest.

Rune Conversion

You can use your power runes to gain additional Spell Slots, or sacrifice Spell Slots to gain additional Runes of Empowerment. You learn other ways to use your power runes as you reach higher levels.

Creating Spell Slots. You can transform unexpended Runes of Empowerment into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.

Creating Spell Slot
Spell slot level power runes cost
1st 2
2nd 3
3rd 5
4th 6
5th 8
6th 9
7th 11
8th 12
9th 14

Converting a Spell Slot to power runes. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of Runes of Empowerment equal to the slot's level.

Rune Manipulation

At 2nd level, you gain the ability to manipulate your Spells to adapt to a situation. You gain two of the following Rune Manipulation options of your choice. You gain another one at 6th, 10th, 14th and at level 18 you know all of them.

You can use only one Rune Manipulation option on a spell when you cast it, unless otherwise noted.

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 warp charge per target and choose a number of those creatures up to your inteligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 warp charge per spell level to double the range of the spell.

When you Cast a Spell that has a range of touch, you can spend 1 warp charges to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 warp charge per dice, to re-roll a number of the damage dice up to your inteligence modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 warp charge per spell level to double its Duration, to a maximum Duration of 24 hours.

Heightened Spell

When you Cast a Spell that forces a creature to make a saving throw to resist its Effects, you can spend 3 warp charges + 1 per spell level Heightened to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 warp charges to change the Casting Time to 1 Bonus Action for this casting.

Subtle Spell

When you Cast a Spell, you can spend 1 warp charge to cast it without any somatic or verbal Components.

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 warp charges equal to the spell’s level to target a second creature in range with the same spell (1 warp charge if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.

Charged Spell

When you cast a spell that requiers a creature to make a save against you spell DC. You may choose to spend a number of Warp Charges up to a maximum of 5, if done, raise the spell save DC by the amount of Warp Charges used.

At level 10 this raises from 5 to 10.

Seer

Starting at 2nd level you Know and have all the Divinasion power runes these do not count twords you normal allotment of powers. you do not actual know the powers of a level until you have a power slot of equal level.

Prescience

At 6th level, your avility too glmps the future as a farseer gives you a small advantage even in areas you don't focus much on. You can add half your Charisma bonus, rounded up, to any Dexterity ability check you make.

Additionally, your relative swiftness makes you harder to hit. When you are wearing light armor or no armor, You add half your Charisma bonus rounded up to you AC.

At level 14 both thease abilites you add your whole Charisma bonus.

Rune Recovery

Starting at 10th level, when you are casting a spell, you may apply one of the below features. This my be done a number of time per day equal to half you Charisma modifier (rounded down to a minimum of 1). you regain all uses of this feature after you complete a long rest.

  • Re-roll a Spell attck roll. This must be done before sucsess is resolved

  • Make a creature re-roll a save that passes against one of you spells

Eldritch Flexibility

Beginning at 14th level, You begin to display an increased amount of skill over the ability to regulate the Runic warp magic flowing through you. When you create a spell slot of 5th level or less with the rune conversion feature, the cost of creating a spell slot is now a number of sorcery points equal to that spell's level.

Master Diviner

At level 18, The farseer may cast one Divination spell per spell level without useing a Rune power slot of that level.

Warlock

A Warlock is an Eldar Seer or psyker who previously walked the Path of the Warrior as an Aspect Warrior of the Eldar Craftworlds and now uses his potent psychic powers to help lead Eldar warhosts. Warlocks who lose themselves upon this path ultimately become Farseers. The most aggressive and warlike of all the potential variants of the Path of the Seer is that of the Warlock. Since Warlocks are Seers who once trod the Path of the Warrior, their previous experience as Aspect Warriors allows them to harness their more destructive impulses when using their psychic powers in combat. The ornate helmets worn by Warlocks in the field are kept in the shrines of the Warrior Aspects as a sign of the close link between Warlocks and their former status as Warriors. A Warlock can only attain that status by returning to the Aspect Shrine that he once belonged to and receiving his helmet from the shrine's Exarch as part of the same blood-ritual undergone by Aspect Warriors.

A Warlock not only learns the use of the psychic runes of war but also how to wield the Witchblade, a powerful Eldar Force Weapon. Witchblades writhe and twist with living runes of the Eldar Lexicon that focus the inherent power of the Warlock's mind into destructive psychic energy using a helical psychic matrix that runs through the core of the blade. In the hands of a Warlock, a Witchblade strikes with a devastating burst of psychic force that can incinerate an enemy where he stands.

Whenever the Craftworld Eldar go to war, their Warlocks accompany their forces of Aspect Warriors and Guardians. They use their psychic powers both to protect the Eldar Warriors and to wreak havoc among their foes; a thought-wave from a Warlock can instil courage in his comrades or sear the souls of the Eldar's enemies. Though not as psychically powerful as Farseers, few of the psykers found among the other intelligent species of the galaxy can equal the arcane might of an Eldar Warlock or match their combat prowess with the power of the Warp.

When you choose this Asuryani Focus you gain Proficiency in Warp/Arcane, History, Intimidatin and Charisma saves. If you are already proficient in any of these you may pick one to have expertise in it


Furthermore you become Proficient with all Witch weapons.

Warlock spellcasting
Level Power Runes Cantrips Known Spell Runes Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd 1 2 3 2
3rd 2 2 4 3
4th 3 2 5 3 1
5th 4 2 6 3 2
6th 5 2 7 3 2 1
7th 6 2 8 3 2 2
8th 7 3 9 3 2 2 1
9th 8 3 10 3 2 2 2
10th 9 3 10 3 2 2 2 1
11th 10 3 11 3 2 2 2 1
12th 11 4 11 3 2 2 2 1 1
13th 12 4 12 3 2 2 2 1 1
14th 13 4 12 3 2 2 2 1 1 1
15th 14 4 13 3 3 2 2 1 1 1
16th 15 4 13 3 3 2 2 1 1 1 1
17th 16 4 14 3 3 3 2 1 1 1 1
18th 17 4 14 4 3 3 2 2 1 1 1 1
19th 18 4 15 4 4 3 3 2 1 1 1 1
20th 20 4 15 4 4 4 3 3 2 1 1 1

Psyker

When you reach 2nd level, you gain the ability to cast Psychic powers, this acts the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifacations as Scean on PG. ___ Using Psychic Powers.

Warlock Runes

Aeldari Warlocks focus on a limited number of Basic Diciplines equal to your Charisma modifier, from the following Telepathy, Telekinesis, Electromancy, Divination, Biomancy and Illudamancy

Cantrips

You learn 2 cantrips of your choice from the psychic disciplines your allowed. You learn additional cantrips as you level, see cantrips collumn of the farseer. Cantrips may be cast without having your spell tomb and do not use any pages within it.

Power Slots.

The Warlock powers table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these spells, you must expend a power slot of the spell’s level or higher. You regain all expended power slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level power slot available, you can cast shield using either slot.

Spell Runes Known. You know 3 1st-level powers at 2nd level. The Spells Runes Known column of the Warlock table shows when you can learn more powers of 1st level or higher. Each of these spells must be choosen from a list you are allowed and you must be of a level for which you have power slots. Whenever you level up you may swap out a power with one with a level of wich you can cast and from a discipline you are allowed.

Spellcasting Ability Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. 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 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

Eldrich lighting

At 2nd level You gain the Eldrich blast cantrip and it deals Lightinig damage instead force. This spell does not count tword your Rune spells known.

Rune Attunment

At 2nd level, your deep understanding and advanced studys of the warp allow you to manipulate the warp in diferent ways. This is represented by power runes, which allow you to create a variety of different Effects.

Runes of Empowerment

You have 1 Runes of Empowerment, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more Runes of Empowerment


than shown on the table for your level. You regain all Runes of Empowerment runes when you finish a Long Rest.

Rune Convertion

You can use your power runes to gain additional Spell Slots, or sacrifice Spell Slots to gain additional Runes of Empowerment. You learn other ways to use your power runes as you reach higher levels.

Creating Spell Slots. You can transform unexpended Runes of Empowerment into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.

Creating Spell Slot
Spell slot level power runes cost
1st 2
2nd 3
3rd 5
4th 6
5th 8
6th 9
7th 11
8th 12
9th 14

Converting a Spell Slot to power runes. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of Runes of Empowerment equal to the slot's level.

Rune Manipulation

At 2nd level, you gain the ability to manipulate your Spells to adapt to a situation. You gain two of the following Rune Manipulation options of your choice. You gain another one at 6th, 10th, 14th and at level 18 you know all of them.

You can use only one Rune Manipulation option on a spell when you cast it, unless otherwise noted.

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 warp charge per target and choose a number of those creatures up to your intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 warp charge per spell level to double the range of the spell.

When you Cast a Spell that has a range of touch, you can spend 1 warp charges to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 warp charge per dice, to re-roll a number of the damage dice up to your intelligence modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 warp charge per spell level to double its Duration, to a maximum Duration of 24 hours.

Heightened Spell

When you Cast a Spell that forces a creature to make a saving throw to resist its Effects, you can spend 3 warp charges + 1 per spell level Heightened to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 warp charges to change the Casting Time to 1 Bonus Action for this casting.

Subtle Spell

When you Cast a Spell, you can spend 1 warp charge to cast it without any somatic or verbal Components.

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 warp charges equal to the spell’s level to target a second creature in range with the same spell (1 warp charge if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.

Charged Spell

When you cast a spell that requiers a creature to make a save against you spell DC. You may choose to spend a number of Warp Charges up to a maximum of 5, if done, raise the spell save DC by the amount of Warp Charges used.

At level 10 this raises from 5 to 10.

Power Weave

Starting at 5th level, when you take the attack action on your turn, you may use one of your additional attacks to instead cast a cantrip with a casting time of 1 action.

Psychic Interference

Beginning at 10th level, you can use your reaction and your mastery over your mind slow down or redirects an attack. When you are hit from a ranged or thrown weapon. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your As level.

If you reduce the damage to 0, you can attempt to redirect the attack to any creature within 30/60ft. Make a ranged spell attack against the new target. On a hit, the target takes damage equal to the amount of damage that was negated plus your Intelligence modifier.

You have a limited number of charges on the Redirect part of this ability, equal to half your Intelligence modifier (rounded up). All expended uses recharge after you have taken a long rest. At 15th level you may use this a number of times equal to your intelligence mod per long rest.

Psychic Sheild

At 14th level, you have further strengthened your mind. When you or a friendly target within 15ft radius of you are the target of a weapon attack, you can use your reaction to engage your mind defensively and attempt to deflect the strike. Roll 1D4 and add the result to your AC until the start of your next turn, the triggering attack is also subject to this increase in AC. You can use this ability a number times equal to half your Intelligence modifier (rounded up), you regain all expended uses after a short or long rest. At 16th level the radius of this ability is 30ft

Psyichic Rebuke

At level 18, Your Runic Warp magic has grown more powerful and is now capable of protecting you when ever you are attacked. Anytime you are attacked with a melee attack, You can use your reaction to deal psychic damage equal to half your level + your Intelligence modifier to the attacker. This can only be used a number of times per long rest equal to either your intelligence modifier.

Spiritseer

A Spiritseer is an Eldar psyker who walks the Path of the Seer in a way that allows him or her to commune with the souls of the dead Eldar preserved in the Craftworld's Infinity Circuit. In times of peace, the Spiritseers serve as a bridge between the living and the dead, ensuring the wisdom of the past remains available to those still able to influence the present. In time of war, the Spiritseers entreat the souls of the dead to empower Wraithguard and Wraithlord constructs, using the dead to protect their living kindred.

When an Eldar dies, his or her Spirit Stone is reverently grafted to the Wraithbone core of his or her Craftworld in the place known as the Dome of Crystal Seers, joining and mingling with the countless souls of the past Eldar already present within the Craftworld's structure. The resulting gestalt psychic entity is known as the Infinity Circuit, and is an integral part of a Craftworld's life, subtly providing guidance to the living Eldar dwelling within the Craftworld and protecting them against Warp-spawned perils.

With the souls of the deceased "trapped" within the Infinity Circuit, and with their numbers dwindling rapidly, the Eldar eventually turned to their deceased kin as a source of knowledge, wisdom and in time of dire crisis, even combat assistance. The Spiritseers are those Eldar who walk the Path of the Seer who specialise in communing with the spirits of the dead present in their Craftworld's Infinity Circuit.

The Path of the Spiritseer is one of the most difficult of Paths to walk for an Eldar. Like all variations of the Path of the Seer, it requires the Eldar to call on his or her psychic powers with all the risks that usage entails. The Spiritseer must possess a mental discipline and fortitude beyond compare, for communing with the dead is extremely taxing. Depending on the spirit's past life and manner of death, it might be cooperative, but often is either unresponsive, racked with grief, jealous of the still living or even malicious. The Spiritseer must adapt himself to commune with the intended spirit without being refused or even worse, possessed. Another, more subtle danger of this Path is that the Spiritseer must be self-possessed enough to always ask and never demand assistance from the dead, no matter how dire his and his people's need might be. Making demands of the dead, forcing them to serve the will of the living, is a practice considered anathema amongst the Eldar, who view it with the same loathing that humans reserve for necromancy. It is for this reason that many Eldar view Spiritseers with some suspicion. Although the line between spiritseeing and necromancy is sometimes very fine, the Spiritseer must always remain aware that the dead must only give assistance to the living willingly. The combined pressures of resisting the dead and enduring the cultural censure of the living makes the Path of the Spiritseer an uneasy road that few Eldar dare walk.

When you choose this Asuryani Focus you gain Proficiency in Warp/Arcane, History, Religion and Wisdom saves. If you are already proficient in any of these you may pick one to have expertise in it


Furthermore you become Proficient with all Witch weapons.

Spiritseer spellcasting
Level Power Runes Cantrips Known Spell Runes Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd 3 4 4 3
3rd 4 4 5 4 2
4th 5 5 6 4 3
5th 6 5 7 4 3 2
6th 7 5 8 4 3 3
7th 8 5 9 4 3 3 1
8th 9 5 10 4 3 3 2
9th 10 5 11 4 3 3 3 1
10th 11 6 12 4 3 3 3 2
11th 12 6 13 4 3 3 3 2 1
12th 14 6 14 4 3 3 3 2 1
13th 16 6 15 4 3 3 3 2 1 1
14th 18 6 15 5 4 3 3 2 1 1
15th 20 6 16 5 4 3 3 2 1 1 1
16th 22 6 16 5 4 4 3 2 1 1 1
17th 24 6 17 5 4 4 3 2 1 1 1 1
18th 26 6 18 5 4 4 3 3 1 1 1 1
19th 28 6 19 5 4 4 3 3 2 1 1 1
20th 30 6 20 5 4 4 4 3 2 2 1 1

Rune Psyker

When you reach 2nd level, you gain the ability to cast Psychic powers, this acts the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifacations as Scean on PG. ___ Using Psychic Powers.

Wriath Runes

Aeldari Warlocks focus on a limited number of Diciplines you may choose, from the following Telekinesis, Telepathy, Necromancy, Biomancy and Illudamancy

Cantrips

You learn 4 cantrips of your choice from the psychic disciplines your allowed. You learn additional cantrips as you level, see cantrips collumn of the spiritseer. Cantrips may be cast without having your spell tomb and do not use any pages within it.

Power Slots.

The spiritseer powers table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these spells, you must expend a power slot of the spell’s level or higher. You regain all expended power slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level power slot available, you can cast shield using either slot.

Spell Runes Known. You know 4 1st-level powers at 2nd level. The Spells Runes Known column of the spiritseer table shows when you can learn more powers of 1st level or higher. Each of these spells must be choosen from a list you are allowed and you must be of a level for which you have power slots. Whenever you level up you may swap out a power with one with a level of wich you can cast and from a discipline you are allowed.

Spellcasting Ability Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. 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 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

Wraith Blast

At 2nd level You gain the Eldrich blast cantrip and it deals Necrotic damage instead force. This spell does not count tword your Rune spells known.

Rune Attunment

At 2nd level, your deep understanding and advanced studys of the warp allow you to manipulate the warp in diferent ways. This is represented by power runes, which allow you to create a variety of different Effects.

Runes of Empowerment

You have 3 Runes of Empowerment, and you gain one additional point every time you level up, until level 12 then it goes up by 2 each level, to a maximum of 30 at level 20. You can never have more Runes of Empowerment than shown on the table for your level. You regain all Runes of Empowerment runes when you finish a Long Rest.

Rune Convertion

You can use your power runes to gain additional Spell Slots, or sacrifice Spell Slots to gain additional Runes of Empowerment. You learn other ways to use your power runes as you reach higher levels.

Creating Spell Slots. You can transform unexpended Runes of Empowerment into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.

Creating Spell Slot
Spell slot level power runes cost
1st 2
2nd 3
3rd 5
4th 6
5th 8
6th 9
7th 11
8th 12
9th 14

Converting a Spell Slot to power runes. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of Runes of Empowerment equal to the slot's level.

Rune Manipulation

At 2nd level, you gain the ability to manipulate your Spells to adapt to a situation. You gain two of the following Rune Manipulation options of your choice. You gain another one at 6th, 10th, 14th and at level 18 you know all of them.

You can use only one Rune Manipulation option on a spell when you cast it, unless otherwise noted.

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 Rune of Empowerment and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 Rune of Empowerment to double the range of the spell.

When you Cast a Spell that has a range of touch, you can spend 1 Rune of Empowerment to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 Rune of Empowerment to reroll a number of the damage dice up to your inteligence modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 Rune of Empowerment to double its Duration, to a maximum Duration of 24 hours.

Heightened Spell

When you Cast a Spell that forces a creature to make a saving throw to resist its Effects, you can spend 3 Runes of Empowerment to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 Runes of Empowerment to change the Casting Time to 1 Bonus Action for this casting.

Subtle Spell

When you Cast a Spell, you can spend 1 Rune of Empowerment to cast it without any somatic or verbal Components.

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 Runes of Empowerment equal to the spell’s level to target a second creature in range with the same spell (1 warp charge if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.

Charged Spell

When you cast a spell that requiers a creature to make a save against you spell DC. You may choose to spend a number of Runes of Empowerment up to a maximum of 5, if done raise the spell save DC by the amount of Runes of Empowerment used.

At level 10 this raises from 5 to 10.

Wrath Host

Starting at 2nd level you Know and have all the Necromancy power runes these do not count twords you normal allotment of powers. you do not actual know the powers of a level until you have a power slot of equal level.

Bonesinger

At 6th level, You learn the basics of counjureing Wrathbone, in the form of a wraithbone sword and Armor with armor, the Shadow blade ncromancy spell becomes the Waithbone spell. The Wraithbone spell: is the same as the Shadow blade spell with the following changes.

  • You add +2 to your AC while the spell is active

  • The spell level increses from 2nd level to 3rd level.

  • When casting at higher levels, increase the damage of the blade by +1D8 and the AC by +1 for each power slot level used above 3rd.

Rune Recovery

Starting at 10th level, when you are casting a spell, you may apply one of the below features. This my be done a number of time per day equal to half you Charisma modifier (rounded down to a minimum of 1). you regain all uses of this feature after you complete a long rest.

  • Re-roll a Spell attck roll. This must be done before sucsess is resolved

  • Make a creature re-roll a save that passes against one of you spells

Eldritch Flexibility

Beginning at 14th level, You begin to display an increased amount of skill over the ability to regulate the Runic warp magic flowing through you. When you create a spell slot of 5th level or less with the Rune conversion feature, the cost of creating a spell slot is now a number of sorcery points equal to that spell's level.

Spirit Guide

At level 18, when you would drop to 0 hit points and become unconscious or die, you can choose to roll a CON saving throw with a DC of 10 to gain temporary hit points equal to 3 times your CON score and you do not fall unconscious. Each time you succeed on the CON saving throw, you gain 2 points of exhaustion.